Add support for jointed (skinned) models.
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@ -33,3 +33,10 @@ bevy_ui = ["bevy/bevy_ui", "bevy/bevy_sprite", "bevy/bevy_text"]
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[[example]]
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[[example]]
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name = "shapes"
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name = "shapes"
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path = "examples/shapes.rs"
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path = "examples/shapes.rs"
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[[example]]
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name = "animated_fox"
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path = "examples/animated_fox.rs"
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required-features = [
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"bevy/animation", "bevy/bevy_gltf", "bevy/png", "bevy/bevy_scene"
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]
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Binary file not shown.
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@ -0,0 +1,87 @@
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use std::f32::consts::PI;
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use bevy::{prelude::*, window::close_on_esc};
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use bevy_mod_outline::{
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AutoGenerateOutlineNormalsPlugin, Outline, OutlineBundle, OutlinePlugin, OutlineStencil,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(OutlinePlugin)
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.add_plugin(AutoGenerateOutlineNormalsPlugin)
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0,
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})
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.add_startup_system(setup)
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.add_system(setup_scene_once_loaded)
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.add_system(close_on_esc)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Insert a resource with the current animation
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commands.insert_resource::<Handle<AnimationClip>>(asset_server.load("Fox.glb#Animation0"));
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// Camera
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100.0, 150.0)
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.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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..default()
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});
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// Plane
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// Light
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commands.spawn_bundle(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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// Fox
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commands.spawn_bundle(SceneBundle {
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scene: asset_server.load("Fox.glb#Scene0"),
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..default()
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});
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}
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// Once the scene is loaded, start the animation and add an outline
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fn setup_scene_once_loaded(
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mut commands: Commands,
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animation: Res<Handle<AnimationClip>>,
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mut player: Query<&mut AnimationPlayer>,
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entities: Query<Entity, With<Handle<Mesh>>>,
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mut done: Local<bool>,
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) {
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if !*done {
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if let Ok(mut player) = player.get_single_mut() {
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player.play(animation.clone_weak()).repeat();
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for entity in entities.iter() {
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commands.entity(entity).insert_bundle(OutlineBundle {
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outline: Outline {
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visible: true,
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width: 3.0,
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colour: Color::RED,
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},
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stencil: OutlineStencil,
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});
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}
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*done = true;
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}
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}
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}
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@ -5,6 +5,12 @@
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@group(1) @binding(0)
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@group(1) @binding(0)
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var<uniform> mesh: Mesh;
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var<uniform> mesh: Mesh;
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#ifdef SKINNED
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@group(1) @binding(1)
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var<uniform> joint_matrices: SkinnedMesh;
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#import bevy_pbr::skinning
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#endif
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fn model_origin_z(model: mat4x4<f32>, view_proj: mat4x4<f32>) -> f32 {
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fn model_origin_z(model: mat4x4<f32>, view_proj: mat4x4<f32>) -> f32 {
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var origin = model[3];
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var origin = model[3];
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var proj_zw = mat4x2<f32>(
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var proj_zw = mat4x2<f32>(
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@ -3,6 +3,10 @@
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struct VertexInput {
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(1) normal: vec3<f32>,
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#ifdef SKINNED
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@location(2) joint_indexes: vec4<u32>,
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@location(3) joint_weights: vec4<f32>,
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#endif
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};
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};
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struct OutlineViewUniform {
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struct OutlineViewUniform {
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@ -43,8 +47,13 @@ fn mat4to3(m: mat4x4<f32>) -> mat3x3<f32> {
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@vertex
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@vertex
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fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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var clip_pos = view.view_proj * (mesh.model * vec4<f32>(vertex.position, 1.0));
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#ifdef SKINNED
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var clip_norm = mat4to3(view.view_proj) * (mat4to3(mesh.model) * vertex.normal);
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let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
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#else
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let model = mesh.model;
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#endif
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var clip_pos = view.view_proj * (model * vec4<f32>(vertex.position, 1.0));
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var clip_norm = mat4to3(view.view_proj) * (mat4to3(model) * vertex.normal);
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var ndc_pos = clip_pos.xy / clip_pos.w;
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var ndc_pos = clip_pos.xy / clip_pos.w;
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var ndc_delta = vstage.width * normalize(clip_norm.xy) * view_uniform.scale;
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var ndc_delta = vstage.width * normalize(clip_norm.xy) * view_uniform.scale;
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return vec4<f32>(ndc_pos + ndc_delta, model_origin_z(mesh.model, view.view_proj), 1.0);
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return vec4<f32>(ndc_pos + ndc_delta, model_origin_z(mesh.model, view.view_proj), 1.0);
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@ -112,11 +112,25 @@ impl SpecializedMeshPipeline for OutlinePipeline {
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mesh_layout: &MeshVertexBufferLayout,
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mesh_layout: &MeshVertexBufferLayout,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut targets = vec![];
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let mut targets = vec![];
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let mut bind_layouts = vec![
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let mut bind_layouts = vec![self.mesh_pipeline.view_layout.clone()];
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self.mesh_pipeline.view_layout.clone(),
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self.mesh_pipeline.mesh_layout.clone(),
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];
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let mut buffer_attrs = vec![Mesh::ATTRIBUTE_POSITION.at_shader_location(0)];
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let mut buffer_attrs = vec![Mesh::ATTRIBUTE_POSITION.at_shader_location(0)];
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let mut shader_defs = if cfg!(feature = "align16") {
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vec!["ALIGN_16".to_string()]
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} else {
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vec![]
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};
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bind_layouts.push(
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if mesh_layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX)
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&& mesh_layout.contains(Mesh::ATTRIBUTE_JOINT_WEIGHT)
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{
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shader_defs.push("SKINNED".to_string());
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buffer_attrs.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(2));
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buffer_attrs.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(3));
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self.mesh_pipeline.skinned_mesh_layout.clone()
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} else {
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self.mesh_pipeline.mesh_layout.clone()
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},
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);
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let shader;
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let shader;
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match pass_type {
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match pass_type {
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PassType::Stencil => {
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PassType::Stencil => {
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@ -146,11 +160,6 @@ impl SpecializedMeshPipeline for OutlinePipeline {
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);
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);
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}
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}
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}
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}
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let shader_defs = if cfg!(feature = "align16") {
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vec!["ALIGN_16".to_string()]
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} else {
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vec![]
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};
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let buffers = vec![mesh_layout.get_layout(&buffer_attrs)?];
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let buffers = vec![mesh_layout.get_layout(&buffer_attrs)?];
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Ok(RenderPipelineDescriptor {
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Ok(RenderPipelineDescriptor {
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vertex: VertexState {
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vertex: VertexState {
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@ -2,11 +2,20 @@
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struct VertexInput {
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(0) position: vec3<f32>,
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#ifdef SKINNED
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@location(2) joint_indexes: vec4<u32>,
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@location(3) joint_weights: vec4<f32>,
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#endif
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};
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};
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@vertex
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@vertex
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fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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var clip_pos = view.view_proj * (mesh.model * vec4<f32>(vertex.position, 1.0));
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#ifdef SKINNED
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let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
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#else
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let model = mesh.model;
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#endif
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var clip_pos = view.view_proj * (model * vec4<f32>(vertex.position, 1.0));
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var ndc_pos = clip_pos.xy / clip_pos.w;
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var ndc_pos = clip_pos.xy / clip_pos.w;
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return vec4<f32>(ndc_pos, model_origin_z(mesh.model, view.view_proj), 1.0);
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return vec4<f32>(ndc_pos, model_origin_z(mesh.model, view.view_proj), 1.0);
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}
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}
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