Port to Bevy 0.8.
This commit is contained in:
parent
e06fb383a3
commit
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13
Cargo.toml
13
Cargo.toml
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@ -10,22 +10,19 @@ repository = "https://github.com/komadori/bevy_mod_outline/"
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keywords = ["gamedev", "bevy", "outline"]
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categories = ["game-engines", "rendering"]
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bevy = { version = "0.7", default-features = false, features = [
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bevy = { version = "0.8", default-features = false, features = [
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"bevy_asset",
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"render",
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] }
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bevy_asset = { version = "0.7", default-features = false }
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libm = "0.2"
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[dev-dependencies]
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bevy = { version = "0.7", default-features = false, features = [
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bevy = { version = "0.8", default-features = false, features = [
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"bevy_winit",
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"x11",
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] }
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bevy_mod_rounded_box = "0.1"
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[[example]]
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name = "cube"
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path = "examples/cube.rs"
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name = "torus"
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path = "examples/torus.rs"
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@ -1,9 +1,8 @@
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use std::f32::consts::TAU;
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use bevy::prelude::*;
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use bevy::prelude::{shape::Torus, *};
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use bevy_mod_outline::*;
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use bevy_mod_rounded_box::*;
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#[bevy_main]
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fn main() {
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@ -34,10 +33,11 @@ fn setup(
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});
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(RoundedBox {
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size: Vec3::new(1., 1., 1.),
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radius: 0.3,
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subdivisions: 5,
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mesh: meshes.add(Mesh::from(Torus {
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radius: 0.6,
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ring_radius: 0.2,
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subdivisions_segments: 20,
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subdivisions_sides: 10,
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})),
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material: materials.add(Color::rgb(0.1, 0.1, 0.9).into()),
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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@ -57,7 +57,7 @@ fn setup(
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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commands.spawn_bundle(PerspectiveCameraBundle {
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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146
src/lib.rs
146
src/lib.rs
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@ -1,5 +1,5 @@
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use bevy::asset::load_internal_asset;
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use bevy::core_pipeline::{Opaque3d, Transparent3d};
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use bevy::core_pipeline::core_3d::{Opaque3d, Transparent3d};
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use bevy::ecs::system::lifetimeless::{Read, SQuery, SRes};
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use bevy::ecs::system::SystemParamItem;
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use bevy::pbr::{
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@ -7,24 +7,24 @@ use bevy::pbr::{
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};
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use bevy::prelude::*;
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use bevy::reflect::TypeUuid;
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use bevy::render::camera::{ActiveCamera, Camera3d};
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use bevy::render::extract_component::ExtractComponentPlugin;
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use bevy::render::mesh::{MeshVertexBufferLayout, PrimitiveTopology};
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use bevy::render::render_asset::{RenderAsset, RenderAssetPlugin, RenderAssets};
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use bevy::render::render_component::ExtractComponentPlugin;
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use bevy::render::render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets};
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use bevy::render::render_phase::{
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AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
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SetItemPipeline, TrackedRenderPass,
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};
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use bevy::render::render_resource::std140::{AsStd140, Std140};
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use bevy::render::render_resource::{
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BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor,
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BindGroupLayoutEntry, BindingType, Buffer, BufferBindingType, BufferInitDescriptor, BufferSize,
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BufferUsages, DynamicUniformVec, Face, PipelineCache, RenderPipelineDescriptor, ShaderStages,
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SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
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AsBindGroup, BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingType, BufferBindingType, BufferSize,
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DynamicUniformBuffer, Face, PipelineCache, PreparedBindGroup, RenderPipelineDescriptor,
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ShaderSize, ShaderStages, ShaderType, SpecializedMeshPipeline, SpecializedMeshPipelineError,
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SpecializedMeshPipelines,
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};
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use bevy::render::renderer::{RenderDevice, RenderQueue};
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use bevy::render::texture::FallbackImage;
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use bevy::render::view::ExtractedView;
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use bevy::render::{RenderApp, RenderStage};
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use bevy::render::{Extract, RenderApp, RenderStage};
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use libm::nextafterf;
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// See https://alexanderameye.github.io/notes/rendering-outlines/
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@ -33,12 +33,14 @@ const OUTLINE_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2101625026478770097);
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/// An asset for rendering outlines around meshes.
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#[derive(Clone, TypeUuid)]
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#[derive(Clone, TypeUuid, AsBindGroup)]
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#[uuid = "552e416b-2766-4e6a-9ee5-9ebd0e8c0230"]
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pub struct Outline {
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/// Colour of the outline
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#[uniform(1, visibility(fragment))]
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pub colour: Color,
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/// Width of the outline in logical pixels
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#[uniform(0, visibility(vertex))]
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pub width: f32,
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}
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@ -47,7 +49,12 @@ impl RenderAsset for Outline {
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type PreparedAsset = GpuOutline;
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type Param = (SRes<RenderDevice>, SRes<OutlinePipeline>);
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type Param = (
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SRes<RenderDevice>,
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SRes<OutlinePipeline>,
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SRes<RenderAssets<Image>>,
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SRes<FallbackImage>,
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);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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@ -55,57 +62,35 @@ impl RenderAsset for Outline {
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fn prepare_asset(
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outline: Self::ExtractedAsset,
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(render_device, outline_pipeline): &mut bevy::ecs::system::SystemParamItem<Self::Param>,
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(render_device, outline_pipeline, images, fallback_image): &mut bevy::ecs::system::SystemParamItem<Self::Param>,
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) -> Result<
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Self::PreparedAsset,
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bevy::render::render_asset::PrepareAssetError<Self::ExtractedAsset>,
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> {
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let colour = outline.colour.as_linear_rgba_f32().into();
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let vbuffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: Some("outline_vertex_stage_uniform_buffer"),
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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contents: VertexStageData {
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width: outline.width,
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}
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.as_std140()
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.as_bytes(),
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});
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let fbuffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: Some("outline_fragment_stage_uniform_buffer"),
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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contents: FragmentStageData { colour }.as_std140().as_bytes(),
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});
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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label: Some("outline_bind_group"),
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layout: &outline_pipeline.outline_bind_group_layout,
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entries: &[
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BindGroupEntry {
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binding: 0,
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resource: vbuffer.as_entire_binding(),
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},
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BindGroupEntry {
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binding: 1,
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resource: fbuffer.as_entire_binding(),
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},
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],
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});
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if let Ok(pbg) = outline.as_bind_group(
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&outline_pipeline.outline_bind_group_layout,
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render_device,
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images,
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fallback_image,
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) {
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Ok(GpuOutline {
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_vertex_stage_buffer: vbuffer,
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_fragment_stage_buffer: fbuffer,
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bind_group,
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transparent: colour.w < 1.0,
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bind_group: pbg,
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transparent: outline.colour.a() < 1.0,
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})
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} else {
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Err(PrepareAssetError::RetryNextUpdate(outline))
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}
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}
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}
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#[derive(Clone, Component, AsStd140)]
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#[derive(Clone, Component, ShaderType)]
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struct ViewSizeUniform {
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logical_size: Vec2,
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}
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#[derive(Default)]
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struct ViewSizeUniforms {
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pub uniforms: DynamicUniformVec<ViewSizeUniform>,
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pub uniforms: DynamicUniformBuffer<ViewSizeUniform>,
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}
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#[derive(Component)]
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@ -117,20 +102,8 @@ struct GpuViewSize {
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bind_group: BindGroup,
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}
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#[derive(Clone, AsStd140)]
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struct VertexStageData {
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width: f32,
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}
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#[derive(Clone, AsStd140)]
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struct FragmentStageData {
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colour: Vec4,
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}
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pub struct GpuOutline {
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_vertex_stage_buffer: Buffer,
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_fragment_stage_buffer: Buffer,
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bind_group: BindGroup,
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bind_group: PreparedBindGroup<Outline>,
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transparent: bool,
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}
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) -> RenderCommandResult {
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let outline_handle = query.get(item).unwrap();
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let outline = outlines.into_inner().get(outline_handle).unwrap();
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pass.set_bind_group(I, &outline.bind_group, &[]);
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pass.set_bind_group(I, &outline.bind_group.bind_group, &[]);
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RenderCommandResult::Success
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}
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}
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fn extract_view_size_uniforms(
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mut commands: Commands,
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windows: Res<Windows>,
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images: Res<Assets<Image>>,
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active_camera: Res<ActiveCamera<Camera3d>>,
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query: Query<&Camera, With<Camera3d>>,
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query: Extract<Query<(Entity, &Camera), With<Camera3d>>>,
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) {
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if let Some(entity) = active_camera.get() {
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if let Ok(camera) = query.get(entity) {
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if let Some(size) = camera.target.get_logical_size(&windows, &images) {
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for (entity, camera) in query.iter() {
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if !camera.is_active {
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continue;
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}
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if let Some(size) = camera.logical_viewport_size() {
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commands
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.get_or_spawn(entity)
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.insert(ViewSizeUniform { logical_size: size });
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}
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}
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}
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}
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fn prepare_view_size_uniforms(
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mut commands: Commands,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: BufferSize::new(
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ViewSizeUniform::std140_size_static() as u64
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),
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min_binding_size: BufferSize::new(ViewSizeUniform::SHADER_SIZE.get()),
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},
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count: None,
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}],
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});
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let outline_bind_group_layout =
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: Some("outline_bind_group_layout"),
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entries: &[
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(
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VertexStageData::std140_size_static() as u64,
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),
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},
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count: None,
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},
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(
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FragmentStageData::std140_size_static() as u64,
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),
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},
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count: None,
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},
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],
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});
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let outline_bind_group_layout = Outline::bind_group_layout(&render_device);
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OutlinePipeline {
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mesh_pipeline,
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view_size_bind_group_layout,
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@ -1,37 +1,37 @@
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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#import bevy_pbr::mesh_types
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#import bevy_pbr::mesh_view_bindings
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struct Vertex {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] normal: vec3<f32>;
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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@builtin(position) clip_position: vec4<f32>,
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};
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struct ViewSizeUniforms {
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logical_size: vec2<f32>;
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logical_size: vec2<f32>,
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};
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struct VertexStageData {
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width: f32;
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width: f32,
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};
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struct FragmentStageData {
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colour: vec4<f32>;
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colour: vec4<f32>,
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};
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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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[[group(2), binding(0)]]
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@group(2) @binding(0)
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var<uniform> view_size: ViewSizeUniforms;
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[[group(3), binding(0)]]
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@group(3) @binding(0)
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var<uniform> vstage: VertexStageData;
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[[group(3), binding(1)]]
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@group(3) @binding(1)
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var<uniform> fstage: FragmentStageData;
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fn mat4to3(m: mat4x4<f32>) -> mat3x3<f32> {
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);
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}
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[[stage(vertex)]]
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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var clip_pos = view.view_proj * (mesh.model * vec4<f32>(vertex.position, 1.0));
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return out;
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}
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struct FragmentInput {
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[[builtin(front_facing)]] is_front: bool;
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};
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[[stage(fragment)]]
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fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
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@fragment
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fn fragment() -> @location(0) vec4<f32> {
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return fstage.colour;
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}
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