pub mod allocator; use crate::{ render_asset::{ AssetExtractionError, PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets, }, texture::GpuImage, RenderApp, }; use allocator::MeshAllocatorPlugin; use bevy_app::{App, Plugin}; use bevy_asset::{AssetId, RenderAssetUsages}; use bevy_ecs::{ prelude::*, system::{ lifetimeless::{SRes, SResMut}, SystemParamItem, }, }; #[cfg(feature = "morph")] use bevy_mesh::morph::{MeshMorphWeights, MorphWeights}; use bevy_mesh::*; use wgpu::IndexFormat; /// Makes sure that [`Mesh`]es are extracted and prepared for the GPU. /// Does *not* add the [`Mesh`] as an asset. Use [`MeshPlugin`] for that. pub struct MeshRenderAssetPlugin; impl Plugin for MeshRenderAssetPlugin { fn build(&self, app: &mut App) { app // 'Mesh' must be prepared after 'Image' as meshes rely on the morph target image being ready .add_plugins(RenderAssetPlugin::::default()) .add_plugins(MeshAllocatorPlugin); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app.init_resource::(); } } /// [Inherit weights](inherit_weights) from glTF mesh parent entity to direct /// bevy mesh child entities (ie: glTF primitive). #[cfg(feature = "morph")] pub struct MorphPlugin; #[cfg(feature = "morph")] impl Plugin for MorphPlugin { fn build(&self, app: &mut App) { app.add_systems( bevy_app::PostUpdate, inherit_weights.in_set(InheritWeightSystems), ); } } /// Bevy meshes are gltf primitives, [`MorphWeights`] on the bevy node entity /// should be inherited by children meshes. /// /// Only direct children are updated, to fulfill the expectations of glTF spec. #[cfg(feature = "morph")] pub fn inherit_weights( morph_nodes: Query<(&Children, &MorphWeights), (Without, Changed)>, mut morph_primitives: Query<&mut MeshMorphWeights, With>, ) { for (children, parent_weights) in &morph_nodes { let mut iter = morph_primitives.iter_many_mut(children); while let Some(mut child_weight) = iter.fetch_next() { child_weight.clear_weights(); child_weight.extend_weights(parent_weights.weights()); } } } /// The render world representation of a [`Mesh`]. #[derive(Debug, Clone)] pub struct RenderMesh { /// The number of vertices in the mesh. pub vertex_count: u32, /// Morph targets for the mesh, if present. #[cfg(feature = "morph")] pub morph_targets: Option, /// Information about the mesh data buffers, including whether the mesh uses /// indices or not. pub buffer_info: RenderMeshBufferInfo, /// Precomputed pipeline key bits for this mesh. pub key_bits: BaseMeshPipelineKey, /// A reference to the vertex buffer layout. /// /// Combined with [`RenderMesh::buffer_info`], this specifies the complete /// layout of the buffers associated with this mesh. pub layout: MeshVertexBufferLayoutRef, } impl RenderMesh { /// Returns the primitive topology of this mesh (triangles, triangle strips, /// etc.) #[inline] pub fn primitive_topology(&self) -> PrimitiveTopology { self.key_bits.primitive_topology() } /// Returns true if this mesh uses an index buffer or false otherwise. #[inline] pub fn indexed(&self) -> bool { matches!(self.buffer_info, RenderMeshBufferInfo::Indexed { .. }) } } /// The index/vertex buffer info of a [`RenderMesh`]. #[derive(Debug, Clone)] pub enum RenderMeshBufferInfo { Indexed { count: u32, index_format: IndexFormat, }, NonIndexed, } impl RenderAsset for RenderMesh { type SourceAsset = Mesh; type Param = ( SRes>, SResMut, ); #[inline] fn asset_usage(mesh: &Self::SourceAsset) -> RenderAssetUsages { mesh.asset_usage } fn take_gpu_data( source: &mut Self::SourceAsset, _previous_gpu_asset: Option<&Self>, ) -> Result { source .take_gpu_data() .map_err(|_| AssetExtractionError::AlreadyExtracted) } fn byte_len(mesh: &Self::SourceAsset) -> Option { let mut vertex_size = 0; for attribute_data in mesh.attributes() { let vertex_format = attribute_data.0.format; vertex_size += vertex_format.size() as usize; } let vertex_count = mesh.count_vertices(); let index_bytes = mesh.get_index_buffer_bytes().map(<[_]>::len).unwrap_or(0); Some(vertex_size * vertex_count + index_bytes) } /// Converts the extracted mesh into a [`RenderMesh`]. fn prepare_asset( mesh: Self::SourceAsset, _: AssetId, (_images, mesh_vertex_buffer_layouts): &mut SystemParamItem, _: Option<&Self>, ) -> Result> { #[cfg(feature = "morph")] let morph_targets = match mesh.morph_targets() { Some(mt) => { let Some(target_image) = _images.get(mt) else { return Err(PrepareAssetError::RetryNextUpdate(mesh)); }; Some(target_image.texture_view.clone()) } None => None, }; let buffer_info = match mesh.indices() { Some(indices) => RenderMeshBufferInfo::Indexed { count: indices.len() as u32, index_format: indices.into(), }, None => RenderMeshBufferInfo::NonIndexed, }; let mesh_vertex_buffer_layout = mesh.get_mesh_vertex_buffer_layout(mesh_vertex_buffer_layouts); let key_bits = BaseMeshPipelineKey::from_primitive_topology(mesh.primitive_topology()); #[cfg(feature = "morph")] let key_bits = if mesh.morph_targets().is_some() { key_bits | BaseMeshPipelineKey::MORPH_TARGETS } else { key_bits }; Ok(RenderMesh { vertex_count: mesh.count_vertices() as u32, buffer_info, key_bits, layout: mesh_vertex_buffer_layout, #[cfg(feature = "morph")] morph_targets, }) } }