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Co-authored-by: Kaylee Simmons <kay@the-simmons.net> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
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// This shader shows how to enable the gpu picking feature for a material | ||
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// You'll need the mesh binding because that's where the entity index is | ||
#import bevy_pbr::mesh_bindings mesh | ||
#import bevy_pbr::mesh_vertex_output MeshVertexOutput | ||
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@group(1) @binding(0) | ||
var<uniform> color: vec4<f32>; | ||
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// Gpu picking uses multiple fragment output | ||
struct FragmentOutput { | ||
@location(0) color: vec4<f32>, | ||
// You can detect the feature with this flag | ||
#ifdef GPU_PICKING | ||
@location(1) mesh_id: u32, | ||
#endif | ||
}; | ||
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@fragment | ||
fn fragment(in: MeshVertexOutput) -> FragmentOutput { | ||
var out: FragmentOutput; | ||
out.color = color; | ||
// make sure to output the entity index for gpu picking to work correctly | ||
#ifdef GPU_PICKING | ||
out.mesh_id = mesh[in.instance_index].id; | ||
#endif | ||
return out; | ||
} |
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53 changes: 53 additions & 0 deletions
53
crates/bevy_core_pipeline/src/entity_index_buffer_copy/mod.rs
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use bevy_app::Plugin; | ||
use bevy_ecs::{query::QueryItem, world::World}; | ||
use bevy_render::{ | ||
picking::{CurrentGpuPickingBufferIndex, ExtractedGpuPickingCamera, VisibleMeshIdTextures}, | ||
render_graph::{RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner}, | ||
renderer::RenderContext, | ||
RenderApp, | ||
}; | ||
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use crate::core_3d::CORE_3D; | ||
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#[derive(Default)] | ||
pub struct EntityIndexBufferCopyNode; | ||
impl ViewNode for EntityIndexBufferCopyNode { | ||
type ViewQuery = ( | ||
&'static VisibleMeshIdTextures, | ||
&'static ExtractedGpuPickingCamera, | ||
); | ||
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fn run( | ||
&self, | ||
_graph: &mut RenderGraphContext, | ||
render_context: &mut RenderContext, | ||
(mesh_id_textures, gpu_picking_camera): QueryItem<Self::ViewQuery>, | ||
world: &World, | ||
) -> Result<(), bevy_render::render_graph::NodeRunError> { | ||
let current_buffer_index = world.resource::<CurrentGpuPickingBufferIndex>(); | ||
gpu_picking_camera.run_node( | ||
render_context.command_encoder(), | ||
&mesh_id_textures.main.texture, | ||
current_buffer_index, | ||
); | ||
Ok(()) | ||
} | ||
} | ||
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pub struct EntityIndexBufferCopyPlugin; | ||
impl Plugin for EntityIndexBufferCopyPlugin { | ||
fn build(&self, app: &mut bevy_app::App) { | ||
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { | ||
return; | ||
}; | ||
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// 3D | ||
use crate::core_3d::graph::node::*; | ||
render_app | ||
.add_render_graph_node::<ViewNodeRunner<EntityIndexBufferCopyNode>>( | ||
CORE_3D, | ||
ENTITY_INDEX_BUFFER_COPY, | ||
) | ||
.add_render_graph_edge(CORE_3D, UPSCALING, ENTITY_INDEX_BUFFER_COPY); | ||
} | ||
} |
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