render: a tiny bit of code cleanup in mesh pass
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@ -28,13 +28,9 @@ struct MeshBufferStorage {
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buffer_vertex: BufferStorage,
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buffer_indices: Option<(wgpu::IndexFormat, BufferStorage)>,
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//#[allow(dead_code)]
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//render_texture: Option<RenderTexture>,
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// maybe this should just be a Uuid and the material can be retrieved though
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// MeshPass's `material_buffers` field?
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material: Option<Rc<Material>>,
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// The index of the transform for this entity.
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// The tuple is structured like this: (transform index, index of transform inside the buffer)
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//transform_index: TransformBufferIndices,
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}
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#[derive(Clone, Debug, Component)]
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@ -180,16 +176,8 @@ impl MeshPass {
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}
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/// Processes the mesh for the renderer, storing and creating buffers as needed. Returns true if a new mesh was processed.
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#[instrument(skip(self, device, queue, transform, mesh, entity))]
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fn process_mesh(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, entity: Entity, transform: Transform, mesh: &Mesh, mesh_uuid: Uuid) -> bool {
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let _ = transform;
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/* if self.transform_buffers.should_expand() {
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self.transform_buffers.expand_buffers(&self.device);
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}
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self.transform_buffers.update_or_insert(&self.queue, &self.render_limits,
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entity, || ( transform.calculate_mat4(), glam::Mat3::from_quat(transform.rotation) )); */
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#[instrument(skip(self, device, queue, mesh, entity))]
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fn process_mesh(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, entity: Entity, mesh: &Mesh, mesh_uuid: Uuid) -> bool {
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#[allow(clippy::map_entry)]
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if !self.mesh_buffers.contains_key(&mesh_uuid) {
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// create the mesh's buffers
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@ -343,6 +331,9 @@ impl RenderGraphPass for MeshPass {
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{
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alive_entities.insert(entity);
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// Interpolate the transform for this entity using a component.
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// If the entity does not have the component then it will be queued to be added
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// to it after all the entities are prepared for rendering.
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let interp_transform = match interp_tran {
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Some(mut interp_transform) => {
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// found in https://youtu.be/YJB1QnEmlTs?t=472
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@ -362,22 +353,28 @@ impl RenderGraphPass for MeshPass {
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}
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};
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if let Some((mesh_han, mesh_epoch)) = mesh_pair {
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if let Some(mesh) = mesh_han.data_ref() {
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// if process mesh did not just create a new mesh, and the epoch
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// shows that the scene has changed, verify that the mesh buffers
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// dont need to be resent to the gpu.
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if !self.process_mesh(device, queue, entity, interp_transform, &*mesh, mesh_han.uuid())
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&& mesh_epoch == last_epoch {
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self.check_mesh_buffers(device, queue, &mesh_han);
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}
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{
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// expand the transform buffers if they need to be.
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// this is done in its own scope to avoid multiple mutable references to self at
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// once; aka, make the borrow checker happy
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let transforms = self.transforms.as_mut().unwrap();
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if transforms.needs_expand() {
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debug!("Expanding transform buffers");
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transforms.expand_buffers(device);
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}
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}
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if let Some((mesh_han, mesh_epoch)) = mesh_pair {
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if let Some(mesh) = mesh_han.data_ref() {
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// if process mesh did not just create a new mesh, and the epoch
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// shows that the scene has changed, verify that the mesh buffers
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// dont need to be resent to the gpu.
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if !self.process_mesh(device, queue, entity, &*mesh, mesh_han.uuid())
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&& mesh_epoch == last_epoch {
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self.check_mesh_buffers(device, queue, &mesh_han);
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}
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let transforms = self.transforms.as_mut().unwrap();
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let group = TransformGroup::EntityRes(entity, mesh_han.uuid());
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let transform_id = transforms.update_or_push(device, queue, &render_limits,
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group, interp_transform.calculate_mat4(), glam::Mat3::from_quat(interp_transform.rotation));
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@ -404,17 +401,12 @@ impl RenderGraphPass for MeshPass {
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// if process mesh did not just create a new mesh, and the epoch
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// shows that the scene has changed, verify that the mesh buffers
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// dont need to be resent to the gpu.
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if !self.process_mesh(device, queue, entity, mesh_interpo, &*mesh, mesh_han.uuid())
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if !self.process_mesh(device, queue, entity, &*mesh, mesh_han.uuid())
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&& scene_epoch == last_epoch {
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self.check_mesh_buffers(device, queue, &mesh_han);
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}
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let transforms = self.transforms.as_mut().unwrap();
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if transforms.needs_expand() {
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debug!("Expanding transform buffers");
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transforms.expand_buffers(device);
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}
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let scene_mesh_group = TransformGroup::Res(scene_han.uuid(), mesh_han.uuid());
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let group = TransformGroup::OwnedGroup(entity, scene_mesh_group.into());
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let transform_id = transforms.update_or_push(device, queue, &render_limits,
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