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use bevy_asset:: Handle ;
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use bevy_core_pipeline:: core_2d:: Transparent2d ;
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use bevy_ecs:: {
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+ prelude:: Entity ,
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query:: With ,
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system:: { Query , Res , ResMut , Resource } ,
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world:: { FromWorld , World } ,
@@ -11,7 +12,7 @@ use bevy_render::{
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render_phase:: { DrawFunctions , RenderPhase , SetItemPipeline } ,
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render_resource:: * ,
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texture:: BevyDefault ,
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- view:: { Msaa , VisibleEntities } ,
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+ view:: Msaa ,
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} ;
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use bevy_sprite:: * ;
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use bevy_utils:: FloatOrd ;
@@ -99,25 +100,21 @@ pub(crate) fn queue(
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mut specialized_pipelines : ResMut < SpecializedMeshPipelines < DebugLinePipeline > > ,
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gpu_meshes : Res < RenderAssets < Mesh > > ,
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msaa : Res < Msaa > ,
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- mesh_handles : Query < & Mesh2dHandle , With < GizmoDrawMesh > > ,
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- mut views : Query < ( & VisibleEntities , & mut RenderPhase < Transparent2d > ) > ,
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+ mesh_handles : Query < ( Entity , & Mesh2dHandle ) , With < GizmoDrawMesh > > ,
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+ mut views : Query < & mut RenderPhase < Transparent2d > > ,
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) {
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let draw_function = draw_functions. read ( ) . get_id :: < DrawDebugLines > ( ) . unwrap ( ) ;
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let key = Mesh2dPipelineKey :: from_msaa_samples ( msaa. samples ) ;
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- for ( view, mut phase) in & mut views {
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- for visible_entity in & view. entities {
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- println ! ( "e" ) ;
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- let Ok ( mesh_handle) = mesh_handles. get ( * visible_entity) else { continue ; } ;
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- println ! ( "ee" ) ;
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+ for mut phase in & mut views {
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+ for ( entity, mesh_handle) in & mesh_handles {
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let Some ( mesh) = gpu_meshes. get ( & mesh_handle. 0 ) else { continue ; } ;
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- println ! ( "eee" ) ;
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let key = key | Mesh2dPipelineKey :: from_primitive_topology ( mesh. primitive_topology ) ;
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let pipeline = specialized_pipelines
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. specialize ( & mut pipeline_cache, & pipeline, key, & mesh. layout )
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. unwrap ( ) ;
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phase. add ( Transparent2d {
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- entity : * visible_entity ,
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+ entity,
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draw_function,
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pipeline,
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sort_key : FloatOrd ( f32:: MAX ) ,
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