bevy/examples/shader/shader_instancing.rs

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//! A shader that renders a mesh multiple times in one draw call.
use bevy::{
Camera Driven Rendering (#4745) This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915): ![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png) Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
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core_pipeline::core_3d::Transparent3d,
ecs::{
query::QueryItem,
system::{lifetimeless::*, SystemParamItem},
},
pbr::{MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup},
prelude::*,
render::{
extract_component::{ExtractComponent, ExtractComponentPlugin},
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
mesh::{GpuBufferInfo, MeshVertexBufferLayout},
render_asset::RenderAssets,
render_phase::{
AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
RenderPhase, SetItemPipeline, TrackedRenderPass,
},
render_resource::*,
renderer::RenderDevice,
view::{ExtractedView, NoFrustumCulling},
Render, RenderApp, RenderSet,
},
};
use bytemuck::{Pod, Zeroable};
fn main() {
App::new()
.add_plugins((DefaultPlugins, CustomMaterialPlugin))
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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commands.spawn((
meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
enum `Visibility` component (#6320) Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode. # Objective The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching. Additionally as it stands Bevy only has two settings for visibility of an entity: - "unconditionally hidden" `Visibility { is_visible: false }`, - "inherit visibility from parent" `Visibility { is_visible: true }` where a root level entity set to "inherit" is visible. Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear. Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode. -- The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants. ## Solution Change the Visibility component into ```rust enum Visibility { Hidden, // unconditionally hidden Visible, // unconditionally visible Inherited, // inherit visibility from parent } ``` --- ## Changelog ### Changed `Visibility` is now an enum ## Migration Guide - evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`. - setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`. - usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively. - `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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SpatialBundle::INHERITED_IDENTITY,
InstanceMaterialData(
(1..=10)
.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
.map(|(x, y)| InstanceData {
position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
scale: 1.0,
color: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
})
.collect(),
),
// NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
// As the cube is at the origin, if its Aabb moves outside the view frustum, all the
// instanced cubes will be culled.
// The InstanceMaterialData contains the 'GlobalTransform' information for this custom
// instancing, and that is not taken into account with the built-in frustum culling.
// We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
// component to avoid incorrect culling.
NoFrustumCulling,
));
// camera
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
bevy_derive: Add derives for `Deref` and `DerefMut` (#4328) # Objective A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like: ```rust #[derive(Component)] struct Items(Vec<String>); fn give_sword(query: Query<&mut Items>) { query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom")); } ``` > We could then define another struct that wraps `Vec<String>` without anything clashing in the query. However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this. Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations. ## Solution Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field: ```rust #[derive(Deref)] struct Foo(String); #[derive(Deref, DerefMut)] struct Bar { name: String, } ``` This allows us to then remove that pesky `.0`: ```rust #[derive(Component, Deref, DerefMut)] struct Items(Vec<String>); fn give_sword(query: Query<&mut Items>) { query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom")); } ``` ### Alternatives There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now). ### Considerations One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree. ### Additional Context Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630)) --- ## Changelog - Add `Deref` derive macro (exported to prelude) - Add `DerefMut` derive macro (exported to prelude) - Updated most newtypes in examples to use one or both derives Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
2022-03-29 02:10:06 +00:00
#[derive(Component, Deref)]
struct InstanceMaterialData(Vec<InstanceData>);
impl ExtractComponent for InstanceMaterialData {
type Query = &'static InstanceMaterialData;
type Filter = ();
type Out = Self;
fn extract_component(item: QueryItem<'_, Self::Query>) -> Option<Self> {
Some(InstanceMaterialData(item.0.clone()))
}
}
pub struct CustomMaterialPlugin;
impl Plugin for CustomMaterialPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
app.sub_app_mut(RenderApp)
.add_render_command::<Transparent3d, DrawCustom>()
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
.add_systems(
Render,
(
queue_custom.in_set(RenderSet::Queue),
prepare_instance_buffers.in_set(RenderSet::Prepare),
),
);
}
Webgpu support (#8336) # Objective - Support WebGPU - alternative to #5027 that doesn't need any async / await - fixes #8315 - Surprise fix #7318 ## Solution ### For async renderer initialisation - Update the plugin lifecycle: - app builds the plugin - calls `plugin.build` - registers the plugin - app starts the event loop - event loop waits for `ready` of all registered plugins in the same order - returns `true` by default - then call all `finish` then all `cleanup` in the same order as registered - then execute the schedule In the case of the renderer, to avoid anything async: - building the renderer plugin creates a detached task that will send back the initialised renderer through a mutex in a resource - `ready` will wait for the renderer to be present in the resource - `finish` will take that renderer and place it in the expected resources by other plugins - other plugins (that expect the renderer to be available) `finish` are called and they are able to set up their pipelines - `cleanup` is called, only custom one is still for pipeline rendering ### For WebGPU support - update the `build-wasm-example` script to support passing `--api webgpu` that will build the example with WebGPU support - feature for webgl2 was always enabled when building for wasm. it's now in the default feature list and enabled on all platforms, so check for this feature must also check that the target_arch is `wasm32` --- ## Migration Guide - `Plugin::setup` has been renamed `Plugin::cleanup` - `Plugin::finish` has been added, and plugins adding pipelines should do it in this function instead of `Plugin::build` ```rust // Before impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>() .init_resource::<OtherRenderResource>(); } } // After impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<OtherRenderResource>(); } fn finish(&self, app: &mut App) { let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>(); } } ```
2023-05-04 22:07:57 +00:00
fn finish(&self, app: &mut App) {
app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
}
}
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
struct InstanceData {
position: Vec3,
scale: f32,
color: [f32; 4],
}
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
#[allow(clippy::too_many_arguments)]
fn queue_custom(
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
custom_pipeline: Res<CustomPipeline>,
msaa: Res<Msaa>,
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
pipeline_cache: Res<PipelineCache>,
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
meshes: Res<RenderAssets<Mesh>>,
material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<InstanceMaterialData>>,
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
) {
let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
for (view, mut transparent_phase) in &mut views {
let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
Add ViewRangefinder3d to reduce boilerplate when enqueuing standard 3D PhaseItems. (#5014) # Objective Reduce the boilerplate code needed to make draw order sorting work correctly when queuing items through new common functionality. Also fix several instances in the bevy code-base (mostly examples) where this boilerplate appears to be incorrect. ## Solution - Moved the logic for handling back-to-front vs front-to-back draw ordering into the PhaseItems by inverting the sort key ordering of Opaque3d and AlphaMask3d. The means that all the standard 3d rendering phases measure distance in the same way. Clients of these structs no longer need to know to negate the distance. - Added a new utility struct, ViewRangefinder3d, which encapsulates the maths needed to calculate a "distance" from an ExtractedView and a mesh's transform matrix. - Converted all the occurrences of the distance calculations in Bevy and its examples to use ViewRangefinder3d. Several of these occurrences appear to be buggy because they don't invert the view matrix or don't negate the distance where appropriate. This leads me to the view that Bevy should expose a facility to correctly perform this calculation. ## Migration Guide Code which creates Opaque3d, AlphaMask3d, or Transparent3d phase items _should_ use ViewRangefinder3d to calculate the distance value. Code which manually calculated the distance for Opaque3d or AlphaMask3d phase items and correctly negated the z value will no longer depth sort correctly. However, incorrect depth sorting for these types will not impact the rendered output as sorting is only a performance optimisation when drawing with depth-testing enabled. Code which manually calculated the distance for Transparent3d phase items will continue to work as before.
2022-07-05 06:13:39 +00:00
let rangefinder = view.rangefinder3d();
for (entity, mesh_uniform, mesh_handle) in &material_meshes {
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
if let Some(mesh) = meshes.get(mesh_handle) {
let key =
view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
let pipeline = pipelines
.specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
.unwrap();
transparent_phase.add(Transparent3d {
entity,
pipeline,
draw_function: draw_custom,
Add ViewRangefinder3d to reduce boilerplate when enqueuing standard 3D PhaseItems. (#5014) # Objective Reduce the boilerplate code needed to make draw order sorting work correctly when queuing items through new common functionality. Also fix several instances in the bevy code-base (mostly examples) where this boilerplate appears to be incorrect. ## Solution - Moved the logic for handling back-to-front vs front-to-back draw ordering into the PhaseItems by inverting the sort key ordering of Opaque3d and AlphaMask3d. The means that all the standard 3d rendering phases measure distance in the same way. Clients of these structs no longer need to know to negate the distance. - Added a new utility struct, ViewRangefinder3d, which encapsulates the maths needed to calculate a "distance" from an ExtractedView and a mesh's transform matrix. - Converted all the occurrences of the distance calculations in Bevy and its examples to use ViewRangefinder3d. Several of these occurrences appear to be buggy because they don't invert the view matrix or don't negate the distance where appropriate. This leads me to the view that Bevy should expose a facility to correctly perform this calculation. ## Migration Guide Code which creates Opaque3d, AlphaMask3d, or Transparent3d phase items _should_ use ViewRangefinder3d to calculate the distance value. Code which manually calculated the distance for Opaque3d or AlphaMask3d phase items and correctly negated the z value will no longer depth sort correctly. However, incorrect depth sorting for these types will not impact the rendered output as sorting is only a performance optimisation when drawing with depth-testing enabled. Code which manually calculated the distance for Transparent3d phase items will continue to work as before.
2022-07-05 06:13:39 +00:00
distance: rangefinder.distance(&mesh_uniform.transform),
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
});
}
}
}
}
#[derive(Component)]
pub struct InstanceBuffer {
buffer: Buffer,
length: usize,
}
fn prepare_instance_buffers(
mut commands: Commands,
query: Query<(Entity, &InstanceMaterialData)>,
render_device: Res<RenderDevice>,
) {
for (entity, instance_data) in &query {
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
label: Some("instance data buffer"),
bevy_derive: Add derives for `Deref` and `DerefMut` (#4328) # Objective A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like: ```rust #[derive(Component)] struct Items(Vec<String>); fn give_sword(query: Query<&mut Items>) { query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom")); } ``` > We could then define another struct that wraps `Vec<String>` without anything clashing in the query. However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this. Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations. ## Solution Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field: ```rust #[derive(Deref)] struct Foo(String); #[derive(Deref, DerefMut)] struct Bar { name: String, } ``` This allows us to then remove that pesky `.0`: ```rust #[derive(Component, Deref, DerefMut)] struct Items(Vec<String>); fn give_sword(query: Query<&mut Items>) { query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom")); } ``` ### Alternatives There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now). ### Considerations One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree. ### Additional Context Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630)) --- ## Changelog - Add `Deref` derive macro (exported to prelude) - Add `DerefMut` derive macro (exported to prelude) - Updated most newtypes in examples to use one or both derives Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
2022-03-29 02:10:06 +00:00
contents: bytemuck::cast_slice(instance_data.as_slice()),
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
});
commands.entity(entity).insert(InstanceBuffer {
buffer,
bevy_derive: Add derives for `Deref` and `DerefMut` (#4328) # Objective A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like: ```rust #[derive(Component)] struct Items(Vec<String>); fn give_sword(query: Query<&mut Items>) { query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom")); } ``` > We could then define another struct that wraps `Vec<String>` without anything clashing in the query. However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this. Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations. ## Solution Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field: ```rust #[derive(Deref)] struct Foo(String); #[derive(Deref, DerefMut)] struct Bar { name: String, } ``` This allows us to then remove that pesky `.0`: ```rust #[derive(Component, Deref, DerefMut)] struct Items(Vec<String>); fn give_sword(query: Query<&mut Items>) { query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom")); } ``` ### Alternatives There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now). ### Considerations One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree. ### Additional Context Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630)) --- ## Changelog - Add `Deref` derive macro (exported to prelude) - Add `DerefMut` derive macro (exported to prelude) - Updated most newtypes in examples to use one or both derives Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
2022-03-29 02:10:06 +00:00
length: instance_data.len(),
});
}
}
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource)]
pub struct CustomPipeline {
shader: Handle<Shader>,
mesh_pipeline: MeshPipeline,
}
impl FromWorld for CustomPipeline {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
let shader = asset_server.load("shaders/instancing.wgsl");
let mesh_pipeline = world.resource::<MeshPipeline>();
CustomPipeline {
shader,
mesh_pipeline: mesh_pipeline.clone(),
}
}
}
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
impl SpecializedMeshPipeline for CustomPipeline {
type Key = MeshPipelineKey;
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
descriptor.vertex.shader = self.shader.clone();
descriptor.vertex.buffers.push(VertexBufferLayout {
array_stride: std::mem::size_of::<InstanceData>() as u64,
step_mode: VertexStepMode::Instance,
attributes: vec![
VertexAttribute {
format: VertexFormat::Float32x4,
offset: 0,
shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
},
VertexAttribute {
format: VertexFormat::Float32x4,
offset: VertexFormat::Float32x4.size(),
shader_location: 4,
},
],
});
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
Mesh vertex buffer layouts (#3959) This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes: * Reworks the `Mesh` type to use the newly added `VertexAttribute` internally * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat` * `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting" * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. * Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key). * Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR. * Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool! To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now: ```rust impl SpecializedMeshPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayout, ) -> RenderPipelineDescriptor { let mut vertex_attributes = vec![ Mesh::ATTRIBUTE_POSITION.at_shader_location(0), Mesh::ATTRIBUTE_NORMAL.at_shader_location(1), Mesh::ATTRIBUTE_UV_0.at_shader_location(2), ]; let mut shader_defs = Vec::new(); if layout.contains(Mesh::ATTRIBUTE_TANGENT) { shader_defs.push(String::from("VERTEX_TANGENTS")); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3)); } let vertex_buffer_layout = layout .get_layout(&vertex_attributes) .expect("Mesh is missing a vertex attribute"); ``` Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`. This is still a draft because I still need to: * Add more docs * Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it. * Consider breaking out the PreHash / hashbrown changes into a separate PR. * Add an example illustrating this change * Verify that the "mesh-specialized pipeline de-duplication code" works properly Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap. Alternative to #3120 Fixes #3030 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
Ok(descriptor)
}
}
type DrawCustom = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshBindGroup<1>,
DrawMeshInstanced,
);
pub struct DrawMeshInstanced;
impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
type Param = SRes<RenderAssets<Mesh>>;
type ViewWorldQuery = ();
type ItemWorldQuery = (Read<Handle<Mesh>>, Read<InstanceBuffer>);
#[inline]
fn render<'w>(
_item: &P,
_view: (),
(mesh_handle, instance_buffer): (&'w Handle<Mesh>, &'w InstanceBuffer),
meshes: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let gpu_mesh = match meshes.into_inner().get(mesh_handle) {
Some(gpu_mesh) => gpu_mesh,
None => return RenderCommandResult::Failure,
};
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,
index_format,
count,
} => {
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
}
GpuBufferInfo::NonIndexed => {
pass.draw(0..gpu_mesh.vertex_count, 0..instance_buffer.length as u32);
}
}
RenderCommandResult::Success
}
}