bevy/examples/2d/mesh2d_manual.rs

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//! This example shows how to manually render 2d items using "mid level render apis" with a custom
//! pipeline for 2d meshes.
//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
use bevy::{
core_pipeline::Transparent2d,
prelude::*,
reflect::TypeUuid,
render::{
mesh::{Indices, MeshVertexAttribute},
render_asset::RenderAssets,
render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
render_resource::{
BlendState, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace,
MultisampleState, PipelineCache, PolygonMode, PrimitiveState, PrimitiveTopology,
RenderPipelineDescriptor, SpecializedRenderPipeline, SpecializedRenderPipelines,
TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
},
texture::BevyDefault,
view::VisibleEntities,
RenderApp, RenderStage,
},
sprite::{
DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform,
SetMesh2dBindGroup, SetMesh2dViewBindGroup,
},
utils::FloatOrd,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ColoredMesh2dPlugin)
.add_startup_system(star)
.run();
}
fn star(
mut commands: Commands,
// We will add a new Mesh for the star being created
mut meshes: ResMut<Assets<Mesh>>,
) {
// Let's define the mesh for the object we want to draw: a nice star.
// We will specify here what kind of topology is used to define the mesh,
// that is, how triangles are built from the vertices. We will use a
// triangle list, meaning that each vertex of the triangle has to be
// specified.
let mut star = Mesh::new(PrimitiveTopology::TriangleList);
// Vertices need to have a position attribute. We will use the following
// vertices (I hope you can spot the star in the schema).
//
// 1
//
// 10 2
// 9 0 3
// 8 4
// 6
// 7 5
//
// These vertices are specificed in 3D space.
let mut v_pos = vec![[0.0, 0.0, 0.0]];
for i in 0..10 {
// Angle of each vertex is 1/10 of TAU, plus PI/2 for positioning vertex 0
let a = std::f32::consts::FRAC_PI_2 - i as f32 * std::f32::consts::TAU / 10.0;
// Radius of internal vertices (2, 4, 6, 8, 10) is 100, it's 200 for external
let r = (1 - i % 2) as f32 * 100.0 + 100.0;
// Add the vertex coordinates
v_pos.push([r * a.cos(), r * a.sin(), 0.0]);
}
// Set the position attribute
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
star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
// And a RGB color attribute as well
let mut v_color: Vec<u32> = vec![Color::BLACK.as_linear_rgba_u32()];
v_color.extend_from_slice(&[Color::YELLOW.as_linear_rgba_u32(); 10]);
star.insert_attribute(
MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32),
v_color,
);
// Now, we specify the indices of the vertex that are going to compose the
// triangles in our star. Vertices in triangles have to be specified in CCW
// winding (that will be the front face, colored). Since we are using
// triangle list, we will specify each triangle as 3 vertices
// First triangle: 0, 2, 1
// Second triangle: 0, 3, 2
// Third triangle: 0, 4, 3
// etc
// Last triangle: 0, 1, 10
let mut indices = vec![0, 1, 10];
for i in 2..=10 {
indices.extend_from_slice(&[0, i, i - 1]);
}
star.set_indices(Some(Indices::U32(indices)));
// We can now spawn the entities for the star and the camera
commands.spawn_bundle((
// We use a marker component to identify the custom colored meshes
ColoredMesh2d::default(),
// The `Handle<Mesh>` needs to be wrapped in a `Mesh2dHandle` to use 2d rendering instead of 3d
Mesh2dHandle(meshes.add(star)),
// These other components are needed for 2d meshes to be rendered
Transform::default(),
GlobalTransform::default(),
Visibility::default(),
ComputedVisibility::default(),
));
commands
// And use an orthographic projection
.spawn_bundle(OrthographicCameraBundle::new_2d());
}
/// A marker component for colored 2d meshes
#[derive(Component, Default)]
pub struct ColoredMesh2d;
/// Custom pipeline for 2d meshes with vertex colors
pub struct ColoredMesh2dPipeline {
/// this pipeline wraps the standard [`Mesh2dPipeline`]
mesh2d_pipeline: Mesh2dPipeline,
}
impl FromWorld for ColoredMesh2dPipeline {
fn from_world(world: &mut World) -> Self {
Self {
mesh2d_pipeline: Mesh2dPipeline::from_world(world),
}
}
}
// We implement `SpecializedPipeline` to customize the default rendering from `Mesh2dPipeline`
impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
type Key = Mesh2dPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
// Customize how to store the meshes' vertex attributes in the vertex buffer
// Our meshes only have position and color
let formats = vec![
// Position
VertexFormat::Float32x3,
// Color
VertexFormat::Uint32,
];
let vertex_layout =
VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
RenderPipelineDescriptor {
vertex: VertexState {
// Use our custom shader
shader: COLORED_MESH2D_SHADER_HANDLE.typed::<Shader>(),
entry_point: "vertex".into(),
shader_defs: Vec::new(),
// Use our custom vertex buffer
buffers: vec![vertex_layout],
},
fragment: Some(FragmentState {
// Use our custom shader
shader: COLORED_MESH2D_SHADER_HANDLE.typed::<Shader>(),
shader_defs: Vec::new(),
entry_point: "fragment".into(),
targets: vec![ColorTargetState {
format: TextureFormat::bevy_default(),
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
}],
}),
// Use the two standard uniforms for 2d meshes
layout: Some(vec![
// Bind group 0 is the view uniform
self.mesh2d_pipeline.view_layout.clone(),
// Bind group 1 is the mesh uniform
self.mesh2d_pipeline.mesh_layout.clone(),
]),
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: key.primitive_topology(),
strip_index_format: None,
},
depth_stencil: None,
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("colored_mesh2d_pipeline".into()),
}
}
}
// This specifies how to render a colored 2d mesh
type DrawColoredMesh2d = (
// Set the pipeline
SetItemPipeline,
// Set the view uniform as bind group 0
SetMesh2dViewBindGroup<0>,
// Set the mesh uniform as bind group 1
SetMesh2dBindGroup<1>,
// Draw the mesh
DrawMesh2d,
);
// The custom shader can be inline like here, included from another file at build time
// using `include_str!()`, or loaded like any other asset with `asset_server.load()`.
const COLORED_MESH2D_SHADER: &str = r"
// Import the standard 2d mesh uniforms and set their bind groups
#import bevy_sprite::mesh2d_view_bind_group
[[group(0), binding(0)]]
var<uniform> view: View;
#import bevy_sprite::mesh2d_struct
[[group(1), binding(0)]]
var<uniform> mesh: Mesh2d;
// The structure of the vertex buffer is as specified in `specialize()`
struct Vertex {
[[location(0)]] position: vec3<f32>;
[[location(1)]] color: u32;
};
struct VertexOutput {
// The vertex shader must set the on-screen position of the vertex
[[builtin(position)]] clip_position: vec4<f32>;
// We pass the vertex color to the fragment shader in location 0
[[location(0)]] color: vec4<f32>;
};
/// Entry point for the vertex shader
[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
// Project the world position of the mesh into screen position
out.clip_position = view.view_proj * mesh.model * vec4<f32>(vertex.position, 1.0);
// Unpack the `u32` from the vertex buffer into the `vec4<f32>` used by the fragment shader
out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
return out;
}
// The input of the fragment shader must correspond to the output of the vertex shader for all `location`s
struct FragmentInput {
// The color is interpolated between vertices by default
[[location(0)]] color: vec4<f32>;
};
/// Entry point for the fragment shader
[[stage(fragment)]]
fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
return in.color;
}
";
/// Plugin that renders [`ColoredMesh2d`]s
pub struct ColoredMesh2dPlugin;
/// Handle to the custom shader with a unique random ID
pub const COLORED_MESH2D_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 13828845428412094821);
impl Plugin for ColoredMesh2dPlugin {
fn build(&self, app: &mut App) {
// Load our custom shader
let mut shaders = app.world.resource_mut::<Assets<Shader>>();
shaders.set_untracked(
COLORED_MESH2D_SHADER_HANDLE,
Shader::from_wgsl(COLORED_MESH2D_SHADER),
);
// Register our custom draw function and pipeline, and add our render systems
let render_app = app.get_sub_app_mut(RenderApp).unwrap();
render_app
.add_render_command::<Transparent2d, DrawColoredMesh2d>()
.init_resource::<ColoredMesh2dPipeline>()
.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
.add_system_to_stage(RenderStage::Extract, extract_colored_mesh2d)
.add_system_to_stage(RenderStage::Queue, queue_colored_mesh2d);
}
}
/// Extract the [`ColoredMesh2d`] marker component into the render app
pub fn extract_colored_mesh2d(
mut commands: Commands,
mut previous_len: Local<usize>,
query: Query<(Entity, &ComputedVisibility), With<ColoredMesh2d>>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, computed_visibility) in query.iter() {
if !computed_visibility.is_visible {
continue;
}
values.push((entity, (ColoredMesh2d,)));
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
}
/// Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
#[allow(clippy::too_many_arguments)]
pub fn queue_colored_mesh2d(
transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
mut pipeline_cache: ResMut<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<Mesh>>,
colored_mesh2d: Query<(&Mesh2dHandle, &Mesh2dUniform), With<ColoredMesh2d>>,
mut views: Query<(&VisibleEntities, &mut RenderPhase<Transparent2d>)>,
) {
if colored_mesh2d.is_empty() {
return;
}
// Iterate each view (a camera is a view)
for (visible_entities, mut transparent_phase) in views.iter_mut() {
let draw_colored_mesh2d = transparent_draw_functions
.read()
.get_id::<DrawColoredMesh2d>()
.unwrap();
let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples);
// Queue all entities visible to that view
for visible_entity in &visible_entities.entities {
if let Ok((mesh2d_handle, mesh2d_uniform)) = colored_mesh2d.get(*visible_entity) {
// Get our specialized pipeline
let mut mesh2d_key = mesh_key;
if let Some(mesh) = render_meshes.get(&mesh2d_handle.0) {
mesh2d_key |=
Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
}
let pipeline_id =
pipelines.specialize(&mut pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
let mesh_z = mesh2d_uniform.transform.w_axis.z;
transparent_phase.add(Transparent2d {
entity: *visible_entity,
draw_function: draw_colored_mesh2d,
pipeline: pipeline_id,
// The 2d render items are sorted according to their z value before rendering,
// in order to get correct transparency
sort_key: FloatOrd(mesh_z),
// This material is not batched
batch_range: None,
});
}
}
}
}