2023-01-25 12:35:39 +00:00
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use crate::{
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CascadeShadowConfig, Cascades, DirectionalLight, Material, PointLight, SpotLight,
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StandardMaterial,
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};
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2021-06-02 02:59:17 +00:00
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use bevy_asset::Handle;
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2023-01-25 12:35:39 +00:00
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use bevy_ecs::{bundle::Bundle, component::Component, prelude::Entity, reflect::ReflectComponent};
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bevy_reflect: `FromReflect` Ergonomics Implementation (#6056)
# Objective
**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**
---
Resolves #4597
Full details and motivation can be found in the RFC, but here's a brief
summary.
`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).
This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.
It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.
So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.
The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.
## Solution
Automatically derive `FromReflect` when deriving `Reflect`.
Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.
```rust
#[derive(Reflect)]
struct Foo;
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;
fn test<T: FromReflect>(value: T) {}
test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```
#### `ReflectFromReflect`
This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.
<details>
<summary><h4>Improved Deserialization</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.
`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.
`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.
```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```
</details>
---
## Changelog
* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**
## Migration Guide
* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.
```rust
// OLD
#[derive(Reflect, FromReflect)]
struct Foo;
// NEW
#[derive(Reflect)]
struct Foo;
```
If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.
```rust
// OLD
#[derive(Reflect)]
struct Foo;
impl FromReflect for Foo {/* ... */}
// NEW
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Foo;
impl FromReflect for Foo {/* ... */}
```
<details>
<summary><h4>Removed Migrations</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).
```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
// OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
// NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
```
Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:
```rust
// OLD
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
// NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
```
</details>
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
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use bevy_reflect::Reflect;
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2021-12-14 03:58:23 +00:00
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use bevy_render::{
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Frustum culling (#2861)
# Objective
Implement frustum culling for much better performance on more complex scenes. With the Amazon Lumberyard Bistro scene, I was getting roughly 15fps without frustum culling and 60+fps with frustum culling on a MacBook Pro 16 with i9 9980HK 8c/16t CPU and Radeon Pro 5500M.
macOS does weird things with vsync so even though vsync was off, it really looked like sometimes other applications or the desktop window compositor were interfering, but the difference could be even more as I even saw up to 90+fps sometimes.
## Solution
- Until the https://github.com/bevyengine/rfcs/pull/12 RFC is completed, I wanted to implement at least some of the bounding volume functionality we needed to be able to unblock a bunch of rendering features and optimisations such as frustum culling, fitting the directional light orthographic projection to the relevant meshes in the view, clustered forward rendering, etc.
- I have added `Aabb`, `Frustum`, and `Sphere` types with only the necessary intersection tests for the algorithms used. I also added `CubemapFrusta` which contains a `[Frustum; 6]` and can be used by cube maps such as environment maps, and point light shadow maps.
- I did do a bit of benchmarking and optimisation on the intersection tests. I compared the [rafx parallel-comparison bitmask approach](https://github.com/aclysma/rafx/blob/c91bd5fcfdfa3f4d1b43507c32d84b94ffdf1b2e/rafx-visibility/src/geometry/frustum.rs#L64-L92) with a naïve loop that has an early-out in case of a bounding volume being outside of any one of the `Frustum` planes and found them to be very similar, so I chose the simpler and more readable option. I also compared using Vec3 and Vec3A and it turned out that promoting Vec3s to Vec3A improved performance of the culling significantly due to Vec3A operations using SIMD optimisations where Vec3 uses plain scalar operations.
- When loading glTF models, the vertex attribute accessors generally store the minimum and maximum values, which allows for adding AABBs to meshes loaded from glTF for free.
- For meshes without an AABB (`PbrBundle` deliberately does not have an AABB by default), a system is executed that scans over the vertex positions to find the minimum and maximum values along each axis. This is used to construct the AABB.
- The `Frustum::intersects_obb` and `Sphere::insersects_obb` algorithm is from Foundations of Game Engine Development 2: Rendering by Eric Lengyel. There is no OBB type, yet, rather an AABB and the model matrix are passed in as arguments. This calculates a 'relative radius' of the AABB with respect to the plane normal (the plane normal in the Sphere case being something I came up with as the direction pointing from the centre of the sphere to the centre of the AABB) such that it can then do a sphere-sphere intersection test in practice.
- `RenderLayers` were copied over from the current renderer.
- `VisibleEntities` was copied over from the current renderer and a `CubemapVisibleEntities` was added to support `PointLight`s for now. `VisibleEntities` are added to views (cameras and lights) and contain a `Vec<Entity>` that is populated by culling/visibility systems that run in PostUpdate of the app world, and are iterated over in the render world for, for example, queuing up meshes to be drawn by lights for shadow maps and the main pass for cameras.
- `Visibility` and `ComputedVisibility` components were added. The `Visibility` component is user-facing so that, for example, the entity can be marked as not visible in an editor. `ComputedVisibility` on the other hand is the result of the culling/visibility systems and takes `Visibility` into account. So if an entity is marked as not being visible in its `Visibility` component, that will skip culling/visibility intersection tests and just mark the `ComputedVisibility` as false.
- The `ComputedVisibility` is used to decide which meshes to extract.
- I had to add a way to get the far plane from the `CameraProjection` in order to define an explicit far frustum plane for culling. This should perhaps be optional as it is not always desired and in that case, testing 5 planes instead of 6 is a performance win.
I think that's about all. I discussed some of the design with @cart on Discord already so hopefully it's not too far from being mergeable. It works well at least. 😄
2021-11-07 21:45:52 +00:00
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mesh::Mesh,
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2023-01-25 12:35:39 +00:00
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primitives::{CascadesFrusta, CubemapFrusta, Frustum},
|
Frustum culling (#2861)
# Objective
Implement frustum culling for much better performance on more complex scenes. With the Amazon Lumberyard Bistro scene, I was getting roughly 15fps without frustum culling and 60+fps with frustum culling on a MacBook Pro 16 with i9 9980HK 8c/16t CPU and Radeon Pro 5500M.
macOS does weird things with vsync so even though vsync was off, it really looked like sometimes other applications or the desktop window compositor were interfering, but the difference could be even more as I even saw up to 90+fps sometimes.
## Solution
- Until the https://github.com/bevyengine/rfcs/pull/12 RFC is completed, I wanted to implement at least some of the bounding volume functionality we needed to be able to unblock a bunch of rendering features and optimisations such as frustum culling, fitting the directional light orthographic projection to the relevant meshes in the view, clustered forward rendering, etc.
- I have added `Aabb`, `Frustum`, and `Sphere` types with only the necessary intersection tests for the algorithms used. I also added `CubemapFrusta` which contains a `[Frustum; 6]` and can be used by cube maps such as environment maps, and point light shadow maps.
- I did do a bit of benchmarking and optimisation on the intersection tests. I compared the [rafx parallel-comparison bitmask approach](https://github.com/aclysma/rafx/blob/c91bd5fcfdfa3f4d1b43507c32d84b94ffdf1b2e/rafx-visibility/src/geometry/frustum.rs#L64-L92) with a naïve loop that has an early-out in case of a bounding volume being outside of any one of the `Frustum` planes and found them to be very similar, so I chose the simpler and more readable option. I also compared using Vec3 and Vec3A and it turned out that promoting Vec3s to Vec3A improved performance of the culling significantly due to Vec3A operations using SIMD optimisations where Vec3 uses plain scalar operations.
- When loading glTF models, the vertex attribute accessors generally store the minimum and maximum values, which allows for adding AABBs to meshes loaded from glTF for free.
- For meshes without an AABB (`PbrBundle` deliberately does not have an AABB by default), a system is executed that scans over the vertex positions to find the minimum and maximum values along each axis. This is used to construct the AABB.
- The `Frustum::intersects_obb` and `Sphere::insersects_obb` algorithm is from Foundations of Game Engine Development 2: Rendering by Eric Lengyel. There is no OBB type, yet, rather an AABB and the model matrix are passed in as arguments. This calculates a 'relative radius' of the AABB with respect to the plane normal (the plane normal in the Sphere case being something I came up with as the direction pointing from the centre of the sphere to the centre of the AABB) such that it can then do a sphere-sphere intersection test in practice.
- `RenderLayers` were copied over from the current renderer.
- `VisibleEntities` was copied over from the current renderer and a `CubemapVisibleEntities` was added to support `PointLight`s for now. `VisibleEntities` are added to views (cameras and lights) and contain a `Vec<Entity>` that is populated by culling/visibility systems that run in PostUpdate of the app world, and are iterated over in the render world for, for example, queuing up meshes to be drawn by lights for shadow maps and the main pass for cameras.
- `Visibility` and `ComputedVisibility` components were added. The `Visibility` component is user-facing so that, for example, the entity can be marked as not visible in an editor. `ComputedVisibility` on the other hand is the result of the culling/visibility systems and takes `Visibility` into account. So if an entity is marked as not being visible in its `Visibility` component, that will skip culling/visibility intersection tests and just mark the `ComputedVisibility` as false.
- The `ComputedVisibility` is used to decide which meshes to extract.
- I had to add a way to get the far plane from the `CameraProjection` in order to define an explicit far frustum plane for culling. This should perhaps be optional as it is not always desired and in that case, testing 5 planes instead of 6 is a performance win.
I think that's about all. I discussed some of the design with @cart on Discord already so hopefully it's not too far from being mergeable. It works well at least. 😄
2021-11-07 21:45:52 +00:00
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view::{ComputedVisibility, Visibility, VisibleEntities},
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};
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2021-06-02 02:59:17 +00:00
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use bevy_transform::components::{GlobalTransform, Transform};
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2023-01-25 12:35:39 +00:00
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use bevy_utils::HashMap;
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2021-06-02 02:59:17 +00:00
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2021-11-16 03:37:48 +00:00
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/// A component bundle for PBR entities with a [`Mesh`] and a [`StandardMaterial`].
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2021-12-25 21:45:43 +00:00
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pub type PbrBundle = MaterialMeshBundle<StandardMaterial>;
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Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053)
# Objective
This PR reworks Bevy's Material system, making the user experience of defining Materials _much_ nicer. Bevy's previous material system leaves a lot to be desired:
* Materials require manually implementing the `RenderAsset` trait, which involves manually generating the bind group, handling gpu buffer data transfer, looking up image textures, etc. Even the simplest single-texture material involves writing ~80 unnecessary lines of code. This was never the long term plan.
* There are two material traits, which is confusing, hard to document, and often redundant: `Material` and `SpecializedMaterial`. `Material` implicitly implements `SpecializedMaterial`, and `SpecializedMaterial` is used in most high level apis to support both use cases. Most users shouldn't need to think about specialization at all (I consider it a "power-user tool"), so the fact that `SpecializedMaterial` is front-and-center in our apis is a miss.
* Implementing either material trait involves a lot of "type soup". The "prepared asset" parameter is particularly heinous: `&<Self as RenderAsset>::PreparedAsset`. Defining vertex and fragment shaders is also more verbose than it needs to be.
## Solution
Say hello to the new `Material` system:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
}
```
Thats it! This same material would have required [~80 lines of complicated "type heavy" code](https://github.com/bevyengine/bevy/blob/v0.7.0/examples/shader/shader_material.rs) in the old Material system. Now it is just 14 lines of simple, readable code.
This is thanks to a new consolidated `Material` trait and the new `AsBindGroup` trait / derive.
### The new `Material` trait
The old "split" `Material` and `SpecializedMaterial` traits have been removed in favor of a new consolidated `Material` trait. All of the functions on the trait are optional.
The difficulty of implementing `Material` has been reduced by simplifying dataflow and removing type complexity:
```rust
// Old
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
render_asset.alpha_mode
}
}
// New
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}
```
Specialization is still supported, but it is hidden by default under the `specialize()` function (more on this later).
### The `AsBindGroup` trait / derive
The `Material` trait now requires the `AsBindGroup` derive. This can be implemented manually relatively easily, but deriving it will almost always be preferable.
Field attributes like `uniform` and `texture` are used to define which fields should be bindings,
what their binding type is, and what index they should be bound at:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
In WGSL shaders, the binding looks like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
[[group(1), binding(1)]]
var color_texture: texture_2d<f32>;
[[group(1), binding(2)]]
var color_sampler: sampler;
```
Note that the "group" index is determined by the usage context. It is not defined in `AsBindGroup`. Bevy material bind groups are bound to group 1.
The following field-level attributes are supported:
* `uniform(BINDING_INDEX)`
* The field will be converted to a shader-compatible type using the `ShaderType` trait, written to a `Buffer`, and bound as a uniform. It can also be derived for custom structs.
* `texture(BINDING_INDEX)`
* This field's `Handle<Image>` will be used to look up the matching `Texture` gpu resource, which will be bound as a texture in shaders. The field will be assumed to implement `Into<Option<Handle<Image>>>`. In practice, most fields should be a `Handle<Image>` or `Option<Handle<Image>>`. If the value of an `Option<Handle<Image>>` is `None`, the new `FallbackImage` resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute (with a different binding index).
* `sampler(BINDING_INDEX)`
* Behaves exactly like the `texture` attribute, but sets the Image's sampler binding instead of the texture.
Note that fields without field-level binding attributes will be ignored.
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
this_field_is_ignored: String,
}
```
As mentioned above, `Option<Handle<Image>>` is also supported:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
This is useful if you want a texture to be optional. When the value is `None`, the `FallbackImage` will be used for the binding instead, which defaults to "pure white".
Field uniforms with the same binding index will be combined into a single binding:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[uniform(0)]
roughness: f32,
}
```
In WGSL shaders, the binding would look like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
roughness: f32;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
```
Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
* `uniform(BINDING_INDEX, ConvertedShaderType)`
* Similar to the field-level `uniform` attribute, but instead the entire `AsBindGroup` value is converted to `ConvertedShaderType`, which must implement `ShaderType`. This is useful if more complicated conversion logic is required.
* `bind_group_data(DataType)`
* The `AsBindGroup` type will be converted to some `DataType` using `Into<DataType>` and stored as `AsBindGroup::Data` as part of the `AsBindGroup::as_bind_group` call. This is useful if data needs to be stored alongside the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute is "shader pipeline specialization".
The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
also be equivalently represented with a single struct-level uniform attribute:
```rust
#[derive(AsBindGroup)]
#[uniform(0, CoolMaterialUniform)]
struct CoolMaterial {
color: Color,
roughness: f32,
}
#[derive(ShaderType)]
struct CoolMaterialUniform {
color: Color,
roughness: f32,
}
impl From<&CoolMaterial> for CoolMaterialUniform {
fn from(material: &CoolMaterial) -> CoolMaterialUniform {
CoolMaterialUniform {
color: material.color,
roughness: material.roughness,
}
}
}
```
### Material Specialization
Material shader specialization is now _much_ simpler:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
#[bind_group_data(CoolMaterialKey)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
is_red: bool,
}
#[derive(Copy, Clone, Hash, Eq, PartialEq)]
struct CoolMaterialKey {
is_red: bool,
}
impl From<&CoolMaterial> for CoolMaterialKey {
fn from(material: &CoolMaterial) -> CoolMaterialKey {
CoolMaterialKey {
is_red: material.is_red,
}
}
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
if key.bind_group_data.is_red {
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader_defs.push("IS_RED".to_string());
}
Ok(())
}
}
```
Setting `bind_group_data` is not required for specialization (it defaults to `()`). Scenarios like "custom vertex attributes" also benefit from this system:
```rust
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}
```
### Ported `StandardMaterial` to the new `Material` system
Bevy's built-in PBR material uses the new Material system (including the AsBindGroup derive):
```rust
#[derive(AsBindGroup, Debug, Clone, TypeUuid)]
#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
#[bind_group_data(StandardMaterialKey)]
#[uniform(0, StandardMaterialUniform)]
pub struct StandardMaterial {
pub base_color: Color,
#[texture(1)]
#[sampler(2)]
pub base_color_texture: Option<Handle<Image>>,
/* other fields omitted for brevity */
```
### Ported Bevy examples to the new `Material` system
The overall complexity of Bevy's "custom shader examples" has gone down significantly. Take a look at the diffs if you want a dopamine spike.
Please note that while this PR has a net increase in "lines of code", most of those extra lines come from added documentation. There is a significant reduction
in the overall complexity of the code (even accounting for the new derive logic).
---
## Changelog
### Added
* `AsBindGroup` trait and derive, which make it much easier to transfer data to the gpu and generate bind groups for a given type.
### Changed
* The old `Material` and `SpecializedMaterial` traits have been replaced by a consolidated (much simpler) `Material` trait. Materials no longer implement `RenderAsset`.
* `StandardMaterial` was ported to the new material system. There are no user-facing api changes to the `StandardMaterial` struct api, but it now implements `AsBindGroup` and `Material` instead of `RenderAsset` and `SpecializedMaterial`.
## Migration Guide
The Material system has been reworked to be much simpler. We've removed a lot of boilerplate with the new `AsBindGroup` derive and the `Material` trait is simpler as well!
### Bevy 0.7 (old)
```rust
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
color: Color,
color_texture: Handle<Image>,
}
#[derive(Clone)]
pub struct GpuCustomMaterial {
_buffer: Buffer,
bind_group: BindGroup,
}
impl RenderAsset for CustomMaterial {
type ExtractedAsset = CustomMaterial;
type PreparedAsset = GpuCustomMaterial;
type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
let byte_buffer = [0u8; Vec4::SIZE.get() as usize];
let mut buffer = encase::UniformBuffer::new(byte_buffer);
buffer.write(&color).unwrap();
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
contents: buffer.as_ref(),
label: None,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let (texture_view, texture_sampler) = if let Some(result) = material_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &Some(extracted_asset.color_texture.clone()))
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(extracted_asset));
};
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(texture_sampler),
},
],
label: None,
layout: &material_pipeline.material_layout,
});
Ok(GpuCustomMaterial {
_buffer: buffer,
bind_group,
})
}
}
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(Vec4::min_size()),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2Array,
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: None,
})
}
}
```
### Bevy 0.8 (new)
```rust
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
}
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
## Future Work
* Add support for more binding types (cubemaps, buffers, etc). This PR intentionally includes a bare minimum number of binding types to keep "reviewability" in check.
* Consider optionally eliding binding indices using binding names. `AsBindGroup` could pass in (optional?) reflection info as a "hint".
* This would make it possible for the derive to do this:
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[uniform]
color: Color,
#[texture]
#[sampler]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or this
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[binding]
color: Color,
#[binding]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or even this (if we flip to "include bindings by default")
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
color: Color,
color_texture: Option<Handle<Image>>,
#[binding(ignore)]
alpha_mode: AlphaMode,
}
```
* If we add the option to define custom draw functions for materials (which could be done in a type-erased way), I think that would be enough to support extra non-material bindings. Worth considering!
2022-06-30 23:48:46 +00:00
|
|
|
/// A component bundle for entities with a [`Mesh`] and a [`Material`].
|
2021-12-14 23:04:26 +00:00
|
|
|
#[derive(Bundle, Clone)]
|
Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053)
# Objective
This PR reworks Bevy's Material system, making the user experience of defining Materials _much_ nicer. Bevy's previous material system leaves a lot to be desired:
* Materials require manually implementing the `RenderAsset` trait, which involves manually generating the bind group, handling gpu buffer data transfer, looking up image textures, etc. Even the simplest single-texture material involves writing ~80 unnecessary lines of code. This was never the long term plan.
* There are two material traits, which is confusing, hard to document, and often redundant: `Material` and `SpecializedMaterial`. `Material` implicitly implements `SpecializedMaterial`, and `SpecializedMaterial` is used in most high level apis to support both use cases. Most users shouldn't need to think about specialization at all (I consider it a "power-user tool"), so the fact that `SpecializedMaterial` is front-and-center in our apis is a miss.
* Implementing either material trait involves a lot of "type soup". The "prepared asset" parameter is particularly heinous: `&<Self as RenderAsset>::PreparedAsset`. Defining vertex and fragment shaders is also more verbose than it needs to be.
## Solution
Say hello to the new `Material` system:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
}
```
Thats it! This same material would have required [~80 lines of complicated "type heavy" code](https://github.com/bevyengine/bevy/blob/v0.7.0/examples/shader/shader_material.rs) in the old Material system. Now it is just 14 lines of simple, readable code.
This is thanks to a new consolidated `Material` trait and the new `AsBindGroup` trait / derive.
### The new `Material` trait
The old "split" `Material` and `SpecializedMaterial` traits have been removed in favor of a new consolidated `Material` trait. All of the functions on the trait are optional.
The difficulty of implementing `Material` has been reduced by simplifying dataflow and removing type complexity:
```rust
// Old
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
render_asset.alpha_mode
}
}
// New
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}
```
Specialization is still supported, but it is hidden by default under the `specialize()` function (more on this later).
### The `AsBindGroup` trait / derive
The `Material` trait now requires the `AsBindGroup` derive. This can be implemented manually relatively easily, but deriving it will almost always be preferable.
Field attributes like `uniform` and `texture` are used to define which fields should be bindings,
what their binding type is, and what index they should be bound at:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
In WGSL shaders, the binding looks like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
[[group(1), binding(1)]]
var color_texture: texture_2d<f32>;
[[group(1), binding(2)]]
var color_sampler: sampler;
```
Note that the "group" index is determined by the usage context. It is not defined in `AsBindGroup`. Bevy material bind groups are bound to group 1.
The following field-level attributes are supported:
* `uniform(BINDING_INDEX)`
* The field will be converted to a shader-compatible type using the `ShaderType` trait, written to a `Buffer`, and bound as a uniform. It can also be derived for custom structs.
* `texture(BINDING_INDEX)`
* This field's `Handle<Image>` will be used to look up the matching `Texture` gpu resource, which will be bound as a texture in shaders. The field will be assumed to implement `Into<Option<Handle<Image>>>`. In practice, most fields should be a `Handle<Image>` or `Option<Handle<Image>>`. If the value of an `Option<Handle<Image>>` is `None`, the new `FallbackImage` resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute (with a different binding index).
* `sampler(BINDING_INDEX)`
* Behaves exactly like the `texture` attribute, but sets the Image's sampler binding instead of the texture.
Note that fields without field-level binding attributes will be ignored.
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
this_field_is_ignored: String,
}
```
As mentioned above, `Option<Handle<Image>>` is also supported:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
This is useful if you want a texture to be optional. When the value is `None`, the `FallbackImage` will be used for the binding instead, which defaults to "pure white".
Field uniforms with the same binding index will be combined into a single binding:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[uniform(0)]
roughness: f32,
}
```
In WGSL shaders, the binding would look like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
roughness: f32;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
```
Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
* `uniform(BINDING_INDEX, ConvertedShaderType)`
* Similar to the field-level `uniform` attribute, but instead the entire `AsBindGroup` value is converted to `ConvertedShaderType`, which must implement `ShaderType`. This is useful if more complicated conversion logic is required.
* `bind_group_data(DataType)`
* The `AsBindGroup` type will be converted to some `DataType` using `Into<DataType>` and stored as `AsBindGroup::Data` as part of the `AsBindGroup::as_bind_group` call. This is useful if data needs to be stored alongside the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute is "shader pipeline specialization".
The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
also be equivalently represented with a single struct-level uniform attribute:
```rust
#[derive(AsBindGroup)]
#[uniform(0, CoolMaterialUniform)]
struct CoolMaterial {
color: Color,
roughness: f32,
}
#[derive(ShaderType)]
struct CoolMaterialUniform {
color: Color,
roughness: f32,
}
impl From<&CoolMaterial> for CoolMaterialUniform {
fn from(material: &CoolMaterial) -> CoolMaterialUniform {
CoolMaterialUniform {
color: material.color,
roughness: material.roughness,
}
}
}
```
### Material Specialization
Material shader specialization is now _much_ simpler:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
#[bind_group_data(CoolMaterialKey)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
is_red: bool,
}
#[derive(Copy, Clone, Hash, Eq, PartialEq)]
struct CoolMaterialKey {
is_red: bool,
}
impl From<&CoolMaterial> for CoolMaterialKey {
fn from(material: &CoolMaterial) -> CoolMaterialKey {
CoolMaterialKey {
is_red: material.is_red,
}
}
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
if key.bind_group_data.is_red {
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader_defs.push("IS_RED".to_string());
}
Ok(())
}
}
```
Setting `bind_group_data` is not required for specialization (it defaults to `()`). Scenarios like "custom vertex attributes" also benefit from this system:
```rust
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}
```
### Ported `StandardMaterial` to the new `Material` system
Bevy's built-in PBR material uses the new Material system (including the AsBindGroup derive):
```rust
#[derive(AsBindGroup, Debug, Clone, TypeUuid)]
#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
#[bind_group_data(StandardMaterialKey)]
#[uniform(0, StandardMaterialUniform)]
pub struct StandardMaterial {
pub base_color: Color,
#[texture(1)]
#[sampler(2)]
pub base_color_texture: Option<Handle<Image>>,
/* other fields omitted for brevity */
```
### Ported Bevy examples to the new `Material` system
The overall complexity of Bevy's "custom shader examples" has gone down significantly. Take a look at the diffs if you want a dopamine spike.
Please note that while this PR has a net increase in "lines of code", most of those extra lines come from added documentation. There is a significant reduction
in the overall complexity of the code (even accounting for the new derive logic).
---
## Changelog
### Added
* `AsBindGroup` trait and derive, which make it much easier to transfer data to the gpu and generate bind groups for a given type.
### Changed
* The old `Material` and `SpecializedMaterial` traits have been replaced by a consolidated (much simpler) `Material` trait. Materials no longer implement `RenderAsset`.
* `StandardMaterial` was ported to the new material system. There are no user-facing api changes to the `StandardMaterial` struct api, but it now implements `AsBindGroup` and `Material` instead of `RenderAsset` and `SpecializedMaterial`.
## Migration Guide
The Material system has been reworked to be much simpler. We've removed a lot of boilerplate with the new `AsBindGroup` derive and the `Material` trait is simpler as well!
### Bevy 0.7 (old)
```rust
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
color: Color,
color_texture: Handle<Image>,
}
#[derive(Clone)]
pub struct GpuCustomMaterial {
_buffer: Buffer,
bind_group: BindGroup,
}
impl RenderAsset for CustomMaterial {
type ExtractedAsset = CustomMaterial;
type PreparedAsset = GpuCustomMaterial;
type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
let byte_buffer = [0u8; Vec4::SIZE.get() as usize];
let mut buffer = encase::UniformBuffer::new(byte_buffer);
buffer.write(&color).unwrap();
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
contents: buffer.as_ref(),
label: None,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let (texture_view, texture_sampler) = if let Some(result) = material_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &Some(extracted_asset.color_texture.clone()))
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(extracted_asset));
};
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(texture_sampler),
},
],
label: None,
layout: &material_pipeline.material_layout,
});
Ok(GpuCustomMaterial {
_buffer: buffer,
bind_group,
})
}
}
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(Vec4::min_size()),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2Array,
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: None,
})
}
}
```
### Bevy 0.8 (new)
```rust
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
}
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
## Future Work
* Add support for more binding types (cubemaps, buffers, etc). This PR intentionally includes a bare minimum number of binding types to keep "reviewability" in check.
* Consider optionally eliding binding indices using binding names. `AsBindGroup` could pass in (optional?) reflection info as a "hint".
* This would make it possible for the derive to do this:
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[uniform]
color: Color,
#[texture]
#[sampler]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or this
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[binding]
color: Color,
#[binding]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or even this (if we flip to "include bindings by default")
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
color: Color,
color_texture: Option<Handle<Image>>,
#[binding(ignore)]
alpha_mode: AlphaMode,
}
```
* If we add the option to define custom draw functions for materials (which could be done in a type-erased way), I think that would be enough to support extra non-material bindings. Worth considering!
2022-06-30 23:48:46 +00:00
|
|
|
pub struct MaterialMeshBundle<M: Material> {
|
2021-06-02 02:59:17 +00:00
|
|
|
pub mesh: Handle<Mesh>,
|
2021-12-25 21:45:43 +00:00
|
|
|
pub material: Handle<M>,
|
2021-06-02 02:59:17 +00:00
|
|
|
pub transform: Transform,
|
|
|
|
pub global_transform: GlobalTransform,
|
Frustum culling (#2861)
# Objective
Implement frustum culling for much better performance on more complex scenes. With the Amazon Lumberyard Bistro scene, I was getting roughly 15fps without frustum culling and 60+fps with frustum culling on a MacBook Pro 16 with i9 9980HK 8c/16t CPU and Radeon Pro 5500M.
macOS does weird things with vsync so even though vsync was off, it really looked like sometimes other applications or the desktop window compositor were interfering, but the difference could be even more as I even saw up to 90+fps sometimes.
## Solution
- Until the https://github.com/bevyengine/rfcs/pull/12 RFC is completed, I wanted to implement at least some of the bounding volume functionality we needed to be able to unblock a bunch of rendering features and optimisations such as frustum culling, fitting the directional light orthographic projection to the relevant meshes in the view, clustered forward rendering, etc.
- I have added `Aabb`, `Frustum`, and `Sphere` types with only the necessary intersection tests for the algorithms used. I also added `CubemapFrusta` which contains a `[Frustum; 6]` and can be used by cube maps such as environment maps, and point light shadow maps.
- I did do a bit of benchmarking and optimisation on the intersection tests. I compared the [rafx parallel-comparison bitmask approach](https://github.com/aclysma/rafx/blob/c91bd5fcfdfa3f4d1b43507c32d84b94ffdf1b2e/rafx-visibility/src/geometry/frustum.rs#L64-L92) with a naïve loop that has an early-out in case of a bounding volume being outside of any one of the `Frustum` planes and found them to be very similar, so I chose the simpler and more readable option. I also compared using Vec3 and Vec3A and it turned out that promoting Vec3s to Vec3A improved performance of the culling significantly due to Vec3A operations using SIMD optimisations where Vec3 uses plain scalar operations.
- When loading glTF models, the vertex attribute accessors generally store the minimum and maximum values, which allows for adding AABBs to meshes loaded from glTF for free.
- For meshes without an AABB (`PbrBundle` deliberately does not have an AABB by default), a system is executed that scans over the vertex positions to find the minimum and maximum values along each axis. This is used to construct the AABB.
- The `Frustum::intersects_obb` and `Sphere::insersects_obb` algorithm is from Foundations of Game Engine Development 2: Rendering by Eric Lengyel. There is no OBB type, yet, rather an AABB and the model matrix are passed in as arguments. This calculates a 'relative radius' of the AABB with respect to the plane normal (the plane normal in the Sphere case being something I came up with as the direction pointing from the centre of the sphere to the centre of the AABB) such that it can then do a sphere-sphere intersection test in practice.
- `RenderLayers` were copied over from the current renderer.
- `VisibleEntities` was copied over from the current renderer and a `CubemapVisibleEntities` was added to support `PointLight`s for now. `VisibleEntities` are added to views (cameras and lights) and contain a `Vec<Entity>` that is populated by culling/visibility systems that run in PostUpdate of the app world, and are iterated over in the render world for, for example, queuing up meshes to be drawn by lights for shadow maps and the main pass for cameras.
- `Visibility` and `ComputedVisibility` components were added. The `Visibility` component is user-facing so that, for example, the entity can be marked as not visible in an editor. `ComputedVisibility` on the other hand is the result of the culling/visibility systems and takes `Visibility` into account. So if an entity is marked as not being visible in its `Visibility` component, that will skip culling/visibility intersection tests and just mark the `ComputedVisibility` as false.
- The `ComputedVisibility` is used to decide which meshes to extract.
- I had to add a way to get the far plane from the `CameraProjection` in order to define an explicit far frustum plane for culling. This should perhaps be optional as it is not always desired and in that case, testing 5 planes instead of 6 is a performance win.
I think that's about all. I discussed some of the design with @cart on Discord already so hopefully it's not too far from being mergeable. It works well at least. 😄
2021-11-07 21:45:52 +00:00
|
|
|
/// User indication of whether an entity is visible
|
|
|
|
pub visibility: Visibility,
|
|
|
|
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
|
|
|
|
pub computed_visibility: ComputedVisibility,
|
2021-06-02 02:59:17 +00:00
|
|
|
}
|
|
|
|
|
Better Materials: AsBindGroup trait and derive, simpler Material trait (#5053)
# Objective
This PR reworks Bevy's Material system, making the user experience of defining Materials _much_ nicer. Bevy's previous material system leaves a lot to be desired:
* Materials require manually implementing the `RenderAsset` trait, which involves manually generating the bind group, handling gpu buffer data transfer, looking up image textures, etc. Even the simplest single-texture material involves writing ~80 unnecessary lines of code. This was never the long term plan.
* There are two material traits, which is confusing, hard to document, and often redundant: `Material` and `SpecializedMaterial`. `Material` implicitly implements `SpecializedMaterial`, and `SpecializedMaterial` is used in most high level apis to support both use cases. Most users shouldn't need to think about specialization at all (I consider it a "power-user tool"), so the fact that `SpecializedMaterial` is front-and-center in our apis is a miss.
* Implementing either material trait involves a lot of "type soup". The "prepared asset" parameter is particularly heinous: `&<Self as RenderAsset>::PreparedAsset`. Defining vertex and fragment shaders is also more verbose than it needs to be.
## Solution
Say hello to the new `Material` system:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
}
```
Thats it! This same material would have required [~80 lines of complicated "type heavy" code](https://github.com/bevyengine/bevy/blob/v0.7.0/examples/shader/shader_material.rs) in the old Material system. Now it is just 14 lines of simple, readable code.
This is thanks to a new consolidated `Material` trait and the new `AsBindGroup` trait / derive.
### The new `Material` trait
The old "split" `Material` and `SpecializedMaterial` traits have been removed in favor of a new consolidated `Material` trait. All of the functions on the trait are optional.
The difficulty of implementing `Material` has been reduced by simplifying dataflow and removing type complexity:
```rust
// Old
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
render_asset.alpha_mode
}
}
// New
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}
```
Specialization is still supported, but it is hidden by default under the `specialize()` function (more on this later).
### The `AsBindGroup` trait / derive
The `Material` trait now requires the `AsBindGroup` derive. This can be implemented manually relatively easily, but deriving it will almost always be preferable.
Field attributes like `uniform` and `texture` are used to define which fields should be bindings,
what their binding type is, and what index they should be bound at:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
In WGSL shaders, the binding looks like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
[[group(1), binding(1)]]
var color_texture: texture_2d<f32>;
[[group(1), binding(2)]]
var color_sampler: sampler;
```
Note that the "group" index is determined by the usage context. It is not defined in `AsBindGroup`. Bevy material bind groups are bound to group 1.
The following field-level attributes are supported:
* `uniform(BINDING_INDEX)`
* The field will be converted to a shader-compatible type using the `ShaderType` trait, written to a `Buffer`, and bound as a uniform. It can also be derived for custom structs.
* `texture(BINDING_INDEX)`
* This field's `Handle<Image>` will be used to look up the matching `Texture` gpu resource, which will be bound as a texture in shaders. The field will be assumed to implement `Into<Option<Handle<Image>>>`. In practice, most fields should be a `Handle<Image>` or `Option<Handle<Image>>`. If the value of an `Option<Handle<Image>>` is `None`, the new `FallbackImage` resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute (with a different binding index).
* `sampler(BINDING_INDEX)`
* Behaves exactly like the `texture` attribute, but sets the Image's sampler binding instead of the texture.
Note that fields without field-level binding attributes will be ignored.
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
this_field_is_ignored: String,
}
```
As mentioned above, `Option<Handle<Image>>` is also supported:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
This is useful if you want a texture to be optional. When the value is `None`, the `FallbackImage` will be used for the binding instead, which defaults to "pure white".
Field uniforms with the same binding index will be combined into a single binding:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[uniform(0)]
roughness: f32,
}
```
In WGSL shaders, the binding would look like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
roughness: f32;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
```
Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
* `uniform(BINDING_INDEX, ConvertedShaderType)`
* Similar to the field-level `uniform` attribute, but instead the entire `AsBindGroup` value is converted to `ConvertedShaderType`, which must implement `ShaderType`. This is useful if more complicated conversion logic is required.
* `bind_group_data(DataType)`
* The `AsBindGroup` type will be converted to some `DataType` using `Into<DataType>` and stored as `AsBindGroup::Data` as part of the `AsBindGroup::as_bind_group` call. This is useful if data needs to be stored alongside the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute is "shader pipeline specialization".
The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
also be equivalently represented with a single struct-level uniform attribute:
```rust
#[derive(AsBindGroup)]
#[uniform(0, CoolMaterialUniform)]
struct CoolMaterial {
color: Color,
roughness: f32,
}
#[derive(ShaderType)]
struct CoolMaterialUniform {
color: Color,
roughness: f32,
}
impl From<&CoolMaterial> for CoolMaterialUniform {
fn from(material: &CoolMaterial) -> CoolMaterialUniform {
CoolMaterialUniform {
color: material.color,
roughness: material.roughness,
}
}
}
```
### Material Specialization
Material shader specialization is now _much_ simpler:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
#[bind_group_data(CoolMaterialKey)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
is_red: bool,
}
#[derive(Copy, Clone, Hash, Eq, PartialEq)]
struct CoolMaterialKey {
is_red: bool,
}
impl From<&CoolMaterial> for CoolMaterialKey {
fn from(material: &CoolMaterial) -> CoolMaterialKey {
CoolMaterialKey {
is_red: material.is_red,
}
}
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
if key.bind_group_data.is_red {
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader_defs.push("IS_RED".to_string());
}
Ok(())
}
}
```
Setting `bind_group_data` is not required for specialization (it defaults to `()`). Scenarios like "custom vertex attributes" also benefit from this system:
```rust
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}
```
### Ported `StandardMaterial` to the new `Material` system
Bevy's built-in PBR material uses the new Material system (including the AsBindGroup derive):
```rust
#[derive(AsBindGroup, Debug, Clone, TypeUuid)]
#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
#[bind_group_data(StandardMaterialKey)]
#[uniform(0, StandardMaterialUniform)]
pub struct StandardMaterial {
pub base_color: Color,
#[texture(1)]
#[sampler(2)]
pub base_color_texture: Option<Handle<Image>>,
/* other fields omitted for brevity */
```
### Ported Bevy examples to the new `Material` system
The overall complexity of Bevy's "custom shader examples" has gone down significantly. Take a look at the diffs if you want a dopamine spike.
Please note that while this PR has a net increase in "lines of code", most of those extra lines come from added documentation. There is a significant reduction
in the overall complexity of the code (even accounting for the new derive logic).
---
## Changelog
### Added
* `AsBindGroup` trait and derive, which make it much easier to transfer data to the gpu and generate bind groups for a given type.
### Changed
* The old `Material` and `SpecializedMaterial` traits have been replaced by a consolidated (much simpler) `Material` trait. Materials no longer implement `RenderAsset`.
* `StandardMaterial` was ported to the new material system. There are no user-facing api changes to the `StandardMaterial` struct api, but it now implements `AsBindGroup` and `Material` instead of `RenderAsset` and `SpecializedMaterial`.
## Migration Guide
The Material system has been reworked to be much simpler. We've removed a lot of boilerplate with the new `AsBindGroup` derive and the `Material` trait is simpler as well!
### Bevy 0.7 (old)
```rust
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
color: Color,
color_texture: Handle<Image>,
}
#[derive(Clone)]
pub struct GpuCustomMaterial {
_buffer: Buffer,
bind_group: BindGroup,
}
impl RenderAsset for CustomMaterial {
type ExtractedAsset = CustomMaterial;
type PreparedAsset = GpuCustomMaterial;
type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
let byte_buffer = [0u8; Vec4::SIZE.get() as usize];
let mut buffer = encase::UniformBuffer::new(byte_buffer);
buffer.write(&color).unwrap();
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
contents: buffer.as_ref(),
label: None,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let (texture_view, texture_sampler) = if let Some(result) = material_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &Some(extracted_asset.color_texture.clone()))
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(extracted_asset));
};
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(texture_sampler),
},
],
label: None,
layout: &material_pipeline.material_layout,
});
Ok(GpuCustomMaterial {
_buffer: buffer,
bind_group,
})
}
}
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(Vec4::min_size()),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2Array,
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: None,
})
}
}
```
### Bevy 0.8 (new)
```rust
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
}
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
## Future Work
* Add support for more binding types (cubemaps, buffers, etc). This PR intentionally includes a bare minimum number of binding types to keep "reviewability" in check.
* Consider optionally eliding binding indices using binding names. `AsBindGroup` could pass in (optional?) reflection info as a "hint".
* This would make it possible for the derive to do this:
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[uniform]
color: Color,
#[texture]
#[sampler]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or this
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[binding]
color: Color,
#[binding]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or even this (if we flip to "include bindings by default")
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
color: Color,
color_texture: Option<Handle<Image>>,
#[binding(ignore)]
alpha_mode: AlphaMode,
}
```
* If we add the option to define custom draw functions for materials (which could be done in a type-erased way), I think that would be enough to support extra non-material bindings. Worth considering!
2022-06-30 23:48:46 +00:00
|
|
|
impl<M: Material> Default for MaterialMeshBundle<M> {
|
2021-12-14 23:04:26 +00:00
|
|
|
fn default() -> Self {
|
|
|
|
Self {
|
|
|
|
mesh: Default::default(),
|
2021-12-25 21:45:43 +00:00
|
|
|
material: Default::default(),
|
2021-12-14 23:04:26 +00:00
|
|
|
transform: Default::default(),
|
|
|
|
global_transform: Default::default(),
|
|
|
|
visibility: Default::default(),
|
|
|
|
computed_visibility: Default::default(),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
bevy_reflect: `FromReflect` Ergonomics Implementation (#6056)
# Objective
**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**
---
Resolves #4597
Full details and motivation can be found in the RFC, but here's a brief
summary.
`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).
This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.
It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.
So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.
The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.
## Solution
Automatically derive `FromReflect` when deriving `Reflect`.
Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.
```rust
#[derive(Reflect)]
struct Foo;
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;
fn test<T: FromReflect>(value: T) {}
test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```
#### `ReflectFromReflect`
This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.
<details>
<summary><h4>Improved Deserialization</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.
`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.
`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.
```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```
</details>
---
## Changelog
* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**
## Migration Guide
* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.
```rust
// OLD
#[derive(Reflect, FromReflect)]
struct Foo;
// NEW
#[derive(Reflect)]
struct Foo;
```
If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.
```rust
// OLD
#[derive(Reflect)]
struct Foo;
impl FromReflect for Foo {/* ... */}
// NEW
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Foo;
impl FromReflect for Foo {/* ... */}
```
<details>
<summary><h4>Removed Migrations</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).
```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
// OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
// NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
```
Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:
```rust
// OLD
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
// NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
```
</details>
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
|
|
|
#[derive(Component, Clone, Debug, Default, Reflect)]
|
|
|
|
#[reflect(Component)]
|
Frustum culling (#2861)
# Objective
Implement frustum culling for much better performance on more complex scenes. With the Amazon Lumberyard Bistro scene, I was getting roughly 15fps without frustum culling and 60+fps with frustum culling on a MacBook Pro 16 with i9 9980HK 8c/16t CPU and Radeon Pro 5500M.
macOS does weird things with vsync so even though vsync was off, it really looked like sometimes other applications or the desktop window compositor were interfering, but the difference could be even more as I even saw up to 90+fps sometimes.
## Solution
- Until the https://github.com/bevyengine/rfcs/pull/12 RFC is completed, I wanted to implement at least some of the bounding volume functionality we needed to be able to unblock a bunch of rendering features and optimisations such as frustum culling, fitting the directional light orthographic projection to the relevant meshes in the view, clustered forward rendering, etc.
- I have added `Aabb`, `Frustum`, and `Sphere` types with only the necessary intersection tests for the algorithms used. I also added `CubemapFrusta` which contains a `[Frustum; 6]` and can be used by cube maps such as environment maps, and point light shadow maps.
- I did do a bit of benchmarking and optimisation on the intersection tests. I compared the [rafx parallel-comparison bitmask approach](https://github.com/aclysma/rafx/blob/c91bd5fcfdfa3f4d1b43507c32d84b94ffdf1b2e/rafx-visibility/src/geometry/frustum.rs#L64-L92) with a naïve loop that has an early-out in case of a bounding volume being outside of any one of the `Frustum` planes and found them to be very similar, so I chose the simpler and more readable option. I also compared using Vec3 and Vec3A and it turned out that promoting Vec3s to Vec3A improved performance of the culling significantly due to Vec3A operations using SIMD optimisations where Vec3 uses plain scalar operations.
- When loading glTF models, the vertex attribute accessors generally store the minimum and maximum values, which allows for adding AABBs to meshes loaded from glTF for free.
- For meshes without an AABB (`PbrBundle` deliberately does not have an AABB by default), a system is executed that scans over the vertex positions to find the minimum and maximum values along each axis. This is used to construct the AABB.
- The `Frustum::intersects_obb` and `Sphere::insersects_obb` algorithm is from Foundations of Game Engine Development 2: Rendering by Eric Lengyel. There is no OBB type, yet, rather an AABB and the model matrix are passed in as arguments. This calculates a 'relative radius' of the AABB with respect to the plane normal (the plane normal in the Sphere case being something I came up with as the direction pointing from the centre of the sphere to the centre of the AABB) such that it can then do a sphere-sphere intersection test in practice.
- `RenderLayers` were copied over from the current renderer.
- `VisibleEntities` was copied over from the current renderer and a `CubemapVisibleEntities` was added to support `PointLight`s for now. `VisibleEntities` are added to views (cameras and lights) and contain a `Vec<Entity>` that is populated by culling/visibility systems that run in PostUpdate of the app world, and are iterated over in the render world for, for example, queuing up meshes to be drawn by lights for shadow maps and the main pass for cameras.
- `Visibility` and `ComputedVisibility` components were added. The `Visibility` component is user-facing so that, for example, the entity can be marked as not visible in an editor. `ComputedVisibility` on the other hand is the result of the culling/visibility systems and takes `Visibility` into account. So if an entity is marked as not being visible in its `Visibility` component, that will skip culling/visibility intersection tests and just mark the `ComputedVisibility` as false.
- The `ComputedVisibility` is used to decide which meshes to extract.
- I had to add a way to get the far plane from the `CameraProjection` in order to define an explicit far frustum plane for culling. This should perhaps be optional as it is not always desired and in that case, testing 5 planes instead of 6 is a performance win.
I think that's about all. I discussed some of the design with @cart on Discord already so hopefully it's not too far from being mergeable. It works well at least. 😄
2021-11-07 21:45:52 +00:00
|
|
|
pub struct CubemapVisibleEntities {
|
2022-01-03 07:59:25 +00:00
|
|
|
#[reflect(ignore)]
|
Frustum culling (#2861)
# Objective
Implement frustum culling for much better performance on more complex scenes. With the Amazon Lumberyard Bistro scene, I was getting roughly 15fps without frustum culling and 60+fps with frustum culling on a MacBook Pro 16 with i9 9980HK 8c/16t CPU and Radeon Pro 5500M.
macOS does weird things with vsync so even though vsync was off, it really looked like sometimes other applications or the desktop window compositor were interfering, but the difference could be even more as I even saw up to 90+fps sometimes.
## Solution
- Until the https://github.com/bevyengine/rfcs/pull/12 RFC is completed, I wanted to implement at least some of the bounding volume functionality we needed to be able to unblock a bunch of rendering features and optimisations such as frustum culling, fitting the directional light orthographic projection to the relevant meshes in the view, clustered forward rendering, etc.
- I have added `Aabb`, `Frustum`, and `Sphere` types with only the necessary intersection tests for the algorithms used. I also added `CubemapFrusta` which contains a `[Frustum; 6]` and can be used by cube maps such as environment maps, and point light shadow maps.
- I did do a bit of benchmarking and optimisation on the intersection tests. I compared the [rafx parallel-comparison bitmask approach](https://github.com/aclysma/rafx/blob/c91bd5fcfdfa3f4d1b43507c32d84b94ffdf1b2e/rafx-visibility/src/geometry/frustum.rs#L64-L92) with a naïve loop that has an early-out in case of a bounding volume being outside of any one of the `Frustum` planes and found them to be very similar, so I chose the simpler and more readable option. I also compared using Vec3 and Vec3A and it turned out that promoting Vec3s to Vec3A improved performance of the culling significantly due to Vec3A operations using SIMD optimisations where Vec3 uses plain scalar operations.
- When loading glTF models, the vertex attribute accessors generally store the minimum and maximum values, which allows for adding AABBs to meshes loaded from glTF for free.
- For meshes without an AABB (`PbrBundle` deliberately does not have an AABB by default), a system is executed that scans over the vertex positions to find the minimum and maximum values along each axis. This is used to construct the AABB.
- The `Frustum::intersects_obb` and `Sphere::insersects_obb` algorithm is from Foundations of Game Engine Development 2: Rendering by Eric Lengyel. There is no OBB type, yet, rather an AABB and the model matrix are passed in as arguments. This calculates a 'relative radius' of the AABB with respect to the plane normal (the plane normal in the Sphere case being something I came up with as the direction pointing from the centre of the sphere to the centre of the AABB) such that it can then do a sphere-sphere intersection test in practice.
- `RenderLayers` were copied over from the current renderer.
- `VisibleEntities` was copied over from the current renderer and a `CubemapVisibleEntities` was added to support `PointLight`s for now. `VisibleEntities` are added to views (cameras and lights) and contain a `Vec<Entity>` that is populated by culling/visibility systems that run in PostUpdate of the app world, and are iterated over in the render world for, for example, queuing up meshes to be drawn by lights for shadow maps and the main pass for cameras.
- `Visibility` and `ComputedVisibility` components were added. The `Visibility` component is user-facing so that, for example, the entity can be marked as not visible in an editor. `ComputedVisibility` on the other hand is the result of the culling/visibility systems and takes `Visibility` into account. So if an entity is marked as not being visible in its `Visibility` component, that will skip culling/visibility intersection tests and just mark the `ComputedVisibility` as false.
- The `ComputedVisibility` is used to decide which meshes to extract.
- I had to add a way to get the far plane from the `CameraProjection` in order to define an explicit far frustum plane for culling. This should perhaps be optional as it is not always desired and in that case, testing 5 planes instead of 6 is a performance win.
I think that's about all. I discussed some of the design with @cart on Discord already so hopefully it's not too far from being mergeable. It works well at least. 😄
2021-11-07 21:45:52 +00:00
|
|
|
data: [VisibleEntities; 6],
|
|
|
|
}
|
|
|
|
|
|
|
|
impl CubemapVisibleEntities {
|
|
|
|
pub fn get(&self, i: usize) -> &VisibleEntities {
|
|
|
|
&self.data[i]
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn get_mut(&mut self, i: usize) -> &mut VisibleEntities {
|
|
|
|
&mut self.data[i]
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn iter(&self) -> impl DoubleEndedIterator<Item = &VisibleEntities> {
|
|
|
|
self.data.iter()
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut VisibleEntities> {
|
|
|
|
self.data.iter_mut()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
bevy_reflect: `FromReflect` Ergonomics Implementation (#6056)
# Objective
**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**
---
Resolves #4597
Full details and motivation can be found in the RFC, but here's a brief
summary.
`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).
This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.
It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.
So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.
The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.
## Solution
Automatically derive `FromReflect` when deriving `Reflect`.
Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.
```rust
#[derive(Reflect)]
struct Foo;
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;
fn test<T: FromReflect>(value: T) {}
test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```
#### `ReflectFromReflect`
This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.
<details>
<summary><h4>Improved Deserialization</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.
`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.
`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.
```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```
</details>
---
## Changelog
* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**
## Migration Guide
* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.
```rust
// OLD
#[derive(Reflect, FromReflect)]
struct Foo;
// NEW
#[derive(Reflect)]
struct Foo;
```
If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.
```rust
// OLD
#[derive(Reflect)]
struct Foo;
impl FromReflect for Foo {/* ... */}
// NEW
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Foo;
impl FromReflect for Foo {/* ... */}
```
<details>
<summary><h4>Removed Migrations</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).
```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron::de::Deserializer::from_str(input)?;
// OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
// NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
```
Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:
```rust
// OLD
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
// NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
```
</details>
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
|
|
|
#[derive(Component, Clone, Debug, Default, Reflect)]
|
|
|
|
#[reflect(Component)]
|
2023-01-25 12:35:39 +00:00
|
|
|
pub struct CascadesVisibleEntities {
|
|
|
|
/// Map of view entity to the visible entities for each cascade frustum.
|
|
|
|
#[reflect(ignore)]
|
|
|
|
pub entities: HashMap<Entity, Vec<VisibleEntities>>,
|
|
|
|
}
|
|
|
|
|
2021-11-16 03:37:48 +00:00
|
|
|
/// A component bundle for [`PointLight`] entities.
|
2021-06-02 02:59:17 +00:00
|
|
|
#[derive(Debug, Bundle, Default)]
|
2021-07-01 23:54:58 +00:00
|
|
|
pub struct PointLightBundle {
|
|
|
|
pub point_light: PointLight,
|
Frustum culling (#2861)
# Objective
Implement frustum culling for much better performance on more complex scenes. With the Amazon Lumberyard Bistro scene, I was getting roughly 15fps without frustum culling and 60+fps with frustum culling on a MacBook Pro 16 with i9 9980HK 8c/16t CPU and Radeon Pro 5500M.
macOS does weird things with vsync so even though vsync was off, it really looked like sometimes other applications or the desktop window compositor were interfering, but the difference could be even more as I even saw up to 90+fps sometimes.
## Solution
- Until the https://github.com/bevyengine/rfcs/pull/12 RFC is completed, I wanted to implement at least some of the bounding volume functionality we needed to be able to unblock a bunch of rendering features and optimisations such as frustum culling, fitting the directional light orthographic projection to the relevant meshes in the view, clustered forward rendering, etc.
- I have added `Aabb`, `Frustum`, and `Sphere` types with only the necessary intersection tests for the algorithms used. I also added `CubemapFrusta` which contains a `[Frustum; 6]` and can be used by cube maps such as environment maps, and point light shadow maps.
- I did do a bit of benchmarking and optimisation on the intersection tests. I compared the [rafx parallel-comparison bitmask approach](https://github.com/aclysma/rafx/blob/c91bd5fcfdfa3f4d1b43507c32d84b94ffdf1b2e/rafx-visibility/src/geometry/frustum.rs#L64-L92) with a naïve loop that has an early-out in case of a bounding volume being outside of any one of the `Frustum` planes and found them to be very similar, so I chose the simpler and more readable option. I also compared using Vec3 and Vec3A and it turned out that promoting Vec3s to Vec3A improved performance of the culling significantly due to Vec3A operations using SIMD optimisations where Vec3 uses plain scalar operations.
- When loading glTF models, the vertex attribute accessors generally store the minimum and maximum values, which allows for adding AABBs to meshes loaded from glTF for free.
- For meshes without an AABB (`PbrBundle` deliberately does not have an AABB by default), a system is executed that scans over the vertex positions to find the minimum and maximum values along each axis. This is used to construct the AABB.
- The `Frustum::intersects_obb` and `Sphere::insersects_obb` algorithm is from Foundations of Game Engine Development 2: Rendering by Eric Lengyel. There is no OBB type, yet, rather an AABB and the model matrix are passed in as arguments. This calculates a 'relative radius' of the AABB with respect to the plane normal (the plane normal in the Sphere case being something I came up with as the direction pointing from the centre of the sphere to the centre of the AABB) such that it can then do a sphere-sphere intersection test in practice.
- `RenderLayers` were copied over from the current renderer.
- `VisibleEntities` was copied over from the current renderer and a `CubemapVisibleEntities` was added to support `PointLight`s for now. `VisibleEntities` are added to views (cameras and lights) and contain a `Vec<Entity>` that is populated by culling/visibility systems that run in PostUpdate of the app world, and are iterated over in the render world for, for example, queuing up meshes to be drawn by lights for shadow maps and the main pass for cameras.
- `Visibility` and `ComputedVisibility` components were added. The `Visibility` component is user-facing so that, for example, the entity can be marked as not visible in an editor. `ComputedVisibility` on the other hand is the result of the culling/visibility systems and takes `Visibility` into account. So if an entity is marked as not being visible in its `Visibility` component, that will skip culling/visibility intersection tests and just mark the `ComputedVisibility` as false.
- The `ComputedVisibility` is used to decide which meshes to extract.
- I had to add a way to get the far plane from the `CameraProjection` in order to define an explicit far frustum plane for culling. This should perhaps be optional as it is not always desired and in that case, testing 5 planes instead of 6 is a performance win.
I think that's about all. I discussed some of the design with @cart on Discord already so hopefully it's not too far from being mergeable. It works well at least. 😄
2021-11-07 21:45:52 +00:00
|
|
|
pub cubemap_visible_entities: CubemapVisibleEntities,
|
|
|
|
pub cubemap_frusta: CubemapFrusta,
|
2021-06-02 02:59:17 +00:00
|
|
|
pub transform: Transform,
|
|
|
|
pub global_transform: GlobalTransform,
|
2022-03-05 03:23:01 +00:00
|
|
|
/// Enables or disables the light
|
|
|
|
pub visibility: Visibility,
|
Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310)
# Objective
Fixes #4907. Fixes #838. Fixes #5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114
Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.
Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.
## Solution
Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.
Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.
This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.
Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.
Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.
![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)
Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale.
## Follow up work
* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---
## Changelog
* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.
## Migration Guide
If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:
```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
for visibility in query.iter() {
if visibility.is_visible {
log!("found visible entity");
}
}
}
// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
for visibility in query.iter() {
if visibility.is_visible() {
log!("found visible entity");
}
}
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-15 23:24:42 +00:00
|
|
|
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
|
|
|
|
pub computed_visibility: ComputedVisibility,
|
2021-06-02 02:59:17 +00:00
|
|
|
}
|
2021-07-08 02:49:33 +00:00
|
|
|
|
2022-07-08 19:57:43 +00:00
|
|
|
/// A component bundle for spot light entities
|
|
|
|
#[derive(Debug, Bundle, Default)]
|
|
|
|
pub struct SpotLightBundle {
|
|
|
|
pub spot_light: SpotLight,
|
|
|
|
pub visible_entities: VisibleEntities,
|
|
|
|
pub frustum: Frustum,
|
|
|
|
pub transform: Transform,
|
|
|
|
pub global_transform: GlobalTransform,
|
|
|
|
/// Enables or disables the light
|
|
|
|
pub visibility: Visibility,
|
Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310)
# Objective
Fixes #4907. Fixes #838. Fixes #5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114
Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.
Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.
## Solution
Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.
Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.
This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.
Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.
Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.
![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)
Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale.
## Follow up work
* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---
## Changelog
* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.
## Migration Guide
If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:
```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
for visibility in query.iter() {
if visibility.is_visible {
log!("found visible entity");
}
}
}
// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
for visibility in query.iter() {
if visibility.is_visible() {
log!("found visible entity");
}
}
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-15 23:24:42 +00:00
|
|
|
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
|
|
|
|
pub computed_visibility: ComputedVisibility,
|
2022-07-08 19:57:43 +00:00
|
|
|
}
|
|
|
|
|
2021-11-16 03:37:48 +00:00
|
|
|
/// A component bundle for [`DirectionalLight`] entities.
|
2021-07-08 02:49:33 +00:00
|
|
|
#[derive(Debug, Bundle, Default)]
|
|
|
|
pub struct DirectionalLightBundle {
|
|
|
|
pub directional_light: DirectionalLight,
|
2023-01-25 12:35:39 +00:00
|
|
|
pub frusta: CascadesFrusta,
|
|
|
|
pub cascades: Cascades,
|
|
|
|
pub cascade_shadow_config: CascadeShadowConfig,
|
|
|
|
pub visible_entities: CascadesVisibleEntities,
|
2021-07-08 02:49:33 +00:00
|
|
|
pub transform: Transform,
|
|
|
|
pub global_transform: GlobalTransform,
|
2022-03-05 03:23:01 +00:00
|
|
|
/// Enables or disables the light
|
|
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pub visibility: Visibility,
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Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310)
# Objective
Fixes #4907. Fixes #838. Fixes #5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114
Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.
Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.
## Solution
Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.
Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.
This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.
Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.
Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.
![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)
Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale.
## Follow up work
* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---
## Changelog
* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.
## Migration Guide
If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:
```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
for visibility in query.iter() {
if visibility.is_visible {
log!("found visible entity");
}
}
}
// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
for visibility in query.iter() {
if visibility.is_visible() {
log!("found visible entity");
}
}
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-15 23:24:42 +00:00
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub computed_visibility: ComputedVisibility,
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2021-07-08 02:49:33 +00:00
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}
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