Clarify purpose of shader_instancing example (#15456)

# Objective

- The shader_instancing example can be misleading since it doesn't
explain that bevy has built in automatic instancing.

## Solution

- Explain that bevy has built in instancing and that this example is for
advanced users.
- Add a new automatic_instancing example that shows how to use the built
in automatic instancing
- Rename the shader_instancing example to custom_shader_instancing to
highlight that this is a more advanced implementation

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
This commit is contained in:
IceSentry 2024-09-30 13:39:58 -04:00 committed by GitHub
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4 changed files with 77 additions and 5 deletions

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@ -2467,13 +2467,24 @@ category = "Shaders"
wasm = true wasm = true
[[example]] [[example]]
name = "shader_instancing" name = "custom_shader_instancing"
path = "examples/shader/shader_instancing.rs" path = "examples/shader/custom_shader_instancing.rs"
doc-scrape-examples = true doc-scrape-examples = true
[package.metadata.example.shader_instancing] [package.metadata.example.custom_shader_instancing]
name = "Instancing" name = "Instancing"
description = "A shader that renders a mesh multiple times in one draw call" description = "A shader that renders a mesh multiple times in one draw call using low level rendering api"
category = "Shaders"
wasm = true
[[example]]
name = "automatic_instancing"
path = "examples/shader/automatic_instancing.rs"
doc-scrape-examples = true
[package.metadata.example.automatic_instancing]
name = "Instancing"
description = "Shows that multiple instances of a cube are automatically instanced in one draw call"
category = "Shaders" category = "Shaders"
wasm = true wasm = true

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@ -412,7 +412,8 @@ Example | Description
[Custom phase item](../examples/shader/custom_phase_item.rs) | Demonstrates how to enqueue custom draw commands in a render phase [Custom phase item](../examples/shader/custom_phase_item.rs) | Demonstrates how to enqueue custom draw commands in a render phase
[Extended Material](../examples/shader/extended_material.rs) | A custom shader that builds on the standard material [Extended Material](../examples/shader/extended_material.rs) | A custom shader that builds on the standard material
[GPU readback](../examples/shader/gpu_readback.rs) | A very simple compute shader that writes to a buffer that is read by the cpu [GPU readback](../examples/shader/gpu_readback.rs) | A very simple compute shader that writes to a buffer that is read by the cpu
[Instancing](../examples/shader/shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call [Instancing](../examples/shader/custom_shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call using low level rendering api
[Instancing](../examples/shader/automatic_instancing.rs) | Shows that multiple instances of a cube are automatically instanced in one draw call
[Material](../examples/shader/shader_material.rs) | A shader and a material that uses it [Material](../examples/shader/shader_material.rs) | A shader and a material that uses it
[Material](../examples/shader/shader_material_2d.rs) | A shader and a material that uses it on a 2d mesh [Material](../examples/shader/shader_material_2d.rs) | A shader and a material that uses it on a 2d mesh
[Material - GLSL](../examples/shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language [Material - GLSL](../examples/shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language

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@ -0,0 +1,53 @@
//! Shows that multiple instances of a cube are automatically instanced in one draw call
//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 8.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(0.0, 16.0, 8.0),
..default()
});
let mesh = meshes.add(Cuboid::from_size(Vec3::splat(0.5)));
// This example uses the StandardMaterial but it can work with most custom material too
let material = materials.add(Color::srgb_u8(124, 144, 255));
// spawn 1000 cubes
for x in -5..5 {
for y in -5..5 {
for z in -5..5 {
commands.spawn(PbrBundle {
// For automatic instancing to take effect you need to
// use the same mesh handle and material handle for each instance
mesh: mesh.clone(),
material: material.clone(),
transform: Transform::from_xyz(x as f32, y as f32, z as f32),
..default()
});
}
}
}
}

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@ -1,4 +1,11 @@
//! A shader that renders a mesh multiple times in one draw call. //! A shader that renders a mesh multiple times in one draw call.
//!
//! Bevy will automatically batch and instance your meshes assuming you use the same
//! `Handle<Material>` and `Handle<Mesh>` for all of your instances.
//!
//! This example is intended for advanced users and shows how to make a custom instancing
//! implementation using bevy's low level rendering api.
//! It's generally recommended to try the built-in instancing before going with this approach.
use bevy::{ use bevy::{
core_pipeline::core_3d::Transparent3d, core_pipeline::core_3d::Transparent3d,