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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>
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Cargo.toml
19
Cargo.toml
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@ -2467,13 +2467,24 @@ category = "Shaders"
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wasm = true
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[[example]]
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name = "shader_instancing"
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path = "examples/shader/shader_instancing.rs"
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name = "custom_shader_instancing"
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path = "examples/shader/custom_shader_instancing.rs"
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doc-scrape-examples = true
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[package.metadata.example.shader_instancing]
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[package.metadata.example.custom_shader_instancing]
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name = "Instancing"
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description = "A shader that renders a mesh multiple times in one draw call"
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description = "A shader that renders a mesh multiple times in one draw call using low level rendering api"
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category = "Shaders"
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wasm = true
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[[example]]
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name = "automatic_instancing"
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path = "examples/shader/automatic_instancing.rs"
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doc-scrape-examples = true
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[package.metadata.example.automatic_instancing]
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name = "Instancing"
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description = "Shows that multiple instances of a cube are automatically instanced in one draw call"
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category = "Shaders"
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wasm = true
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@ -412,7 +412,8 @@ Example | Description
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[Custom phase item](../examples/shader/custom_phase_item.rs) | Demonstrates how to enqueue custom draw commands in a render phase
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[Extended Material](../examples/shader/extended_material.rs) | A custom shader that builds on the standard material
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[GPU readback](../examples/shader/gpu_readback.rs) | A very simple compute shader that writes to a buffer that is read by the cpu
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[Instancing](../examples/shader/shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call
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[Instancing](../examples/shader/custom_shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call using low level rendering api
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[Instancing](../examples/shader/automatic_instancing.rs) | Shows that multiple instances of a cube are automatically instanced in one draw call
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[Material](../examples/shader/shader_material.rs) | A shader and a material that uses it
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[Material](../examples/shader/shader_material_2d.rs) | A shader and a material that uses it on a 2d mesh
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[Material - GLSL](../examples/shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language
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53
examples/shader/automatic_instancing.rs
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53
examples/shader/automatic_instancing.rs
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@ -0,0 +1,53 @@
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//! Shows that multiple instances of a cube are automatically instanced in one draw call
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//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 8.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(0.0, 16.0, 8.0),
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..default()
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});
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let mesh = meshes.add(Cuboid::from_size(Vec3::splat(0.5)));
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// This example uses the StandardMaterial but it can work with most custom material too
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let material = materials.add(Color::srgb_u8(124, 144, 255));
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// spawn 1000 cubes
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for x in -5..5 {
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for y in -5..5 {
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for z in -5..5 {
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commands.spawn(PbrBundle {
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// For automatic instancing to take effect you need to
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// use the same mesh handle and material handle for each instance
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mesh: mesh.clone(),
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material: material.clone(),
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transform: Transform::from_xyz(x as f32, y as f32, z as f32),
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..default()
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});
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}
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}
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}
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}
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@ -1,4 +1,11 @@
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//! A shader that renders a mesh multiple times in one draw call.
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//!
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//! Bevy will automatically batch and instance your meshes assuming you use the same
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//! `Handle<Material>` and `Handle<Mesh>` for all of your instances.
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//!
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//! This example is intended for advanced users and shows how to make a custom instancing
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//! implementation using bevy's low level rendering api.
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//! It's generally recommended to try the built-in instancing before going with this approach.
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use bevy::{
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core_pipeline::core_3d::Transparent3d,
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