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Lighting Should Only hold Vec<Entity> instead of TypeId<Vec<Entity>> (#14073)
# Objective - After #13894, I noticed the performance of `many_lights `dropped from 120+ to 60+. I reviewed the PR but couldn't identify any mistakes. After profiling, I discovered that `Hashmap::Clone `was very slow when its not empty, causing `extract_light` to increase from 3ms to 8ms. - Lighting only checks visibility for 3D Meshes. We don't need to maintain a TypeIdMap for this, as it not only impacts performance negatively but also reduces ergonomics. ## Solution - use VisibleMeshEntities for lighint visibility checking. ## Performance cargo run --release --example many_lights --features bevy/trace_tracy name="bevy_pbr::light::check_point_light_mesh_visibility"} ![image](https://github.com/bevyengine/bevy/assets/45868716/8bad061a-f936-45a0-9bb9-4fbdaceec08b) system{name="bevy_pbr::render::light::extract_lights"} ![image](https://github.com/bevyengine/bevy/assets/45868716/ca75b46c-b4ad-45d3-8c8d-66442447b753) ## Migration Guide > now `SpotLightBundle` , `CascadesVisibleEntities `and `CubemapVisibleEntities `use VisibleMeshEntities instead of `VisibleEntities` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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e13c72d8a4
commit
36c6f29832
3 changed files with 36 additions and 30 deletions
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@ -3,13 +3,14 @@ use crate::{
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StandardMaterial,
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};
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use bevy_asset::Handle;
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use bevy_ecs::entity::EntityHashMap;
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::entity::{Entity, EntityHashMap};
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use bevy_ecs::{bundle::Bundle, component::Component, reflect::ReflectComponent};
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use bevy_reflect::Reflect;
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use bevy_render::{
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mesh::Mesh,
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primitives::{CascadesFrusta, CubemapFrusta, Frustum},
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view::{InheritedVisibility, ViewVisibility, Visibility, VisibleEntities},
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view::{InheritedVisibility, ViewVisibility, Visibility},
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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@ -45,27 +46,37 @@ impl<M: Material> Default for MaterialMeshBundle<M> {
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}
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}
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/// Collection of mesh entities visible for 3D lighting.
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/// This component contains all mesh entities visible from the current light view.
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/// The collection is updated automatically by [`crate::SimulationLightSystems`].
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#[derive(Component, Clone, Debug, Default, Reflect, Deref, DerefMut)]
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#[reflect(Component)]
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pub struct VisibleMeshEntities {
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#[reflect(ignore)]
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pub entities: Vec<Entity>,
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}
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[reflect(Component)]
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pub struct CubemapVisibleEntities {
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#[reflect(ignore)]
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data: [VisibleEntities; 6],
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data: [VisibleMeshEntities; 6],
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}
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impl CubemapVisibleEntities {
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pub fn get(&self, i: usize) -> &VisibleEntities {
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pub fn get(&self, i: usize) -> &VisibleMeshEntities {
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&self.data[i]
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}
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pub fn get_mut(&mut self, i: usize) -> &mut VisibleEntities {
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pub fn get_mut(&mut self, i: usize) -> &mut VisibleMeshEntities {
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&mut self.data[i]
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}
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pub fn iter(&self) -> impl DoubleEndedIterator<Item = &VisibleEntities> {
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pub fn iter(&self) -> impl DoubleEndedIterator<Item = &VisibleMeshEntities> {
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self.data.iter()
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}
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pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut VisibleEntities> {
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pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut VisibleMeshEntities> {
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self.data.iter_mut()
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}
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}
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@ -75,7 +86,7 @@ impl CubemapVisibleEntities {
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pub struct CascadesVisibleEntities {
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/// Map of view entity to the visible entities for each cascade frustum.
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#[reflect(ignore)]
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pub entities: EntityHashMap<Vec<VisibleEntities>>,
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pub entities: EntityHashMap<Vec<VisibleMeshEntities>>,
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}
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/// A component bundle for [`PointLight`] entities.
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@ -98,7 +109,7 @@ pub struct PointLightBundle {
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#[derive(Debug, Bundle, Default, Clone)]
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pub struct SpotLightBundle {
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pub spot_light: SpotLight,
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pub visible_entities: VisibleEntities,
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pub visible_entities: VisibleMeshEntities,
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pub frustum: Frustum,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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@ -11,8 +11,7 @@ use bevy_render::{
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mesh::Mesh,
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primitives::{Aabb, CascadesFrusta, CubemapFrusta, Frustum, Sphere},
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view::{
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InheritedVisibility, RenderLayers, ViewVisibility, VisibilityRange, VisibleEntities,
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VisibleEntityRanges, WithMesh,
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InheritedVisibility, RenderLayers, ViewVisibility, VisibilityRange, VisibleEntityRanges,
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},
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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@ -100,7 +99,7 @@ impl Default for PointLightShadowMap {
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}
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/// A convenient alias for `Or<(With<PointLight>, With<SpotLight>,
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/// With<DirectionalLight>)>`, for use with [`VisibleEntities`].
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/// With<DirectionalLight>)>`, for use with [`bevy_render::view::VisibleEntities`].
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pub type WithLight = Or<(With<PointLight>, With<SpotLight>, With<DirectionalLight>)>;
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/// Controls the resolution of [`DirectionalLight`] shadow maps.
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@ -698,9 +697,7 @@ pub fn check_dir_light_mesh_visibility(
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match frusta.frusta.get(view) {
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Some(view_frusta) => {
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cascade_view_entities.resize(view_frusta.len(), Default::default());
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cascade_view_entities
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.iter_mut()
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.for_each(VisibleEntities::clear::<WithMesh>);
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cascade_view_entities.iter_mut().for_each(|x| x.clear());
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}
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None => views_to_remove.push(*view),
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};
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@ -709,7 +706,7 @@ pub fn check_dir_light_mesh_visibility(
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visible_entities
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.entities
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.entry(*view)
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.or_insert_with(|| vec![VisibleEntities::default(); frusta.len()]);
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.or_insert_with(|| vec![VisibleMeshEntities::default(); frusta.len()]);
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}
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for v in views_to_remove {
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@ -790,7 +787,6 @@ pub fn check_dir_light_mesh_visibility(
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.get_mut(view)
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.unwrap()
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.iter_mut()
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.map(VisibleEntities::get_mut::<WithMesh>)
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.zip(entities.iter_mut())
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.for_each(|(dst, source)| {
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dst.append(source);
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@ -801,7 +797,7 @@ pub fn check_dir_light_mesh_visibility(
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for (_, cascade_view_entities) in &mut visible_entities.entities {
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cascade_view_entities
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.iter_mut()
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.map(VisibleEntities::get_mut::<WithMesh>)
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.map(DerefMut::deref_mut)
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.for_each(shrink_entities);
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}
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}
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@ -833,7 +829,7 @@ pub fn check_point_light_mesh_visibility(
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&SpotLight,
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&GlobalTransform,
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&Frustum,
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&mut VisibleEntities,
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&mut VisibleMeshEntities,
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Option<&RenderLayers>,
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)>,
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mut visible_entity_query: Query<
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@ -869,7 +865,7 @@ pub fn check_point_light_mesh_visibility(
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)) = point_lights.get_mut(light_entity)
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{
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for visible_entities in cubemap_visible_entities.iter_mut() {
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visible_entities.clear::<WithMesh>();
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visible_entities.entities.clear();
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}
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// NOTE: If shadow mapping is disabled for the light then it must have no visible entities
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@ -940,13 +936,12 @@ pub fn check_point_light_mesh_visibility(
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for entities in cubemap_visible_entities_queue.iter_mut() {
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cubemap_visible_entities
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.iter_mut()
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.map(VisibleEntities::get_mut::<WithMesh>)
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.zip(entities.iter_mut())
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.for_each(|(dst, source)| dst.append(source));
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.for_each(|(dst, source)| dst.entities.append(source));
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}
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for visible_entities in cubemap_visible_entities.iter_mut() {
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shrink_entities(visible_entities.get_mut::<WithMesh>());
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shrink_entities(visible_entities);
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}
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}
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@ -954,7 +949,7 @@ pub fn check_point_light_mesh_visibility(
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if let Ok((point_light, transform, frustum, mut visible_entities, maybe_view_mask)) =
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spot_lights.get_mut(light_entity)
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{
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visible_entities.clear::<WithMesh>();
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visible_entities.clear();
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// NOTE: If shadow mapping is disabled for the light then it must have no visible entities
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if !point_light.shadows_enabled {
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@ -1015,10 +1010,10 @@ pub fn check_point_light_mesh_visibility(
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);
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for entities in spot_visible_entities_queue.iter_mut() {
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visible_entities.get_mut::<WithMesh>().append(entities);
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visible_entities.append(entities);
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}
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shrink_entities(visible_entities.get_mut::<WithMesh>());
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shrink_entities(visible_entities.deref_mut());
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}
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}
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}
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@ -15,7 +15,7 @@ use bevy_render::{
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render_resource::*,
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renderer::{RenderContext, RenderDevice, RenderQueue},
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texture::*,
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view::{ExtractedView, RenderLayers, ViewVisibility, VisibleEntities, WithMesh},
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view::{ExtractedView, RenderLayers, ViewVisibility},
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Extract,
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};
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use bevy_transform::{components::GlobalTransform, prelude::Transform};
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@ -186,7 +186,7 @@ pub fn extract_lights(
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spot_lights: Extract<
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Query<(
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&SpotLight,
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&VisibleEntities,
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&VisibleMeshEntities,
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&GlobalTransform,
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&ViewVisibility,
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&Frustum,
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@ -1174,7 +1174,7 @@ pub fn queue_shadows<M: Material>(
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mut view_light_entities: Query<&LightEntity>,
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point_light_entities: Query<&CubemapVisibleEntities, With<ExtractedPointLight>>,
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directional_light_entities: Query<&CascadesVisibleEntities, With<ExtractedDirectionalLight>>,
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spot_light_entities: Query<&VisibleEntities, With<ExtractedPointLight>>,
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spot_light_entities: Query<&VisibleMeshEntities, With<ExtractedPointLight>>,
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) where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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@ -1218,7 +1218,7 @@ pub fn queue_shadows<M: Material>(
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// NOTE: Lights with shadow mapping disabled will have no visible entities
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// so no meshes will be queued
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for entity in visible_entities.iter::<WithMesh>().copied() {
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for entity in visible_entities.iter().copied() {
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let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(entity)
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else {
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continue;
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