//! Demonstrates how to enqueue custom draw commands in a render phase. //! //! This example shows how to use the built-in //! [`bevy_render::render_phase::BinnedRenderPhase`] functionality with a //! custom [`RenderCommand`] to allow inserting arbitrary GPU drawing logic //! into Bevy's pipeline. This is not the only way to add custom rendering code //! into Bevy—render nodes are another, lower-level method—but it does allow //! for better reuse of parts of Bevy's built-in mesh rendering logic. use bevy::{ core_pipeline::core_3d::{Opaque3d, Opaque3dBinKey, CORE_3D_DEPTH_FORMAT}, ecs::{ query::ROQueryItem, system::{lifetimeless::SRes, SystemParamItem}, }, math::{vec3, Vec3A}, prelude::*, render::{ extract_component::{ExtractComponent, ExtractComponentPlugin}, primitives::Aabb, render_phase::{ AddRenderCommand, BinnedRenderPhaseType, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult, SetItemPipeline, TrackedRenderPass, ViewBinnedRenderPhases, }, render_resource::{ BufferUsages, ColorTargetState, ColorWrites, CompareFunction, DepthStencilState, FragmentState, IndexFormat, MultisampleState, PipelineCache, PrimitiveState, RawBufferVec, RenderPipelineDescriptor, SpecializedRenderPipeline, SpecializedRenderPipelines, TextureFormat, VertexAttribute, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode, }, renderer::{RenderDevice, RenderQueue}, texture::BevyDefault as _, view::{self, ExtractedView, VisibilitySystems, VisibleEntities}, Render, RenderApp, RenderSet, }, }; use bytemuck::{Pod, Zeroable}; use std::mem::size_of; /// A marker component that represents an entity that is to be rendered using /// our custom phase item. /// /// Note the [`ExtractComponent`] trait implementation. This is necessary to /// tell Bevy that this object should be pulled into the render world. #[derive(Clone, Component, ExtractComponent)] struct CustomRenderedEntity; /// Holds a reference to our shader. /// /// This is loaded at app creation time. #[derive(Resource)] struct CustomPhasePipeline { shader: Handle, } /// A [`RenderCommand`] that binds the vertex and index buffers and issues the /// draw command for our custom phase item. struct DrawCustomPhaseItem; impl

RenderCommand

for DrawCustomPhaseItem where P: PhaseItem, { type Param = SRes; type ViewQuery = (); type ItemQuery = (); fn render<'w>( _: &P, _: ROQueryItem<'w, Self::ViewQuery>, _: Option>, custom_phase_item_buffers: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { // Borrow check workaround. let custom_phase_item_buffers = custom_phase_item_buffers.into_inner(); // Tell the GPU where the vertices are. pass.set_vertex_buffer( 0, custom_phase_item_buffers .vertices .buffer() .unwrap() .slice(..), ); // Tell the GPU where the indices are. pass.set_index_buffer( custom_phase_item_buffers .indices .buffer() .unwrap() .slice(..), 0, IndexFormat::Uint32, ); // Draw one triangle (3 vertices). pass.draw_indexed(0..3, 0, 0..1); RenderCommandResult::Success } } /// The GPU vertex and index buffers for our custom phase item. /// /// As the custom phase item is a single triangle, these are uploaded once and /// then left alone. #[derive(Resource)] struct CustomPhaseItemBuffers { /// The vertices for the single triangle. /// /// This is a [`RawBufferVec`] because that's the simplest and fastest type /// of GPU buffer, and [`Vertex`] objects are simple. vertices: RawBufferVec, /// The indices of the single triangle. /// /// As above, this is a [`RawBufferVec`] because `u32` values have trivial /// size and alignment. indices: RawBufferVec, } /// The CPU-side structure that describes a single vertex of the triangle. #[derive(Clone, Copy, Pod, Zeroable)] #[repr(C)] struct Vertex { /// The 3D position of the triangle vertex. position: Vec3, /// Padding. pad0: u32, /// The color of the triangle vertex. color: Vec3, /// Padding. pad1: u32, } impl Vertex { /// Creates a new vertex structure. const fn new(position: Vec3, color: Vec3) -> Vertex { Vertex { position, color, pad0: 0, pad1: 0, } } } /// The custom draw commands that Bevy executes for each entity we enqueue into /// the render phase. type DrawCustomPhaseItemCommands = (SetItemPipeline, DrawCustomPhaseItem); /// A query filter that tells [`view::check_visibility`] about our custom /// rendered entity. type WithCustomRenderedEntity = With; /// A single triangle's worth of vertices, for demonstration purposes. static VERTICES: [Vertex; 3] = [ Vertex::new(vec3(-0.866, -0.5, 0.5), vec3(1.0, 0.0, 0.0)), Vertex::new(vec3(0.866, -0.5, 0.5), vec3(0.0, 1.0, 0.0)), Vertex::new(vec3(0.0, 1.0, 0.5), vec3(0.0, 0.0, 1.0)), ]; /// The entry point. fn main() { let mut app = App::new(); app.add_plugins(DefaultPlugins) .add_plugins(ExtractComponentPlugin::::default()) .add_systems(Startup, setup) // Make sure to tell Bevy to check our entity for visibility. Bevy won't // do this by default, for efficiency reasons. .add_systems( PostUpdate, view::check_visibility:: .in_set(VisibilitySystems::CheckVisibility), ); // We make sure to add these to the render app, not the main app. app.get_sub_app_mut(RenderApp) .unwrap() .init_resource::() .init_resource::>() .add_render_command::() .add_systems( Render, prepare_custom_phase_item_buffers.in_set(RenderSet::Prepare), ) .add_systems(Render, queue_custom_phase_item.in_set(RenderSet::Queue)); app.run(); } /// Spawns the objects in the scene. fn setup(mut commands: Commands) { // Spawn a single entity that has custom rendering. It'll be extracted into // the render world via [`ExtractComponent`]. commands .spawn(SpatialBundle { visibility: Visibility::Visible, transform: Transform::IDENTITY, ..default() }) // This `Aabb` is necessary for the visibility checks to work. .insert(Aabb { center: Vec3A::ZERO, half_extents: Vec3A::splat(0.5), }) .insert(CustomRenderedEntity); // Spawn the camera. commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } /// Creates the [`CustomPhaseItemBuffers`] resource. /// /// This must be done in a startup system because it needs the [`RenderDevice`] /// and [`RenderQueue`] to exist, and they don't until [`App::run`] is called. fn prepare_custom_phase_item_buffers(mut commands: Commands) { commands.init_resource::(); } /// A render-world system that enqueues the entity with custom rendering into /// the opaque render phases of each view. fn queue_custom_phase_item( pipeline_cache: Res, custom_phase_pipeline: Res, mut opaque_render_phases: ResMut>, opaque_draw_functions: Res>, mut specialized_render_pipelines: ResMut>, views: Query<(Entity, &VisibleEntities, &Msaa), With>, ) { let draw_custom_phase_item = opaque_draw_functions .read() .id::(); // Render phases are per-view, so we need to iterate over all views so that // the entity appears in them. (In this example, we have only one view, but // it's good practice to loop over all views anyway.) for (view_entity, view_visible_entities, msaa) in views.iter() { let Some(opaque_phase) = opaque_render_phases.get_mut(&view_entity) else { continue; }; // Find all the custom rendered entities that are visible from this // view. for &entity in view_visible_entities .get::() .iter() { // Ordinarily, the [`SpecializedRenderPipeline::Key`] would contain // some per-view settings, such as whether the view is HDR, but for // simplicity's sake we simply hard-code the view's characteristics, // with the exception of number of MSAA samples. let pipeline_id = specialized_render_pipelines.specialize( &pipeline_cache, &custom_phase_pipeline, *msaa, ); // Add the custom render item. We use the // [`BinnedRenderPhaseType::NonMesh`] type to skip the special // handling that Bevy has for meshes (preprocessing, indirect // draws, etc.) // // The asset ID is arbitrary; we simply use [`AssetId::invalid`], // but you can use anything you like. Note that the asset ID need // not be the ID of a [`Mesh`]. opaque_phase.add( Opaque3dBinKey { draw_function: draw_custom_phase_item, pipeline: pipeline_id, asset_id: AssetId::::invalid().untyped(), material_bind_group_id: None, lightmap_image: None, }, entity, BinnedRenderPhaseType::NonMesh, ); } } } impl SpecializedRenderPipeline for CustomPhasePipeline { type Key = Msaa; fn specialize(&self, msaa: Self::Key) -> RenderPipelineDescriptor { RenderPipelineDescriptor { label: Some("custom render pipeline".into()), layout: vec![], push_constant_ranges: vec![], vertex: VertexState { shader: self.shader.clone(), shader_defs: vec![], entry_point: "vertex".into(), buffers: vec![VertexBufferLayout { array_stride: size_of::() as u64, step_mode: VertexStepMode::Vertex, // This needs to match the layout of [`Vertex`]. attributes: vec![ VertexAttribute { format: VertexFormat::Float32x3, offset: 0, shader_location: 0, }, VertexAttribute { format: VertexFormat::Float32x3, offset: 16, shader_location: 1, }, ], }], }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs: vec![], entry_point: "fragment".into(), targets: vec![Some(ColorTargetState { // Ordinarily, you'd want to check whether the view has the // HDR format and substitute the appropriate texture format // here, but we omit that for simplicity. format: TextureFormat::bevy_default(), blend: None, write_mask: ColorWrites::ALL, })], }), primitive: PrimitiveState::default(), // Note that if your view has no depth buffer this will need to be // changed. depth_stencil: Some(DepthStencilState { format: CORE_3D_DEPTH_FORMAT, depth_write_enabled: false, depth_compare: CompareFunction::Always, stencil: default(), bias: default(), }), multisample: MultisampleState { count: msaa.samples(), mask: !0, alpha_to_coverage_enabled: false, }, } } } impl FromWorld for CustomPhaseItemBuffers { fn from_world(world: &mut World) -> Self { let render_device = world.resource::(); let render_queue = world.resource::(); // Create the vertex and index buffers. let mut vbo = RawBufferVec::new(BufferUsages::VERTEX); let mut ibo = RawBufferVec::new(BufferUsages::INDEX); for vertex in &VERTICES { vbo.push(*vertex); } for index in 0..3 { ibo.push(index); } // These two lines are required in order to trigger the upload to GPU. vbo.write_buffer(render_device, render_queue); ibo.write_buffer(render_device, render_queue); CustomPhaseItemBuffers { vertices: vbo, indices: ibo, } } } impl FromWorld for CustomPhasePipeline { fn from_world(world: &mut World) -> Self { // Load and compile the shader in the background. let asset_server = world.resource::(); CustomPhasePipeline { shader: asset_server.load("shaders/custom_phase_item.wgsl"), } } }