bevy/crates/bevy_ecs
Carter Anderson 08969a24b8 Modular Rendering (#2831)
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.

To make rendering more modular, I made a number of changes:

* Entities now drive rendering:
  * We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
  * To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
  * Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
  * Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
  * `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
  * Modular / Ergonomic `DrawFunctions` via `RenderCommands`
    * RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
        ```rust
         pub type DrawPbr = (
            SetPbrPipeline,
            SetMeshViewBindGroup<0>,
            SetStandardMaterialBindGroup<1>,
            SetTransformBindGroup<2>,
            DrawMesh,
        );
        ```
    * The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
       ```rust
       type DrawCustom = (
           SetCustomMaterialPipeline,
           SetMeshViewBindGroup<0>,
           SetTransformBindGroup<2>,
           DrawMesh,
       );
       ``` 
* ExtractComponentPlugin and UniformComponentPlugin:
  * Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
  * Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields
2021-09-23 06:16:11 +00:00
..
examples Add upstream bevy_ecs and prepare for custom-shaders merge (#2815) 2021-09-14 06:14:19 +00:00
macros Add upstream bevy_ecs and prepare for custom-shaders merge (#2815) 2021-09-14 06:14:19 +00:00
src Modular Rendering (#2831) 2021-09-23 06:16:11 +00:00
Cargo.toml Add upstream bevy_ecs and prepare for custom-shaders merge (#2815) 2021-09-14 06:14:19 +00:00
README.md Add upstream bevy_ecs and prepare for custom-shaders merge (#2815) 2021-09-14 06:14:19 +00:00

Bevy ECS

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What is Bevy ECS?

Bevy ECS is an Entity Component System custom-built for the Bevy game engine. It aims to be simple to use, ergonomic, fast, massively parallel, opinionated, and featureful. It was created specifically for Bevy's needs, but it can easily be used as a standalone crate in other projects.

ECS

All app logic in Bevy uses the Entity Component System paradigm, which is often shortened to ECS. ECS is a software pattern that involves breaking your program up into Entities, Components, and Systems. Entities are unique "things" that are assigned groups of Components, which are then processed using Systems.

For example, one entity might have a Position and Velocity component, whereas another entity might have a Position and UI component. You might have a movement system that runs on all entities with a Position and Velocity component.

The ECS pattern encourages clean, decoupled designs by forcing you to break up your app data and logic into its core components. It also helps make your code faster by optimizing memory access patterns and making parallelism easier.

Concepts

Bevy ECS is Bevy's implementation of the ECS pattern. Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust data types for all of these concepts:

Components

Components are normal Rust structs. They are data stored in a World and specific instances of Components correlate to Entities.

struct Position { x: f32, y: f32 }

Worlds

Entities, Components, and Resources are stored in a World. Worlds, much like Rust std collections like HashSet and Vec, expose operations to insert, read, write, and remove the data they store.

let world = World::default();

Entities

Entities are unique identifiers that correlate to zero or more Components.

let entity = world.spawn()
    .insert(Position { x: 0.0, y: 0.0 })
    .insert(Velocity { x: 1.0, y: 0.0 })
    .id();

let entity_ref = world.entity(entity);
let position = entity_ref.get::<Position>().unwrap();
let velocity = entity_ref.get::<Velocity>().unwrap();

Systems

Systems are normal Rust functions. Thanks to the Rust type system, Bevy ECS can use function parameter types to determine what data needs to be sent to the system. It also uses this "data access" information to determine what Systems can run in parallel with each other.

fn print_position(query: Query<(Entity, &Position)>) {
    for (entity, position) in query.iter() {
        println!("Entity {:?} is at position: x {}, y {}", entity, position.x, position.y);
    }
}

Resources

Apps often require unique resources, such as asset collections, renderers, audio servers, time, etc. Bevy ECS makes this pattern a first class citizen. Resource is a special kind of component that does not belong to any entity. Instead, it is identified uniquely by its type:

#[derive(Default)]
struct Time {
    seconds: f32,
}

world.insert_resource(Time::default());

let time = world.get_resource::<Time>().unwrap();

// You can also access resources from Systems
fn print_time(time: Res<Time>) {
    println!("{}", time.seconds);
}

The resources.rs example illustrates how to read and write a Counter resource from Systems.

Schedules

Schedules consist of zero or more Stages, which run a set of Systems according to some execution strategy. Bevy ECS provides a few built in Stage implementations (ex: parallel, serial), but you can also implement your own! Schedules run Stages one-by-one in an order defined by the user.

The built in "parallel stage" considers dependencies between systems and (by default) run as many of them in parallel as possible. This maximizes performance, while keeping the system execution safe. You can also define explicit dependencies between systems.

Using Bevy ECS

Bevy ECS should feel very natural for those familiar with Rust syntax:

use bevy_ecs::prelude::*;

struct Velocity {
    x: f32,
    y: f32,
}

struct Position {
    x: f32,
    y: f32,
}

// This system moves each entity with a Position and Velocity component
fn movement(query: Query<(&mut Position, &Velocity)>) {
    for (mut position, velocity) in query.iter_mut() {
        position.x += velocity.x;
        position.y += velocity.y;
    }
}

fn main() {
    // Create a new empty World to hold our Entities and Components
    let mut world = World::new();

    // Spawn an entity with Position and Velocity components
    world.spawn()
        .insert(Position { x: 0.0, y: 0.0 })
        .insert(Velocity { x: 1.0, y: 0.0 });

    // Create a new Schedule, which defines an execution strategy for Systems
    let mut schedule = Schedule::default();

    // Add a Stage to our schedule. Each Stage in a schedule runs all of its systems
    // before moving on to the next Stage
    schedule.add_stage("update", SystemStage::parallel()
        .with_system(movement)
    );

    // Run the schedule once. If your app has a "loop", you would run this once per loop
    schedule.run(&mut world);
}

Features

Query Filters

// Gets the Position component of all Entities with Player component and without the RedTeam component
fn system(query: Query<&Position, (With<Player>, Without<RedTeam>)>) {
    for position in query.iter() {
    }
}

Change Detection

Bevy ECS tracks all changes to Components and Resources.

Queries can filter for changed Components:

// Gets the Position component of all Entities whose Velocity has changed since the last run of the System
fn system(query: Query<&Position, Changed<Velocity>>) {
    for position in query.iter() {
    }
}

// Gets the Position component of all Entities that had a Velocity component added since the last run of the System
fn system(query: Query<&Position, Added<Velocity>>) {
    for position in query.iter() {
    }
}

Resources also expose change state:

// Prints "time changed!" if the Time resource has changed since the last run of the System
fn system(time: Res<Time>) {
    if time.is_changed() {
        println!("time changed!");
    }
}

The change_detection.rs example shows how to query only for updated entities and react on changes in resources.

Component Storage

Bevy ECS supports multiple component storage types.

Components can be stored in:

  • Tables: Fast and cache friendly iteration, but slower adding and removing of components. This is the default storage type.
  • Sparse Sets: Fast adding and removing of components, but slower iteration.

Component storage types are configurable, and they default to table storage if the storage is not manually defined. The component_storage.rs example shows how to configure the storage type for a component.

// store Position components in Sparse Sets
world.register_component(ComponentDescriptor::new::<Position>(StorageType::SparseSet));

Component Bundles

Define sets of Components that should be added together.

#[derive(Bundle, Default)]
struct PlayerBundle {
    player: Player,
    position: Position,
    velocity: Velocity,
}

// Spawn a new entity and insert the default PlayerBundle
world.spawn().insert_bundle(PlayerBundle::default());

// Bundles play well with Rust's struct update syntax
world.spawn().insert_bundle(PlayerBundle {
    position: Position { x: 1.0, y: 1.0 },
    ..Default::default()
});

Events

Events offer a communication channel between one or more systems. Events can be sent using the system parameter EventWriter and received with EventReader.

struct MyEvent {
    message: String,
}

fn writer(mut writer: EventWriter<MyEvent>) {
    writer.send(MyEvent {
        message: "hello!".to_string(),
    });
}

fn reader(mut reader: EventReader<MyEvent>) {
    for event in reader.iter() {
    }
}

A minimal set up using events can be seen in events.rs.