bevy/examples/2d/mesh2d_manual.rs
JMS55 44424391fe
Unload render assets from RAM (#10520)
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
  - https://github.com/bevyengine/bevy/pull/1782
  - https://github.com/bevyengine/bevy/pull/8624 

## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.

---

## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.

## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
  - The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
  - The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
2024-01-03 03:31:04 +00:00

394 lines
15 KiB
Rust

//! This example shows how to manually render 2d items using "mid level render apis" with a custom
//! pipeline for 2d meshes.
//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
//!
//! [`Material2d`]: bevy::sprite::Material2d
use bevy::{
core_pipeline::core_2d::Transparent2d,
prelude::*,
render::{
mesh::{Indices, MeshVertexAttribute},
render_asset::RenderAssetPersistencePolicy,
render_asset::RenderAssets,
render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
render_resource::{
BlendState, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace,
MultisampleState, PipelineCache, PolygonMode, PrimitiveState, PrimitiveTopology,
RenderPipelineDescriptor, SpecializedRenderPipeline, SpecializedRenderPipelines,
TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
},
texture::BevyDefault,
view::{ExtractedView, ViewTarget, VisibleEntities},
Extract, Render, RenderApp, RenderSet,
},
sprite::{
extract_mesh2d, DrawMesh2d, Material2dBindGroupId, Mesh2dHandle, Mesh2dPipeline,
Mesh2dPipelineKey, Mesh2dTransforms, MeshFlags, RenderMesh2dInstance,
RenderMesh2dInstances, SetMesh2dBindGroup, SetMesh2dViewBindGroup,
},
utils::FloatOrd,
};
use std::f32::consts::PI;
fn main() {
App::new()
.add_plugins((DefaultPlugins, ColoredMesh2dPlugin))
.add_systems(Startup, star)
.run();
}
fn star(
mut commands: Commands,
// We will add a new Mesh for the star being created
mut meshes: ResMut<Assets<Mesh>>,
) {
// Let's define the mesh for the object we want to draw: a nice star.
// We will specify here what kind of topology is used to define the mesh,
// that is, how triangles are built from the vertices. We will use a
// triangle list, meaning that each vertex of the triangle has to be
// specified. We set `cpu_persistent_access` to unload, meaning this mesh
// will not be accessible in future frames from the `meshes` resource, in
// order to save on memory once it has been uploaded to the GPU.
let mut star = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetPersistencePolicy::Unload,
);
// Vertices need to have a position attribute. We will use the following
// vertices (I hope you can spot the star in the schema).
//
// 1
//
// 10 2
// 9 0 3
// 8 4
// 6
// 7 5
//
// These vertices are specified in 3D space.
let mut v_pos = vec![[0.0, 0.0, 0.0]];
for i in 0..10 {
// The angle between each vertex is 1/10 of a full rotation.
let a = i as f32 * PI / 5.0;
// The radius of inner vertices (even indices) is 100. For outer vertices (odd indices) it's 200.
let r = (1 - i % 2) as f32 * 100.0 + 100.0;
// Add the vertex position.
v_pos.push([r * a.sin(), r * a.cos(), 0.0]);
}
// Set the position attribute
star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
// And a RGB color attribute as well
let mut v_color: Vec<u32> = vec![Color::BLACK.as_linear_rgba_u32()];
v_color.extend_from_slice(&[Color::YELLOW.as_linear_rgba_u32(); 10]);
star.insert_attribute(
MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32),
v_color,
);
// Now, we specify the indices of the vertex that are going to compose the
// triangles in our star. Vertices in triangles have to be specified in CCW
// winding (that will be the front face, colored). Since we are using
// triangle list, we will specify each triangle as 3 vertices
// First triangle: 0, 2, 1
// Second triangle: 0, 3, 2
// Third triangle: 0, 4, 3
// etc
// Last triangle: 0, 1, 10
let mut indices = vec![0, 1, 10];
for i in 2..=10 {
indices.extend_from_slice(&[0, i, i - 1]);
}
star.set_indices(Some(Indices::U32(indices)));
// We can now spawn the entities for the star and the camera
commands.spawn((
// We use a marker component to identify the custom colored meshes
ColoredMesh2d,
// The `Handle<Mesh>` needs to be wrapped in a `Mesh2dHandle` to use 2d rendering instead of 3d
Mesh2dHandle(meshes.add(star)),
// This bundle's components are needed for something to be rendered
SpatialBundle::INHERITED_IDENTITY,
));
// Spawn the camera
commands.spawn(Camera2dBundle::default());
}
/// A marker component for colored 2d meshes
#[derive(Component, Default)]
pub struct ColoredMesh2d;
/// Custom pipeline for 2d meshes with vertex colors
#[derive(Resource)]
pub struct ColoredMesh2dPipeline {
/// this pipeline wraps the standard [`Mesh2dPipeline`]
mesh2d_pipeline: Mesh2dPipeline,
}
impl FromWorld for ColoredMesh2dPipeline {
fn from_world(world: &mut World) -> Self {
Self {
mesh2d_pipeline: Mesh2dPipeline::from_world(world),
}
}
}
// We implement `SpecializedPipeline` to customize the default rendering from `Mesh2dPipeline`
impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
type Key = Mesh2dPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
// Customize how to store the meshes' vertex attributes in the vertex buffer
// Our meshes only have position and color
let formats = vec![
// Position
VertexFormat::Float32x3,
// Color
VertexFormat::Uint32,
];
let vertex_layout =
VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
let format = match key.contains(Mesh2dPipelineKey::HDR) {
true => ViewTarget::TEXTURE_FORMAT_HDR,
false => TextureFormat::bevy_default(),
};
RenderPipelineDescriptor {
vertex: VertexState {
// Use our custom shader
shader: COLORED_MESH2D_SHADER_HANDLE,
entry_point: "vertex".into(),
shader_defs: vec![],
// Use our custom vertex buffer
buffers: vec![vertex_layout],
},
fragment: Some(FragmentState {
// Use our custom shader
shader: COLORED_MESH2D_SHADER_HANDLE,
shader_defs: vec![],
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
// Use the two standard uniforms for 2d meshes
layout: vec![
// Bind group 0 is the view uniform
self.mesh2d_pipeline.view_layout.clone(),
// Bind group 1 is the mesh uniform
self.mesh2d_pipeline.mesh_layout.clone(),
],
push_constant_ranges: Vec::new(),
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: key.primitive_topology(),
strip_index_format: None,
},
depth_stencil: None,
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("colored_mesh2d_pipeline".into()),
}
}
}
// This specifies how to render a colored 2d mesh
type DrawColoredMesh2d = (
// Set the pipeline
SetItemPipeline,
// Set the view uniform as bind group 0
SetMesh2dViewBindGroup<0>,
// Set the mesh uniform as bind group 1
SetMesh2dBindGroup<1>,
// Draw the mesh
DrawMesh2d,
);
// The custom shader can be inline like here, included from another file at build time
// using `include_str!()`, or loaded like any other asset with `asset_server.load()`.
const COLORED_MESH2D_SHADER: &str = r"
// Import the standard 2d mesh uniforms and set their bind groups
#import bevy_sprite::mesh2d_functions
// The structure of the vertex buffer is as specified in `specialize()`
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
@location(1) color: u32,
};
struct VertexOutput {
// The vertex shader must set the on-screen position of the vertex
@builtin(position) clip_position: vec4<f32>,
// We pass the vertex color to the fragment shader in location 0
@location(0) color: vec4<f32>,
};
/// Entry point for the vertex shader
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
// Project the world position of the mesh into screen position
let model = mesh2d_functions::get_model_matrix(vertex.instance_index);
out.clip_position = mesh2d_functions::mesh2d_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
// Unpack the `u32` from the vertex buffer into the `vec4<f32>` used by the fragment shader
out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
return out;
}
// The input of the fragment shader must correspond to the output of the vertex shader for all `location`s
struct FragmentInput {
// The color is interpolated between vertices by default
@location(0) color: vec4<f32>,
};
/// Entry point for the fragment shader
@fragment
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
return in.color;
}
";
/// Plugin that renders [`ColoredMesh2d`]s
pub struct ColoredMesh2dPlugin;
/// Handle to the custom shader with a unique random ID
pub const COLORED_MESH2D_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(13828845428412094821);
impl Plugin for ColoredMesh2dPlugin {
fn build(&self, app: &mut App) {
// Load our custom shader
let mut shaders = app.world.resource_mut::<Assets<Shader>>();
shaders.insert(
COLORED_MESH2D_SHADER_HANDLE,
Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
);
// Register our custom draw function, and add our render systems
app.get_sub_app_mut(RenderApp)
.unwrap()
.add_render_command::<Transparent2d, DrawColoredMesh2d>()
.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
.add_systems(
ExtractSchedule,
extract_colored_mesh2d.after(extract_mesh2d),
)
.add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
}
fn finish(&self, app: &mut App) {
// Register our custom pipeline
app.get_sub_app_mut(RenderApp)
.unwrap()
.init_resource::<ColoredMesh2dPipeline>();
}
}
/// Extract the [`ColoredMesh2d`] marker component into the render app
pub fn extract_colored_mesh2d(
mut commands: Commands,
mut previous_len: Local<usize>,
// When extracting, you must use `Extract` to mark the `SystemParam`s
// which should be taken from the main world.
query: Extract<
Query<(Entity, &ViewVisibility, &GlobalTransform, &Mesh2dHandle), With<ColoredMesh2d>>,
>,
mut render_mesh_instances: ResMut<RenderMesh2dInstances>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, view_visibility, transform, handle) in &query {
if !view_visibility.get() {
continue;
}
let transforms = Mesh2dTransforms {
transform: (&transform.affine()).into(),
flags: MeshFlags::empty().bits(),
};
values.push((entity, ColoredMesh2d));
render_mesh_instances.insert(
entity,
RenderMesh2dInstance {
mesh_asset_id: handle.0.id(),
transforms,
material_bind_group_id: Material2dBindGroupId::default(),
automatic_batching: false,
},
);
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
}
/// Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
#[allow(clippy::too_many_arguments)]
pub fn queue_colored_mesh2d(
transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<Mesh>>,
render_mesh_instances: Res<RenderMesh2dInstances>,
mut views: Query<(
&VisibleEntities,
&mut RenderPhase<Transparent2d>,
&ExtractedView,
)>,
) {
if render_mesh_instances.is_empty() {
return;
}
// Iterate each view (a camera is a view)
for (visible_entities, mut transparent_phase, view) in &mut views {
let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
| Mesh2dPipelineKey::from_hdr(view.hdr);
// Queue all entities visible to that view
for visible_entity in &visible_entities.entities {
if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
let mesh2d_handle = mesh_instance.mesh_asset_id;
let mesh2d_transforms = &mesh_instance.transforms;
// Get our specialized pipeline
let mut mesh2d_key = mesh_key;
if let Some(mesh) = render_meshes.get(mesh2d_handle) {
mesh2d_key |=
Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
}
let pipeline_id =
pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
let mesh_z = mesh2d_transforms.transform.translation.z;
transparent_phase.add(Transparent2d {
entity: *visible_entity,
draw_function: draw_colored_mesh2d,
pipeline: pipeline_id,
// The 2d render items are sorted according to their z value before rendering,
// in order to get correct transparency
sort_key: FloatOrd(mesh_z),
// This material is not batched
batch_range: 0..1,
dynamic_offset: None,
});
}
}
}
}