mirror of
https://github.com/bevyengine/bevy
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16748b8387
# Objective - Avoid slower than necessary first frame after spawning many entities due to them not having `Aabb`s and so being marked visible - Avoids unnecessarily large system and VRAM allocations as a consequence ## Solution - I noticed when debugging the `many_cubes` stress test in Xcode that the `MeshUniform` binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't have `Aabb`s because `calculate_bounds` is being run in `PostUpdate` and there are no system commands applications before executing the visibility check systems that need the `Aabb`s. The solution then is to run the `calculate_bounds` system just before the previous system commands are applied which is at the end of the `Update` stage.
269 lines
11 KiB
Rust
269 lines
11 KiB
Rust
pub mod wireframe;
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mod alpha;
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mod bundle;
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mod light;
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mod material;
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mod pbr_material;
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mod render;
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pub use alpha::*;
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pub use bundle::*;
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pub use light::*;
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pub use material::*;
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pub use pbr_material::*;
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pub use render::*;
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use bevy_window::ModifiesWindows;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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alpha::AlphaMode,
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bundle::{
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DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
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SpotLightBundle,
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},
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light::{AmbientLight, DirectionalLight, PointLight, SpotLight},
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material::{Material, MaterialPlugin},
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pbr_material::StandardMaterial,
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};
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}
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pub mod draw_3d_graph {
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pub mod node {
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/// Label for the shadow pass node.
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pub const SHADOW_PASS: &str = "shadow_pass";
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}
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}
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AddAsset, Assets, Handle, HandleUntyped};
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use bevy_ecs::prelude::*;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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camera::CameraUpdateSystem,
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extract_resource::ExtractResourcePlugin,
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prelude::Color,
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render_graph::RenderGraph,
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render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions},
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render_resource::{Shader, SpecializedMeshPipelines},
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view::VisibilitySystems,
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RenderApp, RenderStage,
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};
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use bevy_transform::TransformSystem;
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pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744);
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pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186);
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pub const UTILS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1900548483293416725);
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pub const CLUSTERED_FORWARD_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 166852093121196815);
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pub const PBR_LIGHTING_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 14170772752254856967);
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pub const SHADOWS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 11350275143789590502);
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pub const PBR_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
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pub const PBR_FUNCTIONS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16550102964439850292);
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pub const SHADOW_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1836745567947005696);
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/// Sets up the entire PBR infrastructure of bevy.
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#[derive(Default)]
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pub struct PbrPlugin;
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impl Plugin for PbrPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(
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app,
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PBR_TYPES_SHADER_HANDLE,
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"render/pbr_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_BINDINGS_SHADER_HANDLE,
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"render/pbr_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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CLUSTERED_FORWARD_HANDLE,
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"render/clustered_forward.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_LIGHTING_HANDLE,
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"render/pbr_lighting.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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SHADOWS_HANDLE,
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"render/shadows.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_FUNCTIONS_HANDLE,
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"render/pbr_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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SHADOW_SHADER_HANDLE,
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"render/depth.wgsl",
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Shader::from_wgsl
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);
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app.register_type::<CubemapVisibleEntities>()
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.register_type::<DirectionalLight>()
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.register_type::<PointLight>()
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.register_type::<SpotLight>()
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.register_asset_reflect::<StandardMaterial>()
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.register_type::<AmbientLight>()
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.register_type::<DirectionalLightShadowMap>()
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.register_type::<ClusterConfig>()
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.register_type::<ClusterZConfig>()
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.register_type::<ClusterFarZMode>()
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.register_type::<PointLightShadowMap>()
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.add_plugin(MeshRenderPlugin)
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.add_plugin(MaterialPlugin::<StandardMaterial>::default())
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.init_resource::<AmbientLight>()
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.init_resource::<GlobalVisiblePointLights>()
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.init_resource::<DirectionalLightShadowMap>()
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.init_resource::<PointLightShadowMap>()
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.add_plugin(ExtractResourcePlugin::<AmbientLight>::default())
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.add_system_to_stage(
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CoreStage::PostUpdate,
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// NOTE: Clusters need to have been added before update_clusters is run so
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// add as an exclusive system
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add_clusters
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.at_start()
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.label(SimulationLightSystems::AddClusters),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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assign_lights_to_clusters
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.label(SimulationLightSystems::AssignLightsToClusters)
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.after(TransformSystem::TransformPropagate)
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.after(VisibilitySystems::CheckVisibility)
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.after(CameraUpdateSystem)
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.after(ModifiesWindows),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_directional_light_frusta
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.label(SimulationLightSystems::UpdateLightFrusta)
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// This must run after CheckVisibility because it relies on ComputedVisibility::is_visible()
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.after(VisibilitySystems::CheckVisibility)
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.after(TransformSystem::TransformPropagate)
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// We assume that no entity will be both a directional light and a spot light,
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// so these systems will run independently of one another.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(update_spot_light_frusta),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_point_light_frusta
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.label(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_spot_light_frusta
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.label(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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check_light_mesh_visibility
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.label(SimulationLightSystems::CheckLightVisibility)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::UpdateLightFrusta)
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// NOTE: This MUST be scheduled AFTER the core renderer visibility check
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// because that resets entity ComputedVisibility for the first view
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// which would override any results from this otherwise
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.after(VisibilitySystems::CheckVisibility),
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);
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app.world
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.resource_mut::<Assets<StandardMaterial>>()
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.set_untracked(
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Handle::<StandardMaterial>::default(),
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StandardMaterial {
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base_color: Color::rgb(1.0, 0.0, 0.5),
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unlit: true,
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..Default::default()
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},
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);
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let render_app = match app.get_sub_app_mut(RenderApp) {
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Ok(render_app) => render_app,
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Err(_) => return,
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};
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render_app
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.add_system_to_stage(
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RenderStage::Extract,
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render::extract_clusters.label(RenderLightSystems::ExtractClusters),
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)
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.add_system_to_stage(
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RenderStage::Extract,
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render::extract_lights.label(RenderLightSystems::ExtractLights),
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)
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.add_system_to_stage(
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RenderStage::Prepare,
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// this is added as an exclusive system because it contributes new views. it must run (and have Commands applied)
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// _before_ the `prepare_views()` system is run. ideally this becomes a normal system when "stageless" features come out
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render::prepare_lights
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.at_start()
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.label(RenderLightSystems::PrepareLights),
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)
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.add_system_to_stage(
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RenderStage::Prepare,
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// NOTE: This needs to run after prepare_lights. As prepare_lights is an exclusive system,
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// just adding it to the non-exclusive systems in the Prepare stage means it runs after
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// prepare_lights.
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render::prepare_clusters.label(RenderLightSystems::PrepareClusters),
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)
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.add_system_to_stage(
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RenderStage::Queue,
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render::queue_shadows.label(RenderLightSystems::QueueShadows),
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)
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.add_system_to_stage(RenderStage::Queue, render::queue_shadow_view_bind_group)
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.add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<Shadow>)
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.init_resource::<ShadowPipeline>()
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.init_resource::<DrawFunctions<Shadow>>()
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.init_resource::<LightMeta>()
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.init_resource::<GlobalLightMeta>()
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.init_resource::<SpecializedMeshPipelines<ShadowPipeline>>();
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let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
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render_app.add_render_command::<Shadow, DrawShadowMesh>();
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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let draw_3d_graph = graph
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.get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME)
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.unwrap();
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draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node);
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draw_3d_graph.add_node_edge(
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draw_3d_graph::node::SHADOW_PASS,
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bevy_core_pipeline::core_3d::graph::node::MAIN_PASS,
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);
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draw_3d_graph.add_slot_edge(
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draw_3d_graph.input_node().id,
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bevy_core_pipeline::core_3d::graph::input::VIEW_ENTITY,
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draw_3d_graph::node::SHADOW_PASS,
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ShadowPassNode::IN_VIEW,
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);
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}
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}
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