bevy/crates/bevy_pbr/src/wireframe.rs
Alice Cecile 206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00

169 lines
6.3 KiB
Rust

use crate::MeshPipeline;
use crate::{DrawMesh, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup};
use bevy_app::Plugin;
use bevy_asset::{load_internal_asset, Handle, HandleUntyped};
use bevy_core_pipeline::core_3d::Opaque3d;
use bevy_ecs::{prelude::*, reflect::ReflectComponent};
use bevy_reflect::std_traits::ReflectDefault;
use bevy_reflect::{Reflect, TypeUuid};
use bevy_render::extract_component::{ExtractComponent, ExtractComponentPlugin};
use bevy_render::{
extract_resource::{ExtractResource, ExtractResourcePlugin},
mesh::{Mesh, MeshVertexBufferLayout},
render_asset::RenderAssets,
render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
render_resource::{
PipelineCache, PolygonMode, RenderPipelineDescriptor, Shader, SpecializedMeshPipeline,
SpecializedMeshPipelineError, SpecializedMeshPipelines,
},
view::{ExtractedView, Msaa, VisibleEntities},
RenderApp, RenderSet,
};
use bevy_utils::tracing::error;
pub const WIREFRAME_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 192598014480025766);
#[derive(Debug, Default)]
pub struct WireframePlugin;
impl Plugin for WireframePlugin {
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
WIREFRAME_SHADER_HANDLE,
"render/wireframe.wgsl",
Shader::from_wgsl
);
app.register_type::<Wireframe>()
.register_type::<WireframeConfig>()
.init_resource::<WireframeConfig>()
.add_plugin(ExtractResourcePlugin::<WireframeConfig>::default())
.add_plugin(ExtractComponentPlugin::<Wireframe>::default());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.add_render_command::<Opaque3d, DrawWireframes>()
.init_resource::<WireframePipeline>()
.init_resource::<SpecializedMeshPipelines<WireframePipeline>>()
.add_system(queue_wireframes.in_set(RenderSet::Queue));
}
}
}
/// Controls whether an entity should rendered in wireframe-mode if the [`WireframePlugin`] is enabled
#[derive(Component, Debug, Clone, Default, ExtractComponent, Reflect)]
#[reflect(Component, Default)]
pub struct Wireframe;
#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
#[reflect(Resource)]
pub struct WireframeConfig {
/// Whether to show wireframes for all meshes. If `false`, only meshes with a [Wireframe] component will be rendered.
pub global: bool,
}
#[derive(Resource, Clone)]
pub struct WireframePipeline {
mesh_pipeline: MeshPipeline,
shader: Handle<Shader>,
}
impl FromWorld for WireframePipeline {
fn from_world(render_world: &mut World) -> Self {
WireframePipeline {
mesh_pipeline: render_world.resource::<MeshPipeline>().clone(),
shader: WIREFRAME_SHADER_HANDLE.typed(),
}
}
}
impl SpecializedMeshPipeline for WireframePipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
descriptor.vertex.shader = self.shader.clone_weak();
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone_weak();
descriptor.primitive.polygon_mode = PolygonMode::Line;
descriptor.depth_stencil.as_mut().unwrap().bias.slope_scale = 1.0;
Ok(descriptor)
}
}
#[allow(clippy::too_many_arguments)]
fn queue_wireframes(
opaque_3d_draw_functions: Res<DrawFunctions<Opaque3d>>,
render_meshes: Res<RenderAssets<Mesh>>,
wireframe_config: Res<WireframeConfig>,
wireframe_pipeline: Res<WireframePipeline>,
mut pipelines: ResMut<SpecializedMeshPipelines<WireframePipeline>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
mut material_meshes: ParamSet<(
Query<(Entity, &Handle<Mesh>, &MeshUniform)>,
Query<(Entity, &Handle<Mesh>, &MeshUniform), With<Wireframe>>,
)>,
mut views: Query<(&ExtractedView, &VisibleEntities, &mut RenderPhase<Opaque3d>)>,
) {
let draw_custom = opaque_3d_draw_functions.read().id::<DrawWireframes>();
let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
for (view, visible_entities, mut opaque_phase) in &mut views {
let rangefinder = view.rangefinder3d();
let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
let add_render_phase =
|(entity, mesh_handle, mesh_uniform): (Entity, &Handle<Mesh>, &MeshUniform)| {
if let Some(mesh) = render_meshes.get(mesh_handle) {
let key = view_key
| MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&wireframe_pipeline,
key,
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
return;
}
};
opaque_phase.add(Opaque3d {
entity,
pipeline: pipeline_id,
draw_function: draw_custom,
distance: rangefinder.distance(&mesh_uniform.transform),
});
}
};
if wireframe_config.global {
let query = material_meshes.p0();
visible_entities
.entities
.iter()
.filter_map(|visible_entity| query.get(*visible_entity).ok())
.for_each(add_render_phase);
} else {
let query = material_meshes.p1();
visible_entities
.entities
.iter()
.filter_map(|visible_entity| query.get(*visible_entity).ok())
.for_each(add_render_phase);
}
}
}
type DrawWireframes = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshBindGroup<1>,
DrawMesh,
);