bevy/examples/2d/mesh2d_manual.rs
Patrick Walton f5de3f08fb
Use multidraw for opaque meshes when GPU culling is in use. (#16427)
This commit adds support for *multidraw*, which is a feature that allows
multiple meshes to be drawn in a single drawcall. `wgpu` currently
implements multidraw on Vulkan, so this feature is only enabled there.
Multiple meshes can be drawn at once if they're in the same vertex and
index buffers and are otherwise placed in the same bin. (Thus, for
example, at present the materials and textures must be identical, but
see #16368.) Multidraw is a significant performance improvement during
the draw phase because it reduces the number of rebindings, as well as
the number of drawcalls.

This feature is currently only enabled when GPU culling is used: i.e.
when `GpuCulling` is present on a camera. Therefore, if you run for
example `scene_viewer`, you will not see any performance improvements,
because `scene_viewer` doesn't add the `GpuCulling` component to its
camera.

Additionally, the multidraw feature is only implemented for opaque 3D
meshes and not for shadows or 2D meshes. I plan to make GPU culling the
default and to extend the feature to shadows in the future. Also, in the
future I suspect that polyfilling multidraw on APIs that don't support
it will be fruitful, as even without driver-level support use of
multidraw allows us to avoid expensive `wgpu` rebindings.
2024-12-06 17:22:03 +00:00

418 lines
16 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::{
color::palettes::basic::YELLOW,
core_pipeline::core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
math::{ops, FloatOrd},
prelude::*,
render::{
mesh::{Indices, MeshVertexAttribute, RenderMesh},
render_asset::{RenderAssetUsages, RenderAssets},
render_phase::{
AddRenderCommand, DrawFunctions, PhaseItemExtraIndex, SetItemPipeline,
ViewSortedRenderPhases,
},
render_resource::{
BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
DepthStencilState, Face, FragmentState, FrontFace, MultisampleState, PipelineCache,
PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor,
SpecializedRenderPipeline, SpecializedRenderPipelines, StencilFaceState, StencilState,
TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
},
sync_world::MainEntityHashMap,
view::{ExtractedView, RenderVisibleEntities, ViewTarget},
Extract, Render, RenderApp, RenderSet,
},
sprite::{
extract_mesh2d, DrawMesh2d, Material2dBindGroupId, Mesh2dPipeline, Mesh2dPipelineKey,
Mesh2dTransforms, MeshFlags, RenderMesh2dInstance, SetMesh2dBindGroup,
SetMesh2dViewBindGroup,
},
};
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 `RenderAssetUsages::RENDER_WORLD`, 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,
RenderAssetUsages::RENDER_WORLD,
);
// 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 * ops::sin(a), r * ops::cos(a), 0.0]);
}
// Set the position attribute
star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
// And a RGB color attribute as well. A built-in `Mesh::ATTRIBUTE_COLOR` exists, but we
// use a custom vertex attribute here for demonstration purposes.
let mut v_color: Vec<u32> = vec![LinearRgba::BLACK.as_u32()];
v_color.extend_from_slice(&[LinearRgba::from(YELLOW).as_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.insert_indices(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 `Mesh2d` for 2D rendering
Mesh2d(meshes.add(star)),
));
// Spawn the camera
commands.spawn(Camera2d);
}
/// 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![],
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: Some(DepthStencilState {
format: CORE_2D_DEPTH_FORMAT,
depth_write_enabled: false,
depth_compare: CompareFunction::GreaterEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("colored_mesh2d_pipeline".into()),
zero_initialize_workgroup_memory: false,
}
}
}
// 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_world_from_local(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);
/// Our custom pipeline needs its own instance storage
#[derive(Resource, Deref, DerefMut, Default)]
pub struct RenderColoredMesh2dInstances(MainEntityHashMap<RenderMesh2dInstance>);
impl Plugin for ColoredMesh2dPlugin {
fn build(&self, app: &mut App) {
// Load our custom shader
let mut shaders = app.world_mut().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>>()
.init_resource::<RenderColoredMesh2dInstances>()
.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, &Mesh2d), With<ColoredMesh2d>>,
>,
mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, view_visibility, transform, handle) in &query {
if !view_visibility.get() {
continue;
}
let transforms = Mesh2dTransforms {
world_from_local: (&transform.affine()).into(),
flags: MeshFlags::empty().bits(),
};
values.push((entity, ColoredMesh2d));
render_mesh_instances.insert(
entity.into(),
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>,
render_meshes: Res<RenderAssets<RenderMesh>>,
render_mesh_instances: Res<RenderColoredMesh2dInstances>,
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
views: Query<(Entity, &RenderVisibleEntities, &ExtractedView, &Msaa)>,
) {
if render_mesh_instances.is_empty() {
return;
}
// Iterate each view (a camera is a view)
for (view_entity, visible_entities, view, msaa) in &views {
let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
continue;
};
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 (render_entity, visible_entity) in visible_entities.iter::<With<Mesh2d>>() {
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.world_from_local.translation.z;
transparent_phase.add(Transparent2d {
entity: (*render_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,
extra_index: PhaseItemExtraIndex::None,
});
}
}
}
}