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https://github.com/bevyengine/bevy
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# Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
209 lines
6.5 KiB
Rust
209 lines
6.5 KiB
Rust
use crate::{
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render_resource::{encase::internal::WriteInto, DynamicUniformBuffer, ShaderType},
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renderer::{RenderDevice, RenderQueue},
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view::ComputedVisibility,
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Extract, RenderApp, RenderStage,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::{Asset, Handle};
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use bevy_ecs::{
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component::Component,
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prelude::*,
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query::{QueryItem, ReadOnlyWorldQuery, WorldQuery},
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system::lifetimeless::Read,
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};
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use std::{marker::PhantomData, ops::Deref};
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/// Stores the index of a uniform inside of [`ComponentUniforms`].
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#[derive(Component)]
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pub struct DynamicUniformIndex<C: Component> {
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index: u32,
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marker: PhantomData<C>,
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}
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impl<C: Component> DynamicUniformIndex<C> {
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#[inline]
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pub fn index(&self) -> u32 {
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self.index
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}
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}
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/// Describes how a component gets extracted for rendering.
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///
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/// Therefore the component is transferred from the "app world" into the "render world"
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/// in the [`RenderStage::Extract`](crate::RenderStage::Extract) step.
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pub trait ExtractComponent: Component {
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/// ECS [`WorldQuery`] to fetch the components to extract.
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type Query: WorldQuery + ReadOnlyWorldQuery;
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/// Filters the entities with additional constraints.
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type Filter: WorldQuery + ReadOnlyWorldQuery;
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/// Defines how the component is transferred into the "render world".
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fn extract_component(item: QueryItem<Self::Query>) -> Self;
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}
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/// This plugin prepares the components of the corresponding type for the GPU
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/// by transforming them into uniforms.
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///
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/// They can then be accessed from the [`ComponentUniforms`] resource.
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/// For referencing the newly created uniforms a [`DynamicUniformIndex`] is inserted
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/// for every processed entity.
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///
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/// Therefore it sets up the [`RenderStage::Prepare`](crate::RenderStage::Prepare) step
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/// for the specified [`ExtractComponent`].
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pub struct UniformComponentPlugin<C>(PhantomData<fn() -> C>);
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impl<C> Default for UniformComponentPlugin<C> {
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fn default() -> Self {
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Self(PhantomData)
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}
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}
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impl<C: Component + ShaderType + WriteInto + Clone> Plugin for UniformComponentPlugin<C> {
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fn build(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.insert_resource(ComponentUniforms::<C>::default())
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.add_system_to_stage(RenderStage::Prepare, prepare_uniform_components::<C>);
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}
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}
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}
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/// Stores all uniforms of the component type.
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pub struct ComponentUniforms<C: Component + ShaderType> {
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uniforms: DynamicUniformBuffer<C>,
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}
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impl<C: Component + ShaderType> Deref for ComponentUniforms<C> {
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type Target = DynamicUniformBuffer<C>;
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#[inline]
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fn deref(&self) -> &Self::Target {
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&self.uniforms
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}
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}
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impl<C: Component + ShaderType> ComponentUniforms<C> {
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#[inline]
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pub fn uniforms(&self) -> &DynamicUniformBuffer<C> {
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&self.uniforms
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}
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}
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impl<C: Component + ShaderType> Default for ComponentUniforms<C> {
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fn default() -> Self {
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Self {
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uniforms: Default::default(),
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}
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}
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}
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/// This system prepares all components of the corresponding component type.
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/// They are transformed into uniforms and stored in the [`ComponentUniforms`] resource.
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fn prepare_uniform_components<C: Component>(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut component_uniforms: ResMut<ComponentUniforms<C>>,
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components: Query<(Entity, &C)>,
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) where
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C: ShaderType + WriteInto + Clone,
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{
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component_uniforms.uniforms.clear();
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let entities = components
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.iter()
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.map(|(entity, component)| {
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(
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entity,
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(DynamicUniformIndex::<C> {
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index: component_uniforms.uniforms.push(component.clone()),
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marker: PhantomData,
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},),
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)
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})
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.collect::<Vec<_>>();
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commands.insert_or_spawn_batch(entities);
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component_uniforms
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.uniforms
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.write_buffer(&render_device, &render_queue);
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}
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/// This plugin extracts the components into the "render world".
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///
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/// Therefore it sets up the [`RenderStage::Extract`](crate::RenderStage::Extract) step
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/// for the specified [`ExtractComponent`].
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pub struct ExtractComponentPlugin<C, F = ()> {
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only_extract_visible: bool,
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marker: PhantomData<fn() -> (C, F)>,
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}
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impl<C, F> Default for ExtractComponentPlugin<C, F> {
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fn default() -> Self {
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Self {
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only_extract_visible: false,
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marker: PhantomData,
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}
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}
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}
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impl<C, F> ExtractComponentPlugin<C, F> {
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pub fn extract_visible() -> Self {
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Self {
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only_extract_visible: true,
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marker: PhantomData,
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}
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}
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}
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impl<C: ExtractComponent> Plugin for ExtractComponentPlugin<C> {
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fn build(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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if self.only_extract_visible {
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render_app
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.add_system_to_stage(RenderStage::Extract, extract_visible_components::<C>);
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} else {
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render_app.add_system_to_stage(RenderStage::Extract, extract_components::<C>);
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}
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}
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}
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}
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impl<T: Asset> ExtractComponent for Handle<T> {
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type Query = Read<Handle<T>>;
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type Filter = ();
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#[inline]
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fn extract_component(handle: QueryItem<Self::Query>) -> Self {
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handle.clone_weak()
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}
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}
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/// This system extracts all components of the corresponding [`ExtractComponent`] type.
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fn extract_components<C: ExtractComponent>(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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mut query: Extract<Query<(Entity, C::Query), C::Filter>>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for (entity, query_item) in query.iter_mut() {
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values.push((entity, (C::extract_component(query_item),)));
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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}
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/// This system extracts all visible components of the corresponding [`ExtractComponent`] type.
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fn extract_visible_components<C: ExtractComponent>(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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mut query: Extract<Query<(Entity, &ComputedVisibility, C::Query), C::Filter>>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for (entity, computed_visibility, query_item) in query.iter_mut() {
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if computed_visibility.is_visible {
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values.push((entity, (C::extract_component(query_item),)));
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}
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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}
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