mirror of
https://github.com/bevyengine/bevy
synced 2024-12-03 09:59:15 +00:00
a795de30b4
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
276 lines
9.2 KiB
Rust
276 lines
9.2 KiB
Rust
//! A shader that renders a mesh multiple times in one draw call.
|
|
|
|
use bevy::{
|
|
core_pipeline::core_3d::Transparent3d,
|
|
ecs::{
|
|
query::QueryItem,
|
|
system::{lifetimeless::*, SystemParamItem},
|
|
},
|
|
pbr::{
|
|
MeshPipeline, MeshPipelineKey, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup,
|
|
},
|
|
prelude::*,
|
|
render::{
|
|
extract_component::{ExtractComponent, ExtractComponentPlugin},
|
|
mesh::{GpuBufferInfo, MeshVertexBufferLayout},
|
|
render_asset::RenderAssets,
|
|
render_phase::{
|
|
AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
|
|
RenderPhase, SetItemPipeline, TrackedRenderPass,
|
|
},
|
|
render_resource::*,
|
|
renderer::RenderDevice,
|
|
view::{ExtractedView, NoFrustumCulling},
|
|
Render, RenderApp, RenderSet,
|
|
},
|
|
};
|
|
use bytemuck::{Pod, Zeroable};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, CustomMaterialPlugin))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
|
|
commands.spawn((
|
|
meshes.add(shape::Cube { size: 0.5 }),
|
|
SpatialBundle::INHERITED_IDENTITY,
|
|
InstanceMaterialData(
|
|
(1..=10)
|
|
.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
|
|
.map(|(x, y)| InstanceData {
|
|
position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
|
|
scale: 1.0,
|
|
color: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
|
|
})
|
|
.collect(),
|
|
),
|
|
// NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
|
|
// As the cube is at the origin, if its Aabb moves outside the view frustum, all the
|
|
// instanced cubes will be culled.
|
|
// The InstanceMaterialData contains the 'GlobalTransform' information for this custom
|
|
// instancing, and that is not taken into account with the built-in frustum culling.
|
|
// We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
|
|
// component to avoid incorrect culling.
|
|
NoFrustumCulling,
|
|
));
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
#[derive(Component, Deref)]
|
|
struct InstanceMaterialData(Vec<InstanceData>);
|
|
|
|
impl ExtractComponent for InstanceMaterialData {
|
|
type Data = &'static InstanceMaterialData;
|
|
type Filter = ();
|
|
type Out = Self;
|
|
|
|
fn extract_component(item: QueryItem<'_, Self::Data>) -> Option<Self> {
|
|
Some(InstanceMaterialData(item.0.clone()))
|
|
}
|
|
}
|
|
|
|
pub struct CustomMaterialPlugin;
|
|
|
|
impl Plugin for CustomMaterialPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
|
|
app.sub_app_mut(RenderApp)
|
|
.add_render_command::<Transparent3d, DrawCustom>()
|
|
.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
|
|
.add_systems(
|
|
Render,
|
|
(
|
|
queue_custom.in_set(RenderSet::QueueMeshes),
|
|
prepare_instance_buffers.in_set(RenderSet::PrepareResources),
|
|
),
|
|
);
|
|
}
|
|
|
|
fn finish(&self, app: &mut App) {
|
|
app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
|
|
}
|
|
}
|
|
|
|
#[derive(Clone, Copy, Pod, Zeroable)]
|
|
#[repr(C)]
|
|
struct InstanceData {
|
|
position: Vec3,
|
|
scale: f32,
|
|
color: [f32; 4],
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn queue_custom(
|
|
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
|
|
custom_pipeline: Res<CustomPipeline>,
|
|
msaa: Res<Msaa>,
|
|
mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
meshes: Res<RenderAssets<Mesh>>,
|
|
render_mesh_instances: Res<RenderMeshInstances>,
|
|
material_meshes: Query<Entity, With<InstanceMaterialData>>,
|
|
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
|
|
) {
|
|
let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
|
|
|
|
let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
|
|
|
|
for (view, mut transparent_phase) in &mut views {
|
|
let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
|
|
let rangefinder = view.rangefinder3d();
|
|
for entity in &material_meshes {
|
|
let Some(mesh_instance) = render_mesh_instances.get(&entity) else {
|
|
continue;
|
|
};
|
|
let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
|
|
continue;
|
|
};
|
|
let key = view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
|
|
let pipeline = pipelines
|
|
.specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
|
|
.unwrap();
|
|
transparent_phase.add(Transparent3d {
|
|
entity,
|
|
pipeline,
|
|
draw_function: draw_custom,
|
|
distance: rangefinder
|
|
.distance_translation(&mesh_instance.transforms.transform.translation),
|
|
batch_range: 0..1,
|
|
dynamic_offset: None,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
pub struct InstanceBuffer {
|
|
buffer: Buffer,
|
|
length: usize,
|
|
}
|
|
|
|
fn prepare_instance_buffers(
|
|
mut commands: Commands,
|
|
query: Query<(Entity, &InstanceMaterialData)>,
|
|
render_device: Res<RenderDevice>,
|
|
) {
|
|
for (entity, instance_data) in &query {
|
|
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
|
|
label: Some("instance data buffer"),
|
|
contents: bytemuck::cast_slice(instance_data.as_slice()),
|
|
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
|
|
});
|
|
commands.entity(entity).insert(InstanceBuffer {
|
|
buffer,
|
|
length: instance_data.len(),
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
pub struct CustomPipeline {
|
|
shader: Handle<Shader>,
|
|
mesh_pipeline: MeshPipeline,
|
|
}
|
|
|
|
impl FromWorld for CustomPipeline {
|
|
fn from_world(world: &mut World) -> Self {
|
|
let asset_server = world.resource::<AssetServer>();
|
|
let shader = asset_server.load("shaders/instancing.wgsl");
|
|
|
|
let mesh_pipeline = world.resource::<MeshPipeline>();
|
|
|
|
CustomPipeline {
|
|
shader,
|
|
mesh_pipeline: mesh_pipeline.clone(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl SpecializedMeshPipeline for CustomPipeline {
|
|
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();
|
|
descriptor.vertex.buffers.push(VertexBufferLayout {
|
|
array_stride: std::mem::size_of::<InstanceData>() as u64,
|
|
step_mode: VertexStepMode::Instance,
|
|
attributes: vec![
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x4,
|
|
offset: 0,
|
|
shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
|
|
},
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x4,
|
|
offset: VertexFormat::Float32x4.size(),
|
|
shader_location: 4,
|
|
},
|
|
],
|
|
});
|
|
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
|
|
Ok(descriptor)
|
|
}
|
|
}
|
|
|
|
type DrawCustom = (
|
|
SetItemPipeline,
|
|
SetMeshViewBindGroup<0>,
|
|
SetMeshBindGroup<1>,
|
|
DrawMeshInstanced,
|
|
);
|
|
|
|
pub struct DrawMeshInstanced;
|
|
|
|
impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
|
|
type Param = (SRes<RenderAssets<Mesh>>, SRes<RenderMeshInstances>);
|
|
type ViewData = ();
|
|
type ItemData = Read<InstanceBuffer>;
|
|
|
|
#[inline]
|
|
fn render<'w>(
|
|
item: &P,
|
|
_view: (),
|
|
instance_buffer: &'w InstanceBuffer,
|
|
(meshes, render_mesh_instances): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let Some(mesh_instance) = render_mesh_instances.get(&item.entity()) else {
|
|
return RenderCommandResult::Failure;
|
|
};
|
|
let Some(gpu_mesh) = meshes.into_inner().get(mesh_instance.mesh_asset_id) else {
|
|
return RenderCommandResult::Failure;
|
|
};
|
|
|
|
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
|
|
pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
|
|
|
|
match &gpu_mesh.buffer_info {
|
|
GpuBufferInfo::Indexed {
|
|
buffer,
|
|
index_format,
|
|
count,
|
|
} => {
|
|
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
|
|
pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
|
|
}
|
|
GpuBufferInfo::NonIndexed => {
|
|
pass.draw(0..gpu_mesh.vertex_count, 0..instance_buffer.length as u32);
|
|
}
|
|
}
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|