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https://github.com/bevyengine/bevy
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01aedc8431
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
180 lines
5.6 KiB
Rust
180 lines
5.6 KiB
Rust
//! A custom post processing effect, using two cameras, with one reusing the render texture of the first one.
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//! Here a chromatic aberration is applied to a 3d scene containing a rotating cube.
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//! This example is useful to implement your own post-processing effect such as
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//! edge detection, blur, pixelization, vignette... and countless others.
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use bevy::{
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core_pipeline::clear_color::ClearColorConfig,
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prelude::*,
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reflect::TypeUuid,
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render::{
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camera::RenderTarget,
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render_resource::{
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AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
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TextureUsages,
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},
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texture::BevyDefault,
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view::RenderLayers,
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},
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sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
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.add_startup_system(setup)
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.add_system(main_camera_cube_rotator_system)
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.run();
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}
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/// Marks the first camera cube (rendered to a texture.)
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#[derive(Component)]
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struct MainCube;
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fn setup(
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mut commands: Commands,
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mut windows: ResMut<Windows>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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) {
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let window = windows.primary_mut();
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let size = Extent3d {
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width: window.physical_width(),
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height: window.physical_height(),
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..default()
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};
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// This is the texture that will be rendered to.
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let mut image = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format: TextureFormat::bevy_default(),
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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},
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..default()
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};
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// fill image.data with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 }));
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let cube_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgb(0.8, 0.7, 0.6),
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reflectance: 0.02,
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unlit: false,
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..default()
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});
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// The cube that will be rendered to the texture.
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commands.spawn((
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PbrBundle {
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mesh: cube_handle,
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material: cube_material_handle,
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
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..default()
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},
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MainCube,
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));
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// Light
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// NOTE: Currently lights are ignoring render layers - see https://github.com/bevyengine/bevy/issues/3462
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commands.spawn(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..default()
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});
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// Main camera, first to render
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commands.spawn(Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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camera: Camera {
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..default()
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});
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// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
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let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
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let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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size.width as f32,
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size.height as f32,
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))));
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// This material has the texture that has been rendered.
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let material_handle = post_processing_materials.add(PostProcessingMaterial {
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source_image: image_handle,
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});
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// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: quad_handle.into(),
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material: material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 1.5),
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..default()
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},
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..default()
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},
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post_processing_pass_layer,
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));
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// The post-processing pass camera.
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commands.spawn((
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Camera2dBundle {
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camera: Camera {
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// renders after the first main camera which has default value: 0.
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priority: 1,
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..default()
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},
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..Camera2dBundle::default()
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},
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post_processing_pass_layer,
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));
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}
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/// Rotates the cube rendered by the main camera
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fn main_camera_cube_rotator_system(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<MainCube>>,
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) {
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for mut transform in &mut query {
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transform.rotate_x(0.55 * time.delta_seconds());
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transform.rotate_z(0.15 * time.delta_seconds());
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}
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}
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// Region below declares of the custom material handling post processing effect
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/// Our custom post processing material
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#[derive(AsBindGroup, TypeUuid, Clone)]
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#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
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struct PostProcessingMaterial {
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/// In this example, this image will be the result of the main camera.
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#[texture(0)]
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#[sampler(1)]
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source_image: Handle<Image>,
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}
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impl Material2d for PostProcessingMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_material_chromatic_aberration.wgsl".into()
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}
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}
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