mirror of
https://github.com/bevyengine/bevy
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274ace790b
A sample implementation of how to have `iter()` work on mutable queries without breaking aliasing rules. # Objective - Fixes #753 ## Solution - Added a ReadOnlyFetch to WorldQuery that is the `&T` version of `&mut T` that is used to specify the return type for read only operations like `iter()`. - ~~As the comment suggests specifying the bound doesn't work due to restrictions on defining recursive implementations (like `Or`). However bounds on the functions are fine~~ Never mind I misread how `Or` was constructed, bounds now exist. - Note that the only mutable one has a new `Fetch` for readonly as the `State` has to be the same for any of this to work Co-authored-by: Carter Anderson <mcanders1@gmail.com>
185 lines
5.6 KiB
Rust
185 lines
5.6 KiB
Rust
use crate::{
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render_resource::DynamicUniformVec,
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renderer::{RenderDevice, RenderQueue},
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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::{FilterFetch, QueryItem, WorldQuery},
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system::{
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lifetimeless::{Read, SCommands, SQuery},
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RunSystem, SystemParamItem,
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},
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};
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use crevice::std140::AsStd140;
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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;
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/// Filters the entities with additional constraints.
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type Filter: WorldQuery;
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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 + AsStd140 + Clone> Plugin for UniformComponentPlugin<C> {
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fn build(&self, app: &mut App) {
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app.sub_app(RenderApp)
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.insert_resource(ComponentUniforms::<C>::default())
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.add_system_to_stage(
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RenderStage::Prepare,
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prepare_uniform_components::<C>.system(),
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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 + AsStd140> {
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uniforms: DynamicUniformVec<C>,
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}
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impl<C: Component + AsStd140> Deref for ComponentUniforms<C> {
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type Target = DynamicUniformVec<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 + AsStd140> ComponentUniforms<C> {
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#[inline]
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pub fn uniforms(&self) -> &DynamicUniformVec<C> {
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&self.uniforms
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}
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}
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impl<C: Component + AsStd140> 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: AsStd140 + Clone,
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{
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component_uniforms.uniforms.clear();
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for (entity, component) in components.iter() {
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commands
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.get_or_spawn(entity)
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.insert(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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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 = ()>(PhantomData<fn() -> (C, F)>);
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impl<C, F> Default for ExtractComponentPlugin<C, F> {
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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: ExtractComponent> Plugin for ExtractComponentPlugin<C>
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where
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<C::Filter as WorldQuery>::Fetch: FilterFetch,
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{
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fn build(&self, app: &mut App) {
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let system = ExtractComponentSystem::<C>::system(&mut app.world);
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let render_app = app.sub_app(RenderApp);
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render_app.add_system_to_stage(RenderStage::Extract, system);
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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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pub struct ExtractComponentSystem<C: ExtractComponent>(PhantomData<C>);
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impl<C: ExtractComponent> RunSystem for ExtractComponentSystem<C>
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where
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<C::Filter as WorldQuery>::Fetch: FilterFetch,
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{
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type Param = (
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SCommands,
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// the previous amount of extracted components
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Local<'static, usize>,
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SQuery<(Entity, C::Query), C::Filter>,
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);
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fn run((mut commands, mut previous_len, mut query): SystemParamItem<Self::Param>) {
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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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}
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