bevy/examples/3d/lines.rs
Patrick Walton f9cc91d5a1
Intern mesh vertex buffer layouts so that we don't have to compare them over and over. (#12216)
Although we cached hashes of `MeshVertexBufferLayout`, we were paying
the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every
entity, every frame. This patch changes that logic to place
`MeshVertexBufferLayout`s in `Arc`s so that they can be compared and
hashed by pointer. This results in a 28% speedup in the
`queue_material_meshes` phase of `many_cubes`, with frustum culling
disabled.

Additionally, this patch contains two minor changes:

1. This commit flattens the specialized mesh pipeline cache to one level
of hash tables instead of two. This saves a hash lookup.

2. The example `many_cubes` has been given a `--no-frustum-culling`
flag, to aid in benchmarking.

See the Tracy profile:

<img width="1064" alt="Screenshot 2024-02-29 144406"
src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e">

## Migration guide

* Duplicate `MeshVertexBufferLayout`s are now combined into a single
object, `MeshVertexBufferLayoutRef`, which contains an
atomically-reference-counted pointer to the layout. Code that was using
`MeshVertexBufferLayout` may need to be updated to use
`MeshVertexBufferLayoutRef` instead.
2024-03-01 20:56:21 +00:00

128 lines
3.8 KiB
Rust

//! Create a custom material to draw basic lines in 3D
use bevy::{
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypePath,
render::{
mesh::{MeshVertexBufferLayoutRef, PrimitiveTopology},
render_asset::RenderAssetUsages,
render_resource::{
AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
SpecializedMeshPipelineError,
},
},
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<LineMaterial>::default()))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<LineMaterial>>,
) {
// Spawn a list of lines with start and end points for each lines
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(LineList {
lines: vec![
(Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
(Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
],
}),
transform: Transform::from_xyz(-1.5, 0.0, 0.0),
material: materials.add(LineMaterial {
color: LinearRgba::GREEN,
}),
..default()
});
// Spawn a line strip that goes from point to point
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(LineStrip {
points: vec![
Vec3::ZERO,
Vec3::new(1.0, 1.0, 0.0),
Vec3::new(1.0, 0.0, 0.0),
],
}),
transform: Transform::from_xyz(0.5, 0.0, 0.0),
material: materials.add(LineMaterial {
color: LinearRgba::BLUE,
}),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
struct LineMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for LineMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/line_material.wgsl".into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
// This is the important part to tell bevy to render this material as a line between vertices
descriptor.primitive.polygon_mode = PolygonMode::Line;
Ok(())
}
}
/// A list of lines with a start and end position
#[derive(Debug, Clone)]
struct LineList {
lines: Vec<(Vec3, Vec3)>,
}
impl From<LineList> for Mesh {
fn from(line: LineList) -> Self {
let vertices: Vec<_> = line.lines.into_iter().flat_map(|(a, b)| [a, b]).collect();
Mesh::new(
// This tells wgpu that the positions are list of lines
// where every pair is a start and end point
PrimitiveTopology::LineList,
RenderAssetUsages::RENDER_WORLD,
)
// Add the vertices positions as an attribute
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
}
}
/// A list of points that will have a line drawn between each consecutive points
#[derive(Debug, Clone)]
struct LineStrip {
points: Vec<Vec3>,
}
impl From<LineStrip> for Mesh {
fn from(line: LineStrip) -> Self {
Mesh::new(
// This tells wgpu that the positions are a list of points
// where a line will be drawn between each consecutive point
PrimitiveTopology::LineStrip,
RenderAssetUsages::RENDER_WORLD,
)
// Add the point positions as an attribute
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, line.points)
}
}