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https://github.com/bevyengine/bevy
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d2a07f9f72
# Objective Add a way to use the gizmo API in a retained manner, for increased performance. ## Solution - Move gizmo API from `Gizmos` to `GizmoBuffer`, ~ab~using `Deref` to keep usage the same as before. - Merge non-strip and strip variant of `LineGizmo` into one, storing the data in a `GizmoBuffer` to have the same API for retained `LineGizmo`s. ### Review guide - The meat of the changes are in `lib.rs`, `retained.rs`, `gizmos.rs`, `pipeline_3d.rs` and `pipeline_2d.rs` - The other files contain almost exclusively the churn from moving the gizmo API from `Gizmos` to `GizmoBuffer` ## Testing ### Performance Performance compared to the immediate mode API is from 65 to 80 times better for static lines. ``` 7900 XTX, 3700X 1707.9k lines/ms: gizmos_retained (21.3ms) 3488.5k lines/ms: gizmos_retained_continuous_polyline (31.3ms) 0.5k lines/ms: gizmos_retained_separate (97.7ms) 3054.9k lines/ms: bevy_polyline_retained_nan (16.8ms) 3596.3k lines/ms: bevy_polyline_retained_continuous_polyline (14.2ms) 0.6k lines/ms: bevy_polyline_retained_separate (78.9ms) 26.9k lines/ms: gizmos_immediate (14.9ms) 43.8k lines/ms: gizmos_immediate_continuous_polyline (18.3ms) ``` Looks like performance is good enough, being close to par with `bevy_polyline`. Benchmarks can be found here: This branch: https://github.com/tim-blackbird/line_racing/tree/retained-gizmos Bevy 0.14: https://github.com/DGriffin91/line_racing ## Showcase ```rust fn setup( mut commands: Commands, mut gizmo_assets: ResMut<Assets<GizmoAsset>> ) { let mut gizmo = GizmoAsset::default(); // A sphere made out of one million lines! gizmo .sphere(default(), 1., CRIMSON) .resolution(1_000_000 / 3); commands.spawn(Gizmo { handle: gizmo_assets.add(gizmo), ..default() }); } ``` ## Follow-up work - Port over to the retained rendering world proper - Calculate visibility and cull `Gizmo`s
177 lines
5.8 KiB
Rust
177 lines
5.8 KiB
Rust
//! This example demonstrates how to visualize lights properties through the gizmo API.
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use std::f32::consts::{FRAC_PI_2, PI};
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use bevy::{
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color::palettes::css::{DARK_CYAN, GOLD, GRAY, PURPLE},
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prelude::*,
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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_systems(Startup, setup)
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.add_systems(Update, rotate_camera)
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.add_systems(Update, update_config)
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.run();
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}
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#[derive(Component)]
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struct GizmoColorText;
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fn gizmo_color_text(config: &LightGizmoConfigGroup) -> String {
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match config.color {
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LightGizmoColor::Manual(color) => format!("Manual {}", Srgba::from(color).to_hex()),
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LightGizmoColor::Varied => "Random from entity".to_owned(),
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LightGizmoColor::MatchLightColor => "Match light color".to_owned(),
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LightGizmoColor::ByLightType => {
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format!(
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"Point {}, Spot {}, Directional {}",
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Srgba::from(config.point_light_color).to_hex(),
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Srgba::from(config.spot_light_color).to_hex(),
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Srgba::from(config.directional_light_color).to_hex()
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)
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}
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}
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut config_store: ResMut<GizmoConfigStore>,
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) {
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// Circular base.
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-FRAC_PI_2)),
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));
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// Cubes.
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{
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let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
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let material = materials.add(Color::srgb_u8(124, 144, 255));
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for x in [-2.0, 0.0, 2.0] {
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commands.spawn((
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Mesh3d(mesh.clone()),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(x, 0.5, 0.0),
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));
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}
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}
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// Lights.
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{
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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range: 2.0,
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color: DARK_CYAN.into(),
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..default()
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},
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Transform::from_xyz(0.0, 1.5, 0.0),
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));
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commands.spawn((
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SpotLight {
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shadows_enabled: true,
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range: 3.5,
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color: PURPLE.into(),
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outer_angle: PI / 4.0,
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inner_angle: PI / 4.0 * 0.8,
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..default()
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},
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Transform::from_xyz(4.0, 2.0, 0.0).looking_at(Vec3::X * 1.5, Vec3::Y),
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));
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commands.spawn((
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DirectionalLight {
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color: GOLD.into(),
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illuminance: DirectionalLight::default().illuminance * 0.05,
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(-4.0, 2.0, 0.0).looking_at(Vec3::NEG_X * 1.5, Vec3::Y),
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));
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}
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// Camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Example instructions and gizmo config.
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{
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commands.spawn((
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Text::new(
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"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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Hold 'Left' or 'Right' to change the line width of the gizmos\n\
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Press 'A' to toggle drawing of the light gizmos\n\
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Press 'C' to cycle between the light gizmos coloring modes",
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),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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let (_, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
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light_config.draw_all = true;
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light_config.color = LightGizmoColor::MatchLightColor;
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commands
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.spawn((
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Text::new("Gizmo color mode: "),
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GizmoColorText,
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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))
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.with_child(TextSpan(gizmo_color_text(light_config)));
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}
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}
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fn rotate_camera(mut transform: Single<&mut Transform, With<Camera>>, time: Res<Time>) {
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_secs() / 2.));
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}
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fn update_config(
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mut config_store: ResMut<GizmoConfigStore>,
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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color_text_query: Single<Entity, With<GizmoColorText>>,
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mut writer: TextUiWriter,
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) {
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if keyboard.just_pressed(KeyCode::KeyD) {
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for (_, config, _) in config_store.iter_mut() {
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config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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}
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}
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let (config, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
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if keyboard.pressed(KeyCode::ArrowRight) {
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config.line.width += 5. * time.delta_secs();
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config.line.width = config.line.width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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config.line.width -= 5. * time.delta_secs();
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config.line.width = config.line.width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::KeyA) {
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config.enabled ^= true;
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}
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if keyboard.just_pressed(KeyCode::KeyC) {
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light_config.color = match light_config.color {
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LightGizmoColor::Manual(_) => LightGizmoColor::Varied,
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LightGizmoColor::Varied => LightGizmoColor::MatchLightColor,
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LightGizmoColor::MatchLightColor => LightGizmoColor::ByLightType,
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LightGizmoColor::ByLightType => LightGizmoColor::Manual(GRAY.into()),
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};
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*writer.text(*color_text_query, 1) = gizmo_color_text(light_config);
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}
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}
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