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https://github.com/bevyengine/bevy
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eb07d16871
# Objective > Can anyone explain to me the reasoning of renaming all the types named Query to Data. I'm talking about this PR https://github.com/bevyengine/bevy/pull/10779 It doesn't make sense to me that a bunch of types that are used to run queries aren't named Query anymore. Like ViewQuery on the ViewNode is the type of the Query. I don't really understand the point of the rename, it just seems like it hides the fact that a query will run based on those types. [@IceSentry](https://discord.com/channels/691052431525675048/692572690833473578/1184946251431694387) ## Solution Revert several renames in #10779. ## Changelog - `ViewNode::ViewData` is now `ViewNode::ViewQuery` again. ## Migration Guide - This PR amends the migration guide in https://github.com/bevyengine/bevy/pull/10779 --------- Co-authored-by: atlas dostal <rodol@rivalrebels.com>
240 lines
7.4 KiB
Rust
240 lines
7.4 KiB
Rust
use crate::{
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render_resource::{encase::internal::WriteInto, DynamicUniformBuffer, ShaderType},
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renderer::{RenderDevice, RenderQueue},
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view::ViewVisibility,
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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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::{QueryFilter, QueryItem, ReadOnlyQueryData},
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system::lifetimeless::Read,
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};
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use std::{marker::PhantomData, ops::Deref};
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pub use bevy_render_macros::ExtractComponent;
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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 [`ExtractSchedule`] step.
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pub trait ExtractComponent: Component {
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/// ECS [`ReadOnlyQueryData`] to fetch the components to extract.
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type QueryData: ReadOnlyQueryData;
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/// Filters the entities with additional constraints.
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type QueryFilter: QueryFilter;
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/// The output from extraction.
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///
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/// Returning `None` based on the queried item can allow early optimization,
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/// for example if there is an `enabled: bool` field on `Self`, or by only accepting
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/// values within certain thresholds.
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///
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/// The output may be different from the queried component.
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/// This can be useful for example if only a subset of the fields are useful
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/// in the render world.
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///
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/// `Out` has a [`Bundle`] trait bound instead of a [`Component`] trait bound in order to allow use cases
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/// such as tuples of components as output.
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type Out: Bundle;
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// TODO: https://github.com/rust-lang/rust/issues/29661
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// type Out: Component = Self;
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/// Defines how the component is transferred into the "render world".
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fn extract_component(item: QueryItem<'_, Self::QueryData>) -> Option<Self::Out>;
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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 [`RenderSet::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 + ShaderType + WriteInto + Clone> Plugin for UniformComponentPlugin<C> {
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fn build(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.insert_resource(ComponentUniforms::<C>::default())
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.add_systems(
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Render,
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prepare_uniform_components::<C>.in_set(RenderSet::PrepareResources),
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);
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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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#[derive(Resource)]
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pub struct ComponentUniforms<C: Component + ShaderType> {
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uniforms: DynamicUniformBuffer<C>,
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}
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impl<C: Component + ShaderType> Deref for ComponentUniforms<C> {
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type Target = DynamicUniformBuffer<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 + ShaderType> ComponentUniforms<C> {
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#[inline]
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pub fn uniforms(&self) -> &DynamicUniformBuffer<C> {
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&self.uniforms
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}
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}
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impl<C: Component + ShaderType> 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: ShaderType + WriteInto + Clone,
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{
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let components_iter = components.iter();
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let count = components_iter.len();
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let Some(mut writer) =
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component_uniforms
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.uniforms
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.get_writer(count, &render_device, &render_queue)
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else {
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return;
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};
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let entities = components_iter
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.map(|(entity, component)| {
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(
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entity,
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DynamicUniformIndex::<C> {
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index: writer.write(component),
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marker: PhantomData,
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},
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)
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})
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.collect::<Vec<_>>();
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commands.insert_or_spawn_batch(entities);
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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 [`ExtractSchedule`] step
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/// for the specified [`ExtractComponent`].
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pub struct ExtractComponentPlugin<C, F = ()> {
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only_extract_visible: bool,
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marker: PhantomData<fn() -> (C, F)>,
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}
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impl<C, F> Default for ExtractComponentPlugin<C, F> {
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fn default() -> Self {
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Self {
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only_extract_visible: false,
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marker: PhantomData,
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}
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}
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}
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impl<C, F> ExtractComponentPlugin<C, F> {
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pub fn extract_visible() -> Self {
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Self {
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only_extract_visible: true,
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marker: PhantomData,
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}
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}
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}
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impl<C: ExtractComponent> Plugin for ExtractComponentPlugin<C> {
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fn build(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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if self.only_extract_visible {
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render_app.add_systems(ExtractSchedule, extract_visible_components::<C>);
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} else {
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render_app.add_systems(ExtractSchedule, extract_components::<C>);
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}
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}
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}
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}
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impl<T: Asset> ExtractComponent for Handle<T> {
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type QueryData = Read<Handle<T>>;
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type QueryFilter = ();
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type Out = Handle<T>;
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#[inline]
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fn extract_component(handle: QueryItem<'_, Self::QueryData>) -> Option<Self::Out> {
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Some(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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fn extract_components<C: ExtractComponent>(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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query: Extract<Query<(Entity, C::QueryData), C::QueryFilter>>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for (entity, query_item) in &query {
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if let Some(component) = C::extract_component(query_item) {
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values.push((entity, component));
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}
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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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/// This system extracts all visible components of the corresponding [`ExtractComponent`] type.
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fn extract_visible_components<C: ExtractComponent>(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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query: Extract<Query<(Entity, &ViewVisibility, C::QueryData), C::QueryFilter>>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for (entity, view_visibility, query_item) in &query {
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if view_visibility.get() {
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if let Some(component) = C::extract_component(query_item) {
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values.push((entity, component));
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}
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}
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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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