mirror of
https://github.com/bevyengine/bevy
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bdd0af6bfb
# Objective - Required components replace bundles, but `SpatialBundle` is yet to be deprecated ## Solution - Deprecate `SpatialBundle` - Insert `Transform` and `Visibility` instead in examples using it - In `spawn` or `insert` inserting a default `Transform` or `Visibility` with component already requiring either, remove those components from the tuple ## Testing - Did you test these changes? If so, how? Yes, I ran the examples I changed and tests - Are there any parts that need more testing? The `gamepad_viewer` and and `custom_shader_instancing` examples don't work as intended due to entirely unrelated code, didn't check main. - How can other people (reviewers) test your changes? Is there anything specific they need to know? Run examples, or just check that all spawned values are identical - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Linux, wayland trough x11 (cause that's the default feature) --- ## Migration Guide `SpatialBundle` is now deprecated, insert `Transform` and `Visibility` instead which will automatically insert all other components that were in the bundle. If you do not specify these values and any other components in your `spawn`/`insert` call already requires either of these components you can leave that one out. before: ```rust commands.spawn(SpatialBundle::default()); ``` after: ```rust commands.spawn((Transform::default(), Visibility::default()); ```
315 lines
11 KiB
Rust
315 lines
11 KiB
Rust
//! A shader that renders a mesh multiple times in one draw call.
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//!
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//! Bevy will automatically batch and instance your meshes assuming you use the same
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//! `Handle<Material>` and `Handle<Mesh>` for all of your instances.
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//!
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//! This example is intended for advanced users and shows how to make a custom instancing
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//! implementation using bevy's low level rendering api.
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//! It's generally recommended to try the built-in instancing before going with this approach.
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use bevy::{
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core_pipeline::core_3d::Transparent3d,
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ecs::{
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query::QueryItem,
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system::{lifetimeless::*, SystemParamItem},
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},
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pbr::{
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MeshPipeline, MeshPipelineKey, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup,
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},
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prelude::*,
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render::{
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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mesh::{
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allocator::MeshAllocator, MeshVertexBufferLayoutRef, RenderMesh, RenderMeshBufferInfo,
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},
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render_asset::RenderAssets,
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render_phase::{
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AddRenderCommand, DrawFunctions, PhaseItem, PhaseItemExtraIndex, RenderCommand,
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RenderCommandResult, SetItemPipeline, TrackedRenderPass, ViewSortedRenderPhases,
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},
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render_resource::*,
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renderer::RenderDevice,
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sync_world::MainEntity,
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view::{ExtractedView, NoFrustumCulling},
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Render, RenderApp, RenderSet,
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},
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};
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use bytemuck::{Pod, Zeroable};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/instancing.wgsl";
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, CustomMaterialPlugin))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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InstanceMaterialData(
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(1..=10)
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.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
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.map(|(x, y)| InstanceData {
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position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
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scale: 1.0,
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color: LinearRgba::from(Color::hsla(x * 360., y, 0.5, 1.0)).to_f32_array(),
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})
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.collect(),
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),
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// NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
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// As the cube is at the origin, if its Aabb moves outside the view frustum, all the
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// instanced cubes will be culled.
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// The InstanceMaterialData contains the 'GlobalTransform' information for this custom
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// instancing, and that is not taken into account with the built-in frustum culling.
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// We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
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// component to avoid incorrect culling.
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NoFrustumCulling,
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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(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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#[derive(Component, Deref)]
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struct InstanceMaterialData(Vec<InstanceData>);
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impl ExtractComponent for InstanceMaterialData {
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type QueryData = &'static InstanceMaterialData;
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type QueryFilter = ();
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type Out = Self;
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fn extract_component(item: QueryItem<'_, Self::QueryData>) -> Option<Self> {
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Some(InstanceMaterialData(item.0.clone()))
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}
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}
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struct CustomMaterialPlugin;
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impl Plugin for CustomMaterialPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
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app.sub_app_mut(RenderApp)
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.add_render_command::<Transparent3d, DrawCustom>()
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.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
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.add_systems(
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Render,
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(
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queue_custom.in_set(RenderSet::QueueMeshes),
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prepare_instance_buffers.in_set(RenderSet::PrepareResources),
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),
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);
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}
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fn finish(&self, app: &mut App) {
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app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
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}
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}
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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struct InstanceData {
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position: Vec3,
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scale: f32,
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color: [f32; 4],
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}
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#[allow(clippy::too_many_arguments)]
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fn queue_custom(
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transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
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custom_pipeline: Res<CustomPipeline>,
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mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
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pipeline_cache: Res<PipelineCache>,
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meshes: Res<RenderAssets<RenderMesh>>,
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render_mesh_instances: Res<RenderMeshInstances>,
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material_meshes: Query<(Entity, &MainEntity), With<InstanceMaterialData>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
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views: Query<(Entity, &ExtractedView, &Msaa)>,
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) {
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let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
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for (view_entity, view, msaa) in &views {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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continue;
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};
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let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
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let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
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let rangefinder = view.rangefinder3d();
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for (entity, main_entity) in &material_meshes {
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let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*main_entity)
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else {
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continue;
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};
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let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
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continue;
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};
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let key =
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view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
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let pipeline = pipelines
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.specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
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.unwrap();
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transparent_phase.add(Transparent3d {
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entity: (entity, *main_entity),
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pipeline,
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draw_function: draw_custom,
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distance: rangefinder.distance_translation(&mesh_instance.translation),
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batch_range: 0..1,
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extra_index: PhaseItemExtraIndex::NONE,
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});
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}
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}
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}
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#[derive(Component)]
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struct InstanceBuffer {
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buffer: Buffer,
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length: usize,
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}
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fn prepare_instance_buffers(
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mut commands: Commands,
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query: Query<(Entity, &InstanceMaterialData)>,
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render_device: Res<RenderDevice>,
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) {
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for (entity, instance_data) in &query {
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: Some("instance data buffer"),
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contents: bytemuck::cast_slice(instance_data.as_slice()),
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usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
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});
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commands.entity(entity).insert(InstanceBuffer {
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buffer,
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length: instance_data.len(),
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});
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}
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}
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#[derive(Resource)]
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struct CustomPipeline {
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shader: Handle<Shader>,
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mesh_pipeline: MeshPipeline,
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}
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impl FromWorld for CustomPipeline {
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fn from_world(world: &mut World) -> Self {
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let mesh_pipeline = world.resource::<MeshPipeline>();
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CustomPipeline {
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shader: world.load_asset(SHADER_ASSET_PATH),
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mesh_pipeline: mesh_pipeline.clone(),
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}
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}
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}
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impl SpecializedMeshPipeline for CustomPipeline {
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type Key = MeshPipelineKey;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayoutRef,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
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descriptor.vertex.shader = self.shader.clone();
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descriptor.vertex.buffers.push(VertexBufferLayout {
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array_stride: size_of::<InstanceData>() as u64,
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step_mode: VertexStepMode::Instance,
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attributes: vec![
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 0,
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shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
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},
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: VertexFormat::Float32x4.size(),
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shader_location: 4,
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},
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],
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});
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descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
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Ok(descriptor)
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}
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}
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type DrawCustom = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMeshBindGroup<1>,
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DrawMeshInstanced,
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);
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struct DrawMeshInstanced;
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impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
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type Param = (
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SRes<RenderAssets<RenderMesh>>,
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SRes<RenderMeshInstances>,
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SRes<MeshAllocator>,
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);
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type ViewQuery = ();
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type ItemQuery = Read<InstanceBuffer>;
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#[inline]
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fn render<'w>(
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item: &P,
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_view: (),
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instance_buffer: Option<&'w InstanceBuffer>,
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(meshes, render_mesh_instances, mesh_allocator): SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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// A borrow check workaround.
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let mesh_allocator = mesh_allocator.into_inner();
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let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(item.main_entity())
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else {
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return RenderCommandResult::Skip;
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};
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let Some(gpu_mesh) = meshes.into_inner().get(mesh_instance.mesh_asset_id) else {
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return RenderCommandResult::Skip;
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};
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let Some(instance_buffer) = instance_buffer else {
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return RenderCommandResult::Skip;
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};
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let Some(vertex_buffer_slice) =
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mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id)
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else {
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return RenderCommandResult::Skip;
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};
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pass.set_vertex_buffer(0, vertex_buffer_slice.buffer.slice(..));
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pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
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match &gpu_mesh.buffer_info {
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RenderMeshBufferInfo::Indexed {
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index_format,
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count,
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} => {
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let Some(index_buffer_slice) =
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mesh_allocator.mesh_index_slice(&mesh_instance.mesh_asset_id)
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else {
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return RenderCommandResult::Skip;
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};
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pass.set_index_buffer(index_buffer_slice.buffer.slice(..), 0, *index_format);
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pass.draw_indexed(
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index_buffer_slice.range.start..(index_buffer_slice.range.start + count),
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vertex_buffer_slice.range.start as i32,
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0..instance_buffer.length as u32,
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);
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}
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RenderMeshBufferInfo::NonIndexed => {
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pass.draw(vertex_buffer_slice.range, 0..instance_buffer.length as u32);
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}
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}
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RenderCommandResult::Success
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}
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}
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