mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
314 lines
11 KiB
Rust
314 lines
11 KiB
Rust
//! A shader that renders a mesh multiple times in one draw call.
|
|
//!
|
|
//! Bevy will automatically batch and instance your meshes assuming you use the same
|
|
//! `Handle<Material>` and `Handle<Mesh>` for all of your instances.
|
|
//!
|
|
//! This example is intended for advanced users and shows how to make a custom instancing
|
|
//! implementation using bevy's low level rendering api.
|
|
//! It's generally recommended to try the built-in instancing before going with this approach.
|
|
|
|
use bevy::{
|
|
core_pipeline::core_3d::Transparent3d,
|
|
ecs::{
|
|
query::QueryItem,
|
|
system::{lifetimeless::*, SystemParamItem},
|
|
},
|
|
pbr::{
|
|
MeshPipeline, MeshPipelineKey, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup,
|
|
},
|
|
prelude::*,
|
|
render::{
|
|
extract_component::{ExtractComponent, ExtractComponentPlugin},
|
|
mesh::{
|
|
allocator::MeshAllocator, MeshVertexBufferLayoutRef, RenderMesh, RenderMeshBufferInfo,
|
|
},
|
|
render_asset::RenderAssets,
|
|
render_phase::{
|
|
AddRenderCommand, DrawFunctions, PhaseItem, PhaseItemExtraIndex, RenderCommand,
|
|
RenderCommandResult, SetItemPipeline, TrackedRenderPass, ViewSortedRenderPhases,
|
|
},
|
|
render_resource::*,
|
|
renderer::RenderDevice,
|
|
view::{ExtractedView, NoFrustumCulling},
|
|
Render, RenderApp, RenderSet,
|
|
},
|
|
};
|
|
use bytemuck::{Pod, Zeroable};
|
|
|
|
/// This example uses a shader source file from the assets subdirectory
|
|
const SHADER_ASSET_PATH: &str = "shaders/instancing.wgsl";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((DefaultPlugins, CustomMaterialPlugin))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
|
|
commands.spawn((
|
|
meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
|
|
SpatialBundle::INHERITED_IDENTITY,
|
|
InstanceMaterialData(
|
|
(1..=10)
|
|
.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
|
|
.map(|(x, y)| InstanceData {
|
|
position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
|
|
scale: 1.0,
|
|
color: LinearRgba::from(Color::hsla(x * 360., y, 0.5, 1.0)).to_f32_array(),
|
|
})
|
|
.collect(),
|
|
),
|
|
// NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
|
|
// As the cube is at the origin, if its Aabb moves outside the view frustum, all the
|
|
// instanced cubes will be culled.
|
|
// The InstanceMaterialData contains the 'GlobalTransform' information for this custom
|
|
// instancing, and that is not taken into account with the built-in frustum culling.
|
|
// We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
|
|
// component to avoid incorrect culling.
|
|
NoFrustumCulling,
|
|
));
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
#[derive(Component, Deref)]
|
|
struct InstanceMaterialData(Vec<InstanceData>);
|
|
|
|
impl ExtractComponent for InstanceMaterialData {
|
|
type QueryData = &'static InstanceMaterialData;
|
|
type QueryFilter = ();
|
|
type Out = Self;
|
|
|
|
fn extract_component(item: QueryItem<'_, Self::QueryData>) -> Option<Self> {
|
|
Some(InstanceMaterialData(item.0.clone()))
|
|
}
|
|
}
|
|
|
|
struct CustomMaterialPlugin;
|
|
|
|
impl Plugin for CustomMaterialPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
|
|
app.sub_app_mut(RenderApp)
|
|
.add_render_command::<Transparent3d, DrawCustom>()
|
|
.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
|
|
.add_systems(
|
|
Render,
|
|
(
|
|
queue_custom.in_set(RenderSet::QueueMeshes),
|
|
prepare_instance_buffers.in_set(RenderSet::PrepareResources),
|
|
),
|
|
);
|
|
}
|
|
|
|
fn finish(&self, app: &mut App) {
|
|
app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
|
|
}
|
|
}
|
|
|
|
#[derive(Clone, Copy, Pod, Zeroable)]
|
|
#[repr(C)]
|
|
struct InstanceData {
|
|
position: Vec3,
|
|
scale: f32,
|
|
color: [f32; 4],
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn queue_custom(
|
|
transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
|
|
custom_pipeline: Res<CustomPipeline>,
|
|
mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
meshes: Res<RenderAssets<RenderMesh>>,
|
|
render_mesh_instances: Res<RenderMeshInstances>,
|
|
material_meshes: Query<Entity, With<InstanceMaterialData>>,
|
|
mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
|
|
views: Query<(Entity, &ExtractedView, &Msaa)>,
|
|
) {
|
|
let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
|
|
|
|
for (view_entity, view, msaa) in &views {
|
|
let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
|
|
continue;
|
|
};
|
|
|
|
let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
|
|
|
|
let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
|
|
let rangefinder = view.rangefinder3d();
|
|
for entity in &material_meshes {
|
|
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(entity) else {
|
|
continue;
|
|
};
|
|
let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
|
|
continue;
|
|
};
|
|
let key =
|
|
view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
|
|
let pipeline = pipelines
|
|
.specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
|
|
.unwrap();
|
|
transparent_phase.add(Transparent3d {
|
|
entity,
|
|
pipeline,
|
|
draw_function: draw_custom,
|
|
distance: rangefinder.distance_translation(&mesh_instance.translation),
|
|
batch_range: 0..1,
|
|
extra_index: PhaseItemExtraIndex::NONE,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct InstanceBuffer {
|
|
buffer: Buffer,
|
|
length: usize,
|
|
}
|
|
|
|
fn prepare_instance_buffers(
|
|
mut commands: Commands,
|
|
query: Query<(Entity, &InstanceMaterialData)>,
|
|
render_device: Res<RenderDevice>,
|
|
) {
|
|
for (entity, instance_data) in &query {
|
|
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
|
|
label: Some("instance data buffer"),
|
|
contents: bytemuck::cast_slice(instance_data.as_slice()),
|
|
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
|
|
});
|
|
commands.entity(entity).insert(InstanceBuffer {
|
|
buffer,
|
|
length: instance_data.len(),
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct CustomPipeline {
|
|
shader: Handle<Shader>,
|
|
mesh_pipeline: MeshPipeline,
|
|
}
|
|
|
|
impl FromWorld for CustomPipeline {
|
|
fn from_world(world: &mut World) -> Self {
|
|
let mesh_pipeline = world.resource::<MeshPipeline>();
|
|
|
|
CustomPipeline {
|
|
shader: world.load_asset(SHADER_ASSET_PATH),
|
|
mesh_pipeline: mesh_pipeline.clone(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl SpecializedMeshPipeline for CustomPipeline {
|
|
type Key = MeshPipelineKey;
|
|
|
|
fn specialize(
|
|
&self,
|
|
key: Self::Key,
|
|
layout: &MeshVertexBufferLayoutRef,
|
|
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
|
|
let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
|
|
|
|
descriptor.vertex.shader = self.shader.clone();
|
|
descriptor.vertex.buffers.push(VertexBufferLayout {
|
|
array_stride: size_of::<InstanceData>() as u64,
|
|
step_mode: VertexStepMode::Instance,
|
|
attributes: vec![
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x4,
|
|
offset: 0,
|
|
shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
|
|
},
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x4,
|
|
offset: VertexFormat::Float32x4.size(),
|
|
shader_location: 4,
|
|
},
|
|
],
|
|
});
|
|
descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
|
|
Ok(descriptor)
|
|
}
|
|
}
|
|
|
|
type DrawCustom = (
|
|
SetItemPipeline,
|
|
SetMeshViewBindGroup<0>,
|
|
SetMeshBindGroup<1>,
|
|
DrawMeshInstanced,
|
|
);
|
|
|
|
struct DrawMeshInstanced;
|
|
|
|
impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
|
|
type Param = (
|
|
SRes<RenderAssets<RenderMesh>>,
|
|
SRes<RenderMeshInstances>,
|
|
SRes<MeshAllocator>,
|
|
);
|
|
type ViewQuery = ();
|
|
type ItemQuery = Read<InstanceBuffer>;
|
|
|
|
#[inline]
|
|
fn render<'w>(
|
|
item: &P,
|
|
_view: (),
|
|
instance_buffer: Option<&'w InstanceBuffer>,
|
|
(meshes, render_mesh_instances, mesh_allocator): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
// A borrow check workaround.
|
|
let mesh_allocator = mesh_allocator.into_inner();
|
|
|
|
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(item.entity())
|
|
else {
|
|
return RenderCommandResult::Skip;
|
|
};
|
|
let Some(gpu_mesh) = meshes.into_inner().get(mesh_instance.mesh_asset_id) else {
|
|
return RenderCommandResult::Skip;
|
|
};
|
|
let Some(instance_buffer) = instance_buffer else {
|
|
return RenderCommandResult::Skip;
|
|
};
|
|
let Some(vertex_buffer_slice) =
|
|
mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id)
|
|
else {
|
|
return RenderCommandResult::Skip;
|
|
};
|
|
|
|
pass.set_vertex_buffer(0, vertex_buffer_slice.buffer.slice(..));
|
|
pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
|
|
|
|
match &gpu_mesh.buffer_info {
|
|
RenderMeshBufferInfo::Indexed {
|
|
index_format,
|
|
count,
|
|
} => {
|
|
let Some(index_buffer_slice) =
|
|
mesh_allocator.mesh_index_slice(&mesh_instance.mesh_asset_id)
|
|
else {
|
|
return RenderCommandResult::Skip;
|
|
};
|
|
|
|
pass.set_index_buffer(index_buffer_slice.buffer.slice(..), 0, *index_format);
|
|
pass.draw_indexed(
|
|
index_buffer_slice.range.start..(index_buffer_slice.range.start + count),
|
|
vertex_buffer_slice.range.start as i32,
|
|
0..instance_buffer.length as u32,
|
|
);
|
|
}
|
|
RenderMeshBufferInfo::NonIndexed => {
|
|
pass.draw(vertex_buffer_slice.range, 0..instance_buffer.length as u32);
|
|
}
|
|
}
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|