bevy/examples/shader/shader_instancing.rs
ickk a0448eca2f enum Visibility component (#6320)
Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode.

# Objective

The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching. 

Additionally as it stands Bevy only has two settings for visibility of an entity: 
- "unconditionally hidden" `Visibility { is_visible: false }`, 
- "inherit visibility from parent" `Visibility { is_visible: true }`
   where a root level entity set to "inherit" is visible. 

Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear.

Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode.

--
The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants.

## Solution

Change the Visibility component into
```rust
enum Visibility {
  Hidden,    // unconditionally hidden
  Visible,   // unconditionally visible
  Inherited, // inherit visibility from parent
}
```

---

## Changelog

### Changed

`Visibility` is now an enum

## Migration Guide

- evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`.
- setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`.
- usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively.
- `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively.






Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-12-25 00:39:29 +00:00

265 lines
8.9 KiB
Rust

//! A shader that renders a mesh multiple times in one draw call.
use bevy::{
core_pipeline::core_3d::Transparent3d,
ecs::{
query::QueryItem,
system::{lifetimeless::*, SystemParamItem},
},
pbr::{MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup},
prelude::*,
render::{
extract_component::{ExtractComponent, ExtractComponentPlugin},
mesh::{GpuBufferInfo, MeshVertexBufferLayout},
render_asset::RenderAssets,
render_phase::{
AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
SetItemPipeline, TrackedRenderPass,
},
render_resource::*,
renderer::RenderDevice,
view::{ExtractedView, NoFrustumCulling},
RenderApp, RenderStage,
},
};
use bytemuck::{Pod, Zeroable};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(CustomMaterialPlugin)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
commands.spawn((
meshes.add(Mesh::from(shape::Cube { size: 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: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
})
.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(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component, Deref)]
struct InstanceMaterialData(Vec<InstanceData>);
impl ExtractComponent for InstanceMaterialData {
type Query = &'static InstanceMaterialData;
type Filter = ();
type Out = Self;
fn extract_component(item: QueryItem<'_, Self::Query>) -> Option<Self> {
Some(InstanceMaterialData(item.0.clone()))
}
}
pub struct CustomMaterialPlugin;
impl Plugin for CustomMaterialPlugin {
fn build(&self, app: &mut App) {
app.add_plugin(ExtractComponentPlugin::<InstanceMaterialData>::default());
app.sub_app_mut(RenderApp)
.add_render_command::<Transparent3d, DrawCustom>()
.init_resource::<CustomPipeline>()
.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
.add_system_to_stage(RenderStage::Queue, queue_custom)
.add_system_to_stage(RenderStage::Prepare, prepare_instance_buffers);
}
}
#[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>,
msaa: Res<Msaa>,
mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
mut pipeline_cache: ResMut<PipelineCache>,
meshes: Res<RenderAssets<Mesh>>,
material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<InstanceMaterialData>>,
mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
) {
let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples);
for (view, mut transparent_phase) in &mut views {
let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
let rangefinder = view.rangefinder3d();
for (entity, mesh_uniform, mesh_handle) in &material_meshes {
if let Some(mesh) = meshes.get(mesh_handle) {
let key =
view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
let pipeline = pipelines
.specialize(&mut pipeline_cache, &custom_pipeline, key, &mesh.layout)
.unwrap();
transparent_phase.add(Transparent3d {
entity,
pipeline,
draw_function: draw_custom,
distance: rangefinder.distance(&mesh_uniform.transform),
});
}
}
}
}
#[derive(Component)]
pub 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)]
pub struct CustomPipeline {
shader: Handle<Shader>,
mesh_pipeline: MeshPipeline,
}
impl FromWorld for CustomPipeline {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
let shader = asset_server.load("shaders/instancing.wgsl");
let mesh_pipeline = world.resource::<MeshPipeline>();
CustomPipeline {
shader,
mesh_pipeline: mesh_pipeline.clone(),
}
}
}
impl SpecializedMeshPipeline for CustomPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> 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: std::mem::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();
descriptor.layout = Some(vec![
self.mesh_pipeline.view_layout.clone(),
self.mesh_pipeline.mesh_layout.clone(),
]);
Ok(descriptor)
}
}
type DrawCustom = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshBindGroup<1>,
DrawMeshInstanced,
);
pub struct DrawMeshInstanced;
impl EntityRenderCommand for DrawMeshInstanced {
type Param = (
SRes<RenderAssets<Mesh>>,
SQuery<Read<Handle<Mesh>>>,
SQuery<Read<InstanceBuffer>>,
);
#[inline]
fn render<'w>(
_view: Entity,
item: Entity,
(meshes, mesh_query, instance_buffer_query): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let mesh_handle = mesh_query.get(item).unwrap();
let instance_buffer = instance_buffer_query.get_inner(item).unwrap();
let gpu_mesh = match meshes.into_inner().get(mesh_handle) {
Some(gpu_mesh) => gpu_mesh,
None => return RenderCommandResult::Failure,
};
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,
index_format,
count,
} => {
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
}
GpuBufferInfo::NonIndexed { vertex_count } => {
pass.draw(0..*vertex_count, 0..instance_buffer.length as u32);
}
}
RenderCommandResult::Success
}
}