mirror of
https://github.com/bevyengine/bevy
synced 2024-12-02 01:19:12 +00:00
f9cc91d5a1
Although we cached hashes of `MeshVertexBufferLayout`, we were paying the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every entity, every frame. This patch changes that logic to place `MeshVertexBufferLayout`s in `Arc`s so that they can be compared and hashed by pointer. This results in a 28% speedup in the `queue_material_meshes` phase of `many_cubes`, with frustum culling disabled. Additionally, this patch contains two minor changes: 1. This commit flattens the specialized mesh pipeline cache to one level of hash tables instead of two. This saves a hash lookup. 2. The example `many_cubes` has been given a `--no-frustum-culling` flag, to aid in benchmarking. See the Tracy profile: <img width="1064" alt="Screenshot 2024-02-29 144406" src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e"> ## Migration guide * Duplicate `MeshVertexBufferLayout`s are now combined into a single object, `MeshVertexBufferLayoutRef`, which contains an atomically-reference-counted pointer to the layout. Code that was using `MeshVertexBufferLayout` may need to be updated to use `MeshVertexBufferLayoutRef` instead.
84 lines
2.9 KiB
Rust
84 lines
2.9 KiB
Rust
//! Renders a glTF mesh in 2D with a custom vertex attribute.
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use bevy::{
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gltf::GltfPlugin,
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prelude::*,
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reflect::TypePath,
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render::{
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mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef},
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render_resource::*,
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},
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sprite::{Material2d, Material2dKey, Material2dPlugin, MaterialMesh2dBundle, Mesh2dHandle},
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};
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/// This vertex attribute supplies barycentric coordinates for each triangle.
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/// Each component of the vector corresponds to one corner of a triangle. It's
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/// equal to 1.0 in that corner and 0.0 in the other two. Hence, its value in
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/// the fragment shader indicates proximity to a corner or the opposite edge.
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const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
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MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0 / 5.0f32,
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})
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.add_plugins((
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DefaultPlugins.set(
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GltfPlugin::default()
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// Map a custom glTF attribute name to a `MeshVertexAttribute`.
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.add_custom_vertex_attribute("_BARYCENTRIC", ATTRIBUTE_BARYCENTRIC),
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),
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Material2dPlugin::<CustomMaterial>::default(),
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))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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// Add a mesh loaded from a glTF file. This mesh has data for `ATTRIBUTE_BARYCENTRIC`.
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let mesh = asset_server.load("models/barycentric/barycentric.gltf#Mesh0/Primitive0");
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commands.spawn(MaterialMesh2dBundle {
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mesh: Mesh2dHandle(mesh),
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material: materials.add(CustomMaterial {}),
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transform: Transform::from_scale(150.0 * Vec3::ONE),
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..default()
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});
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// Add a camera
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commands.spawn(Camera2dBundle { ..default() });
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}
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/// This custom material uses barycentric coordinates from
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/// `ATTRIBUTE_BARYCENTRIC` to shade a white border around each triangle. The
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/// thickness of the border is animated using the global time shader uniform.
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {}
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impl Material2d for CustomMaterial {
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fn vertex_shader() -> ShaderRef {
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"shaders/custom_gltf_2d.wgsl".into()
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}
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_gltf_2d.wgsl".into()
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}
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayoutRef,
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_key: Material2dKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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let vertex_layout = layout.0.get_layout(&[
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Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
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ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
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])?;
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descriptor.vertex.buffers = vec![vertex_layout];
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Ok(())
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}
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}
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