//! This example demonstrates how to write a custom phase //! //! Render phases in bevy are used whenever you need to draw a group of meshes in a specific way. //! For example, bevy's main pass has an opaque phase, a transparent phase for both 2d and 3d. //! Sometimes, you may want to only draw a subset of meshes before or after the builtin phase. In //! those situations you need to write your own phase. //! //! This example showcases how writing a custom phase to draw a stencil of a bevy mesh could look //! like. Some shortcuts have been used for simplicity. //! //! This example was made for 3d, but a 2d equivalent would be almost identical. use std::ops::Range; use bevy::{ core_pipeline::core_3d::graph::{Core3d, Node3d}, ecs::{ query::QueryItem, system::{lifetimeless::SRes, SystemParamItem}, }, math::FloatOrd, pbr::{ DrawMesh, MeshInputUniform, MeshPipeline, MeshPipelineKey, MeshPipelineViewLayoutKey, MeshUniform, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup, }, platform::collections::HashSet, prelude::*, render::{ batching::{ gpu_preprocessing::{ batch_and_prepare_sorted_render_phase, IndirectParametersCpuMetadata, UntypedPhaseIndirectParametersBuffers, }, GetBatchData, GetFullBatchData, }, camera::ExtractedCamera, extract_component::{ExtractComponent, ExtractComponentPlugin}, mesh::{allocator::MeshAllocator, MeshVertexBufferLayoutRef, RenderMesh}, render_asset::RenderAssets, render_graph::{ NodeRunError, RenderGraphApp, RenderGraphContext, RenderLabel, ViewNode, ViewNodeRunner, }, render_phase::{ sort_phase_system, AddRenderCommand, CachedRenderPipelinePhaseItem, DrawFunctionId, DrawFunctions, PhaseItem, PhaseItemExtraIndex, SetItemPipeline, SortedPhaseItem, SortedRenderPhasePlugin, ViewSortedRenderPhases, }, render_resource::{ CachedRenderPipelineId, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace, MultisampleState, PipelineCache, PolygonMode, PrimitiveState, RenderPassDescriptor, RenderPipelineDescriptor, SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines, TextureFormat, VertexState, }, renderer::RenderContext, sync_world::MainEntity, view::{ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewTarget}, Extract, Render, RenderApp, RenderDebugFlags, RenderSet, }, }; use nonmax::NonMaxU32; const SHADER_ASSET_PATH: &str = "shaders/custom_stencil.wgsl"; fn main() { App::new() .add_plugins((DefaultPlugins, MeshStencilPhasePlugin)) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // circular base commands.spawn(( Mesh3d(meshes.add(Circle::new(4.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), )); // cube // This cube will be rendered by the main pass, but it will also be rendered by our custom // pass. This should result in an unlit red cube commands.spawn(( Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))), MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))), Transform::from_xyz(0.0, 0.5, 0.0), // This marker component is used to identify which mesh will be used in our custom pass // The circle doesn't have it so it won't be rendered in our pass DrawStencil, )); // light commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.0, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), // disable msaa for simplicity Msaa::Off, )); } #[derive(Component, ExtractComponent, Clone, Copy, Default)] struct DrawStencil; struct MeshStencilPhasePlugin; impl Plugin for MeshStencilPhasePlugin { fn build(&self, app: &mut App) { app.add_plugins(( ExtractComponentPlugin::::default(), SortedRenderPhasePlugin::::new(RenderDebugFlags::default()), )); // We need to get the render app from the main app let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .init_resource::>() .init_resource::>() .add_render_command::() .init_resource::>() .add_systems(ExtractSchedule, extract_camera_phases) .add_systems( Render, ( queue_custom_meshes.in_set(RenderSet::QueueMeshes), sort_phase_system::.in_set(RenderSet::PhaseSort), batch_and_prepare_sorted_render_phase:: .in_set(RenderSet::PrepareResources), ), ); render_app .add_render_graph_node::>(Core3d, CustomDrawPassLabel) // Tell the node to run after the main pass .add_render_graph_edges(Core3d, (Node3d::MainOpaquePass, CustomDrawPassLabel)); } fn finish(&self, app: &mut App) { // We need to get the render app from the main app let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; // The pipeline needs the RenderDevice to be created and it's only available once plugins // are initialized render_app.init_resource::(); } } #[derive(Resource)] struct StencilPipeline { /// The base mesh pipeline defined by bevy /// /// Since we want to draw a stencil of an existing bevy mesh we want to reuse the default /// pipeline as much as possible mesh_pipeline: MeshPipeline, /// Stores the shader used for this pipeline directly on the pipeline. /// This isn't required, it's only done like this for simplicity. shader_handle: Handle, } impl FromWorld for StencilPipeline { fn from_world(world: &mut World) -> Self { Self { mesh_pipeline: MeshPipeline::from_world(world), shader_handle: world.resource::().load(SHADER_ASSET_PATH), } } } // For more information on how SpecializedMeshPipeline work, please look at the // specialized_mesh_pipeline example impl SpecializedMeshPipeline for StencilPipeline { type Key = MeshPipelineKey; fn specialize( &self, key: Self::Key, layout: &MeshVertexBufferLayoutRef, ) -> Result { // We will only use the position of the mesh in our shader so we only need to specify that let mut vertex_attributes = Vec::new(); if layout.0.contains(Mesh::ATTRIBUTE_POSITION) { // Make sure this matches the shader location vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0)); } // This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?; Ok(RenderPipelineDescriptor { label: Some("Specialized Mesh Pipeline".into()), // We want to reuse the data from bevy so we use the same bind groups as the default // mesh pipeline layout: vec![ // Bind group 0 is the view uniform self.mesh_pipeline .get_view_layout(MeshPipelineViewLayoutKey::from(key)) .clone(), // Bind group 1 is the mesh uniform self.mesh_pipeline.mesh_layouts.model_only.clone(), ], push_constant_ranges: vec![], vertex: VertexState { shader: self.shader_handle.clone(), shader_defs: vec![], entry_point: "vertex".into(), buffers: vec![vertex_buffer_layout], }, fragment: Some(FragmentState { shader: self.shader_handle.clone(), shader_defs: vec![], entry_point: "fragment".into(), targets: vec![Some(ColorTargetState { format: TextureFormat::bevy_default(), blend: None, write_mask: ColorWrites::ALL, })], }), primitive: PrimitiveState { topology: key.primitive_topology(), front_face: FrontFace::Ccw, cull_mode: Some(Face::Back), polygon_mode: PolygonMode::Fill, ..default() }, depth_stencil: None, // It's generally recommended to specialize your pipeline for MSAA, // but it's not always possible multisample: MultisampleState::default(), zero_initialize_workgroup_memory: false, }) } } // We will reuse render commands already defined by bevy to draw a 3d mesh type DrawMesh3dStencil = ( SetItemPipeline, // This will set the view bindings in group 0 SetMeshViewBindGroup<0>, // This will set the mesh bindings in group 1 SetMeshBindGroup<1>, // This will draw the mesh DrawMesh, ); // This is the data required per entity drawn in a custom phase in bevy. More specifically this is the // data required when using a ViewSortedRenderPhase. This would look differently if we wanted a // batched render phase. Sorted phases are a bit easier to implement, but a batched phase would // look similar. // // If you want to see how a batched phase implementation looks, you should look at the Opaque2d // phase. struct Stencil3d { pub sort_key: FloatOrd, pub entity: (Entity, MainEntity), pub pipeline: CachedRenderPipelineId, pub draw_function: DrawFunctionId, pub batch_range: Range, pub extra_index: PhaseItemExtraIndex, /// Whether the mesh in question is indexed (uses an index buffer in /// addition to its vertex buffer). pub indexed: bool, } // For more information about writing a phase item, please look at the custom_phase_item example impl PhaseItem for Stencil3d { #[inline] fn entity(&self) -> Entity { self.entity.0 } #[inline] fn main_entity(&self) -> MainEntity { self.entity.1 } #[inline] fn draw_function(&self) -> DrawFunctionId { self.draw_function } #[inline] fn batch_range(&self) -> &Range { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range { &mut self.batch_range } #[inline] fn extra_index(&self) -> PhaseItemExtraIndex { self.extra_index.clone() } #[inline] fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range, &mut PhaseItemExtraIndex) { (&mut self.batch_range, &mut self.extra_index) } } impl SortedPhaseItem for Stencil3d { type SortKey = FloatOrd; #[inline] fn sort_key(&self) -> Self::SortKey { self.sort_key } #[inline] fn sort(items: &mut [Self]) { // bevy normally uses radsort instead of the std slice::sort_by_key // radsort is a stable radix sort that performed better than `slice::sort_by_key` or `slice::sort_unstable_by_key`. // Since it is not re-exported by bevy, we just use the std sort for the purpose of the example items.sort_by_key(SortedPhaseItem::sort_key); } #[inline] fn indexed(&self) -> bool { self.indexed } } impl CachedRenderPipelinePhaseItem for Stencil3d { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.pipeline } } impl GetBatchData for StencilPipeline { type Param = ( SRes, SRes>, SRes, ); type CompareData = AssetId; type BufferData = MeshUniform; fn get_batch_data( (mesh_instances, _render_assets, mesh_allocator): &SystemParamItem, (_entity, main_entity): (Entity, MainEntity), ) -> Option<(Self::BufferData, Option)> { let RenderMeshInstances::CpuBuilding(ref mesh_instances) = **mesh_instances else { error!( "`get_batch_data` should never be called in GPU mesh uniform \ building mode" ); return None; }; let mesh_instance = mesh_instances.get(&main_entity)?; let first_vertex_index = match mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id) { Some(mesh_vertex_slice) => mesh_vertex_slice.range.start, None => 0, }; let mesh_uniform = { let mesh_transforms = &mesh_instance.transforms; let (local_from_world_transpose_a, local_from_world_transpose_b) = mesh_transforms.world_from_local.inverse_transpose_3x3(); MeshUniform { world_from_local: mesh_transforms.world_from_local.to_transpose(), previous_world_from_local: mesh_transforms.previous_world_from_local.to_transpose(), lightmap_uv_rect: UVec2::ZERO, local_from_world_transpose_a, local_from_world_transpose_b, flags: mesh_transforms.flags, first_vertex_index, current_skin_index: u32::MAX, material_and_lightmap_bind_group_slot: 0, tag: 0, pad: 0, } }; Some((mesh_uniform, None)) } } impl GetFullBatchData for StencilPipeline { type BufferInputData = MeshInputUniform; fn get_index_and_compare_data( (mesh_instances, _, _): &SystemParamItem, main_entity: MainEntity, ) -> Option<(NonMaxU32, Option)> { // This should only be called during GPU building. let RenderMeshInstances::GpuBuilding(ref mesh_instances) = **mesh_instances else { error!( "`get_index_and_compare_data` should never be called in CPU mesh uniform building \ mode" ); return None; }; let mesh_instance = mesh_instances.get(&main_entity)?; Some(( mesh_instance.current_uniform_index, mesh_instance .should_batch() .then_some(mesh_instance.mesh_asset_id), )) } fn get_binned_batch_data( (mesh_instances, _render_assets, mesh_allocator): &SystemParamItem, main_entity: MainEntity, ) -> Option { let RenderMeshInstances::CpuBuilding(ref mesh_instances) = **mesh_instances else { error!( "`get_binned_batch_data` should never be called in GPU mesh uniform building mode" ); return None; }; let mesh_instance = mesh_instances.get(&main_entity)?; let first_vertex_index = match mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id) { Some(mesh_vertex_slice) => mesh_vertex_slice.range.start, None => 0, }; Some(MeshUniform::new( &mesh_instance.transforms, first_vertex_index, mesh_instance.material_bindings_index.slot, None, None, None, )) } fn write_batch_indirect_parameters_metadata( indexed: bool, base_output_index: u32, batch_set_index: Option, indirect_parameters_buffers: &mut UntypedPhaseIndirectParametersBuffers, indirect_parameters_offset: u32, ) { // Note that `IndirectParameters` covers both of these structures, even // though they actually have distinct layouts. See the comment above that // type for more information. let indirect_parameters = IndirectParametersCpuMetadata { base_output_index, batch_set_index: match batch_set_index { None => !0, Some(batch_set_index) => u32::from(batch_set_index), }, }; if indexed { indirect_parameters_buffers .indexed .set(indirect_parameters_offset, indirect_parameters); } else { indirect_parameters_buffers .non_indexed .set(indirect_parameters_offset, indirect_parameters); } } fn get_binned_index( _param: &SystemParamItem, _query_item: MainEntity, ) -> Option { None } } // When defining a phase, we need to extract it from the main world and add it to a resource // that will be used by the render world. We need to give that resource all views that will use // that phase fn extract_camera_phases( mut stencil_phases: ResMut>, cameras: Extract>>, mut live_entities: Local>, ) { live_entities.clear(); for (main_entity, camera) in &cameras { if !camera.is_active { continue; } // This is the main camera, so we use the first subview index (0) let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0); stencil_phases.insert_or_clear(retained_view_entity); live_entities.insert(retained_view_entity); } // Clear out all dead views. stencil_phases.retain(|camera_entity, _| live_entities.contains(camera_entity)); } // This is a very important step when writing a custom phase. // // This system determines which meshes will be added to the phase. fn queue_custom_meshes( custom_draw_functions: Res>, mut pipelines: ResMut>, pipeline_cache: Res, custom_draw_pipeline: Res, render_meshes: Res>, render_mesh_instances: Res, mut custom_render_phases: ResMut>, mut views: Query<(&ExtractedView, &RenderVisibleEntities, &Msaa)>, has_marker: Query<(), With>, ) { for (view, visible_entities, msaa) in &mut views { let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else { continue; }; let draw_custom = custom_draw_functions.read().id::(); // Create the key based on the view. // In this case we only care about MSAA and HDR let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples()) | MeshPipelineKey::from_hdr(view.hdr); let rangefinder = view.rangefinder3d(); // Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter for (render_entity, visible_entity) in visible_entities.iter::() { // We only want meshes with the marker component to be queued to our phase. if has_marker.get(*render_entity).is_err() { continue; } let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity) else { continue; }; let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else { continue; }; // Specialize the key for the current mesh entity // For this example we only specialize based on the mesh topology // but you could have more complex keys and that's where you'd need to create those keys let mut mesh_key = view_key; mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology()); let pipeline_id = pipelines.specialize( &pipeline_cache, &custom_draw_pipeline, mesh_key, &mesh.layout, ); let pipeline_id = match pipeline_id { Ok(id) => id, Err(err) => { error!("{}", err); continue; } }; let distance = rangefinder.distance_translation(&mesh_instance.translation); // At this point we have all the data we need to create a phase item and add it to our // phase custom_phase.add(Stencil3d { // Sort the data based on the distance to the view sort_key: FloatOrd(distance), entity: (*render_entity, *visible_entity), pipeline: pipeline_id, draw_function: draw_custom, // Sorted phase items aren't batched batch_range: 0..1, extra_index: PhaseItemExtraIndex::None, indexed: mesh.indexed(), }); } } } // Render label used to order our render graph node that will render our phase #[derive(RenderLabel, Debug, Clone, Hash, PartialEq, Eq)] struct CustomDrawPassLabel; #[derive(Default)] struct CustomDrawNode; impl ViewNode for CustomDrawNode { type ViewQuery = ( &'static ExtractedCamera, &'static ExtractedView, &'static ViewTarget, ); fn run<'w>( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, (camera, view, target): QueryItem<'w, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { // First, we need to get our phases resource let Some(stencil_phases) = world.get_resource::>() else { return Ok(()); }; // Get the view entity from the graph let view_entity = graph.view_entity(); // Get the phase for the current view running our node let Some(stencil_phase) = stencil_phases.get(&view.retained_view_entity) else { return Ok(()); }; // Render pass setup let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some("stencil pass"), // For the purpose of the example, we will write directly to the view target. A real // stencil pass would write to a custom texture and that texture would be used in later // passes to render custom effects using it. color_attachments: &[Some(target.get_color_attachment())], // We don't bind any depth buffer for this pass depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); if let Some(viewport) = camera.viewport.as_ref() { render_pass.set_camera_viewport(viewport); } // Render the phase // This will execute each draw functions of each phase items queued in this phase if let Err(err) = stencil_phase.render(&mut render_pass, world, view_entity) { error!("Error encountered while rendering the stencil phase {err:?}"); } Ok(()) } }