//! The modular rendering abstraction responsible for queuing, preparing, sorting and drawing //! entities as part of separate render phases. //! //! In Bevy each view (camera, or shadow-casting light, etc.) has one or multiple [`RenderPhase`]s //! (e.g. opaque, transparent, shadow, etc). //! They are used to queue entities for rendering. //! Multiple phases might be required due to different sorting/batching behaviors //! (e.g. opaque: front to back, transparent: back to front) or because one phase depends on //! the rendered texture of the previous phase (e.g. for screen-space reflections). //! //! To draw an entity, a corresponding [`PhaseItem`] has to be added to one or multiple of these //! render phases for each view that it is visible in. //! This must be done in the [`RenderSet::Queue`](crate::RenderSet::Queue). //! After that the render phase sorts them in the //! [`RenderSet::PhaseSort`](crate::RenderSet::PhaseSort). //! Finally the items are rendered using a single [`TrackedRenderPass`], during the //! [`RenderSet::Render`](crate::RenderSet::Render). //! //! Therefore each phase item is assigned a [`Draw`] function. //! These set up the state of the [`TrackedRenderPass`] (i.e. select the //! [`RenderPipeline`](crate::render_resource::RenderPipeline), configure the //! [`BindGroup`](crate::render_resource::BindGroup)s, etc.) and then issue a draw call, //! for the corresponding item. //! //! The [`Draw`] function trait can either be implemented directly or such a function can be //! created by composing multiple [`RenderCommand`]s. mod draw; mod draw_state; mod rangefinder; use bevy_utils::nonmax::NonMaxU32; pub use draw::*; pub use draw_state::*; pub use rangefinder::*; use crate::render_resource::{CachedRenderPipelineId, PipelineCache}; use bevy_ecs::{ prelude::*, system::{lifetimeless::SRes, SystemParamItem}, }; use std::{ops::Range, slice::SliceIndex}; /// A collection of all rendering instructions, that will be executed by the GPU, for a /// single render phase for a single view. /// /// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases. /// They are used to queue entities for rendering. /// Multiple phases might be required due to different sorting/batching behaviors /// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on /// the rendered texture of the previous phase (e.g. for screen-space reflections). /// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`]. /// The render pass might be reused for multiple phases to reduce GPU overhead. #[derive(Component)] pub struct RenderPhase { pub items: Vec, } impl Default for RenderPhase { fn default() -> Self { Self { items: Vec::new() } } } impl RenderPhase { /// Adds a [`PhaseItem`] to this render phase. #[inline] pub fn add(&mut self, item: I) { self.items.push(item); } /// Sorts all of its [`PhaseItem`]s. pub fn sort(&mut self) { I::sort(&mut self.items); } /// An [`Iterator`] through the associated [`Entity`] for each [`PhaseItem`] in order. #[inline] pub fn iter_entities(&'_ self) -> impl Iterator + '_ { self.items.iter().map(|item| item.entity()) } /// Renders all of its [`PhaseItem`]s using their corresponding draw functions. pub fn render<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, ) { self.render_range(render_pass, world, view, ..); } /// Renders all [`PhaseItem`]s in the provided `range` (based on their index in `self.items`) using their corresponding draw functions. pub fn render_range<'w>( &self, render_pass: &mut TrackedRenderPass<'w>, world: &'w World, view: Entity, range: impl SliceIndex<[I], Output = [I]>, ) { let items = self .items .get(range) .expect("`Range` provided to `render_range()` is out of bounds"); let draw_functions = world.resource::>(); let mut draw_functions = draw_functions.write(); draw_functions.prepare(world); let mut index = 0; while index < items.len() { let item = &items[index]; let batch_range = item.batch_range(); if batch_range.is_empty() { index += 1; } else { let draw_function = draw_functions.get_mut(item.draw_function()).unwrap(); draw_function.draw(world, render_pass, view, item); index += batch_range.len(); } } } } /// An item (entity of the render world) which will be drawn to a texture or the screen, /// as part of a [`RenderPhase`]. /// /// The data required for rendering an entity is extracted from the main world in the /// [`ExtractSchedule`](crate::ExtractSchedule). /// Then it has to be queued up for rendering during the /// [`RenderSet::Queue`](crate::RenderSet::Queue), by adding a corresponding phase item to /// a render phase. /// Afterwards it will be sorted and rendered automatically in the /// [`RenderSet::PhaseSort`](crate::RenderSet::PhaseSort) and /// [`RenderSet::Render`](crate::RenderSet::Render), respectively. pub trait PhaseItem: Sized + Send + Sync + 'static { /// The type used for ordering the items. The smallest values are drawn first. /// This order can be calculated using the [`ViewRangefinder3d`], /// based on the view-space `Z` value of the corresponding view matrix. type SortKey: Ord; /// Whether or not this `PhaseItem` should be subjected to automatic batching. (Default: `true`) const AUTOMATIC_BATCHING: bool = true; /// The corresponding entity that will be drawn. /// /// This is used to fetch the render data of the entity, required by the draw function, /// from the render world . fn entity(&self) -> Entity; /// Determines the order in which the items are drawn. fn sort_key(&self) -> Self::SortKey; /// Specifies the [`Draw`] function used to render the item. fn draw_function(&self) -> DrawFunctionId; /// Sorts a slice of phase items into render order. Generally if the same type /// is batched this should use a stable sort like [`slice::sort_by_key`]. /// In almost all other cases, this should not be altered from the default, /// which uses a unstable sort, as this provides the best balance of CPU and GPU /// performance. /// /// Implementers can optionally not sort the list at all. This is generally advisable if and /// only if the renderer supports a depth prepass, which is by default not supported by /// the rest of Bevy's first party rendering crates. Even then, this may have a negative /// impact on GPU-side performance due to overdraw. /// /// It's advised to always profile for performance changes when changing this implementation. #[inline] fn sort(items: &mut [Self]) { items.sort_unstable_by_key(|item| item.sort_key()); } /// The range of instances that the batch covers. After doing a batched draw, batch range /// length phase items will be skipped. This design is to avoid having to restructure the /// render phase unnecessarily. fn batch_range(&self) -> &Range; fn batch_range_mut(&mut self) -> &mut Range; fn dynamic_offset(&self) -> Option; fn dynamic_offset_mut(&mut self) -> &mut Option; } /// A [`PhaseItem`] item, that automatically sets the appropriate render pipeline, /// cached in the [`PipelineCache`]. /// /// You can use the [`SetItemPipeline`] render command to set the pipeline for this item. pub trait CachedRenderPipelinePhaseItem: PhaseItem { /// The id of the render pipeline, cached in the [`PipelineCache`], that will be used to draw /// this phase item. fn cached_pipeline(&self) -> CachedRenderPipelineId; } /// A [`RenderCommand`] that sets the pipeline for the [`CachedRenderPipelinePhaseItem`]. pub struct SetItemPipeline; impl RenderCommand

for SetItemPipeline { type Param = SRes; type ViewQuery = (); type ItemQuery = (); #[inline] fn render<'w>( item: &P, _view: (), _entity: (), pipeline_cache: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { if let Some(pipeline) = pipeline_cache .into_inner() .get_render_pipeline(item.cached_pipeline()) { pass.set_render_pipeline(pipeline); RenderCommandResult::Success } else { RenderCommandResult::Failure } } } /// This system sorts the [`PhaseItem`]s of all [`RenderPhase`]s of this type. pub fn sort_phase_system(mut render_phases: Query<&mut RenderPhase>) { for mut phase in &mut render_phases { phase.sort(); } }