bevy/examples/shader/custom_shader_instancing.rs
Patrick Walton 00722b8d0f
Make indirect drawing opt-out instead of opt-in, enabling multidraw by default. (#16757)
This patch replaces the undocumented `NoGpuCulling` component with a new
component, `NoIndirectDrawing`, effectively turning indirect drawing on
by default. Indirect mode is needed for the recently-landed multidraw
feature (#16427). Since multidraw is such a win for performance, when
that feature is supported the small performance tax that indirect mode
incurs is virtually always worth paying.

To ensure that custom drawing code such as that in the
`custom_shader_instancing` example continues to function, this commit
additionally makes GPU culling take the `NoFrustumCulling` component
into account.

This PR is an alternative to #16670 that doesn't break the
`custom_shader_instancing` example. **PR #16755 should land first in
order to avoid breaking deferred rendering, as multidraw currently
breaks it**.

## Migration Guide

* Indirect drawing (GPU culling) is now enabled by default, so the
`GpuCulling` component is no longer available. To disable indirect mode,
which may be useful with custom render nodes, add the new
`NoIndirectDrawing` component to your camera.
2024-12-13 06:16:57 +00:00

320 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,
sync_world::MainEntity,
view::{ExtractedView, NoFrustumCulling, NoIndirectDrawing},
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((
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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),
// We need this component because we use `draw_indexed` and `draw`
// instead of `draw_indirect_indexed` and `draw_indirect` in
// `DrawMeshInstanced::render`.
NoIndirectDrawing,
));
}
#[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, &MainEntity), 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, main_entity) in &material_meshes {
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*main_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: (entity, *main_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.main_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
}
}