# Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before  #### After - with line perspective  Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p>  </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
192 lines
6.0 KiB
Rust
192 lines
6.0 KiB
Rust
use crate::{
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line_gizmo_vertex_buffer_layouts, DrawLineGizmo, GizmoConfig, LineGizmo,
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LineGizmoUniformBindgroupLayout, SetLineGizmoBindGroup, LINE_SHADER_HANDLE,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::Handle;
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use bevy_core_pipeline::core_3d::Transparent3d;
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use bevy_ecs::{
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prelude::Entity,
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schedule::IntoSystemConfigs,
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system::{Query, Res, ResMut, Resource},
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world::{FromWorld, World},
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};
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use bevy_pbr::{
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MeshPipeline, MeshPipelineKey, SetMeshViewBindGroup, MAX_CASCADES_PER_LIGHT,
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MAX_DIRECTIONAL_LIGHTS,
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};
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use bevy_render::{
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render_asset::RenderAssets,
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render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
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render_resource::*,
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texture::BevyDefault,
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view::{ExtractedView, Msaa, ViewTarget},
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Render, RenderApp, RenderSet,
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};
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pub struct LineGizmo3dPlugin;
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impl Plugin for LineGizmo3dPlugin {
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fn build(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return };
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render_app
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.add_render_command::<Transparent3d, DrawLineGizmo3d>()
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.init_resource::<SpecializedRenderPipelines<LineGizmoPipeline>>()
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.add_systems(Render, queue_line_gizmos_3d.in_set(RenderSet::Queue));
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}
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fn finish(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return };
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render_app.init_resource::<LineGizmoPipeline>();
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}
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}
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#[derive(Clone, Resource)]
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struct LineGizmoPipeline {
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mesh_pipeline: MeshPipeline,
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uniform_layout: BindGroupLayout,
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}
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impl FromWorld for LineGizmoPipeline {
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fn from_world(render_world: &mut World) -> Self {
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LineGizmoPipeline {
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mesh_pipeline: render_world.resource::<MeshPipeline>().clone(),
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uniform_layout: render_world
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.resource::<LineGizmoUniformBindgroupLayout>()
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.layout
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.clone(),
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}
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}
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}
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#[derive(PartialEq, Eq, Hash, Clone)]
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struct LineGizmoPipelineKey {
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mesh_key: MeshPipelineKey,
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strip: bool,
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perspective: bool,
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}
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impl SpecializedRenderPipeline for LineGizmoPipeline {
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type Key = LineGizmoPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let mut shader_defs = vec![
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"GIZMO_3D".into(),
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#[cfg(feature = "webgl")]
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"SIXTEEN_BYTE_ALIGNMENT".into(),
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];
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shader_defs.push(ShaderDefVal::Int(
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"MAX_DIRECTIONAL_LIGHTS".to_string(),
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MAX_DIRECTIONAL_LIGHTS as i32,
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));
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shader_defs.push(ShaderDefVal::Int(
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"MAX_CASCADES_PER_LIGHT".to_string(),
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MAX_CASCADES_PER_LIGHT as i32,
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));
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if key.perspective {
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shader_defs.push("PERSPECTIVE".into());
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}
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let format = if key.mesh_key.contains(MeshPipelineKey::HDR) {
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ViewTarget::TEXTURE_FORMAT_HDR
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} else {
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TextureFormat::bevy_default()
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};
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let view_layout = if key.mesh_key.msaa_samples() == 1 {
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self.mesh_pipeline.view_layout.clone()
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} else {
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self.mesh_pipeline.view_layout_multisampled.clone()
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};
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let layout = vec![view_layout, self.uniform_layout.clone()];
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RenderPipelineDescriptor {
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vertex: VertexState {
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shader: LINE_SHADER_HANDLE.typed(),
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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buffers: line_gizmo_vertex_buffer_layouts(key.strip),
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},
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fragment: Some(FragmentState {
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shader: LINE_SHADER_HANDLE.typed(),
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shader_defs,
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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}),
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layout,
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primitive: PrimitiveState::default(),
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depth_stencil: Some(DepthStencilState {
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format: TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: CompareFunction::Greater,
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stencil: StencilState::default(),
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bias: DepthBiasState::default(),
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}),
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multisample: MultisampleState {
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count: key.mesh_key.msaa_samples(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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label: Some("LineGizmo Pipeline".into()),
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push_constant_ranges: vec![],
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}
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}
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}
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type DrawLineGizmo3d = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetLineGizmoBindGroup<1>,
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DrawLineGizmo,
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);
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#[allow(clippy::too_many_arguments)]
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fn queue_line_gizmos_3d(
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draw_functions: Res<DrawFunctions<Transparent3d>>,
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pipeline: Res<LineGizmoPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<LineGizmoPipeline>>,
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pipeline_cache: Res<PipelineCache>,
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msaa: Res<Msaa>,
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config: Res<GizmoConfig>,
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line_gizmos: Query<(Entity, &Handle<LineGizmo>)>,
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line_gizmo_assets: Res<RenderAssets<LineGizmo>>,
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mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
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) {
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let draw_function = draw_functions.read().get_id::<DrawLineGizmo3d>().unwrap();
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for (view, mut transparent_phase) in &mut views {
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let mesh_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
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| MeshPipelineKey::from_hdr(view.hdr);
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for (entity, handle) in &line_gizmos {
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let Some(line_gizmo) = line_gizmo_assets.get(handle) else { continue };
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let pipeline = pipelines.specialize(
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&pipeline_cache,
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&pipeline,
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LineGizmoPipelineKey {
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mesh_key,
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strip: line_gizmo.strip,
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perspective: config.line_perspective,
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},
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);
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transparent_phase.add(Transparent3d {
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entity,
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draw_function,
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pipeline,
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distance: 0.,
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});
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}
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}
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}
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