bevy/crates/bevy_render/src/render_asset.rs
Jakob Hellermann 2e20d04f32 use better set inheritance in render systems (#7524)
# Objective
Some render systems that have system set used as a label so that they can be referenced from somewhere else.
The 1:1 translation from `add_system_to_stage(Prepare, prepare_lights.label(PrepareLights))` is `add_system(prepare_lights.in_set(Prepare).in_set(PrepareLights)`, but configuring the `PrepareLights` set to be in `Prepare` would match the intention better (there are no systems in `PrepareLights` outside of `Prepare`) and it is easier for visualization tools to deal with.

# Solution

- replace
```rust
prepare_lights in PrepareLights
prepare_lights in Prepare
```
with
```rs
prepare_lights in PrepareLights
PrepareLights in Prepare
```

**Before**
![before](https://user-images.githubusercontent.com/22177966/216961792-a0f5eba7-f161-4994-b5a4-33e98763a3b0.svg)

**After**
![after](https://user-images.githubusercontent.com/22177966/216961790-857d0062-7943-49ef-8927-e602dfbab714.svg)
2023-02-06 21:57:59 +00:00

213 lines
7.5 KiB
Rust

use crate::{Extract, ExtractSchedule, RenderApp, RenderSet};
use bevy_app::{App, Plugin};
use bevy_asset::{Asset, AssetEvent, Assets, Handle};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
prelude::*,
system::{StaticSystemParam, SystemParam, SystemParamItem},
};
use bevy_utils::{HashMap, HashSet};
use std::marker::PhantomData;
pub enum PrepareAssetError<E: Send + Sync + 'static> {
RetryNextUpdate(E),
}
/// Describes how an asset gets extracted and prepared for rendering.
///
/// In the [`ExtractSchedule`](crate::ExtractSchedule) step the asset is transferred
/// from the "main world" into the "render world".
/// Therefore it is converted into a [`RenderAsset::ExtractedAsset`], which may be the same type
/// as the render asset itself.
///
/// After that in the [`RenderSet::Prepare`](crate::RenderSet::Prepare) step the extracted asset
/// is transformed into its GPU-representation of type [`RenderAsset::PreparedAsset`].
pub trait RenderAsset: Asset {
/// The representation of the asset in the "render world".
type ExtractedAsset: Send + Sync + 'static;
/// The GPU-representation of the asset.
type PreparedAsset: Send + Sync + 'static;
/// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
type Param: SystemParam;
/// Converts the asset into a [`RenderAsset::ExtractedAsset`].
fn extract_asset(&self) -> Self::ExtractedAsset;
/// Prepares the `extracted asset` for the GPU by transforming it into
/// a [`RenderAsset::PreparedAsset`]. Therefore ECS data may be accessed via the `param`.
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
param: &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>>;
}
#[derive(Clone, Hash, Debug, Default, PartialEq, Eq, SystemSet)]
pub enum PrepareAssetLabel {
PreAssetPrepare,
#[default]
AssetPrepare,
PostAssetPrepare,
}
/// This plugin extracts the changed assets from the "app world" into the "render world"
/// and prepares them for the GPU. They can then be accessed from the [`RenderAssets`] resource.
///
/// Therefore it sets up the [`ExtractSchedule`](crate::ExtractSchedule) and
/// [`RenderSet::Prepare`](crate::RenderSet::Prepare) steps for the specified [`RenderAsset`].
pub struct RenderAssetPlugin<A: RenderAsset> {
prepare_asset_label: PrepareAssetLabel,
phantom: PhantomData<fn() -> A>,
}
impl<A: RenderAsset> RenderAssetPlugin<A> {
pub fn with_prepare_asset_label(prepare_asset_label: PrepareAssetLabel) -> Self {
Self {
prepare_asset_label,
phantom: PhantomData,
}
}
}
impl<A: RenderAsset> Default for RenderAssetPlugin<A> {
fn default() -> Self {
Self {
prepare_asset_label: Default::default(),
phantom: PhantomData,
}
}
}
impl<A: RenderAsset> Plugin for RenderAssetPlugin<A> {
fn build(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.configure_sets(
(
PrepareAssetLabel::PreAssetPrepare,
PrepareAssetLabel::AssetPrepare,
PrepareAssetLabel::PostAssetPrepare,
)
.chain()
.in_set(RenderSet::Prepare),
)
.init_resource::<ExtractedAssets<A>>()
.init_resource::<RenderAssets<A>>()
.init_resource::<PrepareNextFrameAssets<A>>()
.add_system_to_schedule(ExtractSchedule, extract_render_asset::<A>)
.add_system(prepare_assets::<A>.in_set(self.prepare_asset_label.clone()));
}
}
}
/// Temporarily stores the extracted and removed assets of the current frame.
#[derive(Resource)]
pub struct ExtractedAssets<A: RenderAsset> {
extracted: Vec<(Handle<A>, A::ExtractedAsset)>,
removed: Vec<Handle<A>>,
}
impl<A: RenderAsset> Default for ExtractedAssets<A> {
fn default() -> Self {
Self {
extracted: Default::default(),
removed: Default::default(),
}
}
}
/// Stores all GPU representations ([`RenderAsset::PreparedAssets`](RenderAsset::PreparedAsset))
/// of [`RenderAssets`](RenderAsset) as long as they exist.
#[derive(Resource, Deref, DerefMut)]
pub struct RenderAssets<A: RenderAsset>(HashMap<Handle<A>, A::PreparedAsset>);
impl<A: RenderAsset> Default for RenderAssets<A> {
fn default() -> Self {
Self(Default::default())
}
}
/// This system extracts all crated or modified assets of the corresponding [`RenderAsset`] type
/// into the "render world".
fn extract_render_asset<A: RenderAsset>(
mut commands: Commands,
mut events: Extract<EventReader<AssetEvent<A>>>,
assets: Extract<Res<Assets<A>>>,
) {
let mut changed_assets = HashSet::default();
let mut removed = Vec::new();
for event in events.iter() {
match event {
AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
changed_assets.insert(handle.clone_weak());
}
AssetEvent::Removed { handle } => {
changed_assets.remove(handle);
removed.push(handle.clone_weak());
}
}
}
let mut extracted_assets = Vec::new();
for handle in changed_assets.drain() {
if let Some(asset) = assets.get(&handle) {
extracted_assets.push((handle, asset.extract_asset()));
}
}
commands.insert_resource(ExtractedAssets {
extracted: extracted_assets,
removed,
});
}
// TODO: consider storing inside system?
/// All assets that should be prepared next frame.
#[derive(Resource)]
pub struct PrepareNextFrameAssets<A: RenderAsset> {
assets: Vec<(Handle<A>, A::ExtractedAsset)>,
}
impl<A: RenderAsset> Default for PrepareNextFrameAssets<A> {
fn default() -> Self {
Self {
assets: Default::default(),
}
}
}
/// This system prepares all assets of the corresponding [`RenderAsset`] type
/// which where extracted this frame for the GPU.
fn prepare_assets<R: RenderAsset>(
mut extracted_assets: ResMut<ExtractedAssets<R>>,
mut render_assets: ResMut<RenderAssets<R>>,
mut prepare_next_frame: ResMut<PrepareNextFrameAssets<R>>,
param: StaticSystemParam<<R as RenderAsset>::Param>,
) {
let mut param = param.into_inner();
let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
for (handle, extracted_asset) in queued_assets {
match R::prepare_asset(extracted_asset, &mut param) {
Ok(prepared_asset) => {
render_assets.insert(handle, prepared_asset);
}
Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
prepare_next_frame.assets.push((handle, extracted_asset));
}
}
}
for removed in std::mem::take(&mut extracted_assets.removed) {
render_assets.remove(&removed);
}
for (handle, extracted_asset) in std::mem::take(&mut extracted_assets.extracted) {
match R::prepare_asset(extracted_asset, &mut param) {
Ok(prepared_asset) => {
render_assets.insert(handle, prepared_asset);
}
Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
prepare_next_frame.assets.push((handle, extracted_asset));
}
}
}
}