bevy/crates/bevy_render/src/extract_component.rs
Trashtalk217 56f8e526dd
The Cooler 'Retain Rendering World' (#15320)
- Adopted from #14449
- Still fixes #12144.

## Migration Guide

The retained render world is a complex change: migrating might take one
of a few different forms depending on the patterns you're using.

For every example, we specify in which world the code is run. Most of
the changes affect render world code, so for the average Bevy user who's
using Bevy's high-level rendering APIs, these changes are unlikely to
affect your code.

### Spawning entities in the render world

Previously, if you spawned an entity with `world.spawn(...)`,
`commands.spawn(...)` or some other method in the rendering world, it
would be despawned at the end of each frame. In 0.15, this is no longer
the case and so your old code could leak entities. This can be mitigated
by either re-architecting your code to no longer continuously spawn
entities (like you're used to in the main world), or by adding the
`bevy_render::world_sync::TemporaryRenderEntity` component to the entity
you're spawning. Entities tagged with `TemporaryRenderEntity` will be
removed at the end of each frame (like before).

### Extract components with `ExtractComponentPlugin`

```
// main world
app.add_plugins(ExtractComponentPlugin::<ComponentToExtract>::default());
```

`ExtractComponentPlugin` has been changed to only work with synced
entities. Entities are automatically synced if `ComponentToExtract` is
added to them. However, entities are not "unsynced" if any given
`ComponentToExtract` is removed, because an entity may have multiple
components to extract. This would cause the other components to no
longer get extracted because the entity is not synced.

So be careful when only removing extracted components from entities in
the render world, because it might leave an entity behind in the render
world. The solution here is to avoid only removing extracted components
and instead despawn the entire entity.

### Manual extraction using `Extract<Query<(Entity, ...)>>`

```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
    mut commands: Commands,
    views: Extract<Query<(Entity, &Clusters, &Camera)>>,
) {
    for (entity, clusters, camera) in &views {
        // some code
        commands.get_or_spawn(entity).insert(...);
    }
}
```
One of the primary consequences of the retained rendering world is that
there's no longer a one-to-one mapping from entity IDs in the main world
to entity IDs in the render world. Unlike in Bevy 0.14, Entity 42 in the
main world doesn't necessarily map to entity 42 in the render world.

Previous code which called `get_or_spawn(main_world_entity)` in the
render world (`Extract<Query<(Entity, ...)>>` returns main world
entities). Instead, you should use `&RenderEntity` and
`render_entity.id()` to get the correct entity in the render world. Note
that this entity does need to be synced first in order to have a
`RenderEntity`.

When performing manual abstraction, this won't happen automatically
(like with `ExtractComponentPlugin`) so add a `SyncToRenderWorld` marker
component to the entities you want to extract.

This results in the following code:
```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
    mut commands: Commands,
    views: Extract<Query<(&RenderEntity, &Clusters, &Camera)>>,
) {
    for (render_entity, clusters, camera) in &views {
        // some code
        commands.get_or_spawn(render_entity.id()).insert(...);
    }
}

// in main world, when spawning
world.spawn(Clusters::default(), Camera::default(), SyncToRenderWorld)
```

### Looking up `Entity` ids in the render world

As previously stated, there's now no correspondence between main world
and render world `Entity` identifiers.

Querying for `Entity` in the render world will return the `Entity` id in
the render world: query for `MainEntity` (and use its `id()` method) to
get the corresponding entity in the main world.

This is also a good way to tell the difference between synced and
unsynced entities in the render world, because unsynced entities won't
have a `MainEntity` component.

---------

Co-authored-by: re0312 <re0312@outlook.com>
Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com>
Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-09-30 18:51:43 +00:00

255 lines
8.4 KiB
Rust

use crate::{
render_resource::{encase::internal::WriteInto, DynamicUniformBuffer, ShaderType},
renderer::{RenderDevice, RenderQueue},
view::ViewVisibility,
world_sync::{RenderEntity, SyncToRenderWorld},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_app::{App, Plugin};
use bevy_asset::{Asset, Handle};
use bevy_ecs::{
component::Component,
prelude::*,
query::{QueryFilter, QueryItem, ReadOnlyQueryData},
system::lifetimeless::Read,
world::OnAdd,
};
use core::{marker::PhantomData, ops::Deref};
pub use bevy_render_macros::ExtractComponent;
/// Stores the index of a uniform inside of [`ComponentUniforms`].
#[derive(Component)]
pub struct DynamicUniformIndex<C: Component> {
index: u32,
marker: PhantomData<C>,
}
impl<C: Component> DynamicUniformIndex<C> {
#[inline]
pub fn index(&self) -> u32 {
self.index
}
}
/// Describes how a component gets extracted for rendering.
///
/// Therefore the component is transferred from the "app world" into the "render world"
/// in the [`ExtractSchedule`] step.
pub trait ExtractComponent: Component {
/// ECS [`ReadOnlyQueryData`] to fetch the components to extract.
type QueryData: ReadOnlyQueryData;
/// Filters the entities with additional constraints.
type QueryFilter: QueryFilter;
/// The output from extraction.
///
/// Returning `None` based on the queried item can allow early optimization,
/// for example if there is an `enabled: bool` field on `Self`, or by only accepting
/// values within certain thresholds.
///
/// The output may be different from the queried component.
/// This can be useful for example if only a subset of the fields are useful
/// in the render world.
///
/// `Out` has a [`Bundle`] trait bound instead of a [`Component`] trait bound in order to allow use cases
/// such as tuples of components as output.
type Out: Bundle;
// TODO: https://github.com/rust-lang/rust/issues/29661
// type Out: Component = Self;
/// Defines how the component is transferred into the "render world".
fn extract_component(item: QueryItem<'_, Self::QueryData>) -> Option<Self::Out>;
}
/// This plugin prepares the components of the corresponding type for the GPU
/// by transforming them into uniforms.
///
/// They can then be accessed from the [`ComponentUniforms`] resource.
/// For referencing the newly created uniforms a [`DynamicUniformIndex`] is inserted
/// for every processed entity.
///
/// Therefore it sets up the [`RenderSet::Prepare`] step
/// for the specified [`ExtractComponent`].
pub struct UniformComponentPlugin<C>(PhantomData<fn() -> C>);
impl<C> Default for UniformComponentPlugin<C> {
fn default() -> Self {
Self(PhantomData)
}
}
impl<C: Component + ShaderType + WriteInto + Clone> Plugin for UniformComponentPlugin<C> {
fn build(&self, app: &mut App) {
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.insert_resource(ComponentUniforms::<C>::default())
.add_systems(
Render,
prepare_uniform_components::<C>.in_set(RenderSet::PrepareResources),
);
}
}
}
/// Stores all uniforms of the component type.
#[derive(Resource)]
pub struct ComponentUniforms<C: Component + ShaderType> {
uniforms: DynamicUniformBuffer<C>,
}
impl<C: Component + ShaderType> Deref for ComponentUniforms<C> {
type Target = DynamicUniformBuffer<C>;
#[inline]
fn deref(&self) -> &Self::Target {
&self.uniforms
}
}
impl<C: Component + ShaderType> ComponentUniforms<C> {
#[inline]
pub fn uniforms(&self) -> &DynamicUniformBuffer<C> {
&self.uniforms
}
}
impl<C: Component + ShaderType> Default for ComponentUniforms<C> {
fn default() -> Self {
Self {
uniforms: Default::default(),
}
}
}
/// This system prepares all components of the corresponding component type.
/// They are transformed into uniforms and stored in the [`ComponentUniforms`] resource.
fn prepare_uniform_components<C>(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut component_uniforms: ResMut<ComponentUniforms<C>>,
components: Query<(Entity, &C)>,
) where
C: Component + ShaderType + WriteInto + Clone,
{
let components_iter = components.iter();
let count = components_iter.len();
let Some(mut writer) =
component_uniforms
.uniforms
.get_writer(count, &render_device, &render_queue)
else {
return;
};
let entities = components_iter
.map(|(entity, component)| {
(
entity,
DynamicUniformIndex::<C> {
index: writer.write(component),
marker: PhantomData,
},
)
})
.collect::<Vec<_>>();
commands.insert_or_spawn_batch(entities);
}
/// This plugin extracts the components into the render world for synced entities.
///
/// To do so, it sets up the [`ExtractSchedule`] step for the specified [`ExtractComponent`].
///
/// # Warning
///
/// Be careful when removing the [`ExtractComponent`] from an entity. When an [`ExtractComponent`]
/// is added to an entity, that entity is automatically synced with the render world (see also
/// [`WorldSyncPlugin`](crate::world_sync::WorldSyncPlugin)). When removing the entity in the main
/// world, the synced entity also gets removed. However, if only the [`ExtractComponent`] is removed
/// this *doesn't* happen, and the synced entity stays around with the old extracted data.
/// We recommend despawning the entire entity, instead of only removing [`ExtractComponent`].
pub struct ExtractComponentPlugin<C, F = ()> {
only_extract_visible: bool,
marker: PhantomData<fn() -> (C, F)>,
}
impl<C, F> Default for ExtractComponentPlugin<C, F> {
fn default() -> Self {
Self {
only_extract_visible: false,
marker: PhantomData,
}
}
}
impl<C, F> ExtractComponentPlugin<C, F> {
pub fn extract_visible() -> Self {
Self {
only_extract_visible: true,
marker: PhantomData,
}
}
}
impl<C: ExtractComponent> Plugin for ExtractComponentPlugin<C> {
fn build(&self, app: &mut App) {
// TODO: use required components
app.observe(|trigger: Trigger<OnAdd, C>, mut commands: Commands| {
commands.entity(trigger.entity()).insert(SyncToRenderWorld);
});
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
if self.only_extract_visible {
render_app.add_systems(ExtractSchedule, extract_visible_components::<C>);
} else {
render_app.add_systems(ExtractSchedule, extract_components::<C>);
}
}
}
}
impl<T: Asset> ExtractComponent for Handle<T> {
type QueryData = Read<Handle<T>>;
type QueryFilter = ();
type Out = Handle<T>;
#[inline]
fn extract_component(handle: QueryItem<'_, Self::QueryData>) -> Option<Self::Out> {
Some(handle.clone_weak())
}
}
/// This system extracts all components of the corresponding [`ExtractComponent`], for entities that are synced via [`SyncToRenderWorld`].
fn extract_components<C: ExtractComponent>(
mut commands: Commands,
mut previous_len: Local<usize>,
query: Extract<Query<(&RenderEntity, C::QueryData), C::QueryFilter>>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, query_item) in &query {
if let Some(component) = C::extract_component(query_item) {
values.push((entity.id(), component));
}
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
}
/// This system extracts all components of the corresponding [`ExtractComponent`], for entities that are visible and synced via [`SyncToRenderWorld`].
fn extract_visible_components<C: ExtractComponent>(
mut commands: Commands,
mut previous_len: Local<usize>,
query: Extract<Query<(&RenderEntity, &ViewVisibility, C::QueryData), C::QueryFilter>>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, view_visibility, query_item) in &query {
if view_visibility.get() {
if let Some(component) = C::extract_component(query_item) {
values.push((entity.id(), component));
}
}
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
}