 56f8e526dd
			
		
	
	
		56f8e526dd
		
			
		
	
	
	
	
		
			
			- 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>
		
			
				
	
	
		
			255 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			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);
 | |
| }
 |