
# Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
269 lines
8.4 KiB
Rust
269 lines
8.4 KiB
Rust
//! A shader that uses dynamic data like the time since startup.
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//!
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//! This example uses a specialized pipeline.
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use bevy::{
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core_pipeline::core_3d::Transparent3d,
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ecs::system::{
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lifetimeless::{Read, SRes},
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SystemParamItem,
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},
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pbr::{
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DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
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SetMeshViewBindGroup,
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},
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prelude::*,
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render::{
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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extract_resource::{ExtractResource, ExtractResourcePlugin},
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mesh::MeshVertexBufferLayout,
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render_asset::RenderAssets,
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render_phase::{
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AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
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SetItemPipeline, TrackedRenderPass,
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},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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view::{ComputedVisibility, ExtractedView, Msaa, Visibility},
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RenderApp, RenderStage,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(CustomMaterialPlugin)
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.add_startup_system(setup)
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.run();
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}
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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// cube
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commands.spawn().insert_bundle((
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meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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Transform::from_xyz(0.0, 0.5, 0.0),
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GlobalTransform::default(),
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CustomMaterial,
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Visibility::default(),
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ComputedVisibility::default(),
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));
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// camera
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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#[derive(Component)]
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struct CustomMaterial;
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pub struct CustomMaterialPlugin;
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impl Plugin for CustomMaterialPlugin {
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fn build(&self, app: &mut App) {
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let render_device = app.world.resource::<RenderDevice>();
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let buffer = render_device.create_buffer(&BufferDescriptor {
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label: Some("time uniform buffer"),
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size: std::mem::size_of::<f32>() as u64,
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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app.add_plugin(ExtractComponentPlugin::<CustomMaterial>::default())
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.add_plugin(ExtractResourcePlugin::<ExtractedTime>::default());
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app.sub_app_mut(RenderApp)
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.add_render_command::<Transparent3d, DrawCustom>()
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.insert_resource(TimeMeta {
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buffer,
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bind_group: None,
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})
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.init_resource::<CustomPipeline>()
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.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
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.add_system_to_stage(RenderStage::Prepare, prepare_time)
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.add_system_to_stage(RenderStage::Queue, queue_custom)
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.add_system_to_stage(RenderStage::Queue, queue_time_bind_group);
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}
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}
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impl ExtractComponent for CustomMaterial {
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type Query = Read<CustomMaterial>;
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type Filter = ();
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fn extract_component(_: bevy::ecs::query::QueryItem<Self::Query>) -> Self {
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CustomMaterial
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}
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}
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// add each entity with a mesh and a `CustomMaterial` to every view's `Transparent3d` render phase using the `CustomPipeline`
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#[allow(clippy::too_many_arguments)]
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fn queue_custom(
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transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
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custom_pipeline: Res<CustomPipeline>,
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msaa: Res<Msaa>,
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mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
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mut pipeline_cache: ResMut<PipelineCache>,
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render_meshes: Res<RenderAssets<Mesh>>,
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material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<CustomMaterial>>,
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mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
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) {
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let draw_custom = transparent_3d_draw_functions
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.read()
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.get_id::<DrawCustom>()
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.unwrap();
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let key = MeshPipelineKey::from_msaa_samples(msaa.samples)
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| MeshPipelineKey::from_primitive_topology(PrimitiveTopology::TriangleList);
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for (view, mut transparent_phase) in views.iter_mut() {
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let rangefinder = view.rangefinder3d();
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for (entity, mesh_uniform, mesh_handle) in material_meshes.iter() {
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if let Some(mesh) = render_meshes.get(mesh_handle) {
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let pipeline = pipelines
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.specialize(&mut pipeline_cache, &custom_pipeline, key, &mesh.layout)
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.unwrap();
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transparent_phase.add(Transparent3d {
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entity,
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pipeline,
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draw_function: draw_custom,
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distance: rangefinder.distance(&mesh_uniform.transform),
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});
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}
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}
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}
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}
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#[derive(Default)]
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struct ExtractedTime {
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seconds_since_startup: f32,
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}
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impl ExtractResource for ExtractedTime {
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type Source = Time;
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fn extract_resource(time: &Self::Source) -> Self {
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ExtractedTime {
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seconds_since_startup: time.seconds_since_startup() as f32,
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}
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}
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}
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struct TimeMeta {
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buffer: Buffer,
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bind_group: Option<BindGroup>,
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}
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// write the extracted time into the corresponding uniform buffer
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fn prepare_time(
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time: Res<ExtractedTime>,
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time_meta: ResMut<TimeMeta>,
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render_queue: Res<RenderQueue>,
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) {
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render_queue.write_buffer(
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&time_meta.buffer,
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0,
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bevy::core::cast_slice(&[time.seconds_since_startup]),
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);
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}
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// create a bind group for the time uniform buffer
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fn queue_time_bind_group(
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render_device: Res<RenderDevice>,
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mut time_meta: ResMut<TimeMeta>,
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pipeline: Res<CustomPipeline>,
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) {
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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label: None,
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layout: &pipeline.time_bind_group_layout,
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entries: &[BindGroupEntry {
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binding: 0,
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resource: time_meta.buffer.as_entire_binding(),
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}],
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});
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time_meta.bind_group = Some(bind_group);
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}
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pub struct CustomPipeline {
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shader: Handle<Shader>,
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mesh_pipeline: MeshPipeline,
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time_bind_group_layout: BindGroupLayout,
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}
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impl FromWorld for CustomPipeline {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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let shader = asset_server.load("shaders/animate_shader.wgsl");
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let render_device = world.resource::<RenderDevice>();
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let time_bind_group_layout =
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: Some("time bind group"),
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(std::mem::size_of::<f32>() as u64),
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},
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count: None,
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}],
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});
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let mesh_pipeline = world.resource::<MeshPipeline>();
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CustomPipeline {
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shader,
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mesh_pipeline: mesh_pipeline.clone(),
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time_bind_group_layout,
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}
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}
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}
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impl SpecializedMeshPipeline for CustomPipeline {
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type Key = MeshPipelineKey;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayout,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
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descriptor.vertex.shader = self.shader.clone();
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descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
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descriptor.layout = Some(vec![
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self.mesh_pipeline.view_layout.clone(),
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self.mesh_pipeline.mesh_layout.clone(),
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self.time_bind_group_layout.clone(),
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]);
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Ok(descriptor)
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}
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}
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type DrawCustom = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMeshBindGroup<1>,
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SetTimeBindGroup<2>,
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DrawMesh,
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);
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struct SetTimeBindGroup<const I: usize>;
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impl<const I: usize> EntityRenderCommand for SetTimeBindGroup<I> {
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type Param = SRes<TimeMeta>;
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fn render<'w>(
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_view: Entity,
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_item: Entity,
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time_meta: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let time_bind_group = time_meta.into_inner().bind_group.as_ref().unwrap();
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pass.set_bind_group(I, time_bind_group, &[]);
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RenderCommandResult::Success
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}
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}
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