
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%:  To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
267 lines
8.9 KiB
Rust
267 lines
8.9 KiB
Rust
//! A shader that renders a mesh multiple times in one draw call.
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use bevy::{
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core_pipeline::core_3d::Transparent3d,
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ecs::system::{lifetimeless::*, SystemParamItem},
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pbr::{MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup},
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prelude::*,
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render::{
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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mesh::{GpuBufferInfo, 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,
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view::{ExtractedView, NoFrustumCulling},
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RenderApp, RenderStage,
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},
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};
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use bytemuck::{Pod, Zeroable};
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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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commands.spawn((
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meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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Transform::from_xyz(0.0, 0.0, 0.0),
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GlobalTransform::default(),
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InstanceMaterialData(
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(1..=10)
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.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
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.map(|(x, y)| InstanceData {
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position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
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scale: 1.0,
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color: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
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})
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.collect(),
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),
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Visibility::default(),
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ComputedVisibility::default(),
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// NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
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// As the cube is at the origin, if its Aabb moves outside the view frustum, all the
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// instanced cubes will be culled.
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// The InstanceMaterialData contains the 'GlobalTransform' information for this custom
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// instancing, and that is not taken into account with the built-in frustum culling.
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// We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
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// component to avoid incorrect culling.
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NoFrustumCulling,
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));
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 15.0).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, Deref)]
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struct InstanceMaterialData(Vec<InstanceData>);
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impl ExtractComponent for InstanceMaterialData {
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type Query = &'static InstanceMaterialData;
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type Filter = ();
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fn extract_component(item: bevy::ecs::query::QueryItem<Self::Query>) -> Self {
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InstanceMaterialData(item.0.clone())
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}
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}
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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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app.add_plugin(ExtractComponentPlugin::<InstanceMaterialData>::default());
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app.sub_app_mut(RenderApp)
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.add_render_command::<Transparent3d, DrawCustom>()
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.init_resource::<CustomPipeline>()
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.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
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.add_system_to_stage(RenderStage::Queue, queue_custom)
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.add_system_to_stage(RenderStage::Prepare, prepare_instance_buffers);
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}
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}
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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struct InstanceData {
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position: Vec3,
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scale: f32,
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color: [f32; 4],
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}
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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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meshes: Res<RenderAssets<Mesh>>,
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material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<InstanceMaterialData>>,
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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 msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples);
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for (view, mut transparent_phase) in &mut views {
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let rangefinder = view.rangefinder3d();
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for (entity, mesh_uniform, mesh_handle) in &material_meshes {
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if let Some(mesh) = meshes.get(mesh_handle) {
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let key =
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msaa_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
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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(Component)]
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pub struct InstanceBuffer {
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buffer: Buffer,
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length: usize,
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}
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fn prepare_instance_buffers(
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mut commands: Commands,
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query: Query<(Entity, &InstanceMaterialData)>,
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render_device: Res<RenderDevice>,
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) {
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for (entity, instance_data) in &query {
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: Some("instance data buffer"),
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contents: bytemuck::cast_slice(instance_data.as_slice()),
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usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
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});
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commands.entity(entity).insert(InstanceBuffer {
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buffer,
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length: instance_data.len(),
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});
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}
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}
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#[derive(Resource)]
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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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}
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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/instancing.wgsl");
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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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}
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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.vertex.buffers.push(VertexBufferLayout {
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array_stride: std::mem::size_of::<InstanceData>() as u64,
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step_mode: VertexStepMode::Instance,
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attributes: vec![
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 0,
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shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
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},
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: VertexFormat::Float32x4.size(),
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shader_location: 4,
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},
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],
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});
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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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]);
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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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DrawMeshInstanced,
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);
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pub struct DrawMeshInstanced;
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impl EntityRenderCommand for DrawMeshInstanced {
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type Param = (
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SRes<RenderAssets<Mesh>>,
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SQuery<Read<Handle<Mesh>>>,
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SQuery<Read<InstanceBuffer>>,
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);
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#[inline]
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fn render<'w>(
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_view: Entity,
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item: Entity,
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(meshes, mesh_query, instance_buffer_query): SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let mesh_handle = mesh_query.get(item).unwrap();
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let instance_buffer = instance_buffer_query.get_inner(item).unwrap();
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let gpu_mesh = match meshes.into_inner().get(mesh_handle) {
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Some(gpu_mesh) => gpu_mesh,
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None => return RenderCommandResult::Failure,
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};
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pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
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match &gpu_mesh.buffer_info {
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GpuBufferInfo::Indexed {
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buffer,
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index_format,
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count,
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} => {
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pass.set_index_buffer(buffer.slice(..), 0, *index_format);
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pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
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}
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GpuBufferInfo::NonIndexed { vertex_count } => {
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pass.draw(0..*vertex_count, 0..instance_buffer.length as u32);
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}
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}
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RenderCommandResult::Success
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}
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}
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