bevy/crates/bevy_render/src/experimental/occlusion_culling/mod.rs
Sludge 989f547080
Weak handle migration (#17695)
# Objective

- Make use of the new `weak_handle!` macro added in
https://github.com/bevyengine/bevy/pull/17384

## Solution

- Migrate bevy from `Handle::weak_from_u128` to the new `weak_handle!`
macro that takes a random UUID
- Deprecate `Handle::weak_from_u128`, since there are no remaining use
cases that can't also be addressed by constructing the type manually

## Testing

- `cargo run -p ci -- test`

---

## Migration Guide

Replace `Handle::weak_from_u128` with `weak_handle!` and a random UUID.
2025-02-05 22:44:20 +00:00

88 lines
4.2 KiB
Rust

//! GPU occlusion culling.
//!
//! See [`OcclusionCulling`] for a detailed description of occlusion culling in
//! Bevy.
use bevy_app::{App, Plugin};
use bevy_asset::{load_internal_asset, weak_handle, Handle};
use bevy_ecs::{component::Component, prelude::ReflectComponent};
use bevy_reflect::{prelude::ReflectDefault, Reflect};
use crate::{extract_component::ExtractComponent, render_resource::Shader};
/// The handle to the `mesh_preprocess_types.wgsl` compute shader.
pub const MESH_PREPROCESS_TYPES_SHADER_HANDLE: Handle<Shader> =
weak_handle!("7bf7bdb1-ec53-4417-987f-9ec36533287c");
/// Enables GPU occlusion culling.
///
/// See [`OcclusionCulling`] for a detailed description of occlusion culling in
/// Bevy.
pub struct OcclusionCullingPlugin;
impl Plugin for OcclusionCullingPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
MESH_PREPROCESS_TYPES_SHADER_HANDLE,
"mesh_preprocess_types.wgsl",
Shader::from_wgsl
);
}
}
/// Add this component to a view in order to enable experimental GPU occlusion
/// culling.
///
/// *Bevy's occlusion culling is currently marked as experimental.* There are
/// known issues whereby, in rare circumstances, occlusion culling can result in
/// meshes being culled that shouldn't be (i.e. meshes that turn invisible).
/// Please try it out and report issues.
///
/// *Occlusion culling* allows Bevy to avoid rendering objects that are fully
/// behind other opaque or alpha tested objects. This is different from, and
/// complements, depth fragment rejection as the `DepthPrepass` enables. While
/// depth rejection allows Bevy to avoid rendering *pixels* that are behind
/// other objects, the GPU still has to examine those pixels to reject them,
/// which requires transforming the vertices of the objects and performing
/// skinning if the objects were skinned. Occlusion culling allows the GPU to go
/// a step further, avoiding even transforming the vertices of objects that it
/// can quickly prove to be behind other objects.
///
/// Occlusion culling inherently has some overhead, because Bevy must examine
/// the objects' bounding boxes, and create an acceleration structure
/// (hierarchical Z-buffer) to perform the occlusion tests. Therefore, occlusion
/// culling is disabled by default. Only enable it if you measure it to be a
/// speedup on your scene. Note that, because Bevy's occlusion culling runs on
/// the GPU and is quite efficient, it's rare for occlusion culling to result in
/// a significant slowdown.
///
/// Occlusion culling currently requires a `DepthPrepass`. If no depth prepass
/// is present on the view, the [`OcclusionCulling`] component will be ignored.
/// Additionally, occlusion culling is currently incompatible with deferred
/// shading; including both `DeferredPrepass` and [`OcclusionCulling`] results
/// in unspecified behavior.
///
/// The algorithm that Bevy uses is known as [*two-phase occlusion culling*].
/// When you enable occlusion culling, Bevy splits the depth prepass into two:
/// an *early* depth prepass and a *late* depth prepass. The early depth prepass
/// renders all the meshes that were visible last frame to produce a
/// conservative approximation of the depth buffer. Then, after producing an
/// acceleration structure known as a hierarchical Z-buffer or depth pyramid,
/// Bevy tests the bounding boxes of all meshes against that depth buffer. Those
/// that can be quickly proven to be behind the geometry rendered during the
/// early depth prepass are skipped entirely. The other potentially-visible
/// meshes are rendered during the late prepass, and finally all the visible
/// meshes are rendered as usual during the opaque, transparent, etc. passes.
///
/// Unlike other occlusion culling systems you may be familiar with, Bevy's
/// occlusion culling is fully dynamic and requires no baking step. The CPU
/// overhead is minimal. Large skinned meshes and other dynamic objects can
/// occlude other objects.
///
/// [*two-phase occlusion culling*]:
/// https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501
#[derive(Component, ExtractComponent, Clone, Copy, Default, Reflect)]
#[reflect(Component, Default)]
pub struct OcclusionCulling;