
This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
218 lines
7.9 KiB
Rust
218 lines
7.9 KiB
Rust
use bevy_asset::Assets;
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use bevy_ecs::{
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bundle::Bundle,
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change_detection::{DetectChanges, Ref},
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component::Component,
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entity::Entity,
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event::EventReader,
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prelude::With,
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reflect::ReflectComponent,
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system::{Commands, Local, Query, Res, ResMut},
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};
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use bevy_math::{Vec2, Vec3};
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use bevy_reflect::Reflect;
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use bevy_render::{
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prelude::Color,
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texture::Image,
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view::{ComputedVisibility, Visibility},
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Extract,
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};
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use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlas};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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use bevy_utils::HashSet;
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use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
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use crate::{
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BreakLineOn, Font, FontAtlasSet, FontAtlasWarning, PositionedGlyph, Text, TextError,
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TextLayoutInfo, TextPipeline, TextSettings, YAxisOrientation,
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};
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/// The maximum width and height of text. The text will wrap according to the specified size.
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/// Characters out of the bounds after wrapping will be truncated. Text is aligned according to the
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/// specified [`TextAlignment`](crate::text::TextAlignment).
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///
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/// Note: only characters that are completely out of the bounds will be truncated, so this is not a
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/// reliable limit if it is necessary to contain the text strictly in the bounds. Currently this
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/// component is mainly useful for text wrapping only.
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#[derive(Component, Copy, Clone, Debug, Reflect)]
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#[reflect(Component)]
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pub struct Text2dBounds {
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pub size: Vec2,
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}
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impl Default for Text2dBounds {
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#[inline]
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fn default() -> Self {
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Self::UNBOUNDED
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}
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}
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impl Text2dBounds {
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/// Unbounded text will not be truncated or wrapped.
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pub const UNBOUNDED: Self = Self {
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size: Vec2::splat(f32::INFINITY),
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};
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}
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/// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`.
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/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
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#[derive(Bundle, Clone, Debug, Default)]
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pub struct Text2dBundle {
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/// Contains the text.
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pub text: Text,
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/// How the text is positioned relative to its transform.
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pub text_anchor: Anchor,
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/// The maximum width and height of the text.
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pub text_2d_bounds: Text2dBounds,
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/// The transform of the text.
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pub transform: Transform,
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/// The global transform of the text.
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pub global_transform: GlobalTransform,
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/// The visibility properties of the text.
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pub visibility: Visibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
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pub computed_visibility: ComputedVisibility,
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/// Contains the size of the text and its glyph's position and scale data. Generated via [`TextPipeline::queue_text`]
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pub text_layout_info: TextLayoutInfo,
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}
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pub fn extract_text2d_sprite(
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mut commands: Commands,
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mut extracted_sprites: ResMut<ExtractedSprites>,
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texture_atlases: Extract<Res<Assets<TextureAtlas>>>,
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windows: Extract<Query<&Window, With<PrimaryWindow>>>,
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text2d_query: Extract<
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Query<(
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&ComputedVisibility,
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&Text,
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&TextLayoutInfo,
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&Anchor,
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&GlobalTransform,
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)>,
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>,
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) {
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// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
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let scale_factor = windows
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.get_single()
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.map(|window| window.resolution.scale_factor() as f32)
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.unwrap_or(1.0);
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let scaling = GlobalTransform::from_scale(Vec3::splat(scale_factor.recip()));
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for (computed_visibility, text, text_layout_info, anchor, global_transform) in
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text2d_query.iter()
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{
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if !computed_visibility.is_visible() {
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continue;
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}
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let text_anchor = -(anchor.as_vec() + 0.5);
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let alignment_translation = text_layout_info.size * text_anchor;
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let transform = *global_transform
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* scaling
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* GlobalTransform::from_translation(alignment_translation.extend(0.));
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let mut color = Color::WHITE;
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let mut current_section = usize::MAX;
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for PositionedGlyph {
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position,
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atlas_info,
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section_index,
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..
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} in &text_layout_info.glyphs
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{
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if *section_index != current_section {
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color = text.sections[*section_index].style.color.as_rgba_linear();
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current_section = *section_index;
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}
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let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
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extracted_sprites.sprites.insert(
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commands.spawn_empty().id(),
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ExtractedSprite {
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transform: transform * GlobalTransform::from_translation(position.extend(0.)),
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color,
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rect: Some(atlas.textures[atlas_info.glyph_index]),
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custom_size: None,
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image_handle_id: atlas.texture.id(),
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flip_x: false,
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flip_y: false,
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anchor: Anchor::Center.as_vec(),
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},
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);
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}
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}
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}
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/// Updates the layout and size information whenever the text or style is changed.
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/// This information is computed by the `TextPipeline` on insertion, then stored.
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///
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/// ## World Resources
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///
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/// [`ResMut<Assets<Image>>`](Assets<Image>) -- This system only adds new [`Image`] assets.
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/// It does not modify or observe existing ones.
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#[allow(clippy::too_many_arguments)]
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pub fn update_text2d_layout(
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// Text items which should be reprocessed again, generally when the font hasn't loaded yet.
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mut queue: Local<HashSet<Entity>>,
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mut textures: ResMut<Assets<Image>>,
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fonts: Res<Assets<Font>>,
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text_settings: Res<TextSettings>,
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mut font_atlas_warning: ResMut<FontAtlasWarning>,
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windows: Query<&Window, With<PrimaryWindow>>,
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mut scale_factor_changed: EventReader<WindowScaleFactorChanged>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut font_atlas_set_storage: ResMut<Assets<FontAtlasSet>>,
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mut text_pipeline: ResMut<TextPipeline>,
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mut text_query: Query<(Entity, Ref<Text>, Ref<Text2dBounds>, &mut TextLayoutInfo)>,
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) {
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// We need to consume the entire iterator, hence `last`
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let factor_changed = scale_factor_changed.iter().last().is_some();
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// TODO: Support window-independent scaling: https://github.com/bevyengine/bevy/issues/5621
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let scale_factor = windows
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.get_single()
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.map(|window| window.resolution.scale_factor())
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.unwrap_or(1.0);
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for (entity, text, bounds, mut text_layout_info) in &mut text_query {
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if factor_changed || text.is_changed() || bounds.is_changed() || queue.remove(&entity) {
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let text_bounds = Vec2::new(
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if text.linebreak_behavior == BreakLineOn::NoWrap {
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f32::INFINITY
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} else {
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scale_value(bounds.size.x, scale_factor)
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},
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scale_value(bounds.size.y, scale_factor),
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);
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match text_pipeline.queue_text(
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&fonts,
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&text.sections,
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scale_factor,
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text.alignment,
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text.linebreak_behavior,
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text_bounds,
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&mut font_atlas_set_storage,
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&mut texture_atlases,
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&mut textures,
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text_settings.as_ref(),
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&mut font_atlas_warning,
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YAxisOrientation::BottomToTop,
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) {
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Err(TextError::NoSuchFont) => {
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// There was an error processing the text layout, let's add this entity to the
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// queue for further processing
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queue.insert(entity);
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}
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Err(e @ TextError::FailedToAddGlyph(_)) => {
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panic!("Fatal error when processing text: {e}.");
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}
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Ok(info) => *text_layout_info = info,
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}
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}
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}
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}
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pub fn scale_value(value: f32, factor: f64) -> f32 {
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(value as f64 * factor) as f32
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}
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