# Objective Add a way to use the gizmo API in a retained manner, for increased performance. ## Solution - Move gizmo API from `Gizmos` to `GizmoBuffer`, ~ab~using `Deref` to keep usage the same as before. - Merge non-strip and strip variant of `LineGizmo` into one, storing the data in a `GizmoBuffer` to have the same API for retained `LineGizmo`s. ### Review guide - The meat of the changes are in `lib.rs`, `retained.rs`, `gizmos.rs`, `pipeline_3d.rs` and `pipeline_2d.rs` - The other files contain almost exclusively the churn from moving the gizmo API from `Gizmos` to `GizmoBuffer` ## Testing ### Performance Performance compared to the immediate mode API is from 65 to 80 times better for static lines. ``` 7900 XTX, 3700X 1707.9k lines/ms: gizmos_retained (21.3ms) 3488.5k lines/ms: gizmos_retained_continuous_polyline (31.3ms) 0.5k lines/ms: gizmos_retained_separate (97.7ms) 3054.9k lines/ms: bevy_polyline_retained_nan (16.8ms) 3596.3k lines/ms: bevy_polyline_retained_continuous_polyline (14.2ms) 0.6k lines/ms: bevy_polyline_retained_separate (78.9ms) 26.9k lines/ms: gizmos_immediate (14.9ms) 43.8k lines/ms: gizmos_immediate_continuous_polyline (18.3ms) ``` Looks like performance is good enough, being close to par with `bevy_polyline`. Benchmarks can be found here: This branch: https://github.com/tim-blackbird/line_racing/tree/retained-gizmos Bevy 0.14: https://github.com/DGriffin91/line_racing ## Showcase ```rust fn setup( mut commands: Commands, mut gizmo_assets: ResMut<Assets<GizmoAsset>> ) { let mut gizmo = GizmoAsset::default(); // A sphere made out of one million lines! gizmo .sphere(default(), 1., CRIMSON) .resolution(1_000_000 / 3); commands.spawn(Gizmo { handle: gizmo_assets.add(gizmo), ..default() }); } ``` ## Follow-up work - Port over to the retained rendering world proper - Calculate visibility and cull `Gizmo`s
		
			
				
	
	
		
			178 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			178 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates how to visualize lights properties through the gizmo API.
 | 
						|
 | 
						|
use std::f32::consts::{FRAC_PI_2, PI};
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    color::palettes::css::{DARK_CYAN, GOLD, GRAY, PURPLE},
 | 
						|
    prelude::*,
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, rotate_camera)
 | 
						|
        .add_systems(Update, update_config)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct GizmoColorText;
 | 
						|
 | 
						|
fn gizmo_color_text(config: &LightGizmoConfigGroup) -> String {
 | 
						|
    match config.color {
 | 
						|
        LightGizmoColor::Manual(color) => format!("Manual {}", Srgba::from(color).to_hex()),
 | 
						|
        LightGizmoColor::Varied => "Random from entity".to_owned(),
 | 
						|
        LightGizmoColor::MatchLightColor => "Match light color".to_owned(),
 | 
						|
        LightGizmoColor::ByLightType => {
 | 
						|
            format!(
 | 
						|
                "Point {}, Spot {}, Directional {}",
 | 
						|
                Srgba::from(config.point_light_color).to_hex(),
 | 
						|
                Srgba::from(config.spot_light_color).to_hex(),
 | 
						|
                Srgba::from(config.directional_light_color).to_hex()
 | 
						|
            )
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
    mut config_store: ResMut<GizmoConfigStore>,
 | 
						|
) {
 | 
						|
    // Circular base.
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Circle::new(4.0))),
 | 
						|
        MeshMaterial3d(materials.add(Color::WHITE)),
 | 
						|
        Transform::from_rotation(Quat::from_rotation_x(-FRAC_PI_2)),
 | 
						|
    ));
 | 
						|
 | 
						|
    // Cubes.
 | 
						|
    {
 | 
						|
        let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
 | 
						|
        let material = materials.add(Color::srgb_u8(124, 144, 255));
 | 
						|
        for x in [-2.0, 0.0, 2.0] {
 | 
						|
            commands.spawn((
 | 
						|
                Mesh3d(mesh.clone()),
 | 
						|
                MeshMaterial3d(material.clone()),
 | 
						|
                Transform::from_xyz(x, 0.5, 0.0),
 | 
						|
            ));
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    // Lights.
 | 
						|
    {
 | 
						|
        commands.spawn((
 | 
						|
            PointLight {
 | 
						|
                shadows_enabled: true,
 | 
						|
                range: 2.0,
 | 
						|
                color: DARK_CYAN.into(),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            Transform::from_xyz(0.0, 1.5, 0.0),
 | 
						|
        ));
 | 
						|
        commands.spawn((
 | 
						|
            SpotLight {
 | 
						|
                shadows_enabled: true,
 | 
						|
                range: 3.5,
 | 
						|
                color: PURPLE.into(),
 | 
						|
                outer_angle: PI / 4.0,
 | 
						|
                inner_angle: PI / 4.0 * 0.8,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            Transform::from_xyz(4.0, 2.0, 0.0).looking_at(Vec3::X * 1.5, Vec3::Y),
 | 
						|
        ));
 | 
						|
        commands.spawn((
 | 
						|
            DirectionalLight {
 | 
						|
                color: GOLD.into(),
 | 
						|
                illuminance: DirectionalLight::default().illuminance * 0.05,
 | 
						|
                shadows_enabled: true,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            Transform::from_xyz(-4.0, 2.0, 0.0).looking_at(Vec3::NEG_X * 1.5, Vec3::Y),
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    // Camera.
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
 | 
						|
    // Example instructions and gizmo config.
 | 
						|
    {
 | 
						|
        commands.spawn((
 | 
						|
            Text::new(
 | 
						|
                "Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
 | 
						|
            Hold 'Left' or 'Right' to change the line width of the gizmos\n\
 | 
						|
            Press 'A' to toggle drawing of the light gizmos\n\
 | 
						|
            Press 'C' to cycle between the light gizmos coloring modes",
 | 
						|
            ),
 | 
						|
            Node {
 | 
						|
                position_type: PositionType::Absolute,
 | 
						|
                top: Val::Px(12.0),
 | 
						|
                left: Val::Px(12.0),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
        ));
 | 
						|
 | 
						|
        let (_, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
 | 
						|
        light_config.draw_all = true;
 | 
						|
        light_config.color = LightGizmoColor::MatchLightColor;
 | 
						|
 | 
						|
        commands
 | 
						|
            .spawn((
 | 
						|
                Text::new("Gizmo color mode: "),
 | 
						|
                GizmoColorText,
 | 
						|
                Node {
 | 
						|
                    position_type: PositionType::Absolute,
 | 
						|
                    bottom: Val::Px(12.0),
 | 
						|
                    left: Val::Px(12.0),
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
            ))
 | 
						|
            .with_child(TextSpan(gizmo_color_text(light_config)));
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn rotate_camera(mut transform: Single<&mut Transform, With<Camera>>, time: Res<Time>) {
 | 
						|
    transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_secs() / 2.));
 | 
						|
}
 | 
						|
 | 
						|
fn update_config(
 | 
						|
    mut config_store: ResMut<GizmoConfigStore>,
 | 
						|
    keyboard: Res<ButtonInput<KeyCode>>,
 | 
						|
    time: Res<Time>,
 | 
						|
    color_text_query: Single<Entity, With<GizmoColorText>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
) {
 | 
						|
    if keyboard.just_pressed(KeyCode::KeyD) {
 | 
						|
        for (_, config, _) in config_store.iter_mut() {
 | 
						|
            config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    let (config, light_config) = config_store.config_mut::<LightGizmoConfigGroup>();
 | 
						|
    if keyboard.pressed(KeyCode::ArrowRight) {
 | 
						|
        config.line.width += 5. * time.delta_secs();
 | 
						|
        config.line.width = config.line.width.clamp(0., 50.);
 | 
						|
    }
 | 
						|
    if keyboard.pressed(KeyCode::ArrowLeft) {
 | 
						|
        config.line.width -= 5. * time.delta_secs();
 | 
						|
        config.line.width = config.line.width.clamp(0., 50.);
 | 
						|
    }
 | 
						|
    if keyboard.just_pressed(KeyCode::KeyA) {
 | 
						|
        config.enabled ^= true;
 | 
						|
    }
 | 
						|
    if keyboard.just_pressed(KeyCode::KeyC) {
 | 
						|
        light_config.color = match light_config.color {
 | 
						|
            LightGizmoColor::Manual(_) => LightGizmoColor::Varied,
 | 
						|
            LightGizmoColor::Varied => LightGizmoColor::MatchLightColor,
 | 
						|
            LightGizmoColor::MatchLightColor => LightGizmoColor::ByLightType,
 | 
						|
            LightGizmoColor::ByLightType => LightGizmoColor::Manual(GRAY.into()),
 | 
						|
        };
 | 
						|
        *writer.text(*color_text_query, 1) = gizmo_color_text(light_config);
 | 
						|
    }
 | 
						|
}
 |