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		40d4992401
		
	
	
	
	
		
			
			# Objective Fixes #4907. Fixes #838. Fixes #5089. Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114 Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities. Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information. ## Solution Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function. Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate. This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views. Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice. Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.  Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale. ## Follow up work * Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?. * Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset. * Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc). --- ## Changelog * ComputedVisibility now takes hierarchy visibility into account. * 2D, UI and Light entities now use the ComputedVisibility component. ## Migration Guide If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead: ```rust // before (0.7) fn system(query: Query<&Visibility>) { for visibility in query.iter() { if visibility.is_visible { log!("found visible entity"); } } } // after (0.8) fn system(query: Query<&ComputedVisibility>) { for visibility in query.iter() { if visibility.is_visible() { log!("found visible entity"); } } } ``` Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			189 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			189 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Simple benchmark to test per-entity draw overhead.
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| //!
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| //! To measure performance realistically, be sure to run this in release mode.
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| //! `cargo run --example many_cubes --release`
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| //!
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| //! By default, this arranges the meshes in a cubical pattern, where the number of visible meshes
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| //! varies with the viewing angle. You can choose to run the demo with a spherical pattern that
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| //! distributes the meshes evenly.
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| //!
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| //! To start the demo using the spherical layout run
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| //! `cargo run --example many_cubes --release sphere`
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| 
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| use bevy::{
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     math::{DVec2, DVec3},
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|     prelude::*,
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|     window::PresentMode,
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| };
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(WindowDescriptor {
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|             present_mode: PresentMode::AutoNoVsync,
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|             ..default()
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
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|         .add_plugin(LogDiagnosticsPlugin::default())
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|         .add_startup_system(setup)
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|         .add_system(move_camera)
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|         .add_system(print_mesh_count)
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     warn!(include_str!("warning_string.txt"));
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| 
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|     const WIDTH: usize = 200;
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|     const HEIGHT: usize = 200;
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|     let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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|     let material = materials.add(StandardMaterial {
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|         base_color: Color::PINK,
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|         ..default()
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|     });
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| 
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|     match std::env::args().nth(1).as_deref() {
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|         Some("sphere") => {
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|             // NOTE: This pattern is good for testing performance of culling as it provides roughly
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|             // the same number of visible meshes regardless of the viewing angle.
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|             const N_POINTS: usize = WIDTH * HEIGHT * 4;
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|             // NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
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|             let radius = WIDTH as f64 * 2.5;
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|             let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
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|             for i in 0..N_POINTS {
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|                 let spherical_polar_theta_phi =
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|                     fibonacci_spiral_on_sphere(golden_ratio, i, N_POINTS);
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|                 let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
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|                 commands.spawn_bundle(PbrBundle {
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|                     mesh: mesh.clone_weak(),
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|                     material: material.clone_weak(),
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|                     transform: Transform::from_translation((radius * unit_sphere_p).as_vec3()),
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|                     ..default()
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|                 });
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|             }
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| 
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|             // camera
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|             commands.spawn_bundle(Camera3dBundle::default());
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|         }
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|         _ => {
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|             // NOTE: This pattern is good for demonstrating that frustum culling is working correctly
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|             // as the number of visible meshes rises and falls depending on the viewing angle.
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|             for x in 0..WIDTH {
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|                 for y in 0..HEIGHT {
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|                     // introduce spaces to break any kind of moiré pattern
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|                     if x % 10 == 0 || y % 10 == 0 {
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|                         continue;
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|                     }
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|                     // cube
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|                     commands.spawn_bundle(PbrBundle {
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|                         mesh: mesh.clone_weak(),
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|                         material: material.clone_weak(),
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|                         transform: Transform::from_xyz((x as f32) * 2.5, (y as f32) * 2.5, 0.0),
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|                         ..default()
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|                     });
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|                     commands.spawn_bundle(PbrBundle {
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|                         mesh: mesh.clone_weak(),
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|                         material: material.clone_weak(),
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|                         transform: Transform::from_xyz(
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|                             (x as f32) * 2.5,
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|                             HEIGHT as f32 * 2.5,
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|                             (y as f32) * 2.5,
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|                         ),
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|                         ..default()
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|                     });
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|                     commands.spawn_bundle(PbrBundle {
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|                         mesh: mesh.clone_weak(),
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|                         material: material.clone_weak(),
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|                         transform: Transform::from_xyz((x as f32) * 2.5, 0.0, (y as f32) * 2.5),
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|                         ..default()
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|                     });
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|                     commands.spawn_bundle(PbrBundle {
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|                         mesh: mesh.clone_weak(),
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|                         material: material.clone_weak(),
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|                         transform: Transform::from_xyz(0.0, (x as f32) * 2.5, (y as f32) * 2.5),
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|                         ..default()
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|                     });
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|                 }
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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(WIDTH as f32, HEIGHT as f32, WIDTH as f32),
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|                 ..default()
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|             });
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|         }
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|     }
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| 
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|     // add one cube, the only one with strong handles
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|     // also serves as a reference point during rotation
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|     commands.spawn_bundle(PbrBundle {
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|         mesh,
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|         material,
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|         transform: Transform {
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|             translation: Vec3::new(0.0, HEIGHT as f32 * 2.5, 0.0),
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|             scale: Vec3::splat(5.0),
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|             ..default()
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|         },
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|         ..default()
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|     });
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| 
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|     commands.spawn_bundle(DirectionalLightBundle { ..default() });
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| }
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| 
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| // NOTE: This epsilon value is apparently optimal for optimizing for the average
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| // nearest-neighbor distance. See:
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| // http://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
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| // for details.
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| const EPSILON: f64 = 0.36;
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| 
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| fn fibonacci_spiral_on_sphere(golden_ratio: f64, i: usize, n: usize) -> DVec2 {
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|     DVec2::new(
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|         2.0 * std::f64::consts::PI * (i as f64 / golden_ratio),
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|         (1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)).acos(),
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|     )
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| }
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| 
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| fn spherical_polar_to_cartesian(p: DVec2) -> DVec3 {
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|     let (sin_theta, cos_theta) = p.x.sin_cos();
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|     let (sin_phi, cos_phi) = p.y.sin_cos();
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|     DVec3::new(cos_theta * sin_phi, sin_theta * sin_phi, cos_phi)
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| }
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| 
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| // System for rotating the camera
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| fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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|     let mut camera_transform = camera_query.single_mut();
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|     let delta = time.delta_seconds() * 0.15;
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|     camera_transform.rotate_z(delta);
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|     camera_transform.rotate_x(delta);
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| }
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| 
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| // System for printing the number of meshes on every tick of the timer
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| fn print_mesh_count(
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|     time: Res<Time>,
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|     mut timer: Local<PrintingTimer>,
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|     sprites: Query<(&Handle<Mesh>, &ComputedVisibility)>,
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| ) {
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|     timer.tick(time.delta());
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| 
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|     if timer.just_finished() {
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|         info!(
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|             "Meshes: {} - Visible Meshes {}",
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|             sprites.iter().len(),
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|             sprites.iter().filter(|(_, cv)| cv.is_visible()).count(),
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|         );
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|     }
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| }
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| 
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| #[derive(Deref, DerefMut)]
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| struct PrintingTimer(Timer);
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| 
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| impl Default for PrintingTimer {
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|     fn default() -> Self {
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|         Self(Timer::from_seconds(1.0, true))
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|     }
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| }
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