# Objective - Add `Aabb` calculation for `Sprite`, `TextureAtlasSprite` and `Mesh2d`. - Enable frustum culling for 2D entities since frustum culling requires a `Aabb` component in the entity to function. - Improve 2D performance massively when there are many sprites out of view. (ex: `many_sprites`) ## Solution - Derived from @Weasy666's #3944 pull request, which had no activity since multiple months. - Adapted the code to the latest version of Bevy. - Added support for sprites with non-center `Anchor`s to avoid culling prematurely when part of the sprite is still in view or not culling when sprite is already out of view. ### Note - Gives 15.8x performance boosts in some scenarios. (5 fps vs 79 fps with 409600 sprites in `many_sprites`) --------- Co-authored-by: ira <JustTheCoolDude@gmail.com>
150 lines
4.9 KiB
Rust
150 lines
4.9 KiB
Rust
#![allow(clippy::type_complexity)]
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mod bundle;
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mod dynamic_texture_atlas_builder;
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mod mesh2d;
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mod render;
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mod sprite;
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mod texture_atlas;
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mod texture_atlas_builder;
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pub mod collide_aabb;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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bundle::{SpriteBundle, SpriteSheetBundle},
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sprite::Sprite,
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texture_atlas::{TextureAtlas, TextureAtlasSprite},
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ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
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};
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}
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pub use bundle::*;
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pub use dynamic_texture_atlas_builder::*;
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pub use mesh2d::*;
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pub use render::*;
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pub use sprite::*;
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pub use texture_atlas::*;
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pub use texture_atlas_builder::*;
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use bevy_app::prelude::*;
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use bevy_asset::{AddAsset, Assets, Handle, HandleUntyped};
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use bevy_core_pipeline::core_2d::Transparent2d;
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use bevy_ecs::prelude::*;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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mesh::Mesh,
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primitives::Aabb,
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render_phase::AddRenderCommand,
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render_resource::{Shader, SpecializedRenderPipelines},
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texture::Image,
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view::{NoFrustumCulling, VisibilitySystems},
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ExtractSchedule, Render, RenderApp, RenderSet,
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};
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#[derive(Default)]
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pub struct SpritePlugin;
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pub const SPRITE_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2763343953151597127);
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum SpriteSystem {
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ExtractSprites,
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}
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impl Plugin for SpritePlugin {
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fn build(&self, app: &mut App) {
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let mut shaders = app.world.resource_mut::<Assets<Shader>>();
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let sprite_shader = Shader::from_wgsl(include_str!("render/sprite.wgsl"));
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shaders.set_untracked(SPRITE_SHADER_HANDLE, sprite_shader);
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app.add_asset::<TextureAtlas>()
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.register_asset_reflect::<TextureAtlas>()
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.register_type::<Sprite>()
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.register_type::<TextureAtlasSprite>()
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.register_type::<Anchor>()
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.register_type::<Mesh2dHandle>()
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.add_plugin(Mesh2dRenderPlugin)
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.add_plugin(ColorMaterialPlugin)
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.add_systems(
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PostUpdate,
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calculate_bounds_2d.in_set(VisibilitySystems::CalculateBounds),
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);
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<ImageBindGroups>()
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.init_resource::<SpritePipeline>()
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.init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
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.init_resource::<SpriteMeta>()
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.init_resource::<ExtractedSprites>()
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.init_resource::<SpriteAssetEvents>()
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.add_render_command::<Transparent2d, DrawSprite>()
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.add_systems(
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ExtractSchedule,
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(
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extract_sprites.in_set(SpriteSystem::ExtractSprites),
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extract_sprite_events,
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),
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)
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.add_systems(
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Render,
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queue_sprites
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.in_set(RenderSet::Queue)
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.ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
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);
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};
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}
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}
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pub fn calculate_bounds_2d(
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mut commands: Commands,
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meshes: Res<Assets<Mesh>>,
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images: Res<Assets<Image>>,
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atlases: Res<Assets<TextureAtlas>>,
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meshes_without_aabb: Query<(Entity, &Mesh2dHandle), (Without<Aabb>, Without<NoFrustumCulling>)>,
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sprites_without_aabb: Query<
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(Entity, &Sprite, &Handle<Image>),
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(Without<Aabb>, Without<NoFrustumCulling>),
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>,
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atlases_without_aabb: Query<
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(Entity, &TextureAtlasSprite, &Handle<TextureAtlas>),
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(Without<Aabb>, Without<NoFrustumCulling>),
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>,
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) {
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for (entity, mesh_handle) in &meshes_without_aabb {
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if let Some(mesh) = meshes.get(&mesh_handle.0) {
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if let Some(aabb) = mesh.compute_aabb() {
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commands.entity(entity).insert(aabb);
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}
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}
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}
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for (entity, sprite, texture_handle) in &sprites_without_aabb {
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if let Some(size) = sprite
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.custom_size
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.or_else(|| images.get(texture_handle).map(|image| image.size()))
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{
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let aabb = Aabb {
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center: (-sprite.anchor.as_vec() * size).extend(0.0).into(),
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half_extents: (0.5 * size).extend(0.0).into(),
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};
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commands.entity(entity).insert(aabb);
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}
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}
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for (entity, atlas_sprite, atlas_handle) in &atlases_without_aabb {
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if let Some(size) = atlas_sprite.custom_size.or_else(|| {
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atlases
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.get(atlas_handle)
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.and_then(|atlas| atlas.textures.get(atlas_sprite.index))
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.map(|rect| (rect.min - rect.max).abs())
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}) {
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let aabb = Aabb {
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center: (-atlas_sprite.anchor.as_vec() * size).extend(0.0).into(),
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half_extents: (0.5 * size).extend(0.0).into(),
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};
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commands.entity(entity).insert(aabb);
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}
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}
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}
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