 f16768d868
			
		
	
	
		f16768d868
		
	
	
	
	
		
			
			# Objective A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like: ```rust #[derive(Component)] struct Items(Vec<String>); fn give_sword(query: Query<&mut Items>) { query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom")); } ``` > We could then define another struct that wraps `Vec<String>` without anything clashing in the query. However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this. Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations. ## Solution Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field: ```rust #[derive(Deref)] struct Foo(String); #[derive(Deref, DerefMut)] struct Bar { name: String, } ``` This allows us to then remove that pesky `.0`: ```rust #[derive(Component, Deref, DerefMut)] struct Items(Vec<String>); fn give_sword(query: Query<&mut Items>) { query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom")); } ``` ### Alternatives There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now). ### Considerations One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree. ### Additional Context Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630)) --- ## Changelog - Add `Deref` derive macro (exported to prelude) - Add `DerefMut` derive macro (exported to prelude) - Updated most newtypes in examples to use one or both derives Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
		
			
				
	
	
		
			269 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			269 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     core_pipeline::Transparent3d,
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|     ecs::system::{lifetimeless::*, SystemParamItem},
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|     math::prelude::*,
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|     pbr::{MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup},
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|     prelude::*,
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|     render::{
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|         mesh::{GpuBufferInfo, MeshVertexBufferLayout},
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|         render_asset::RenderAssets,
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|         render_component::{ExtractComponent, ExtractComponentPlugin},
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|         render_phase::{
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|             AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
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|             SetItemPipeline, TrackedRenderPass,
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|         },
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|         render_resource::*,
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|         renderer::RenderDevice,
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|         view::{ComputedVisibility, ExtractedView, Msaa, NoFrustumCulling, Visibility},
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|         RenderApp, RenderStage,
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|     },
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| };
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| use bytemuck::{Pod, Zeroable};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(CustomMaterialPlugin)
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|         .add_startup_system(setup)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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|     commands.spawn().insert_bundle((
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|         meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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|         Transform::from_xyz(0.0, 0.0, 0.0),
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|         GlobalTransform::default(),
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|         InstanceMaterialData(
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|             (1..=10)
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|                 .flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
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|                 .map(|(x, y)| InstanceData {
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|                     position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
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|                     scale: 1.0,
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|                     color: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
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|                 })
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|                 .collect(),
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|         ),
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|         Visibility::default(),
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|         ComputedVisibility::default(),
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|         // NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
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|         // As the cube is at the origin, if its Aabb moves outside the view frustum, all the
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|         // instanced cubes will be culled.
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|         // The InstanceMaterialData contains the 'GlobalTransform' information for this custom
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|         // instancing, and that is not taken into account with the built-in frustum culling.
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|         // We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
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|         // component to avoid incorrect culling.
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|         NoFrustumCulling,
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|     ));
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| 
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| #[derive(Component, Deref)]
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| struct InstanceMaterialData(Vec<InstanceData>);
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| impl ExtractComponent for InstanceMaterialData {
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|     type Query = &'static InstanceMaterialData;
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|     type Filter = ();
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| 
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|     fn extract_component(item: bevy::ecs::query::QueryItem<Self::Query>) -> Self {
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|         InstanceMaterialData(item.0.clone())
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|     }
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| }
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| 
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| pub struct CustomMaterialPlugin;
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| 
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| impl Plugin for CustomMaterialPlugin {
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|     fn build(&self, app: &mut App) {
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|         app.add_plugin(ExtractComponentPlugin::<InstanceMaterialData>::default());
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|         app.sub_app_mut(RenderApp)
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|             .add_render_command::<Transparent3d, DrawCustom>()
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|             .init_resource::<CustomPipeline>()
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|             .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
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|             .add_system_to_stage(RenderStage::Queue, queue_custom)
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|             .add_system_to_stage(RenderStage::Prepare, prepare_instance_buffers);
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|     }
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| }
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| 
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| #[derive(Clone, Copy, Pod, Zeroable)]
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| #[repr(C)]
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| struct InstanceData {
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|     position: Vec3,
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|     scale: f32,
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|     color: [f32; 4],
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| }
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| 
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| #[allow(clippy::too_many_arguments)]
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| fn queue_custom(
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|     transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
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|     custom_pipeline: Res<CustomPipeline>,
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|     msaa: Res<Msaa>,
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|     mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
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|     mut pipeline_cache: ResMut<PipelineCache>,
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|     meshes: Res<RenderAssets<Mesh>>,
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|     material_meshes: Query<
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|         (Entity, &MeshUniform, &Handle<Mesh>),
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|         (With<Handle<Mesh>>, With<InstanceMaterialData>),
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|     >,
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|     mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
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| ) {
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|     let draw_custom = transparent_3d_draw_functions
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|         .read()
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|         .get_id::<DrawCustom>()
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|         .unwrap();
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| 
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|     let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples);
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| 
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|     for (view, mut transparent_phase) in views.iter_mut() {
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|         let view_matrix = view.transform.compute_matrix();
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|         let view_row_2 = view_matrix.row(2);
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|         for (entity, mesh_uniform, mesh_handle) in material_meshes.iter() {
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|             if let Some(mesh) = meshes.get(mesh_handle) {
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|                 let key =
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|                     msaa_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
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|                 let pipeline = pipelines
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|                     .specialize(&mut pipeline_cache, &custom_pipeline, key, &mesh.layout)
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|                     .unwrap();
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|                 transparent_phase.add(Transparent3d {
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|                     entity,
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|                     pipeline,
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|                     draw_function: draw_custom,
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|                     distance: view_row_2.dot(mesh_uniform.transform.col(3)),
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|                 });
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|             }
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|         }
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|     }
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| }
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| 
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| #[derive(Component)]
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| pub struct InstanceBuffer {
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|     buffer: Buffer,
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|     length: usize,
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| }
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| 
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| fn prepare_instance_buffers(
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|     mut commands: Commands,
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|     query: Query<(Entity, &InstanceMaterialData)>,
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|     render_device: Res<RenderDevice>,
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| ) {
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|     for (entity, instance_data) in query.iter() {
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|         let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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|             label: Some("instance data buffer"),
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|             contents: bytemuck::cast_slice(instance_data.as_slice()),
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|             usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
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|         });
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|         commands.entity(entity).insert(InstanceBuffer {
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|             buffer,
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|             length: instance_data.len(),
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|         });
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|     }
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| }
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| 
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| pub struct CustomPipeline {
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|     shader: Handle<Shader>,
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|     mesh_pipeline: MeshPipeline,
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| }
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| 
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| impl FromWorld for CustomPipeline {
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|     fn from_world(world: &mut World) -> Self {
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|         let world = world.cell();
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|         let asset_server = world.get_resource::<AssetServer>().unwrap();
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|         asset_server.watch_for_changes().unwrap();
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|         let shader = asset_server.load("shaders/instancing.wgsl");
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| 
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|         let mesh_pipeline = world.get_resource::<MeshPipeline>().unwrap();
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| 
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|         CustomPipeline {
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|             shader,
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|             mesh_pipeline: mesh_pipeline.clone(),
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|         }
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|     }
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| }
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| 
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| impl SpecializedMeshPipeline for CustomPipeline {
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|     type Key = MeshPipelineKey;
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| 
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|     fn specialize(
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|         &self,
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|         key: Self::Key,
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|         layout: &MeshVertexBufferLayout,
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|     ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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|         let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
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|         descriptor.vertex.shader = self.shader.clone();
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|         descriptor.vertex.buffers.push(VertexBufferLayout {
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|             array_stride: std::mem::size_of::<InstanceData>() as u64,
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|             step_mode: VertexStepMode::Instance,
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|             attributes: vec![
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|                 VertexAttribute {
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|                     format: VertexFormat::Float32x4,
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|                     offset: 0,
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|                     shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
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|                 },
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|                 VertexAttribute {
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|                     format: VertexFormat::Float32x4,
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|                     offset: VertexFormat::Float32x4.size(),
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|                     shader_location: 4,
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|                 },
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|             ],
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|         });
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|         descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
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|         descriptor.layout = Some(vec![
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|             self.mesh_pipeline.view_layout.clone(),
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|             self.mesh_pipeline.mesh_layout.clone(),
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|         ]);
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| 
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|         Ok(descriptor)
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|     }
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| }
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| 
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| type DrawCustom = (
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|     SetItemPipeline,
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|     SetMeshViewBindGroup<0>,
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|     SetMeshBindGroup<1>,
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|     DrawMeshInstanced,
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| );
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| 
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| pub struct DrawMeshInstanced;
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| impl EntityRenderCommand for DrawMeshInstanced {
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|     type Param = (
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|         SRes<RenderAssets<Mesh>>,
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|         SQuery<Read<Handle<Mesh>>>,
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|         SQuery<Read<InstanceBuffer>>,
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|     );
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|     #[inline]
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|     fn render<'w>(
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|         _view: Entity,
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|         item: Entity,
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|         (meshes, mesh_query, instance_buffer_query): SystemParamItem<'w, '_, Self::Param>,
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|         pass: &mut TrackedRenderPass<'w>,
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|     ) -> RenderCommandResult {
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|         let mesh_handle = mesh_query.get(item).unwrap();
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|         let instance_buffer = instance_buffer_query.get_inner(item).unwrap();
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| 
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|         let gpu_mesh = match meshes.into_inner().get(mesh_handle) {
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|             Some(gpu_mesh) => gpu_mesh,
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|             None => return RenderCommandResult::Failure,
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|         };
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| 
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|         pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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|         pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
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| 
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|         match &gpu_mesh.buffer_info {
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|             GpuBufferInfo::Indexed {
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|                 buffer,
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|                 index_format,
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|                 count,
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|             } => {
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|                 pass.set_index_buffer(buffer.slice(..), 0, *index_format);
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|                 pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
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|             }
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|             GpuBufferInfo::NonIndexed { vertex_count } => {
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|                 pass.draw(0..*vertex_count, 0..instance_buffer.length as u32);
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|             }
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|         }
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|         RenderCommandResult::Success
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|     }
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| }
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