bevy/crates/bevy_pbr/src/lib.rs
James O'Brien 4f1d9a6315
Reorder render sets, refactor bevy_sprite to take advantage (#9236)
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>
2023-08-27 14:33:49 +00:00

308 lines
12 KiB
Rust

#![allow(clippy::type_complexity)]
pub mod wireframe;
mod alpha;
mod bundle;
mod environment_map;
mod fog;
mod light;
mod material;
mod parallax;
mod pbr_material;
mod prepass;
mod render;
mod ssao;
pub use alpha::*;
pub use bundle::*;
pub use environment_map::EnvironmentMapLight;
pub use fog::*;
pub use light::*;
pub use material::*;
pub use parallax::*;
pub use pbr_material::*;
pub use prepass::*;
pub use render::*;
pub use ssao::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
alpha::AlphaMode,
bundle::{
DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
SpotLightBundle,
},
environment_map::EnvironmentMapLight,
fog::{FogFalloff, FogSettings},
light::{AmbientLight, DirectionalLight, PointLight, SpotLight},
material::{Material, MaterialPlugin},
parallax::ParallaxMappingMethod,
pbr_material::StandardMaterial,
ssao::ScreenSpaceAmbientOcclusionPlugin,
};
}
pub mod draw_3d_graph {
pub mod node {
/// Label for the shadow pass node.
pub const SHADOW_PASS: &str = "shadow_pass";
}
}
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AddAsset, Assets, Handle, HandleUntyped};
use bevy_ecs::prelude::*;
use bevy_reflect::TypeUuid;
use bevy_render::{
camera::CameraUpdateSystem, extract_resource::ExtractResourcePlugin, prelude::Color,
render_asset::prepare_assets, render_graph::RenderGraph, render_phase::sort_phase_system,
render_resource::Shader, texture::Image, view::VisibilitySystems, ExtractSchedule, Render,
RenderApp, RenderSet,
};
use bevy_transform::TransformSystem;
use environment_map::EnvironmentMapPlugin;
pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744);
pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186);
pub const UTILS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1900548483293416725);
pub const CLUSTERED_FORWARD_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 166852093121196815);
pub const PBR_LIGHTING_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 14170772752254856967);
pub const SHADOWS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 11350275143789590502);
pub const PBR_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
pub const PBR_PREPASS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9407115064344201137);
pub const PBR_FUNCTIONS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16550102964439850292);
pub const PBR_AMBIENT_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2441520459096337034);
pub const PARALLAX_MAPPING_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 17035894873630133905);
/// Sets up the entire PBR infrastructure of bevy.
pub struct PbrPlugin {
/// Controls if the prepass is enabled for the StandardMaterial.
/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
pub prepass_enabled: bool,
}
impl Default for PbrPlugin {
fn default() -> Self {
Self {
prepass_enabled: true,
}
}
}
impl Plugin for PbrPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
PBR_TYPES_SHADER_HANDLE,
"render/pbr_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_BINDINGS_SHADER_HANDLE,
"render/pbr_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
CLUSTERED_FORWARD_HANDLE,
"render/clustered_forward.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_LIGHTING_HANDLE,
"render/pbr_lighting.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOWS_HANDLE,
"render/shadows.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FUNCTIONS_HANDLE,
"render/pbr_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_AMBIENT_HANDLE,
"render/pbr_ambient.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
PBR_PREPASS_SHADER_HANDLE,
"render/pbr_prepass.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PARALLAX_MAPPING_SHADER_HANDLE,
"render/parallax_mapping.wgsl",
Shader::from_wgsl
);
app.register_asset_reflect::<StandardMaterial>()
.register_type::<AlphaMode>()
.register_type::<AmbientLight>()
.register_type::<Cascade>()
.register_type::<CascadeShadowConfig>()
.register_type::<Cascades>()
.register_type::<CascadesVisibleEntities>()
.register_type::<ClusterConfig>()
.register_type::<ClusterFarZMode>()
.register_type::<ClusterZConfig>()
.register_type::<CubemapVisibleEntities>()
.register_type::<DirectionalLight>()
.register_type::<DirectionalLightShadowMap>()
.register_type::<NotShadowCaster>()
.register_type::<NotShadowReceiver>()
.register_type::<PointLight>()
.register_type::<PointLightShadowMap>()
.register_type::<SpotLight>()
.init_resource::<AmbientLight>()
.init_resource::<GlobalVisiblePointLights>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.add_plugins((
MeshRenderPlugin,
MaterialPlugin::<StandardMaterial> {
prepass_enabled: self.prepass_enabled,
..Default::default()
},
ScreenSpaceAmbientOcclusionPlugin,
EnvironmentMapPlugin,
ExtractResourcePlugin::<AmbientLight>::default(),
FogPlugin,
))
.configure_sets(
PostUpdate,
(
SimulationLightSystems::AddClusters,
SimulationLightSystems::AddClustersFlush,
SimulationLightSystems::AssignLightsToClusters,
)
.chain(),
)
.add_systems(
PostUpdate,
(
add_clusters.in_set(SimulationLightSystems::AddClusters),
apply_deferred.in_set(SimulationLightSystems::AddClustersFlush),
assign_lights_to_clusters
.in_set(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CheckVisibility)
.after(CameraUpdateSystem),
update_directional_light_cascades
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(TransformSystem::TransformPropagate)
.after(CameraUpdateSystem),
update_directional_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
// This must run after CheckVisibility because it relies on ComputedVisibility::is_visible()
.after(VisibilitySystems::CheckVisibility)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateDirectionalLightCascades)
// We assume that no entity will be both a directional light and a spot light,
// so these systems will run independently of one another.
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(update_spot_light_frusta),
update_point_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
update_spot_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
check_light_mesh_visibility
.in_set(SimulationLightSystems::CheckLightVisibility)
.after(VisibilitySystems::CalculateBoundsFlush)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateLightFrusta)
// NOTE: This MUST be scheduled AFTER the core renderer visibility check
// because that resets entity ComputedVisibility for the first view
// which would override any results from this otherwise
.after(VisibilitySystems::CheckVisibility),
),
);
app.world
.resource_mut::<Assets<StandardMaterial>>()
.set_untracked(
Handle::<StandardMaterial>::default(),
StandardMaterial {
base_color: Color::rgb(1.0, 0.0, 0.5),
unlit: true,
..Default::default()
},
);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
// Extract the required data from the main world
render_app
.add_systems(
ExtractSchedule,
(render::extract_clusters, render::extract_lights),
)
.add_systems(
Render,
(
render::prepare_lights
.in_set(RenderSet::ManageViews)
.after(prepare_assets::<Image>),
sort_phase_system::<Shadow>.in_set(RenderSet::PhaseSort),
render::prepare_clusters.in_set(RenderSet::PrepareResources),
),
)
.init_resource::<LightMeta>();
let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
let mut graph = render_app.world.resource_mut::<RenderGraph>();
let draw_3d_graph = graph
.get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME)
.unwrap();
draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node);
draw_3d_graph.add_node_edge(
draw_3d_graph::node::SHADOW_PASS,
bevy_core_pipeline::core_3d::graph::node::START_MAIN_PASS,
);
}
fn finish(&self, app: &mut App) {
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
// Extract the required data from the main world
render_app
.init_resource::<ShadowSamplers>()
.init_resource::<GlobalLightMeta>();
}
}