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