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Refactor the render instance logic in #9903 so that it's easier for other components to adopt. #10002

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Oct 8, 2023
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35 changes: 7 additions & 28 deletions crates/bevy_pbr/src/material.rs
Original file line number Diff line number Diff line change
Expand Up @@ -20,6 +20,7 @@ use bevy_render::{
mesh::{Mesh, MeshVertexBufferLayout},
prelude::Image,
render_asset::{prepare_assets, RenderAssets},
render_instances::{ExtractToRenderInstancePlugin, RenderInstances},
render_phase::{
AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
RenderPhase, SetItemPipeline, TrackedRenderPass,
Expand All @@ -31,10 +32,10 @@ use bevy_render::{
},
renderer::RenderDevice,
texture::FallbackImage,
view::{ExtractedView, Msaa, ViewVisibility, VisibleEntities},
view::{ExtractedView, Msaa, VisibleEntities},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_utils::{tracing::error, EntityHashMap, HashMap, HashSet};
use bevy_utils::{tracing::error, HashMap, HashSet};
use std::hash::Hash;
use std::marker::PhantomData;

Expand Down Expand Up @@ -176,7 +177,8 @@ where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut App) {
app.init_asset::<M>();
app.init_asset::<M>()
.add_plugins(ExtractToRenderInstancePlugin::<Handle<M>>::extract_visible());

if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
Expand All @@ -187,12 +189,8 @@ where
.add_render_command::<AlphaMask3d, DrawMaterial<M>>()
.init_resource::<ExtractedMaterials<M>>()
.init_resource::<RenderMaterials<M>>()
.init_resource::<RenderMaterialInstances<M>>()
.init_resource::<SpecializedMeshPipelines<MaterialPipeline<M>>>()
.add_systems(
ExtractSchedule,
(extract_materials::<M>, extract_material_meshes::<M>),
)
.add_systems(ExtractSchedule, extract_materials::<M>)
.add_systems(
Render,
(
Expand Down Expand Up @@ -372,26 +370,7 @@ impl<P: PhaseItem, M: Material, const I: usize> RenderCommand<P> for SetMaterial
}
}

#[derive(Resource, Deref, DerefMut)]
pub struct RenderMaterialInstances<M: Material>(EntityHashMap<Entity, AssetId<M>>);

impl<M: Material> Default for RenderMaterialInstances<M> {
fn default() -> Self {
Self(Default::default())
}
}

fn extract_material_meshes<M: Material>(
mut material_instances: ResMut<RenderMaterialInstances<M>>,
query: Extract<Query<(Entity, &ViewVisibility, &Handle<M>)>>,
) {
material_instances.clear();
for (entity, view_visibility, handle) in &query {
if view_visibility.get() {
material_instances.insert(entity, handle.id());
}
}
}
pub type RenderMaterialInstances<M> = RenderInstances<Handle<M>>;

const fn alpha_mode_pipeline_key(alpha_mode: AlphaMode) -> MeshPipelineKey {
match alpha_mode {
Expand Down
1 change: 1 addition & 0 deletions crates/bevy_render/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,7 @@ pub mod pipelined_rendering;
pub mod primitives;
pub mod render_asset;
pub mod render_graph;
pub mod render_instances;
pub mod render_phase;
pub mod render_resource;
pub mod renderer;
Expand Down
157 changes: 157 additions & 0 deletions crates/bevy_render/src/render_instances.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,157 @@
//! Convenience logic for turning components from the main world into render
//! instances in the render world.
//!
//! This is essentially the same as the `extract_component` module, but
//! higher-performance because it avoids the ECS overhead.

use std::marker::PhantomData;

use bevy_app::{App, Plugin};
use bevy_asset::{Asset, AssetId, Handle};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
component::Component,
prelude::Entity,
query::{QueryItem, ReadOnlyWorldQuery, WorldQuery},
system::{lifetimeless::Read, Query, ResMut, Resource},
};
use bevy_utils::EntityHashMap;

use crate::{prelude::ViewVisibility, Extract, ExtractSchedule, RenderApp};

/// Describes how a component gets turned into a render instance for rendering.
///
/// Before rendering, a component will be transferred from the main world to the
/// render world in the [`ExtractSchedule`](crate::ExtractSchedule) step.
///
/// This is essentially the same as
/// [`ExtractComponent`](crate::extract_component::ExtractComponent), but
/// higher-performance because it avoids the ECS overhead.
pub trait ExtractToRenderInstance: Component {
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I’m wondering if there is a case for a more flexible version where you give it a query, filter, and instance, and a method as a way of mapping from the query to the instance but it isn’t implemented for a single Component. I’m a bit concerned that doing this per component one wants to extract will be detrimental to performance because it will result in more, independent lookups.

/// ECS [`WorldQuery`] to fetch the components to extract.
type Query: WorldQuery + ReadOnlyWorldQuery;
/// Filters the entities with additional constraints.
type Filter: WorldQuery + ReadOnlyWorldQuery;

type Instance: Send + Sync;

/// Defines how the component is transferred into the "render world".
fn extract_to_render_instance(item: QueryItem<'_, Self::Query>) -> Option<Self::Instance>;
}

/// This plugin extracts the components into the "render world" as render
/// instances.
///
/// Therefore it sets up the [`ExtractSchedule`](crate::ExtractSchedule) step
/// for the specified [`RenderInstances`].
#[derive(Default)]
pub struct ExtractToRenderInstancePlugin<C>
where
C: ExtractToRenderInstance,
{
only_extract_visible: bool,
marker: PhantomData<fn() -> C>,
}

/// Stores all render instances corresponding to the given component in the render world.
#[derive(Resource, Deref, DerefMut)]
pub struct RenderInstances<C>(EntityHashMap<Entity, C::Instance>)
where
C: ExtractToRenderInstance;

impl<C> Default for RenderInstances<C>
where
C: ExtractToRenderInstance,
{
fn default() -> Self {
Self(Default::default())
}
}

impl<C> ExtractToRenderInstancePlugin<C>
where
C: ExtractToRenderInstance,
{
/// Creates a new [`ExtractToRenderInstancePlugin`] that unconditionally
/// extracts the component to the render world, whether visible or not.
pub fn new() -> Self {
Self {
only_extract_visible: false,
marker: PhantomData,
}
}
}

impl<C> ExtractToRenderInstancePlugin<C>
where
C: ExtractToRenderInstance,
{
/// Creates a new [`ExtractToRenderInstancePlugin`] that extracts the
/// component to the render world if and only if the entity it's attached to
/// is visible.
pub fn extract_visible() -> Self {
Self {
only_extract_visible: true,
marker: PhantomData,
}
}
}

impl<C> Plugin for ExtractToRenderInstancePlugin<C>
where
C: ExtractToRenderInstance,
{
fn build(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.init_resource::<RenderInstances<C>>();
if self.only_extract_visible {
render_app.add_systems(ExtractSchedule, extract_visible_to_render_instances::<C>);
} else {
render_app.add_systems(ExtractSchedule, extract_to_render_instances::<C>);
}
}
}
}

fn extract_to_render_instances<C>(
mut instances: ResMut<RenderInstances<C>>,
query: Extract<Query<(Entity, C::Query), C::Filter>>,
) where
C: ExtractToRenderInstance,
{
instances.clear();
for (entity, other) in &query {
if let Some(render_instance) = C::extract_to_render_instance(other) {
instances.insert(entity, render_instance);
}
}
}

fn extract_visible_to_render_instances<C>(
mut instances: ResMut<RenderInstances<C>>,
query: Extract<Query<(Entity, &ViewVisibility, C::Query), C::Filter>>,
) where
C: ExtractToRenderInstance,
{
instances.clear();
for (entity, view_visibility, other) in &query {
if view_visibility.get() {
if let Some(render_instance) = C::extract_to_render_instance(other) {
instances.insert(entity, render_instance);
}
}
}
}

impl<A> ExtractToRenderInstance for Handle<A>
where
A: Asset,
{
type Query = Read<Handle<A>>;
type Filter = ();
type Instance = AssetId<A>;

fn extract_to_render_instance(item: QueryItem<'_, Self::Query>) -> Option<Self::Instance> {
Some(item.id())
}
}
1 change: 0 additions & 1 deletion examples/wasm/assets
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1 change: 1 addition & 0 deletions examples/wasm/assets
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Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
../../assets