1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
//! A shader that renders a mesh multiple times in one draw call.

use bevy::{
    core_pipeline::core_3d::Transparent3d,
    ecs::{
        query::QueryItem,
        system::{lifetimeless::*, SystemParamItem},
    },
    pbr::{
        MeshPipeline, MeshPipelineKey, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup,
    },
    prelude::*,
    render::{
        extract_component::{ExtractComponent, ExtractComponentPlugin},
        mesh::{GpuBufferInfo, MeshVertexBufferLayout},
        render_asset::RenderAssets,
        render_phase::{
            AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
            RenderPhase, SetItemPipeline, TrackedRenderPass,
        },
        render_resource::*,
        renderer::RenderDevice,
        view::{ExtractedView, NoFrustumCulling},
        Render, RenderApp, RenderSet,
    },
};
use bytemuck::{Pod, Zeroable};

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, CustomMaterialPlugin))
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
    commands.spawn((
        meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
        SpatialBundle::INHERITED_IDENTITY,
        InstanceMaterialData(
            (1..=10)
                .flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
                .map(|(x, y)| InstanceData {
                    position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
                    scale: 1.0,
                    color: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
                })
                .collect(),
        ),
        // NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
        // As the cube is at the origin, if its Aabb moves outside the view frustum, all the
        // instanced cubes will be culled.
        // The InstanceMaterialData contains the 'GlobalTransform' information for this custom
        // instancing, and that is not taken into account with the built-in frustum culling.
        // We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
        // component to avoid incorrect culling.
        NoFrustumCulling,
    ));

    // camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}

#[derive(Component, Deref)]
struct InstanceMaterialData(Vec<InstanceData>);

impl ExtractComponent for InstanceMaterialData {
    type QueryData = &'static InstanceMaterialData;
    type QueryFilter = ();
    type Out = Self;

    fn extract_component(item: QueryItem<'_, Self::QueryData>) -> Option<Self> {
        Some(InstanceMaterialData(item.0.clone()))
    }
}

struct CustomMaterialPlugin;

impl Plugin for CustomMaterialPlugin {
    fn build(&self, app: &mut App) {
        app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
        app.sub_app_mut(RenderApp)
            .add_render_command::<Transparent3d, DrawCustom>()
            .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
            .add_systems(
                Render,
                (
                    queue_custom.in_set(RenderSet::QueueMeshes),
                    prepare_instance_buffers.in_set(RenderSet::PrepareResources),
                ),
            );
    }

    fn finish(&self, app: &mut App) {
        app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
    }
}

#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
struct InstanceData {
    position: Vec3,
    scale: f32,
    color: [f32; 4],
}

#[allow(clippy::too_many_arguments)]
fn queue_custom(
    transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
    custom_pipeline: Res<CustomPipeline>,
    msaa: Res<Msaa>,
    mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
    pipeline_cache: Res<PipelineCache>,
    meshes: Res<RenderAssets<Mesh>>,
    render_mesh_instances: Res<RenderMeshInstances>,
    material_meshes: Query<Entity, With<InstanceMaterialData>>,
    mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
) {
    let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();

    let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());

    for (view, mut transparent_phase) in &mut views {
        let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
        let rangefinder = view.rangefinder3d();
        for entity in &material_meshes {
            let Some(mesh_instance) = render_mesh_instances.get(&entity) else {
                continue;
            };
            let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
                continue;
            };
            let key = view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
            let pipeline = pipelines
                .specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
                .unwrap();
            transparent_phase.add(Transparent3d {
                entity,
                pipeline,
                draw_function: draw_custom,
                distance: rangefinder
                    .distance_translation(&mesh_instance.transforms.transform.translation),
                batch_range: 0..1,
                dynamic_offset: None,
            });
        }
    }
}

#[derive(Component)]
struct InstanceBuffer {
    buffer: Buffer,
    length: usize,
}

fn prepare_instance_buffers(
    mut commands: Commands,
    query: Query<(Entity, &InstanceMaterialData)>,
    render_device: Res<RenderDevice>,
) {
    for (entity, instance_data) in &query {
        let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
            label: Some("instance data buffer"),
            contents: bytemuck::cast_slice(instance_data.as_slice()),
            usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
        });
        commands.entity(entity).insert(InstanceBuffer {
            buffer,
            length: instance_data.len(),
        });
    }
}

#[derive(Resource)]
struct CustomPipeline {
    shader: Handle<Shader>,
    mesh_pipeline: MeshPipeline,
}

impl FromWorld for CustomPipeline {
    fn from_world(world: &mut World) -> Self {
        let asset_server = world.resource::<AssetServer>();
        let shader = asset_server.load("shaders/instancing.wgsl");

        let mesh_pipeline = world.resource::<MeshPipeline>();

        CustomPipeline {
            shader,
            mesh_pipeline: mesh_pipeline.clone(),
        }
    }
}

impl SpecializedMeshPipeline for CustomPipeline {
    type Key = MeshPipelineKey;

    fn specialize(
        &self,
        key: Self::Key,
        layout: &MeshVertexBufferLayout,
    ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
        let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;

        descriptor.vertex.shader = self.shader.clone();
        descriptor.vertex.buffers.push(VertexBufferLayout {
            array_stride: std::mem::size_of::<InstanceData>() as u64,
            step_mode: VertexStepMode::Instance,
            attributes: vec![
                VertexAttribute {
                    format: VertexFormat::Float32x4,
                    offset: 0,
                    shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
                },
                VertexAttribute {
                    format: VertexFormat::Float32x4,
                    offset: VertexFormat::Float32x4.size(),
                    shader_location: 4,
                },
            ],
        });
        descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
        Ok(descriptor)
    }
}

type DrawCustom = (
    SetItemPipeline,
    SetMeshViewBindGroup<0>,
    SetMeshBindGroup<1>,
    DrawMeshInstanced,
);

struct DrawMeshInstanced;

impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
    type Param = (SRes<RenderAssets<Mesh>>, SRes<RenderMeshInstances>);
    type ViewQuery = ();
    type ItemQuery = Read<InstanceBuffer>;

    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        instance_buffer: Option<&'w InstanceBuffer>,
        (meshes, render_mesh_instances): SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        let Some(mesh_instance) = render_mesh_instances.get(&item.entity()) else {
            return RenderCommandResult::Failure;
        };
        let Some(gpu_mesh) = meshes.into_inner().get(mesh_instance.mesh_asset_id) else {
            return RenderCommandResult::Failure;
        };
        let Some(instance_buffer) = instance_buffer else {
            return RenderCommandResult::Failure;
        };

        pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
        pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));

        match &gpu_mesh.buffer_info {
            GpuBufferInfo::Indexed {
                buffer,
                index_format,
                count,
            } => {
                pass.set_index_buffer(buffer.slice(..), 0, *index_format);
                pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
            }
            GpuBufferInfo::NonIndexed => {
                pass.draw(0..gpu_mesh.vertex_count, 0..instance_buffer.length as u32);
            }
        }
        RenderCommandResult::Success
    }
}