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use super::{
material::GpuStandardMaterials,
mesh::{GpuMeshes, MeshAssetState},
GpuLightSource, GpuLightSourceBuffer, MeshMaterialSystems,
};
use crate::{
mesh_material::{GpuInstance, GpuInstanceBuffer, GpuNode, GpuNodeBuffer, IntoStandardMaterial},
transform::GlobalTransformQueue,
};
use bevy::{
math::{Vec3A, Vec4Swizzles},
prelude::*,
render::{
extract_component::UniformComponentPlugin,
primitives::Aabb,
render_resource::*,
renderer::{RenderDevice, RenderQueue},
view::VisibilitySystems,
Extract, RenderApp, RenderStage,
},
transform::TransformSystem,
};
use bvh::bvh::BVH;
use itertools::Itertools;
use std::{collections::BTreeMap, marker::PhantomData};
pub struct InstancePlugin;
impl Plugin for InstancePlugin {
fn build(&self, app: &mut App) {
app.add_plugin(UniformComponentPlugin::<PreviousMeshUniform>::default());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<GpuInstances>()
.init_resource::<GpuLightSources>()
.init_resource::<InstanceRenderAssets>()
.add_system_to_stage(RenderStage::Extract, extract_mesh_transforms)
.add_system_to_stage(
RenderStage::Prepare,
prepare_instances
.label(MeshMaterialSystems::PostPrepareInstances)
.after(MeshMaterialSystems::PrepareInstances),
);
}
}
}
#[derive(Default)]
pub struct GenericInstancePlugin<M: IntoStandardMaterial>(PhantomData<M>);
impl<M: IntoStandardMaterial> Plugin for GenericInstancePlugin<M> {
fn build(&self, app: &mut App) {
app.add_event::<InstanceEvent<M>>().add_system_to_stage(
CoreStage::PostUpdate,
instance_event_system::<M>
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CalculateBounds),
);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.add_system_to_stage(RenderStage::Extract, extract_instances::<M>)
.add_system_to_stage(
RenderStage::Prepare,
prepare_generic_instances::<M>
.label(MeshMaterialSystems::PrepareInstances)
.after(MeshMaterialSystems::PrepareAssets),
);
}
}
}
#[derive(Default)]
pub struct InstanceRenderAssets {
pub instance_buffer: StorageBuffer<GpuInstanceBuffer>,
pub node_buffer: StorageBuffer<GpuNodeBuffer>,
pub light_source_buffer: StorageBuffer<GpuLightSourceBuffer>,
pub instance_indices: DynamicUniformBuffer<InstanceIndex>,
}
impl InstanceRenderAssets {
pub fn set_nodes(&mut self, instances: Vec<GpuInstance>, nodes: Vec<GpuNode>) {
self.instance_buffer.get_mut().data = instances;
self.node_buffer.get_mut().count = nodes.len() as u32;
self.node_buffer.get_mut().data = nodes;
}
pub fn set_light_sources(&mut self, light_sources: Vec<GpuLightSource>) {
self.light_source_buffer.get_mut().count = light_sources.len() as u32;
self.light_source_buffer.get_mut().data = light_sources;
}
pub fn write_buffer(&mut self, device: &RenderDevice, queue: &RenderQueue) {
self.instance_buffer.write_buffer(device, queue);
self.node_buffer.write_buffer(device, queue);
self.light_source_buffer.write_buffer(device, queue);
self.instance_indices.write_buffer(device, queue);
}
}
#[derive(Default, Component, Clone, ShaderType)]
pub struct PreviousMeshUniform {
pub transform: Mat4,
pub inverse_transpose_model: Mat4,
}
#[allow(clippy::type_complexity)]
fn extract_mesh_transforms(
mut commands: Commands,
query: Extract<Query<(Entity, &GlobalTransformQueue), With<Handle<Mesh>>>>,
) {
for (entity, queue) in query.iter() {
let transform = queue[1];
let uniform = PreviousMeshUniform {
transform,
inverse_transpose_model: transform.inverse().transpose(),
};
commands.get_or_spawn(entity).insert(uniform);
}
}
#[derive(Default, Deref, DerefMut)]
pub struct GpuInstances(BTreeMap<Entity, GpuInstance>);
#[derive(Default, Deref, DerefMut)]
pub struct GpuLightSources(BTreeMap<Entity, GpuLightSource>);
pub enum InstanceEvent<M: IntoStandardMaterial> {
Created(Entity, Handle<Mesh>, Handle<M>, Option<Visibility>),
Modified(Entity, Handle<Mesh>, Handle<M>, Option<Visibility>),
Removed(Entity),
}
#[allow(clippy::type_complexity)]
fn instance_event_system<M: IntoStandardMaterial>(
mut events: EventWriter<InstanceEvent<M>>,
removed: RemovedComponents<Handle<Mesh>>,
mut set: ParamSet<(
Query<
(Entity, &Handle<Mesh>, &Handle<M>, Option<&Visibility>),
Or<(Added<Handle<Mesh>>, Added<Handle<M>>)>,
>,
Query<
(Entity, &Handle<Mesh>, &Handle<M>, Option<&Visibility>),
Or<(
Changed<GlobalTransform>,
Changed<Handle<Mesh>>,
Changed<Handle<M>>,
Changed<Visibility>,
)>,
>,
)>,
) {
for entity in removed.iter() {
events.send(InstanceEvent::Removed(entity));
}
for (entity, mesh, material, visibility) in &set.p0() {
events.send(InstanceEvent::Created(
entity,
mesh.clone_weak(),
material.clone_weak(),
visibility.cloned(),
));
}
for (entity, mesh, material, visibility) in &set.p1() {
events.send(InstanceEvent::Modified(
entity,
mesh.clone_weak(),
material.clone_weak(),
visibility.cloned(),
));
}
}
#[allow(clippy::type_complexity)]
pub struct ExtractedInstances<M: IntoStandardMaterial> {
extracted: Vec<(Entity, Aabb, GlobalTransform, Handle<Mesh>, Handle<M>)>,
removed: Vec<Entity>,
}
fn extract_instances<M: IntoStandardMaterial>(
mut commands: Commands,
mut events: Extract<EventReader<InstanceEvent<M>>>,
query: Extract<Query<(&Aabb, &GlobalTransform)>>,
) {
let mut extracted = vec![];
let mut removed = vec![];
for event in events.iter() {
match event {
InstanceEvent::Created(entity, mesh, material, visibility)
| InstanceEvent::Modified(entity, mesh, material, visibility) => {
let is_visible = visibility.as_ref().map(|v| v.is_visible).unwrap_or(true);
if let Ok((aabb, transform)) = query.get(*entity) {
if is_visible {
extracted.push((
*entity,
aabb.clone(),
*transform,
mesh.clone_weak(),
material.clone_weak(),
));
} else {
removed.push(*entity);
}
}
}
InstanceEvent::Removed(entity) => removed.push(*entity),
}
}
commands.insert_resource(ExtractedInstances { extracted, removed });
}
fn prepare_generic_instances<M: IntoStandardMaterial>(
mut extracted_instances: ResMut<ExtractedInstances<M>>,
mut instances: ResMut<GpuInstances>,
mut light_sources: ResMut<GpuLightSources>,
meshes: Res<GpuMeshes>,
materials: Res<GpuStandardMaterials>,
asset_state: Res<MeshAssetState>,
) {
if *asset_state == MeshAssetState::Dirty {
panic!("Mesh assets must be prepared before instances!");
}
for removed in extracted_instances.removed.drain(..) {
instances.remove(&removed);
light_sources.remove(&removed);
}
for (entity, aabb, transform, mesh, material) in extracted_instances.extracted.drain(..) {
let material = HandleUntyped::weak(material.id);
let transform = transform.compute_matrix();
let center = transform.transform_point3a(aabb.center);
let vertices: Vec<_> = (0..8i32)
.map(|index| {
let x = 2 * (index & 1) - 1;
let y = 2 * ((index >> 1) & 1) - 1;
let z = 2 * ((index >> 2) & 1) - 1;
let vertex = aabb.half_extents * Vec3A::new(x as f32, y as f32, z as f32);
transform.transform_vector3a(vertex)
})
.collect();
let mut min = Vec3A::ZERO;
let mut max = Vec3A::ZERO;
for vertex in vertices {
min = min.min(vertex);
max = max.max(vertex);
}
min += center;
max += center;
if let (Some(mesh), Some(material)) = (meshes.get(&mesh), materials.get(&material)) {
let min = Vec3::from(min);
let max = Vec3::from(max);
instances.insert(
entity,
GpuInstance {
min,
max,
transform,
inverse_transpose_model: transform.inverse().transpose(),
slice: mesh.1,
material: material.1,
node_index: 0,
},
);
let emissive = material.0.emissive;
if emissive.w * emissive.xyz().length() > 0.0 {
let radius = aabb.half_extents.length();
light_sources.insert(
entity,
GpuLightSource {
emissive,
position: Vec3::from(center),
radius,
instance: 0,
},
);
}
}
}
}
#[derive(Component, Default, Clone, Copy, ShaderType)]
pub struct InstanceIndex {
pub instance: u32,
pub material: u32,
}
#[derive(Component, Default, Clone, Copy)]
pub struct DynamicInstanceIndex(pub u32);
fn prepare_instances(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut render_assets: ResMut<InstanceRenderAssets>,
mut instances: ResMut<GpuInstances>,
mut light_sources: ResMut<GpuLightSources>,
asset_state: Res<MeshAssetState>,
) {
if *asset_state == MeshAssetState::Dirty {
panic!("Mesh assets must be prepared before instances!");
}
if instances.is_empty() {
return;
}
let mut add_instance_indices = |instances: &GpuInstances| {
render_assets.instance_indices.clear();
let command_batch: Vec<_> = instances
.iter()
.enumerate()
.map(|(id, (entity, instance))| {
let component = InstanceIndex {
instance: id as u32,
material: instance.material.value,
};
let index = render_assets.instance_indices.push(component);
(*entity, (DynamicInstanceIndex(index),))
})
.collect();
commands.insert_or_spawn_batch(command_batch);
};
if *asset_state != MeshAssetState::Clean || instances.is_changed() {
let mut values: Vec<_> = instances.values().cloned().collect();
let bvh = BVH::build(&mut values);
for (instance, value) in instances.values_mut().zip_eq(values.iter()) {
*instance = *value;
}
add_instance_indices(&instances);
let nodes = bvh.flatten_custom(&GpuNode::pack);
render_assets.set_nodes(values, nodes);
for (id, (entity, _)) in instances.iter().enumerate() {
if let Some(light_source) = light_sources.get_mut(entity) {
light_source.instance = id as u32;
}
}
let light_sources = light_sources.values().cloned().collect();
render_assets.set_light_sources(light_sources);
render_assets.write_buffer(&render_device, &render_queue);
} else {
add_instance_indices(&instances);
render_assets
.instance_indices
.write_buffer(&render_device, &render_queue);
}
}