hephae_render/vertex.rs
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//! The heart of Hephae.
//!
//! See the documentation of [Vertex] for more information.
use std::{any::TypeId, hash::Hash, marker::PhantomData, sync::RwLock};
use bevy_app::prelude::*;
use bevy_ecs::{
component::ComponentId,
entity::{EntityHash, EntityHashMap},
prelude::*,
storage::SparseSet,
system::{lifetimeless::Read, SystemParam, SystemParamItem, SystemState},
world::FilteredEntityRef,
};
use bevy_render::{
prelude::*,
primitives::{Aabb, Frustum, Sphere},
render_phase::{CachedRenderPipelinePhaseItem, DrawFunctionId, RenderCommand, SortedPhaseItem},
render_resource::{CachedRenderPipelineId, RenderPipelineDescriptor, TextureFormat, VertexAttribute},
sync_world::MainEntity,
view::{NoCpuCulling, NoFrustumCulling, RenderLayers, VisibilityRange, VisibleEntities, VisibleEntityRanges},
};
use bevy_transform::prelude::*;
use bevy_utils::{prelude::*, HashSet, Parallel, TypeIdMap};
use bytemuck::NoUninit;
use dashmap::DashMap;
use fixedbitset::FixedBitSet;
use crate::drawer::{Drawer, HasDrawer};
/// The heart of Hephae. Instances of `Vertex` directly represent the elements of the vertex buffer
/// in the GPU.
pub trait Vertex: Send + Sync + NoUninit {
/// System parameter to fetch when initializing
/// [`HephaePipeline`](crate::pipeline::HephaePipeline) to create a
/// [`PipelineProp`](Vertex::PipelineProp).
type PipelineParam: SystemParam;
/// The additional property of the [common pipeline definition](crate::pipeline::HephaePipeline)
/// that may used when specializing based on [`PipelineKey`](Vertex::PipelineKey). For example,
/// this may be used to create a
/// [`BindGroupLayout`](bevy_render::render_resource::BindGroupLayout) for texture-sampling.
type PipelineProp: Send + Sync;
/// Key used to specialize the render pipeline. For example, this may be an
/// [`AssetId<Image>`](bevy_asset::Handle<bevy_image::Image>) used to reference a
/// [`GpuImage`](bevy_render::texture::GpuImage) for texture-sampling.
type PipelineKey: Send + Sync + Clone + Eq + PartialEq + Hash;
/// Format of the depth-stencil pass supplied to the rendering pipeline creation parameters.
/// Defaults to [`Some(TextureFormat::Depth32Float)`], which is the default for 2D core pipeline
/// depth-stencil format. [`None`] means the pipeline will not have a depth-stencil state.
const DEPTH_FORMAT: Option<TextureFormat> = Some(TextureFormat::Depth32Float);
/// The vertex command that [`Drawer<Vertex = Self>`] may output. These commands will be sorted
/// according to their Z-layers and then [extracted out](VertexCommand::draw) into the batches.
type Command: VertexCommand<Vertex = Self>;
/// System parameter to fetch when [creating the batch](Vertex::create_batch).
type BatchParam: SystemParam;
/// Additional property that is embedded into
/// [`HephaeBatch`](crate::pipeline::HephaeBatchSection) components for use in
/// [`RenderCommand`](Vertex::RenderCommand). For example, this may be an
/// [`AssetId<Image>`](bevy_asset::Handle<bevy_image::Image>) from
/// [`PipelineKey`](Vertex::PipelineKey) to attach the associated bind
/// group for texture-sampling.
type BatchProp: Send + Sync;
/// The [`PhaseItem`](bevy_render::render_phase::PhaseItem) that this vertex works with.
type Item: CachedRenderPipelinePhaseItem + SortedPhaseItem;
/// Additional GPU render commands to invoke before actually drawing the vertex and index
/// buffers. For example, this may be used to set the texture-sampling bind group provided by
/// [`BatchProp`](Vertex::BatchProp).
type RenderCommand: RenderCommand<Self::Item> + Send + Sync;
/// Path to the shader rendering vertex attributes of this type. Entry points should be
/// `vertex(...)` and `fragment(...)`.
const SHADER: &'static str;
/// Vertex attribute layout of this type. Ideally should match the fields `impl`ementors
/// declare.
const LAYOUT: &'static [VertexAttribute];
/// Further customizes the application. Called in [`Plugin::finish`]. For example, this may be
/// used to add systems extracting texture atlas pages and validating bind groups associated
/// with them.
#[allow(unused)]
fn setup(app: &mut App) {}
/// Creates the additional render pipeline property for use in
/// [specialization](Vertex::specialize_pipeline).
fn init_pipeline(param: SystemParamItem<Self::PipelineParam>) -> Self::PipelineProp;
/// Specializes the render pipeline descriptor based off of the [key](Vertex::PipelineKey) and
/// [prop](Vertex::PipelineProp) of the common render pipeline descriptor.
fn specialize_pipeline(key: Self::PipelineKey, prop: &Self::PipelineProp, desc: &mut RenderPipelineDescriptor);
/// Creates the phase item associated with a [`VertexCommand`] based on its layer, render and
/// main entity, rendering pipeline ID, draw function ID, and command index.
fn create_item(
layer: f32,
entity: (Entity, MainEntity),
pipeline: CachedRenderPipelineId,
draw_function: DrawFunctionId,
command: usize,
) -> Self::Item;
/// Creates additional batch property for use in rendering.
fn create_batch(param: &mut SystemParamItem<Self::BatchParam>, key: Self::PipelineKey) -> Self::BatchProp;
}
/// Commands issued by [Drawer]s that will flush out vertices and indices into buffers later.
pub trait VertexCommand: Send + Sync {
/// The type of vertex this command works with.
type Vertex: Vertex;
/// Push vertices and indices to be rendered. For example, drawing a triangle would be calling
/// `vertices([A, B, C])` and `indices([0, 1, 2])`.
fn draw(&self, queuer: &mut impl VertexQueuer<Vertex = Self::Vertex>);
}
/// Similar to [`Extend`], except it works with both vertex and index buffers.
///
/// Ideally it also adjusts the index offset to the length of the current vertex buffer so
/// primitives would have the correct shapes.
pub trait VertexQueuer {
/// The type of vertex this queuer works with.
type Vertex: Vertex;
/// Extends the vertex buffer with the supplied iterator.
fn vertices(&mut self, vertices: impl IntoIterator<Item = Self::Vertex>);
/// Extends the index buffer with the supplied iterator.
fn indices(&mut self, indices: impl IntoIterator<Item = u32>);
}
/// Stores the runtime-only type information of [`Drawer`] that is associated with a [`Vertex`] for
/// use in [`check_visibilities`].
#[derive(Resource)]
pub struct VertexDrawers<T: Vertex>(pub(crate) SparseSet<ComponentId, TypeId>, PhantomData<fn() -> T>);
impl<T: Vertex> Default for VertexDrawers<T> {
#[inline]
fn default() -> Self {
Self(SparseSet::new(), PhantomData)
}
}
impl<T: Vertex> VertexDrawers<T> {
/// Registers a [`Drawer`] to be checked in [`check_visibilities`].
#[inline]
pub fn add<D: Drawer<Vertex = T>>(&mut self, world: &mut World) {
self.0
.insert(world.register_component::<HasDrawer<D>>(), TypeId::of::<With<HasDrawer<D>>>());
}
}
/// Stores intermediate vertex commands queued by entity [drawers](crate::vertex::Drawer) to be
/// added into the render phase of each views for sorting and batching.
#[derive(Resource)]
pub struct VertexQueues<T: Vertex> {
pub(crate) commands: DashMap<Entity, Vec<(f32, T::PipelineKey, T::Command)>, EntityHash>,
pub(crate) entities: DashMap<Entity, HashSet<(Entity, MainEntity)>, EntityHash>,
pub(crate) entity_bits: RwLock<FixedBitSet>,
}
impl<T: Vertex> Default for VertexQueues<T> {
#[inline]
fn default() -> Self {
Self {
commands: default(),
entities: default(),
entity_bits: default(),
}
}
}
/// Calculates [`ViewVisibility`] of [drawable](Drawer) entities.
///
/// Similar to [`check_visibility`](bevy_render::view::check_visibility) that is generic over
/// [`HasDrawer`], except the filters are configured dynamically by
/// [`DrawerPlugin`](crate::drawer::DrawerPlugin). This makes it so that all drawers that share the
/// same [`Vertex`] type also share the same visibility system.
pub fn check_visibilities<T: Vertex>(
world: &mut World,
mut visibility: Local<QueryState<FilteredEntityRef>>,
mut views: Local<
SystemState<(
Query<(
Entity,
Read<Frustum>,
Option<Read<RenderLayers>>,
Read<Camera>,
Has<NoCpuCulling>,
)>,
Query<(
Entity,
&InheritedVisibility,
&mut ViewVisibility,
Option<&RenderLayers>,
Option<&Aabb>,
&GlobalTransform,
Has<NoFrustumCulling>,
Has<VisibilityRange>,
)>,
Option<Res<VisibleEntityRanges>>,
)>,
>,
mut visible_entities: Local<SystemState<Query<(Entity, &mut VisibleEntities)>>>,
mut thread_queues: Local<Parallel<Vec<Entity>>>,
mut view_queues: Local<EntityHashMap<Vec<Entity>>>,
mut view_maps: Local<EntityHashMap<TypeIdMap<Vec<Entity>>>>,
) {
let drawers = world.resource_ref::<VertexDrawers<T>>();
if drawers.is_changed() {
let indices = drawers.0.indices().collect::<Box<_>>();
let mut builder = QueryBuilder::<FilteredEntityRef>::new(world);
builder.or(|query| {
for &id in &indices {
query.with_id(id);
}
});
*visibility = builder.build();
}
let (view_query, mut visible_aabb_query, visible_entity_ranges) = views.get_mut(world);
let visible_entity_ranges = visible_entity_ranges.as_deref();
for (view, &frustum, maybe_view_mask, camera, no_cpu_culling) in &view_query {
if !camera.is_active {
continue
}
let view_mask = maybe_view_mask.unwrap_or_default();
visible_aabb_query.par_iter_mut().for_each_init(
|| thread_queues.borrow_local_mut(),
|queue,
(
entity,
inherited_visibility,
mut view_visibility,
maybe_entity_mask,
maybe_model_aabb,
transform,
no_frustum_culling,
has_visibility_range,
)| {
if !inherited_visibility.get() {
return
}
let entity_mask = maybe_entity_mask.unwrap_or_default();
if !view_mask.intersects(entity_mask) {
return;
}
// If outside of the visibility range, cull.
if has_visibility_range &&
visible_entity_ranges.is_some_and(|visible_entity_ranges| {
!visible_entity_ranges.entity_is_in_range_of_view(entity, view)
})
{
return;
}
// If we have an AABB, do frustum culling.
if !no_frustum_culling && !no_cpu_culling {
if let Some(model_aabb) = maybe_model_aabb {
let world_from_local = transform.affine();
let model_sphere = Sphere {
center: world_from_local.transform_point3a(model_aabb.center),
radius: transform.radius_vec3a(model_aabb.half_extents),
};
// Do quick sphere-based frustum culling.
if !frustum.intersects_sphere(&model_sphere, false) {
return;
}
// Do AABB-based frustum culling.
if !frustum.intersects_obb(model_aabb, &world_from_local, true, false) {
return;
}
}
}
view_visibility.set();
queue.push(entity);
},
);
thread_queues.drain_into(view_queues.entry(view).or_default());
}
let drawers = world.resource::<VertexDrawers<T>>();
for (&view, queues) in &mut view_queues {
let map = view_maps.entry(view).or_default();
for e in queues.drain(..) {
let Ok(visible) = visibility.get(world, e) else { continue };
for (&id, &key) in drawers.0.iter() {
if visible.contains_id(id) {
map.entry(key).or_default().push(e);
}
}
}
}
let mut visible_entities = visible_entities.get_mut(world);
for (view, mut visible_entities) in &mut visible_entities {
let Some(map) = view_maps.get_mut(&view) else { continue };
for (&id, entities) in map {
let dst = visible_entities.entities.entry(id).or_default();
dst.clear();
dst.append(entities);
}
}
}