bevy_render/view/visibility/range.rs
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//! Specific distances from the camera in which entities are visible, also known
//! as *hierarchical levels of detail* or *HLOD*s.
use core::{
hash::{Hash, Hasher},
ops::Range,
};
use bevy_app::{App, Plugin, PostUpdate};
use bevy_ecs::{
component::Component,
entity::{Entity, EntityHashMap},
query::{Changed, With},
reflect::ReflectComponent,
removal_detection::RemovedComponents,
schedule::IntoSystemConfigs as _,
system::{Query, Res, ResMut, Resource},
};
use bevy_math::{vec4, FloatOrd, Vec4};
use bevy_reflect::Reflect;
use bevy_transform::components::GlobalTransform;
use bevy_utils::{prelude::default, HashMap};
use nonmax::NonMaxU16;
use wgpu::{BufferBindingType, BufferUsages};
use super::{check_visibility, VisibilitySystems};
use crate::sync_world::{MainEntity, MainEntityHashMap};
use crate::{
camera::Camera,
mesh::Mesh3d,
primitives::Aabb,
render_resource::BufferVec,
renderer::{RenderDevice, RenderQueue},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
/// We need at least 4 storage buffer bindings available to enable the
/// visibility range buffer.
///
/// Even though we only use one storage buffer, the first 3 available storage
/// buffers will go to various light-related buffers. We will grab the fourth
/// buffer slot.
pub const VISIBILITY_RANGES_STORAGE_BUFFER_COUNT: u32 = 4;
/// The size of the visibility ranges buffer in elements (not bytes) when fewer
/// than 6 storage buffers are available and we're forced to use a uniform
/// buffer instead (most notably, on WebGL 2).
const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: usize = 64;
/// A plugin that enables [`VisibilityRange`]s, which allow entities to be
/// hidden or shown based on distance to the camera.
pub struct VisibilityRangePlugin;
impl Plugin for VisibilityRangePlugin {
fn build(&self, app: &mut App) {
app.register_type::<VisibilityRange>()
.init_resource::<VisibleEntityRanges>()
.add_systems(
PostUpdate,
check_visibility_ranges
.in_set(VisibilitySystems::CheckVisibility)
.before(check_visibility::<With<Mesh3d>>),
);
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.init_resource::<RenderVisibilityRanges>()
.add_systems(ExtractSchedule, extract_visibility_ranges)
.add_systems(
Render,
write_render_visibility_ranges.in_set(RenderSet::PrepareResourcesFlush),
);
}
}
/// Specifies the range of distances that this entity must be from the camera in
/// order to be rendered.
///
/// This is also known as *hierarchical level of detail* or *HLOD*.
///
/// Use this component when you want to render a high-polygon mesh when the
/// camera is close and a lower-polygon mesh when the camera is far away. This
/// is a common technique for improving performance, because fine details are
/// hard to see in a mesh at a distance. To avoid an artifact known as *popping*
/// between levels, each level has a *margin*, within which the object
/// transitions gradually from invisible to visible using a dithering effect.
///
/// You can also use this feature to replace multiple meshes with a single mesh
/// when the camera is distant. This is the reason for the term "*hierarchical*
/// level of detail". Reducing the number of meshes can be useful for reducing
/// drawcall count. Note that you must place the [`VisibilityRange`] component
/// on each entity you want to be part of a LOD group, as [`VisibilityRange`]
/// isn't automatically propagated down to children.
///
/// A typical use of this feature might look like this:
///
/// | Entity | `start_margin` | `end_margin` |
/// |-------------------------|----------------|--------------|
/// | Root | N/A | N/A |
/// | ├─ High-poly mesh | [0, 0) | [20, 25) |
/// | ├─ Low-poly mesh | [20, 25) | [70, 75) |
/// | └─ Billboard *imposter* | [70, 75) | [150, 160) |
///
/// With this setup, the user will see a high-poly mesh when the camera is
/// closer than 20 units. As the camera zooms out, between 20 units to 25 units,
/// the high-poly mesh will gradually fade to a low-poly mesh. When the camera
/// is 70 to 75 units away, the low-poly mesh will fade to a single textured
/// quad. And between 150 and 160 units, the object fades away entirely. Note
/// that the `end_margin` of a higher LOD is always identical to the
/// `start_margin` of the next lower LOD; this is important for the crossfade
/// effect to function properly.
#[derive(Component, Clone, PartialEq, Default, Reflect)]
#[reflect(Component, PartialEq, Hash)]
pub struct VisibilityRange {
/// The range of distances, in world units, between which this entity will
/// smoothly fade into view as the camera zooms out.
///
/// If the start and end of this range are identical, the transition will be
/// abrupt, with no crossfading.
///
/// `start_margin.end` must be less than or equal to `end_margin.start`.
pub start_margin: Range<f32>,
/// The range of distances, in world units, between which this entity will
/// smoothly fade out of view as the camera zooms out.
///
/// If the start and end of this range are identical, the transition will be
/// abrupt, with no crossfading.
///
/// `end_margin.start` must be greater than or equal to `start_margin.end`.
pub end_margin: Range<f32>,
/// If set to true, Bevy will use the center of the axis-aligned bounding
/// box ([`Aabb`]) as the position of the mesh for the purposes of
/// visibility range computation.
///
/// Otherwise, if this field is set to false, Bevy will use the origin of
/// the mesh as the mesh's position.
///
/// Usually you will want to leave this set to false, because different LODs
/// may have different AABBs, and smooth crossfades between LOD levels
/// require that all LODs of a mesh be at *precisely* the same position. If
/// you aren't using crossfading, however, and your meshes aren't centered
/// around their origins, then this flag may be useful.
pub use_aabb: bool,
}
impl Eq for VisibilityRange {}
impl Hash for VisibilityRange {
fn hash<H>(&self, state: &mut H)
where
H: Hasher,
{
FloatOrd(self.start_margin.start).hash(state);
FloatOrd(self.start_margin.end).hash(state);
FloatOrd(self.end_margin.start).hash(state);
FloatOrd(self.end_margin.end).hash(state);
}
}
impl VisibilityRange {
/// Creates a new *abrupt* visibility range, with no crossfade.
///
/// There will be no crossfade; the object will immediately vanish if the
/// camera is closer than `start` units or farther than `end` units from the
/// model.
///
/// The `start` value must be less than or equal to the `end` value.
#[inline]
pub fn abrupt(start: f32, end: f32) -> Self {
Self {
start_margin: start..start,
end_margin: end..end,
use_aabb: false,
}
}
/// Returns true if both the start and end transitions for this range are
/// abrupt: that is, there is no crossfading.
#[inline]
pub fn is_abrupt(&self) -> bool {
self.start_margin.start == self.start_margin.end
&& self.end_margin.start == self.end_margin.end
}
/// Returns true if the object will be visible at all, given a camera
/// `camera_distance` units away.
///
/// Any amount of visibility, even with the heaviest dithering applied, is
/// considered visible according to this check.
#[inline]
pub fn is_visible_at_all(&self, camera_distance: f32) -> bool {
camera_distance >= self.start_margin.start && camera_distance < self.end_margin.end
}
/// Returns true if the object is completely invisible, given a camera
/// `camera_distance` units away.
///
/// This is equivalent to `!VisibilityRange::is_visible_at_all()`.
#[inline]
pub fn is_culled(&self, camera_distance: f32) -> bool {
!self.is_visible_at_all(camera_distance)
}
}
/// Stores information related to [`VisibilityRange`]s in the render world.
#[derive(Resource)]
pub struct RenderVisibilityRanges {
/// Information corresponding to each entity.
entities: MainEntityHashMap<RenderVisibilityEntityInfo>,
/// Maps a [`VisibilityRange`] to its index within the `buffer`.
///
/// This map allows us to deduplicate identical visibility ranges, which
/// saves GPU memory.
range_to_index: HashMap<VisibilityRange, NonMaxU16>,
/// The GPU buffer that stores [`VisibilityRange`]s.
///
/// Each [`Vec4`] contains the start margin start, start margin end, end
/// margin start, and end margin end distances, in that order.
buffer: BufferVec<Vec4>,
/// True if the buffer has been changed since the last frame and needs to be
/// reuploaded to the GPU.
buffer_dirty: bool,
}
/// Per-entity information related to [`VisibilityRange`]s.
struct RenderVisibilityEntityInfo {
/// The index of the range within the GPU buffer.
buffer_index: NonMaxU16,
/// True if the range is abrupt: i.e. has no crossfade.
is_abrupt: bool,
}
impl Default for RenderVisibilityRanges {
fn default() -> Self {
Self {
entities: default(),
range_to_index: default(),
buffer: BufferVec::new(
BufferUsages::STORAGE | BufferUsages::UNIFORM | BufferUsages::VERTEX,
),
buffer_dirty: true,
}
}
}
impl RenderVisibilityRanges {
/// Clears out the [`RenderVisibilityRanges`] in preparation for a new
/// frame.
fn clear(&mut self) {
self.entities.clear();
self.range_to_index.clear();
self.buffer.clear();
self.buffer_dirty = true;
}
/// Inserts a new entity into the [`RenderVisibilityRanges`].
fn insert(&mut self, entity: MainEntity, visibility_range: &VisibilityRange) {
// Grab a slot in the GPU buffer, or take the existing one if there
// already is one.
let buffer_index = *self
.range_to_index
.entry(visibility_range.clone())
.or_insert_with(|| {
NonMaxU16::try_from(self.buffer.push(vec4(
visibility_range.start_margin.start,
visibility_range.start_margin.end,
visibility_range.end_margin.start,
visibility_range.end_margin.end,
)) as u16)
.unwrap_or_default()
});
self.entities.insert(
entity,
RenderVisibilityEntityInfo {
buffer_index,
is_abrupt: visibility_range.is_abrupt(),
},
);
}
/// Returns the index in the GPU buffer corresponding to the visible range
/// for the given entity.
///
/// If the entity has no visible range, returns `None`.
#[inline]
pub fn lod_index_for_entity(&self, entity: MainEntity) -> Option<NonMaxU16> {
self.entities.get(&entity).map(|info| info.buffer_index)
}
/// Returns true if the entity has a visibility range and it isn't abrupt:
/// i.e. if it has a crossfade.
#[inline]
pub fn entity_has_crossfading_visibility_ranges(&self, entity: MainEntity) -> bool {
self.entities
.get(&entity)
.is_some_and(|info| !info.is_abrupt)
}
/// Returns a reference to the GPU buffer that stores visibility ranges.
#[inline]
pub fn buffer(&self) -> &BufferVec<Vec4> {
&self.buffer
}
}
/// Stores which entities are in within the [`VisibilityRange`]s of views.
///
/// This doesn't store the results of frustum or occlusion culling; use
/// [`super::ViewVisibility`] for that. Thus entities in this list may not
/// actually be visible.
///
/// For efficiency, these tables only store entities that have
/// [`VisibilityRange`] components. Entities without such a component won't be
/// in these tables at all.
///
/// The table is indexed by entity and stores a 32-bit bitmask with one bit for
/// each camera, where a 0 bit corresponds to "out of range" and a 1 bit
/// corresponds to "in range". Hence it's limited to storing information for 32
/// views.
#[derive(Resource, Default)]
pub struct VisibleEntityRanges {
/// Stores which bit index each view corresponds to.
views: EntityHashMap<u8>,
/// Stores a bitmask in which each view has a single bit.
///
/// A 0 bit for a view corresponds to "out of range"; a 1 bit corresponds to
/// "in range".
entities: EntityHashMap<u32>,
}
impl VisibleEntityRanges {
/// Clears out the [`VisibleEntityRanges`] in preparation for a new frame.
fn clear(&mut self) {
self.views.clear();
self.entities.clear();
}
/// Returns true if the entity is in range of the given camera.
///
/// This only checks [`VisibilityRange`]s and doesn't perform any frustum or
/// occlusion culling. Thus the entity might not *actually* be visible.
///
/// The entity is assumed to have a [`VisibilityRange`] component. If the
/// entity doesn't have that component, this method will return false.
#[inline]
pub fn entity_is_in_range_of_view(&self, entity: Entity, view: Entity) -> bool {
let Some(visibility_bitmask) = self.entities.get(&entity) else {
return false;
};
let Some(view_index) = self.views.get(&view) else {
return false;
};
(visibility_bitmask & (1 << view_index)) != 0
}
/// Returns true if the entity is in range of any view.
///
/// This only checks [`VisibilityRange`]s and doesn't perform any frustum or
/// occlusion culling. Thus the entity might not *actually* be visible.
///
/// The entity is assumed to have a [`VisibilityRange`] component. If the
/// entity doesn't have that component, this method will return false.
#[inline]
pub fn entity_is_in_range_of_any_view(&self, entity: Entity) -> bool {
self.entities.contains_key(&entity)
}
}
/// Checks all entities against all views in order to determine which entities
/// with [`VisibilityRange`]s are potentially visible.
///
/// This only checks distance from the camera and doesn't frustum or occlusion
/// cull.
pub fn check_visibility_ranges(
mut visible_entity_ranges: ResMut<VisibleEntityRanges>,
view_query: Query<(Entity, &GlobalTransform), With<Camera>>,
mut entity_query: Query<(Entity, &GlobalTransform, Option<&Aabb>, &VisibilityRange)>,
) {
visible_entity_ranges.clear();
// Early out if the visibility range feature isn't in use.
if entity_query.is_empty() {
return;
}
// Assign an index to each view.
let mut views = vec![];
for (view, view_transform) in view_query.iter().take(32) {
let view_index = views.len() as u8;
visible_entity_ranges.views.insert(view, view_index);
views.push((view, view_transform.translation_vec3a()));
}
// Check each entity/view pair. Only consider entities with
// [`VisibilityRange`] components.
for (entity, entity_transform, maybe_model_aabb, visibility_range) in entity_query.iter_mut() {
let mut visibility = 0;
for (view_index, &(_, view_position)) in views.iter().enumerate() {
// If instructed to use the AABB and the model has one, use its
// center as the model position. Otherwise, use the model's
// translation.
let model_position = match (visibility_range.use_aabb, maybe_model_aabb) {
(true, Some(model_aabb)) => entity_transform
.affine()
.transform_point3a(model_aabb.center),
_ => entity_transform.translation_vec3a(),
};
if visibility_range.is_visible_at_all((view_position - model_position).length()) {
visibility |= 1 << view_index;
}
}
// Invisible entities have no entry at all in the hash map. This speeds
// up checks slightly in this common case.
if visibility != 0 {
visible_entity_ranges.entities.insert(entity, visibility);
}
}
}
/// Extracts all [`VisibilityRange`] components from the main world to the
/// render world and inserts them into [`RenderVisibilityRanges`].
pub fn extract_visibility_ranges(
mut render_visibility_ranges: ResMut<RenderVisibilityRanges>,
visibility_ranges_query: Extract<Query<(Entity, &VisibilityRange)>>,
changed_ranges_query: Extract<Query<Entity, Changed<VisibilityRange>>>,
mut removed_visibility_ranges: Extract<RemovedComponents<VisibilityRange>>,
) {
if changed_ranges_query.is_empty() && removed_visibility_ranges.read().next().is_none() {
return;
}
render_visibility_ranges.clear();
for (entity, visibility_range) in visibility_ranges_query.iter() {
render_visibility_ranges.insert(entity.into(), visibility_range);
}
}
/// Writes the [`RenderVisibilityRanges`] table to the GPU.
pub fn write_render_visibility_ranges(
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut render_visibility_ranges: ResMut<RenderVisibilityRanges>,
) {
// If there haven't been any changes, early out.
if !render_visibility_ranges.buffer_dirty {
return;
}
// Mess with the length of the buffer to meet API requirements if necessary.
match render_device.get_supported_read_only_binding_type(VISIBILITY_RANGES_STORAGE_BUFFER_COUNT)
{
// If we're using a uniform buffer, we must have *exactly*
// `VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE` elements.
BufferBindingType::Uniform
if render_visibility_ranges.buffer.len() > VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE =>
{
render_visibility_ranges
.buffer
.truncate(VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE);
}
BufferBindingType::Uniform
if render_visibility_ranges.buffer.len() < VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE =>
{
while render_visibility_ranges.buffer.len() < VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE {
render_visibility_ranges.buffer.push(default());
}
}
// Otherwise, if we're using a storage buffer, just ensure there's
// something in the buffer, or else it won't get allocated.
BufferBindingType::Storage { .. } if render_visibility_ranges.buffer.is_empty() => {
render_visibility_ranges.buffer.push(default());
}
_ => {}
}
// Schedule the write.
render_visibility_ranges
.buffer
.write_buffer(&render_device, &render_queue);
render_visibility_ranges.buffer_dirty = false;
}