Skip to content

Commit

Permalink
Extract common RenderPhase code into render method (#7013)
Browse files Browse the repository at this point in the history
# Objective

All `RenderPhases` follow the same render procedure.
The same code is duplicated multiple times across the codebase.

## Solution

I simply extracted this code into a method on the `RenderPhase`. 
This avoids code duplication and makes setting up new `RenderPhases` easier.

---

## Changelog

### Changed

You can now set up the rendering code of a `RenderPhase` directly using the `RenderPhase::render` method, instead of implementing it manually in your render graph node.
  • Loading branch information
kurtkuehnert committed Dec 27, 2022
1 parent 5566d73 commit ca85f6c
Show file tree
Hide file tree
Showing 5 changed files with 63 additions and 81 deletions.
24 changes: 8 additions & 16 deletions crates/bevy_core_pipeline/src/core_2d/main_pass_2d_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ use bevy_ecs::prelude::*;
use bevy_render::{
camera::ExtractedCamera,
render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
render_phase::{DrawFunctions, RenderPhase, TrackedRenderPass},
render_phase::RenderPhase,
render_resource::{LoadOp, Operations, RenderPassDescriptor},
renderer::RenderContext,
view::{ExtractedView, ViewTarget},
Expand Down Expand Up @@ -77,21 +77,13 @@ impl Node for MainPass2dNode {
depth_stencil_attachment: None,
};

let draw_functions = world.resource::<DrawFunctions<Transparent2d>>();

let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);

let mut draw_functions = draw_functions.write();
let mut tracked_pass = TrackedRenderPass::new(render_pass);
if let Some(viewport) = camera.viewport.as_ref() {
tracked_pass.set_camera_viewport(viewport);
}
for item in &transparent_phase.items {
let draw_function = draw_functions.get_mut(item.draw_function).unwrap();
draw_function.draw(world, &mut tracked_pass, view_entity, item);
}
transparent_phase.render(
world,
render_context,
view_entity,
camera.viewport.as_ref(),
pass_descriptor,
);
}

// WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't
Expand Down
65 changes: 22 additions & 43 deletions crates/bevy_core_pipeline/src/core_3d/main_pass_3d_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ use bevy_ecs::prelude::*;
use bevy_render::{
camera::ExtractedCamera,
render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
render_phase::{DrawFunctions, RenderPhase, TrackedRenderPass},
render_phase::RenderPhase,
render_resource::{LoadOp, Operations, RenderPassDepthStencilAttachment, RenderPassDescriptor},
renderer::RenderContext,
view::{ExtractedView, ViewDepthTexture, ViewTarget},
Expand Down Expand Up @@ -95,20 +95,13 @@ impl Node for MainPass3dNode {
}),
};

let draw_functions = world.resource::<DrawFunctions<Opaque3d>>();

let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut draw_functions = draw_functions.write();
let mut tracked_pass = TrackedRenderPass::new(render_pass);
if let Some(viewport) = camera.viewport.as_ref() {
tracked_pass.set_camera_viewport(viewport);
}
for item in &opaque_phase.items {
let draw_function = draw_functions.get_mut(item.draw_function).unwrap();
draw_function.draw(world, &mut tracked_pass, view_entity, item);
}
opaque_phase.render(
world,
render_context,
view_entity,
camera.viewport.as_ref(),
pass_descriptor,
);
}

if !alpha_mask_phase.items.is_empty() {
Expand All @@ -134,20 +127,13 @@ impl Node for MainPass3dNode {
}),
};

let draw_functions = world.resource::<DrawFunctions<AlphaMask3d>>();

let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut draw_functions = draw_functions.write();
let mut tracked_pass = TrackedRenderPass::new(render_pass);
if let Some(viewport) = camera.viewport.as_ref() {
tracked_pass.set_camera_viewport(viewport);
}
for item in &alpha_mask_phase.items {
let draw_function = draw_functions.get_mut(item.draw_function).unwrap();
draw_function.draw(world, &mut tracked_pass, view_entity, item);
}
alpha_mask_phase.render(
world,
render_context,
view_entity,
camera.viewport.as_ref(),
pass_descriptor,
);
}

if !transparent_phase.items.is_empty() {
Expand Down Expand Up @@ -178,20 +164,13 @@ impl Node for MainPass3dNode {
}),
};

let draw_functions = world.resource::<DrawFunctions<Transparent3d>>();

let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut draw_functions = draw_functions.write();
let mut tracked_pass = TrackedRenderPass::new(render_pass);
if let Some(viewport) = camera.viewport.as_ref() {
tracked_pass.set_camera_viewport(viewport);
}
for item in &transparent_phase.items {
let draw_function = draw_functions.get_mut(item.draw_function).unwrap();
draw_function.draw(world, &mut tracked_pass, view_entity, item);
}
transparent_phase.render(
world,
render_context,
view_entity,
camera.viewport.as_ref(),
pass_descriptor,
);
}

// WebGL2 quirk: if ending with a render pass with a custom viewport, the viewport isn't
Expand Down
11 changes: 1 addition & 10 deletions crates/bevy_pbr/src/render/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -1785,16 +1785,7 @@ impl Node for ShadowPassNode {
}),
};

let draw_functions = world.resource::<DrawFunctions<Shadow>>();
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut draw_functions = draw_functions.write();
let mut tracked_pass = TrackedRenderPass::new(render_pass);
for item in &shadow_phase.items {
let draw_function = draw_functions.get_mut(item.draw_function).unwrap();
draw_function.draw(world, &mut tracked_pass, view_light_entity, item);
}
shadow_phase.render(world, render_context, view_entity, None, pass_descriptor);
}
}

Expand Down
31 changes: 31 additions & 0 deletions crates/bevy_render/src/render_phase/mod.rs
Original file line number Diff line number Diff line change
@@ -1,10 +1,15 @@
mod draw;
mod draw_state;

use bevy_ecs::entity::Entity;
pub use draw::*;
pub use draw_state::*;
use wgpu::RenderPassDescriptor;

use crate::camera::Viewport;
use crate::renderer::RenderContext;
use bevy_ecs::prelude::{Component, Query};
use bevy_ecs::world::World;

/// A resource to collect and sort draw requests for specific [`PhaseItems`](PhaseItem).
#[derive(Component)]
Expand All @@ -29,6 +34,32 @@ impl<I: PhaseItem> RenderPhase<I> {
pub fn sort(&mut self) {
I::sort(&mut self.items);
}

pub fn render(
&self,
world: &World,
render_context: &mut RenderContext,
view: Entity,
viewport: Option<&Viewport>,
pass_descriptor: RenderPassDescriptor,
) {
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut render_pass = TrackedRenderPass::new(render_pass);

if let Some(viewport) = viewport {
render_pass.set_camera_viewport(viewport);
}

let draw_functions = world.resource::<DrawFunctions<I>>();
let mut draw_functions = draw_functions.write();

for item in &self.items {
let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
draw_function.draw(world, &mut render_pass, view, item);
}
}
}

impl<I: BatchedPhaseItem> RenderPhase<I> {
Expand Down
13 changes: 1 addition & 12 deletions crates/bevy_ui/src/render/render_pass.rs
Original file line number Diff line number Diff line change
Expand Up @@ -85,18 +85,7 @@ impl Node for UiPassNode {
depth_stencil_attachment: None,
};

let draw_functions = world.resource::<DrawFunctions<TransparentUi>>();

let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);

let mut draw_functions = draw_functions.write();
let mut tracked_pass = TrackedRenderPass::new(render_pass);
for item in &transparent_phase.items {
let draw_function = draw_functions.get_mut(item.draw_function).unwrap();
draw_function.draw(world, &mut tracked_pass, view_entity, item);
}
transparent_phase.render(world, render_context, view_entity, None, pass_descriptor);
Ok(())
}
}
Expand Down

0 comments on commit ca85f6c

Please sign in to comment.