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@viridia iirc you requested this originally. if you're not interested i think this pr is going to be stuck in limbo so i may as well close it (i'm using it out of repo which is fine). |
I have worked around the problem for now, but the solution isn't as elegant as I'd like. The original motivation was to be able to spawn GLTF models on a render layer. Currently I manage this by using an observer and traversing the scene. |
in case it's unclear from the tests, the way to do that would be it would have no effect on entities in other parts of the scene, and would set the renderlayer on the gltf_root and children (including removing it if they move out, adding it if they move in). |
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I really think we should have some solution in tree for render layers, and this seems like a great start, especially since it's opt-in. The sharp edge of dealing with render layers for deep hierarchies is pretty bad at the moment.
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i really like this. copied it in a project and tested it for a while. it spares me a ton of RenderLayers::layer(32)
in a complex bevy_lunex hierarchy :D
note: it needs to be migrated, but that's just 3 changes
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Some comments:
- I really want this, and have for years.
- bevy_app is a weird home for this, but I don't have any better ideas.
- It's a bit weird that we're not using this for our internal applications, but it is safer this way to start.
- I'd prefer if this was generic over the kind of relationship that we're propagating down.
- The C: Component + Clone + PartialEq bound are more prolific than they strictly need to be. I would have minimized those, but that's just a style nit.
I'm content to merge this as is (and will on Monday if I don't hear back), but I wanted to raise those thoughts now.
I’ll see if I can do 3 over the weekend, and try and have a look at 4 as well |
# Objective after #15156 it seems like using distinct directional lights on different views is broken (and will probably break spotlights too). fix them ## Solution the reason is a bit hairy so with an example: - camera 0 on layer 0 - camera 1 on layer 1 - dir light 0 on layer 0 (2 cascades) - dir light 1 on layer 1 (2 cascades) in render/lights.rs: - outside of any view loop, - we count the total number of shadow casting directional light cascades (4) and assign an incrementing `depth_texture_base_index` for each (0-1 for one light, 2-3 for the other, depending on iteration order) (line 1034) - allocate a texture array for the total number of cascades plus spotlight maps (4) (line 1106) - in the view loop, for directional lights we - skip lights that don't intersect on renderlayers (line 1440) - assign an incrementing texture layer to each light/cascade starting from 0 (resets to 0 per view) (assigning 0 and 1 each time for the 2 cascades of the intersecting light) (line 1509, init at 1421) then in the rendergraph: - camera 0 renders the shadow map for light 0 to texture indices 0 and 1 - camera 0 renders using shadows from the `depth_texture_base_index` (maybe 0-1, maybe 2-3 depending on the iteration order) - camera 1 renders the shadow map for light 1 to texture indices 0 and 1 - camera 0 renders using shadows from the `depth_texture_base_index` (maybe 0-1, maybe 2-3 depending on the iteration order) issues: - one of the views uses empty shadow maps (bug) - we allocated a texture layer per cascade per light, even though not all lights are used on all views (just inefficient) - I think we're allocating texture layers even for lights with `shadows_enabled: false` (just inefficient) solution: - calculate upfront the view with the largest number of directional cascades - allocate this many layers (plus layers for spotlights) in the texture array - keep using texture layers 0..n in the per-view loop, but build GpuLights.gpu_directional_lights within the loop too so it refers to the same layers we render to nice side effects: - we can now use `max_texture_array_layers / MAX_CASCADES_PER_LIGHT` shadow-casting directional lights per view, rather than overall. - we can remove the `GpuDirectionalLight::skip` field, since the gpu lights struct is constructed per view a simpler approach would be to keep everything the same, and just increment the texture layer index in the view loop even for non-intersecting lights. this pr reduces the total shadowmap vram used as well and isn't *much* extra complexity. but if we want something less risky/intrusive for 16.1 that would be the way. ## Testing i edited the split screen example to put separate lights on layer 1 and layer 2, and put the plane and fox on both layers (using lots of unrelated code for render layer propagation from #17575). without the fix the directional shadows will only render on one of the top 2 views even though there are directional lights on both layers. ```rs //! Renders two cameras to the same window to accomplish "split screen". use std::f32::consts::PI; use bevy::{ pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized, }; use bevy_render::view::RenderLayers; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(HierarchyPropagatePlugin::<RenderLayers>::default()) .add_systems(Startup, setup) .add_systems(Update, (set_camera_viewports, button_system)) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, asset_server: Res<AssetServer>, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { let all_layers = RenderLayers::layer(1).with(2).with(3).with(4); // plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), all_layers.clone() )); commands.spawn(( SceneRoot( asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")), ), Propagate(all_layers.clone()), )); // Light commands.spawn(( Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), DirectionalLight { shadows_enabled: true, ..default() }, CascadeShadowConfigBuilder { num_cascades: if cfg!(all( feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu") )) { // Limited to 1 cascade in WebGL 1 } else { 2 }, first_cascade_far_bound: 200.0, maximum_distance: 280.0, ..default() } .build(), RenderLayers::layer(1), )); commands.spawn(( Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), DirectionalLight { shadows_enabled: true, ..default() }, CascadeShadowConfigBuilder { num_cascades: if cfg!(all( feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu") )) { // Limited to 1 cascade in WebGL 1 } else { 2 }, first_cascade_far_bound: 200.0, maximum_distance: 280.0, ..default() } .build(), RenderLayers::layer(2), )); // Cameras and their dedicated UI for (index, (camera_name, camera_pos)) in [ ("Player 1", Vec3::new(0.0, 200.0, -150.0)), ("Player 2", Vec3::new(150.0, 150., 50.0)), ("Player 3", Vec3::new(100.0, 150., -150.0)), ("Player 4", Vec3::new(-100.0, 80., 150.0)), ] .iter() .enumerate() { let camera = commands .spawn(( Camera3d::default(), Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y), Camera { // Renders cameras with different priorities to prevent ambiguities order: index as isize, ..default() }, CameraPosition { pos: UVec2::new((index % 2) as u32, (index / 2) as u32), }, RenderLayers::layer(index+1) )) .id(); // Set up UI commands .spawn(( UiTargetCamera(camera), Node { width: Val::Percent(100.), height: Val::Percent(100.), ..default() }, )) .with_children(|parent| { parent.spawn(( Text::new(*camera_name), Node { position_type: PositionType::Absolute, top: Val::Px(12.), left: Val::Px(12.), ..default() }, )); buttons_panel(parent); }); } fn buttons_panel(parent: &mut ChildSpawnerCommands) { parent .spawn(Node { position_type: PositionType::Absolute, width: Val::Percent(100.), height: Val::Percent(100.), display: Display::Flex, flex_direction: FlexDirection::Row, justify_content: JustifyContent::SpaceBetween, align_items: AlignItems::Center, padding: UiRect::all(Val::Px(20.)), ..default() }) .with_children(|parent| { rotate_button(parent, "<", Direction::Left); rotate_button(parent, ">", Direction::Right); }); } fn rotate_button(parent: &mut ChildSpawnerCommands, caption: &str, direction: Direction) { parent .spawn(( RotateCamera(direction), Button, Node { width: Val::Px(40.), height: Val::Px(40.), border: UiRect::all(Val::Px(2.)), justify_content: JustifyContent::Center, align_items: AlignItems::Center, ..default() }, BorderColor(Color::WHITE), BackgroundColor(Color::srgb(0.25, 0.25, 0.25)), )) .with_children(|parent| { parent.spawn(Text::new(caption)); }); } } #[derive(Component)] struct CameraPosition { pos: UVec2, } #[derive(Component)] struct RotateCamera(Direction); enum Direction { Left, Right, } fn set_camera_viewports( windows: Query<&Window>, mut resize_events: EventReader<WindowResized>, mut query: Query<(&CameraPosition, &mut Camera)>, ) { // We need to dynamically resize the camera's viewports whenever the window size changes // so then each camera always takes up half the screen. // A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup. for resize_event in resize_events.read() { let window = windows.get(resize_event.window).unwrap(); let size = window.physical_size() / 2; for (camera_position, mut camera) in &mut query { camera.viewport = Some(Viewport { physical_position: camera_position.pos * size, physical_size: size, ..default() }); } } } fn button_system( interaction_query: Query< (&Interaction, &ComputedNodeTarget, &RotateCamera), (Changed<Interaction>, With<Button>), >, mut camera_query: Query<&mut Transform, With<Camera>>, ) { for (interaction, computed_target, RotateCamera(direction)) in &interaction_query { if let Interaction::Pressed = *interaction { // Since TargetCamera propagates to the children, we can use it to find // which side of the screen the button is on. if let Some(mut camera_transform) = computed_target .camera() .and_then(|camera| camera_query.get_mut(camera).ok()) { let angle = match direction { Direction::Left => -0.1, Direction::Right => 0.1, }; camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle)); } } } } use std::marker::PhantomData; use bevy::{ app::{App, Plugin, Update}, ecs::query::QueryFilter, prelude::{ Changed, Children, Commands, Component, Entity, Local, Query, RemovedComponents, SystemSet, With, Without, }, }; /// Causes the inner component to be added to this entity and all children. /// A child with a Propagate<C> component of it's own will override propagation from /// that point in the tree #[derive(Component, Clone, PartialEq)] pub struct Propagate<C: Component + Clone + PartialEq>(pub C); /// Internal struct for managing propagation #[derive(Component, Clone, PartialEq)] pub struct Inherited<C: Component + Clone + PartialEq>(pub C); /// Stops the output component being added to this entity. /// Children will still inherit the component from this entity or its parents #[derive(Component, Default)] pub struct PropagateOver<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>); /// Stops the propagation at this entity. Children will not inherit the component. #[derive(Component, Default)] pub struct PropagateStop<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>); pub struct HierarchyPropagatePlugin<C: Component + Clone + PartialEq, F: QueryFilter = ()> { _p: PhantomData<fn() -> (C, F)>, } impl<C: Component + Clone + PartialEq, F: QueryFilter> Default for HierarchyPropagatePlugin<C, F> { fn default() -> Self { Self { _p: Default::default(), } } } #[derive(SystemSet, Clone, PartialEq, PartialOrd, Ord)] pub struct PropagateSet<C: Component + Clone + PartialEq> { _p: PhantomData<fn() -> C>, } impl<C: Component + Clone + PartialEq> std::fmt::Debug for PropagateSet<C> { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { f.debug_struct("PropagateSet") .field("_p", &self._p) .finish() } } impl<C: Component + Clone + PartialEq> Eq for PropagateSet<C> {} impl<C: Component + Clone + PartialEq> std::hash::Hash for PropagateSet<C> { fn hash<H: std::hash::Hasher>(&self, state: &mut H) { self._p.hash(state); } } impl<C: Component + Clone + PartialEq> Default for PropagateSet<C> { fn default() -> Self { Self { _p: Default::default(), } } } impl<C: Component + Clone + PartialEq, F: QueryFilter + 'static> Plugin for HierarchyPropagatePlugin<C, F> { fn build(&self, app: &mut App) { app.add_systems( Update, ( update_source::<C, F>, update_stopped::<C, F>, update_reparented::<C, F>, propagate_inherited::<C, F>, propagate_output::<C, F>, ) .chain() .in_set(PropagateSet::<C>::default()), ); } } pub fn update_source<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query<(Entity, &Propagate<C>), (Changed<Propagate<C>>, Without<PropagateStop<C>>)>, mut removed: RemovedComponents<Propagate<C>>, ) { for (entity, source) in &changed { commands .entity(entity) .try_insert(Inherited(source.0.clone())); } for removed in removed.read() { if let Ok(mut commands) = commands.get_entity(removed) { commands.remove::<(Inherited<C>, C)>(); } } } pub fn update_stopped<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, q: Query<Entity, (With<Inherited<C>>, F, With<PropagateStop<C>>)>, ) { for entity in q.iter() { let mut cmds = commands.entity(entity); cmds.remove::<Inherited<C>>(); } } pub fn update_reparented<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, moved: Query< (Entity, &ChildOf, Option<&Inherited<C>>), ( Changed<ChildOf>, Without<Propagate<C>>, Without<PropagateStop<C>>, F, ), >, parents: Query<&Inherited<C>>, ) { for (entity, parent, maybe_inherited) in &moved { if let Ok(inherited) = parents.get(parent.parent()) { commands.entity(entity).try_insert(inherited.clone()); } else if maybe_inherited.is_some() { commands.entity(entity).remove::<(Inherited<C>, C)>(); } } } pub fn propagate_inherited<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query< (&Inherited<C>, &Children), (Changed<Inherited<C>>, Without<PropagateStop<C>>, F), >, recurse: Query< (Option<&Children>, Option<&Inherited<C>>), (Without<Propagate<C>>, Without<PropagateStop<C>>, F), >, mut to_process: Local<Vec<(Entity, Option<Inherited<C>>)>>, mut removed: RemovedComponents<Inherited<C>>, ) { // gather changed for (inherited, children) in &changed { to_process.extend( children .iter() .map(|child| (child, Some(inherited.clone()))), ); } // and removed for entity in removed.read() { if let Ok((Some(children), _)) = recurse.get(entity) { to_process.extend(children.iter().map(|child| (child, None))) } } // propagate while let Some((entity, maybe_inherited)) = (*to_process).pop() { let Ok((maybe_children, maybe_current)) = recurse.get(entity) else { continue; }; if maybe_current == maybe_inherited.as_ref() { continue; } if let Some(children) = maybe_children { to_process.extend( children .iter() .map(|child| (child, maybe_inherited.clone())), ); } if let Some(inherited) = maybe_inherited { commands.entity(entity).try_insert(inherited.clone()); } else { commands.entity(entity).remove::<(Inherited<C>, C)>(); } } } pub fn propagate_output<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query< (Entity, &Inherited<C>, Option<&C>), (Changed<Inherited<C>>, Without<PropagateOver<C>>, F), >, ) { for (entity, inherited, maybe_current) in &changed { if maybe_current.is_some_and(|c| &inherited.0 == c) { continue; } commands.entity(entity).try_insert(inherited.0.clone()); } } ```
# Objective after #15156 it seems like using distinct directional lights on different views is broken (and will probably break spotlights too). fix them ## Solution the reason is a bit hairy so with an example: - camera 0 on layer 0 - camera 1 on layer 1 - dir light 0 on layer 0 (2 cascades) - dir light 1 on layer 1 (2 cascades) in render/lights.rs: - outside of any view loop, - we count the total number of shadow casting directional light cascades (4) and assign an incrementing `depth_texture_base_index` for each (0-1 for one light, 2-3 for the other, depending on iteration order) (line 1034) - allocate a texture array for the total number of cascades plus spotlight maps (4) (line 1106) - in the view loop, for directional lights we - skip lights that don't intersect on renderlayers (line 1440) - assign an incrementing texture layer to each light/cascade starting from 0 (resets to 0 per view) (assigning 0 and 1 each time for the 2 cascades of the intersecting light) (line 1509, init at 1421) then in the rendergraph: - camera 0 renders the shadow map for light 0 to texture indices 0 and 1 - camera 0 renders using shadows from the `depth_texture_base_index` (maybe 0-1, maybe 2-3 depending on the iteration order) - camera 1 renders the shadow map for light 1 to texture indices 0 and 1 - camera 0 renders using shadows from the `depth_texture_base_index` (maybe 0-1, maybe 2-3 depending on the iteration order) issues: - one of the views uses empty shadow maps (bug) - we allocated a texture layer per cascade per light, even though not all lights are used on all views (just inefficient) - I think we're allocating texture layers even for lights with `shadows_enabled: false` (just inefficient) solution: - calculate upfront the view with the largest number of directional cascades - allocate this many layers (plus layers for spotlights) in the texture array - keep using texture layers 0..n in the per-view loop, but build GpuLights.gpu_directional_lights within the loop too so it refers to the same layers we render to nice side effects: - we can now use `max_texture_array_layers / MAX_CASCADES_PER_LIGHT` shadow-casting directional lights per view, rather than overall. - we can remove the `GpuDirectionalLight::skip` field, since the gpu lights struct is constructed per view a simpler approach would be to keep everything the same, and just increment the texture layer index in the view loop even for non-intersecting lights. this pr reduces the total shadowmap vram used as well and isn't *much* extra complexity. but if we want something less risky/intrusive for 16.1 that would be the way. ## Testing i edited the split screen example to put separate lights on layer 1 and layer 2, and put the plane and fox on both layers (using lots of unrelated code for render layer propagation from #17575). without the fix the directional shadows will only render on one of the top 2 views even though there are directional lights on both layers. ```rs //! Renders two cameras to the same window to accomplish "split screen". use std::f32::consts::PI; use bevy::{ pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized, }; use bevy_render::view::RenderLayers; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(HierarchyPropagatePlugin::<RenderLayers>::default()) .add_systems(Startup, setup) .add_systems(Update, (set_camera_viewports, button_system)) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, asset_server: Res<AssetServer>, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { let all_layers = RenderLayers::layer(1).with(2).with(3).with(4); // plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), all_layers.clone() )); commands.spawn(( SceneRoot( asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")), ), Propagate(all_layers.clone()), )); // Light commands.spawn(( Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), DirectionalLight { shadows_enabled: true, ..default() }, CascadeShadowConfigBuilder { num_cascades: if cfg!(all( feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu") )) { // Limited to 1 cascade in WebGL 1 } else { 2 }, first_cascade_far_bound: 200.0, maximum_distance: 280.0, ..default() } .build(), RenderLayers::layer(1), )); commands.spawn(( Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), DirectionalLight { shadows_enabled: true, ..default() }, CascadeShadowConfigBuilder { num_cascades: if cfg!(all( feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu") )) { // Limited to 1 cascade in WebGL 1 } else { 2 }, first_cascade_far_bound: 200.0, maximum_distance: 280.0, ..default() } .build(), RenderLayers::layer(2), )); // Cameras and their dedicated UI for (index, (camera_name, camera_pos)) in [ ("Player 1", Vec3::new(0.0, 200.0, -150.0)), ("Player 2", Vec3::new(150.0, 150., 50.0)), ("Player 3", Vec3::new(100.0, 150., -150.0)), ("Player 4", Vec3::new(-100.0, 80., 150.0)), ] .iter() .enumerate() { let camera = commands .spawn(( Camera3d::default(), Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y), Camera { // Renders cameras with different priorities to prevent ambiguities order: index as isize, ..default() }, CameraPosition { pos: UVec2::new((index % 2) as u32, (index / 2) as u32), }, RenderLayers::layer(index+1) )) .id(); // Set up UI commands .spawn(( UiTargetCamera(camera), Node { width: Val::Percent(100.), height: Val::Percent(100.), ..default() }, )) .with_children(|parent| { parent.spawn(( Text::new(*camera_name), Node { position_type: PositionType::Absolute, top: Val::Px(12.), left: Val::Px(12.), ..default() }, )); buttons_panel(parent); }); } fn buttons_panel(parent: &mut ChildSpawnerCommands) { parent .spawn(Node { position_type: PositionType::Absolute, width: Val::Percent(100.), height: Val::Percent(100.), display: Display::Flex, flex_direction: FlexDirection::Row, justify_content: JustifyContent::SpaceBetween, align_items: AlignItems::Center, padding: UiRect::all(Val::Px(20.)), ..default() }) .with_children(|parent| { rotate_button(parent, "<", Direction::Left); rotate_button(parent, ">", Direction::Right); }); } fn rotate_button(parent: &mut ChildSpawnerCommands, caption: &str, direction: Direction) { parent .spawn(( RotateCamera(direction), Button, Node { width: Val::Px(40.), height: Val::Px(40.), border: UiRect::all(Val::Px(2.)), justify_content: JustifyContent::Center, align_items: AlignItems::Center, ..default() }, BorderColor(Color::WHITE), BackgroundColor(Color::srgb(0.25, 0.25, 0.25)), )) .with_children(|parent| { parent.spawn(Text::new(caption)); }); } } #[derive(Component)] struct CameraPosition { pos: UVec2, } #[derive(Component)] struct RotateCamera(Direction); enum Direction { Left, Right, } fn set_camera_viewports( windows: Query<&Window>, mut resize_events: EventReader<WindowResized>, mut query: Query<(&CameraPosition, &mut Camera)>, ) { // We need to dynamically resize the camera's viewports whenever the window size changes // so then each camera always takes up half the screen. // A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup. for resize_event in resize_events.read() { let window = windows.get(resize_event.window).unwrap(); let size = window.physical_size() / 2; for (camera_position, mut camera) in &mut query { camera.viewport = Some(Viewport { physical_position: camera_position.pos * size, physical_size: size, ..default() }); } } } fn button_system( interaction_query: Query< (&Interaction, &ComputedNodeTarget, &RotateCamera), (Changed<Interaction>, With<Button>), >, mut camera_query: Query<&mut Transform, With<Camera>>, ) { for (interaction, computed_target, RotateCamera(direction)) in &interaction_query { if let Interaction::Pressed = *interaction { // Since TargetCamera propagates to the children, we can use it to find // which side of the screen the button is on. if let Some(mut camera_transform) = computed_target .camera() .and_then(|camera| camera_query.get_mut(camera).ok()) { let angle = match direction { Direction::Left => -0.1, Direction::Right => 0.1, }; camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle)); } } } } use std::marker::PhantomData; use bevy::{ app::{App, Plugin, Update}, ecs::query::QueryFilter, prelude::{ Changed, Children, Commands, Component, Entity, Local, Query, RemovedComponents, SystemSet, With, Without, }, }; /// Causes the inner component to be added to this entity and all children. /// A child with a Propagate<C> component of it's own will override propagation from /// that point in the tree #[derive(Component, Clone, PartialEq)] pub struct Propagate<C: Component + Clone + PartialEq>(pub C); /// Internal struct for managing propagation #[derive(Component, Clone, PartialEq)] pub struct Inherited<C: Component + Clone + PartialEq>(pub C); /// Stops the output component being added to this entity. /// Children will still inherit the component from this entity or its parents #[derive(Component, Default)] pub struct PropagateOver<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>); /// Stops the propagation at this entity. Children will not inherit the component. #[derive(Component, Default)] pub struct PropagateStop<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>); pub struct HierarchyPropagatePlugin<C: Component + Clone + PartialEq, F: QueryFilter = ()> { _p: PhantomData<fn() -> (C, F)>, } impl<C: Component + Clone + PartialEq, F: QueryFilter> Default for HierarchyPropagatePlugin<C, F> { fn default() -> Self { Self { _p: Default::default(), } } } #[derive(SystemSet, Clone, PartialEq, PartialOrd, Ord)] pub struct PropagateSet<C: Component + Clone + PartialEq> { _p: PhantomData<fn() -> C>, } impl<C: Component + Clone + PartialEq> std::fmt::Debug for PropagateSet<C> { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { f.debug_struct("PropagateSet") .field("_p", &self._p) .finish() } } impl<C: Component + Clone + PartialEq> Eq for PropagateSet<C> {} impl<C: Component + Clone + PartialEq> std::hash::Hash for PropagateSet<C> { fn hash<H: std::hash::Hasher>(&self, state: &mut H) { self._p.hash(state); } } impl<C: Component + Clone + PartialEq> Default for PropagateSet<C> { fn default() -> Self { Self { _p: Default::default(), } } } impl<C: Component + Clone + PartialEq, F: QueryFilter + 'static> Plugin for HierarchyPropagatePlugin<C, F> { fn build(&self, app: &mut App) { app.add_systems( Update, ( update_source::<C, F>, update_stopped::<C, F>, update_reparented::<C, F>, propagate_inherited::<C, F>, propagate_output::<C, F>, ) .chain() .in_set(PropagateSet::<C>::default()), ); } } pub fn update_source<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query<(Entity, &Propagate<C>), (Changed<Propagate<C>>, Without<PropagateStop<C>>)>, mut removed: RemovedComponents<Propagate<C>>, ) { for (entity, source) in &changed { commands .entity(entity) .try_insert(Inherited(source.0.clone())); } for removed in removed.read() { if let Ok(mut commands) = commands.get_entity(removed) { commands.remove::<(Inherited<C>, C)>(); } } } pub fn update_stopped<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, q: Query<Entity, (With<Inherited<C>>, F, With<PropagateStop<C>>)>, ) { for entity in q.iter() { let mut cmds = commands.entity(entity); cmds.remove::<Inherited<C>>(); } } pub fn update_reparented<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, moved: Query< (Entity, &ChildOf, Option<&Inherited<C>>), ( Changed<ChildOf>, Without<Propagate<C>>, Without<PropagateStop<C>>, F, ), >, parents: Query<&Inherited<C>>, ) { for (entity, parent, maybe_inherited) in &moved { if let Ok(inherited) = parents.get(parent.parent()) { commands.entity(entity).try_insert(inherited.clone()); } else if maybe_inherited.is_some() { commands.entity(entity).remove::<(Inherited<C>, C)>(); } } } pub fn propagate_inherited<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query< (&Inherited<C>, &Children), (Changed<Inherited<C>>, Without<PropagateStop<C>>, F), >, recurse: Query< (Option<&Children>, Option<&Inherited<C>>), (Without<Propagate<C>>, Without<PropagateStop<C>>, F), >, mut to_process: Local<Vec<(Entity, Option<Inherited<C>>)>>, mut removed: RemovedComponents<Inherited<C>>, ) { // gather changed for (inherited, children) in &changed { to_process.extend( children .iter() .map(|child| (child, Some(inherited.clone()))), ); } // and removed for entity in removed.read() { if let Ok((Some(children), _)) = recurse.get(entity) { to_process.extend(children.iter().map(|child| (child, None))) } } // propagate while let Some((entity, maybe_inherited)) = (*to_process).pop() { let Ok((maybe_children, maybe_current)) = recurse.get(entity) else { continue; }; if maybe_current == maybe_inherited.as_ref() { continue; } if let Some(children) = maybe_children { to_process.extend( children .iter() .map(|child| (child, maybe_inherited.clone())), ); } if let Some(inherited) = maybe_inherited { commands.entity(entity).try_insert(inherited.clone()); } else { commands.entity(entity).remove::<(Inherited<C>, C)>(); } } } pub fn propagate_output<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query< (Entity, &Inherited<C>, Option<&C>), (Changed<Inherited<C>>, Without<PropagateOver<C>>, F), >, ) { for (entity, inherited, maybe_current) in &changed { if maybe_current.is_some_and(|c| &inherited.0 == c) { continue; } commands.entity(entity).try_insert(inherited.0.clone()); } } ```
# Objective after #15156 it seems like using distinct directional lights on different views is broken (and will probably break spotlights too). fix them ## Solution the reason is a bit hairy so with an example: - camera 0 on layer 0 - camera 1 on layer 1 - dir light 0 on layer 0 (2 cascades) - dir light 1 on layer 1 (2 cascades) in render/lights.rs: - outside of any view loop, - we count the total number of shadow casting directional light cascades (4) and assign an incrementing `depth_texture_base_index` for each (0-1 for one light, 2-3 for the other, depending on iteration order) (line 1034) - allocate a texture array for the total number of cascades plus spotlight maps (4) (line 1106) - in the view loop, for directional lights we - skip lights that don't intersect on renderlayers (line 1440) - assign an incrementing texture layer to each light/cascade starting from 0 (resets to 0 per view) (assigning 0 and 1 each time for the 2 cascades of the intersecting light) (line 1509, init at 1421) then in the rendergraph: - camera 0 renders the shadow map for light 0 to texture indices 0 and 1 - camera 0 renders using shadows from the `depth_texture_base_index` (maybe 0-1, maybe 2-3 depending on the iteration order) - camera 1 renders the shadow map for light 1 to texture indices 0 and 1 - camera 0 renders using shadows from the `depth_texture_base_index` (maybe 0-1, maybe 2-3 depending on the iteration order) issues: - one of the views uses empty shadow maps (bug) - we allocated a texture layer per cascade per light, even though not all lights are used on all views (just inefficient) - I think we're allocating texture layers even for lights with `shadows_enabled: false` (just inefficient) solution: - calculate upfront the view with the largest number of directional cascades - allocate this many layers (plus layers for spotlights) in the texture array - keep using texture layers 0..n in the per-view loop, but build GpuLights.gpu_directional_lights within the loop too so it refers to the same layers we render to nice side effects: - we can now use `max_texture_array_layers / MAX_CASCADES_PER_LIGHT` shadow-casting directional lights per view, rather than overall. - we can remove the `GpuDirectionalLight::skip` field, since the gpu lights struct is constructed per view a simpler approach would be to keep everything the same, and just increment the texture layer index in the view loop even for non-intersecting lights. this pr reduces the total shadowmap vram used as well and isn't *much* extra complexity. but if we want something less risky/intrusive for 16.1 that would be the way. ## Testing i edited the split screen example to put separate lights on layer 1 and layer 2, and put the plane and fox on both layers (using lots of unrelated code for render layer propagation from #17575). without the fix the directional shadows will only render on one of the top 2 views even though there are directional lights on both layers. ```rs //! Renders two cameras to the same window to accomplish "split screen". use std::f32::consts::PI; use bevy::{ pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized, }; use bevy_render::view::RenderLayers; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(HierarchyPropagatePlugin::<RenderLayers>::default()) .add_systems(Startup, setup) .add_systems(Update, (set_camera_viewports, button_system)) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, asset_server: Res<AssetServer>, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { let all_layers = RenderLayers::layer(1).with(2).with(3).with(4); // plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), all_layers.clone() )); commands.spawn(( SceneRoot( asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")), ), Propagate(all_layers.clone()), )); // Light commands.spawn(( Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), DirectionalLight { shadows_enabled: true, ..default() }, CascadeShadowConfigBuilder { num_cascades: if cfg!(all( feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu") )) { // Limited to 1 cascade in WebGL 1 } else { 2 }, first_cascade_far_bound: 200.0, maximum_distance: 280.0, ..default() } .build(), RenderLayers::layer(1), )); commands.spawn(( Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), DirectionalLight { shadows_enabled: true, ..default() }, CascadeShadowConfigBuilder { num_cascades: if cfg!(all( feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu") )) { // Limited to 1 cascade in WebGL 1 } else { 2 }, first_cascade_far_bound: 200.0, maximum_distance: 280.0, ..default() } .build(), RenderLayers::layer(2), )); // Cameras and their dedicated UI for (index, (camera_name, camera_pos)) in [ ("Player 1", Vec3::new(0.0, 200.0, -150.0)), ("Player 2", Vec3::new(150.0, 150., 50.0)), ("Player 3", Vec3::new(100.0, 150., -150.0)), ("Player 4", Vec3::new(-100.0, 80., 150.0)), ] .iter() .enumerate() { let camera = commands .spawn(( Camera3d::default(), Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y), Camera { // Renders cameras with different priorities to prevent ambiguities order: index as isize, ..default() }, CameraPosition { pos: UVec2::new((index % 2) as u32, (index / 2) as u32), }, RenderLayers::layer(index+1) )) .id(); // Set up UI commands .spawn(( UiTargetCamera(camera), Node { width: Val::Percent(100.), height: Val::Percent(100.), ..default() }, )) .with_children(|parent| { parent.spawn(( Text::new(*camera_name), Node { position_type: PositionType::Absolute, top: Val::Px(12.), left: Val::Px(12.), ..default() }, )); buttons_panel(parent); }); } fn buttons_panel(parent: &mut ChildSpawnerCommands) { parent .spawn(Node { position_type: PositionType::Absolute, width: Val::Percent(100.), height: Val::Percent(100.), display: Display::Flex, flex_direction: FlexDirection::Row, justify_content: JustifyContent::SpaceBetween, align_items: AlignItems::Center, padding: UiRect::all(Val::Px(20.)), ..default() }) .with_children(|parent| { rotate_button(parent, "<", Direction::Left); rotate_button(parent, ">", Direction::Right); }); } fn rotate_button(parent: &mut ChildSpawnerCommands, caption: &str, direction: Direction) { parent .spawn(( RotateCamera(direction), Button, Node { width: Val::Px(40.), height: Val::Px(40.), border: UiRect::all(Val::Px(2.)), justify_content: JustifyContent::Center, align_items: AlignItems::Center, ..default() }, BorderColor(Color::WHITE), BackgroundColor(Color::srgb(0.25, 0.25, 0.25)), )) .with_children(|parent| { parent.spawn(Text::new(caption)); }); } } #[derive(Component)] struct CameraPosition { pos: UVec2, } #[derive(Component)] struct RotateCamera(Direction); enum Direction { Left, Right, } fn set_camera_viewports( windows: Query<&Window>, mut resize_events: EventReader<WindowResized>, mut query: Query<(&CameraPosition, &mut Camera)>, ) { // We need to dynamically resize the camera's viewports whenever the window size changes // so then each camera always takes up half the screen. // A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup. for resize_event in resize_events.read() { let window = windows.get(resize_event.window).unwrap(); let size = window.physical_size() / 2; for (camera_position, mut camera) in &mut query { camera.viewport = Some(Viewport { physical_position: camera_position.pos * size, physical_size: size, ..default() }); } } } fn button_system( interaction_query: Query< (&Interaction, &ComputedNodeTarget, &RotateCamera), (Changed<Interaction>, With<Button>), >, mut camera_query: Query<&mut Transform, With<Camera>>, ) { for (interaction, computed_target, RotateCamera(direction)) in &interaction_query { if let Interaction::Pressed = *interaction { // Since TargetCamera propagates to the children, we can use it to find // which side of the screen the button is on. if let Some(mut camera_transform) = computed_target .camera() .and_then(|camera| camera_query.get_mut(camera).ok()) { let angle = match direction { Direction::Left => -0.1, Direction::Right => 0.1, }; camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle)); } } } } use std::marker::PhantomData; use bevy::{ app::{App, Plugin, Update}, ecs::query::QueryFilter, prelude::{ Changed, Children, Commands, Component, Entity, Local, Query, RemovedComponents, SystemSet, With, Without, }, }; /// Causes the inner component to be added to this entity and all children. /// A child with a Propagate<C> component of it's own will override propagation from /// that point in the tree #[derive(Component, Clone, PartialEq)] pub struct Propagate<C: Component + Clone + PartialEq>(pub C); /// Internal struct for managing propagation #[derive(Component, Clone, PartialEq)] pub struct Inherited<C: Component + Clone + PartialEq>(pub C); /// Stops the output component being added to this entity. /// Children will still inherit the component from this entity or its parents #[derive(Component, Default)] pub struct PropagateOver<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>); /// Stops the propagation at this entity. Children will not inherit the component. #[derive(Component, Default)] pub struct PropagateStop<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>); pub struct HierarchyPropagatePlugin<C: Component + Clone + PartialEq, F: QueryFilter = ()> { _p: PhantomData<fn() -> (C, F)>, } impl<C: Component + Clone + PartialEq, F: QueryFilter> Default for HierarchyPropagatePlugin<C, F> { fn default() -> Self { Self { _p: Default::default(), } } } #[derive(SystemSet, Clone, PartialEq, PartialOrd, Ord)] pub struct PropagateSet<C: Component + Clone + PartialEq> { _p: PhantomData<fn() -> C>, } impl<C: Component + Clone + PartialEq> std::fmt::Debug for PropagateSet<C> { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { f.debug_struct("PropagateSet") .field("_p", &self._p) .finish() } } impl<C: Component + Clone + PartialEq> Eq for PropagateSet<C> {} impl<C: Component + Clone + PartialEq> std::hash::Hash for PropagateSet<C> { fn hash<H: std::hash::Hasher>(&self, state: &mut H) { self._p.hash(state); } } impl<C: Component + Clone + PartialEq> Default for PropagateSet<C> { fn default() -> Self { Self { _p: Default::default(), } } } impl<C: Component + Clone + PartialEq, F: QueryFilter + 'static> Plugin for HierarchyPropagatePlugin<C, F> { fn build(&self, app: &mut App) { app.add_systems( Update, ( update_source::<C, F>, update_stopped::<C, F>, update_reparented::<C, F>, propagate_inherited::<C, F>, propagate_output::<C, F>, ) .chain() .in_set(PropagateSet::<C>::default()), ); } } pub fn update_source<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query<(Entity, &Propagate<C>), (Changed<Propagate<C>>, Without<PropagateStop<C>>)>, mut removed: RemovedComponents<Propagate<C>>, ) { for (entity, source) in &changed { commands .entity(entity) .try_insert(Inherited(source.0.clone())); } for removed in removed.read() { if let Ok(mut commands) = commands.get_entity(removed) { commands.remove::<(Inherited<C>, C)>(); } } } pub fn update_stopped<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, q: Query<Entity, (With<Inherited<C>>, F, With<PropagateStop<C>>)>, ) { for entity in q.iter() { let mut cmds = commands.entity(entity); cmds.remove::<Inherited<C>>(); } } pub fn update_reparented<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, moved: Query< (Entity, &ChildOf, Option<&Inherited<C>>), ( Changed<ChildOf>, Without<Propagate<C>>, Without<PropagateStop<C>>, F, ), >, parents: Query<&Inherited<C>>, ) { for (entity, parent, maybe_inherited) in &moved { if let Ok(inherited) = parents.get(parent.parent()) { commands.entity(entity).try_insert(inherited.clone()); } else if maybe_inherited.is_some() { commands.entity(entity).remove::<(Inherited<C>, C)>(); } } } pub fn propagate_inherited<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query< (&Inherited<C>, &Children), (Changed<Inherited<C>>, Without<PropagateStop<C>>, F), >, recurse: Query< (Option<&Children>, Option<&Inherited<C>>), (Without<Propagate<C>>, Without<PropagateStop<C>>, F), >, mut to_process: Local<Vec<(Entity, Option<Inherited<C>>)>>, mut removed: RemovedComponents<Inherited<C>>, ) { // gather changed for (inherited, children) in &changed { to_process.extend( children .iter() .map(|child| (child, Some(inherited.clone()))), ); } // and removed for entity in removed.read() { if let Ok((Some(children), _)) = recurse.get(entity) { to_process.extend(children.iter().map(|child| (child, None))) } } // propagate while let Some((entity, maybe_inherited)) = (*to_process).pop() { let Ok((maybe_children, maybe_current)) = recurse.get(entity) else { continue; }; if maybe_current == maybe_inherited.as_ref() { continue; } if let Some(children) = maybe_children { to_process.extend( children .iter() .map(|child| (child, maybe_inherited.clone())), ); } if let Some(inherited) = maybe_inherited { commands.entity(entity).try_insert(inherited.clone()); } else { commands.entity(entity).remove::<(Inherited<C>, C)>(); } } } pub fn propagate_output<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query< (Entity, &Inherited<C>, Option<&C>), (Changed<Inherited<C>>, Without<PropagateOver<C>>, F), >, ) { for (entity, inherited, maybe_current) in &changed { if maybe_current.is_some_and(|c| &inherited.0 == c) { continue; } commands.entity(entity).try_insert(inherited.0.clone()); } } ```
i couldn't see much scope to remove trait bounds (just testing by trial and error), i removed them from |
# Objective add functionality to allow propagating components to children. requested originally for `RenderLayers` but can be useful more generally. ## Solution - add `HierarchyPropagatePlugin<C, F=()>` which schedules systems to propagate components through entities matching `F` - add `Propagate<C: Component + Clone + PartialEq>` which will cause `C` to be added to all children more niche features: - add `PropagateStop<C>` which stops the propagation at this entity - add `PropagateOver<C>` which allows the propagation to continue to children, but doesn't add/remove/modify a `C` on this entity itself ## Testing see tests inline ## Notes - could happily be an out-of-repo plugin - not sure where it lives: ideally it would be in `bevy_ecs` but it requires a `Plugin` so I put it in `bevy_app`, doesn't really belong there though. - i'm not totally up-to-date on triggers and observers so possibly this could be done more cleanly, would be very happy to take review comments - perf: this is pretty cheap except for `update_reparented` which has to check the parent of every moved entity. since the entirety is opt-in i think it's acceptable but i could possibly use `(Changed<Children>, With<Inherited<C>>)` instead if it's a concern
Objective
add functionality to allow propagating components to children. requested originally for
RenderLayers
but can be useful more generally.Solution
HierarchyPropagatePlugin<C, F=()>
which schedules systems to propagate components through entities matchingF
Propagate<C: Component + Clone + PartialEq>
which will causeC
to be added to all childrenmore niche features:
PropagateStop<C>
which stops the propagation at this entityPropagateOver<C>
which allows the propagation to continue to children, but doesn't add/remove/modify aC
on this entity itselfTesting
see tests inline
Notes
bevy_ecs
but it requires aPlugin
so I put it inbevy_app
, doesn't really belong there though.update_reparented
which has to check the parent of every moved entity. since the entirety is opt-in i think it's acceptable but i could possibly use(Changed<Children>, With<Inherited<C>>)
instead if it's a concern