bevy/crates/bevy_pbr/src/render/mesh.rs

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use crate::{
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
GlobalLightMeta, GpuLights, LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline,
ViewClusterBindings, ViewLightsUniformOffset, ViewShadowBindings,
};
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
use bevy_app::Plugin;
use bevy_asset::{Assets, Handle, HandleUntyped};
use bevy_ecs::{
prelude::*,
system::{lifetimeless::*, SystemParamItem},
};
use bevy_math::Mat4;
use bevy_reflect::TypeUuid;
use bevy_render::{
mesh::{GpuBufferInfo, Mesh},
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
render_asset::RenderAssets,
render_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin},
render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass},
render_resource::{std140::AsStd140, *},
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
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renderer::{RenderDevice, RenderQueue},
texture::{BevyDefault, GpuImage, Image, TextureFormatPixelInfo},
view::{ComputedVisibility, ViewUniform, ViewUniformOffset, ViewUniforms},
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
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RenderApp, RenderStage,
};
use bevy_transform::components::GlobalTransform;
use wgpu::{
Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, SamplerBindingType, TextureDimension,
TextureFormat, TextureViewDescriptor,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
};
#[derive(Default)]
pub struct MeshRenderPlugin;
pub const MESH_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571);
pub const MESH_STRUCT_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377);
pub const MESH_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3252377289100772450);
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
shaders.set_untracked(
MESH_SHADER_HANDLE,
Shader::from_wgsl(include_str!("mesh.wgsl")),
);
shaders.set_untracked(
MESH_STRUCT_HANDLE,
Shader::from_wgsl(include_str!("mesh_struct.wgsl"))
.with_import_path("bevy_pbr::mesh_struct"),
);
shaders.set_untracked(
MESH_VIEW_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_view_bind_group"),
);
app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());
app.sub_app_mut(RenderApp)
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
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.init_resource::<MeshPipeline>()
.add_system_to_stage(RenderStage::Extract, extract_meshes)
.add_system_to_stage(RenderStage::Queue, queue_mesh_bind_group)
.add_system_to_stage(RenderStage::Queue, queue_mesh_view_bind_groups);
}
}
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#[derive(Component, AsStd140, Clone)]
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
pub struct MeshUniform {
pub transform: Mat4,
pub inverse_transpose_model: Mat4,
pub flags: u32,
}
// NOTE: These must match the bit flags in bevy_pbr2/src/render/mesh.wgsl!
bitflags::bitflags! {
#[repr(transparent)]
struct MeshFlags: u32 {
const SHADOW_RECEIVER = (1 << 0);
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
pub fn extract_meshes(
mut commands: Commands,
mut previous_caster_len: Local<usize>,
mut previous_not_caster_len: Local<usize>,
caster_query: Query<
(
Entity,
&ComputedVisibility,
&GlobalTransform,
&Handle<Mesh>,
Option<&NotShadowReceiver>,
),
Without<NotShadowCaster>,
>,
not_caster_query: Query<
(
Entity,
&ComputedVisibility,
&GlobalTransform,
&Handle<Mesh>,
Option<&NotShadowReceiver>,
),
With<NotShadowCaster>,
>,
) {
let mut caster_values = Vec::with_capacity(*previous_caster_len);
for (entity, computed_visibility, transform, handle, not_receiver) in caster_query.iter() {
if !computed_visibility.is_visible {
continue;
}
let transform = transform.compute_matrix();
caster_values.push((
entity,
(
handle.clone_weak(),
MeshUniform {
flags: if not_receiver.is_some() {
MeshFlags::empty().bits
} else {
MeshFlags::SHADOW_RECEIVER.bits
},
transform,
inverse_transpose_model: transform.inverse().transpose(),
},
),
));
}
*previous_caster_len = caster_values.len();
commands.insert_or_spawn_batch(caster_values);
let mut not_caster_values = Vec::with_capacity(*previous_not_caster_len);
for (entity, computed_visibility, transform, handle, not_receiver) in not_caster_query.iter() {
if !computed_visibility.is_visible {
continue;
}
let transform = transform.compute_matrix();
not_caster_values.push((
entity,
(
handle.clone_weak(),
MeshUniform {
flags: if not_receiver.is_some() {
MeshFlags::empty().bits
} else {
MeshFlags::SHADOW_RECEIVER.bits
},
transform,
inverse_transpose_model: transform.inverse().transpose(),
},
NotShadowCaster,
),
));
}
*previous_not_caster_len = not_caster_values.len();
commands.insert_or_spawn_batch(not_caster_values);
}
#[derive(Clone)]
pub struct MeshPipeline {
pub view_layout: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
// This dummy white texture is to be used in place of optional StandardMaterial textures
pub dummy_white_gpu_image: GpuImage,
}
impl FromWorld for MeshPipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.get_resource::<RenderDevice>().unwrap();
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: BufferSize::new(ViewUniform::std140_size_static() as u64),
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
},
count: None,
},
// Lights
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: BufferSize::new(GpuLights::std140_size_static() as u64),
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
},
count: None,
},
// Point Shadow Texture Cube Array
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Depth,
#[cfg(not(feature = "webgl"))]
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
view_dimension: TextureViewDimension::CubeArray,
#[cfg(feature = "webgl")]
view_dimension: TextureViewDimension::Cube,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
},
count: None,
},
// Point Shadow Texture Array Sampler
BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Comparison),
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
count: None,
},
// Directional Shadow Texture Array
BindGroupLayoutEntry {
binding: 4,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Depth,
#[cfg(not(feature = "webgl"))]
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
view_dimension: TextureViewDimension::D2Array,
#[cfg(feature = "webgl")]
view_dimension: TextureViewDimension::D2,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
},
count: None,
},
// Directional Shadow Texture Array Sampler
BindGroupLayoutEntry {
binding: 5,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Comparison),
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
count: None,
},
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
// PointLights
BindGroupLayoutEntry {
binding: 6,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
// NOTE: Static size for uniform buffers. GpuPointLight has a padded
bevy_pbr2: Fix clustering for orthographic projections (#3316) # Objective PBR lighting was broken in the new renderer when using orthographic projections due to the way the depth slicing works for the clusters. Fix it. ## Solution - The default orthographic projection near plane is 0.0. The perspective projection depth slicing does a division by the near plane which gives a floating point NaN and the clustering all breaks down. - Orthographic projections have a linear depth mapping, so it made intuitive sense to me to do depth slicing with a linear mapping too. The alternative I saw was to try to handle the near plane being at 0.0 and using the exponential depth slicing, but that felt like a hack that didn't make sense. - As such, I have added code that detects whether the projection is orthographic based on `projection[3][3] == 1.0` and then implemented the orthographic mapping case throughout (when computing cluster AABBs, and when mapping a view space position (or light) to a cluster id in both the rust and shader code). ## Screenshots Before: ![before](https://user-images.githubusercontent.com/302146/145847278-5b1bca74-fbad-4cc5-8b49-384f6a377fdc.png) After: <img width="1392" alt="Screenshot 2021-12-13 at 16 36 53" src="https://user-images.githubusercontent.com/302146/145847314-6f3a2035-5d87-4896-8032-0c3e35e15b7d.png"> Old renderer (slightly lighter due to slight difference in configured intensity): <img width="1392" alt="Screenshot 2021-12-13 at 16 42 23" src="https://user-images.githubusercontent.com/302146/145847391-6a5e6fe0-22da-4fc1-a6c7-440543689a63.png">
2021-12-14 23:42:35 +00:00
// size of 64 bytes, so 16384 / 64 = 256 point lights max
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
min_binding_size: BufferSize::new(16384),
},
count: None,
},
// ClusteredLightIndexLists
BindGroupLayoutEntry {
binding: 7,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
bevy_pbr2: Fix clustering for orthographic projections (#3316) # Objective PBR lighting was broken in the new renderer when using orthographic projections due to the way the depth slicing works for the clusters. Fix it. ## Solution - The default orthographic projection near plane is 0.0. The perspective projection depth slicing does a division by the near plane which gives a floating point NaN and the clustering all breaks down. - Orthographic projections have a linear depth mapping, so it made intuitive sense to me to do depth slicing with a linear mapping too. The alternative I saw was to try to handle the near plane being at 0.0 and using the exponential depth slicing, but that felt like a hack that didn't make sense. - As such, I have added code that detects whether the projection is orthographic based on `projection[3][3] == 1.0` and then implemented the orthographic mapping case throughout (when computing cluster AABBs, and when mapping a view space position (or light) to a cluster id in both the rust and shader code). ## Screenshots Before: ![before](https://user-images.githubusercontent.com/302146/145847278-5b1bca74-fbad-4cc5-8b49-384f6a377fdc.png) After: <img width="1392" alt="Screenshot 2021-12-13 at 16 36 53" src="https://user-images.githubusercontent.com/302146/145847314-6f3a2035-5d87-4896-8032-0c3e35e15b7d.png"> Old renderer (slightly lighter due to slight difference in configured intensity): <img width="1392" alt="Screenshot 2021-12-13 at 16 42 23" src="https://user-images.githubusercontent.com/302146/145847391-6a5e6fe0-22da-4fc1-a6c7-440543689a63.png">
2021-12-14 23:42:35 +00:00
// NOTE: With 256 point lights max, indices need 8 bits so use u8
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
min_binding_size: BufferSize::new(16384),
},
count: None,
},
// ClusterOffsetsAndCounts
BindGroupLayoutEntry {
binding: 8,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
bevy_pbr2: Fix clustering for orthographic projections (#3316) # Objective PBR lighting was broken in the new renderer when using orthographic projections due to the way the depth slicing works for the clusters. Fix it. ## Solution - The default orthographic projection near plane is 0.0. The perspective projection depth slicing does a division by the near plane which gives a floating point NaN and the clustering all breaks down. - Orthographic projections have a linear depth mapping, so it made intuitive sense to me to do depth slicing with a linear mapping too. The alternative I saw was to try to handle the near plane being at 0.0 and using the exponential depth slicing, but that felt like a hack that didn't make sense. - As such, I have added code that detects whether the projection is orthographic based on `projection[3][3] == 1.0` and then implemented the orthographic mapping case throughout (when computing cluster AABBs, and when mapping a view space position (or light) to a cluster id in both the rust and shader code). ## Screenshots Before: ![before](https://user-images.githubusercontent.com/302146/145847278-5b1bca74-fbad-4cc5-8b49-384f6a377fdc.png) After: <img width="1392" alt="Screenshot 2021-12-13 at 16 36 53" src="https://user-images.githubusercontent.com/302146/145847314-6f3a2035-5d87-4896-8032-0c3e35e15b7d.png"> Old renderer (slightly lighter due to slight difference in configured intensity): <img width="1392" alt="Screenshot 2021-12-13 at 16 42 23" src="https://user-images.githubusercontent.com/302146/145847391-6a5e6fe0-22da-4fc1-a6c7-440543689a63.png">
2021-12-14 23:42:35 +00:00
// NOTE: The offset needs to address 16384 indices, which needs 14 bits.
// The count can be at most all 256 lights so 8 bits.
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
// Pack the offset into the upper 24 bits and the count into the
bevy_pbr2: Fix clustering for orthographic projections (#3316) # Objective PBR lighting was broken in the new renderer when using orthographic projections due to the way the depth slicing works for the clusters. Fix it. ## Solution - The default orthographic projection near plane is 0.0. The perspective projection depth slicing does a division by the near plane which gives a floating point NaN and the clustering all breaks down. - Orthographic projections have a linear depth mapping, so it made intuitive sense to me to do depth slicing with a linear mapping too. The alternative I saw was to try to handle the near plane being at 0.0 and using the exponential depth slicing, but that felt like a hack that didn't make sense. - As such, I have added code that detects whether the projection is orthographic based on `projection[3][3] == 1.0` and then implemented the orthographic mapping case throughout (when computing cluster AABBs, and when mapping a view space position (or light) to a cluster id in both the rust and shader code). ## Screenshots Before: ![before](https://user-images.githubusercontent.com/302146/145847278-5b1bca74-fbad-4cc5-8b49-384f6a377fdc.png) After: <img width="1392" alt="Screenshot 2021-12-13 at 16 36 53" src="https://user-images.githubusercontent.com/302146/145847314-6f3a2035-5d87-4896-8032-0c3e35e15b7d.png"> Old renderer (slightly lighter due to slight difference in configured intensity): <img width="1392" alt="Screenshot 2021-12-13 at 16 42 23" src="https://user-images.githubusercontent.com/302146/145847391-6a5e6fe0-22da-4fc1-a6c7-440543689a63.png">
2021-12-14 23:42:35 +00:00
// lower 8 bits.
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
min_binding_size: BufferSize::new(16384),
},
count: None,
},
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
],
label: Some("mesh_view_layout"),
});
let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: BufferSize::new(MeshUniform::std140_size_static() as u64),
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
},
count: None,
}],
label: Some("mesh_layout"),
});
// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
let dummy_white_gpu_image = {
let image = Image::new_fill(
Extent3d::default(),
TextureDimension::D2,
&[255u8; 4],
TextureFormat::bevy_default(),
);
let texture = render_device.create_texture(&image.texture_descriptor);
let sampler = render_device.create_sampler(&image.sampler_descriptor);
let format_size = image.texture_descriptor.format.pixel_size();
let render_queue = world.get_resource_mut::<RenderQueue>().unwrap();
render_queue.write_texture(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&image.data,
ImageDataLayout {
offset: 0,
bytes_per_row: Some(
std::num::NonZeroU32::new(
image.texture_descriptor.size.width * format_size as u32,
)
.unwrap(),
),
rows_per_image: None,
},
image.texture_descriptor.size,
);
let texture_view = texture.create_view(&TextureViewDescriptor::default());
GpuImage {
texture,
texture_view,
sampler,
}
};
MeshPipeline {
view_layout,
mesh_layout,
dummy_white_gpu_image,
}
}
}
impl MeshPipeline {
pub fn get_image_texture<'a>(
&'a self,
gpu_images: &'a RenderAssets<Image>,
handle_option: &Option<Handle<Image>>,
) -> Option<(&'a TextureView, &'a Sampler)> {
if let Some(handle) = handle_option {
let gpu_image = gpu_images.get(handle)?;
Some((&gpu_image.texture_view, &gpu_image.sampler))
} else {
Some((
&self.dummy_white_gpu_image.texture_view,
&self.dummy_white_gpu_image.sampler,
))
}
}
}
bitflags::bitflags! {
#[repr(transparent)]
// NOTE: Apparently quadro drivers support up to 64x MSAA.
/// MSAA uses the highest 6 bits for the MSAA sample count - 1 to support up to 64x MSAA.
pub struct MeshPipelineKey: u32 {
const NONE = 0;
const VERTEX_TANGENTS = (1 << 0);
const TRANSPARENT_MAIN_PASS = (1 << 1);
const MSAA_RESERVED_BITS = MeshPipelineKey::MSAA_MASK_BITS << MeshPipelineKey::MSAA_SHIFT_BITS;
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = MeshPipelineKey::PRIMITIVE_TOPOLOGY_MASK_BITS << MeshPipelineKey::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
}
}
impl MeshPipelineKey {
const MSAA_MASK_BITS: u32 = 0b111111;
const MSAA_SHIFT_BITS: u32 = 32 - 6;
const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3;
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
let msaa_bits = ((msaa_samples - 1) & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
MeshPipelineKey::from_bits(msaa_bits).unwrap()
}
pub fn msaa_samples(&self) -> u32 {
((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS) + 1
}
pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self {
let primitive_topology_bits = ((primitive_topology as u32)
& Self::PRIMITIVE_TOPOLOGY_MASK_BITS)
<< Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
MeshPipelineKey::from_bits(primitive_topology_bits).unwrap()
}
pub fn primitive_topology(&self) -> PrimitiveTopology {
let primitive_topology_bits =
(self.bits >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS;
match primitive_topology_bits {
x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList,
x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList,
x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip,
x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList,
x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip,
_ => PrimitiveTopology::default(),
}
}
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
}
impl SpecializedPipeline for MeshPipeline {
type Key = MeshPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let (vertex_array_stride, vertex_attributes) =
if key.contains(MeshPipelineKey::VERTEX_TANGENTS) {
(
48,
vec![
// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 12,
shader_location: 0,
},
// Normal
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 0,
shader_location: 1,
},
// Uv (GOTCHA! uv is no longer third in the buffer due to how Mesh sorts attributes (alphabetically))
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 40,
shader_location: 2,
},
// Tangent
VertexAttribute {
format: VertexFormat::Float32x4,
offset: 24,
shader_location: 3,
},
],
)
} else {
(
32,
vec![
// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 12,
shader_location: 0,
},
// Normal
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 0,
shader_location: 1,
},
// Uv
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 24,
shader_location: 2,
},
],
)
};
let mut shader_defs = Vec::new();
if key.contains(MeshPipelineKey::VERTEX_TANGENTS) {
shader_defs.push(String::from("VERTEX_TANGENTS"));
}
let (label, blend, depth_write_enabled);
if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) {
label = "transparent_mesh_pipeline".into();
blend = Some(BlendState::ALPHA_BLENDING);
// For the transparent pass, fragments that are closer will be alpha blended
// but their depth is not written to the depth buffer
depth_write_enabled = false;
} else {
label = "opaque_mesh_pipeline".into();
blend = Some(BlendState::REPLACE);
// For the opaque and alpha mask passes, fragments that are closer will replace
// the current fragment value in the output and the depth is written to the
// depth buffer
depth_write_enabled = true;
}
#[cfg(feature = "webgl")]
shader_defs.push(String::from("NO_ARRAY_TEXTURES_SUPPORT"));
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
RenderPipelineDescriptor {
vertex: VertexState {
shader: MESH_SHADER_HANDLE.typed::<Shader>(),
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: vec![VertexBufferLayout {
array_stride: vertex_array_stride,
step_mode: VertexStepMode::Vertex,
attributes: vertex_attributes,
}],
},
fragment: Some(FragmentState {
shader: MESH_SHADER_HANDLE.typed::<Shader>(),
shader_defs,
entry_point: "fragment".into(),
targets: vec![ColorTargetState {
format: TextureFormat::bevy_default(),
blend,
write_mask: ColorWrites::ALL,
}],
}),
layout: Some(vec![self.view_layout.clone(), self.mesh_layout.clone()]),
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
unclipped_depth: false,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: key.primitive_topology(),
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
strip_index_format: None,
},
depth_stencil: Some(DepthStencilState {
format: TextureFormat::Depth32Float,
depth_write_enabled,
depth_compare: CompareFunction::Greater,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some(label),
}
}
}
pub struct MeshBindGroup {
pub value: BindGroup,
}
pub fn queue_mesh_bind_group(
mut commands: Commands,
mesh_pipeline: Res<MeshPipeline>,
render_device: Res<RenderDevice>,
mesh_uniforms: Res<ComponentUniforms<MeshUniform>>,
) {
if let Some(binding) = mesh_uniforms.uniforms().binding() {
commands.insert_resource(MeshBindGroup {
value: render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: binding,
}],
label: Some("mesh_bind_group"),
layout: &mesh_pipeline.mesh_layout,
}),
});
}
}
2021-11-22 23:16:36 +00:00
#[derive(Component)]
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
pub struct MeshViewBindGroup {
pub value: BindGroup,
}
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
#[allow(clippy::too_many_arguments)]
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
pub fn queue_mesh_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,
mesh_pipeline: Res<MeshPipeline>,
shadow_pipeline: Res<ShadowPipeline>,
light_meta: Res<LightMeta>,
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
global_light_meta: Res<GlobalLightMeta>,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
view_uniforms: Res<ViewUniforms>,
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
mut views: Query<(Entity, &ViewShadowBindings, &ViewClusterBindings)>,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
) {
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
if let (Some(view_binding), Some(light_binding), Some(point_light_binding)) = (
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
view_uniforms.uniforms.binding(),
light_meta.view_gpu_lights.binding(),
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
global_light_meta.gpu_point_lights.binding(),
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
) {
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
for (entity, view_shadow_bindings, view_cluster_bindings) in views.iter_mut() {
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: view_binding.clone(),
},
BindGroupEntry {
binding: 1,
resource: light_binding.clone(),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::TextureView(
&view_shadow_bindings.point_light_depth_texture_view,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
),
},
BindGroupEntry {
binding: 3,
resource: BindingResource::Sampler(&shadow_pipeline.point_light_sampler),
},
BindGroupEntry {
binding: 4,
resource: BindingResource::TextureView(
&view_shadow_bindings.directional_light_depth_texture_view,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
),
},
BindGroupEntry {
binding: 5,
resource: BindingResource::Sampler(
&shadow_pipeline.directional_light_sampler,
),
},
Clustered forward rendering (#3153) # Objective Implement clustered-forward rendering. ## Solution ~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works. * The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+). * WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers. * Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct * The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space. * Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers. * Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR. * I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times. Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on. * Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is. * Improve the z-slicing to use a larger first slice. * More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …) * Switch to using a texture instead of uniform buffer * Figure out the / a better story for shadows I will also probably add an example that demonstrates some of the issues: * What situations exhaust the space available in the uniform buffers * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light * Perhaps some performance issues * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
BindGroupEntry {
binding: 6,
resource: point_light_binding.clone(),
},
BindGroupEntry {
binding: 7,
resource: view_cluster_bindings
.cluster_light_index_lists
.binding()
.unwrap(),
},
BindGroupEntry {
binding: 8,
resource: view_cluster_bindings
.cluster_offsets_and_counts
.binding()
.unwrap(),
},
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
],
label: Some("mesh_view_bind_group"),
layout: &mesh_pipeline.view_layout,
});
commands.entity(entity).insert(MeshViewBindGroup {
value: view_bind_group,
});
}
}
}
pub struct SetMeshViewBindGroup<const I: usize>;
impl<const I: usize> EntityRenderCommand for SetMeshViewBindGroup<I> {
type Param = SQuery<(
Read<ViewUniformOffset>,
Read<ViewLightsUniformOffset>,
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
Read<MeshViewBindGroup>,
)>;
#[inline]
fn render<'w>(
view: Entity,
_item: Entity,
view_query: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let (view_uniform, view_lights, mesh_view_bind_group) = view_query.get(view).unwrap();
pass.set_bind_group(
I,
&mesh_view_bind_group.value,
&[view_uniform.offset, view_lights.offset],
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
);
RenderCommandResult::Success
}
}
pub struct SetMeshBindGroup<const I: usize>;
impl<const I: usize> EntityRenderCommand for SetMeshBindGroup<I> {
type Param = (
SRes<MeshBindGroup>,
SQuery<Read<DynamicUniformIndex<MeshUniform>>>,
);
#[inline]
fn render<'w>(
_view: Entity,
item: Entity,
(mesh_bind_group, mesh_query): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let mesh_index = mesh_query.get(item).unwrap();
pass.set_bind_group(
I,
&mesh_bind_group.into_inner().value,
&[mesh_index.index()],
);
RenderCommandResult::Success
}
}
pub struct DrawMesh;
impl EntityRenderCommand for DrawMesh {
type Param = (SRes<RenderAssets<Mesh>>, SQuery<Read<Handle<Mesh>>>);
#[inline]
fn render<'w>(
_view: Entity,
item: Entity,
(meshes, mesh_query): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let mesh_handle = mesh_query.get(item).unwrap();
if let Some(gpu_mesh) = meshes.into_inner().get(mesh_handle) {
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,
index_format,
count,
} => {
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
pass.draw_indexed(0..*count, 0, 0..1);
}
GpuBufferInfo::NonIndexed { vertex_count } => {
pass.draw(0..*vertex_count, 0..1);
}
}
RenderCommandResult::Success
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
} else {
RenderCommandResult::Failure
Shader Imports. Decouple Mesh logic from PBR (#3137) ## Shader Imports This adds "whole file" shader imports. These come in two flavors: ### Asset Path Imports ```rust // /assets/shaders/custom.wgsl #import "shaders/custom_material.wgsl" [[stage(fragment)]] fn fragment() -> [[location(0)]] vec4<f32> { return get_color(); } ``` ```rust // /assets/shaders/custom_material.wgsl [[block]] struct CustomMaterial { color: vec4<f32>; }; [[group(1), binding(0)]] var<uniform> material: CustomMaterial; ``` ### Custom Path Imports Enables defining custom import paths. These are intended to be used by crates to export shader functionality: ```rust // bevy_pbr2/src/render/pbr.wgsl #import bevy_pbr::mesh_view_bind_group #import bevy_pbr::mesh_bind_group [[block]] struct StandardMaterial { base_color: vec4<f32>; emissive: vec4<f32>; perceptual_roughness: f32; metallic: f32; reflectance: f32; flags: u32; }; /* rest of PBR fragment shader here */ ``` ```rust impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap(); shaders.set_untracked( MESH_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_bind_group"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); ``` By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention. Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that. ## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials. ## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`. ## RenderCommands are now fallible This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". # Next Steps * Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct) * Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders * Move shader import logic into the asset preprocessor once bevy gets support for that. Fixes #3132
2021-11-18 03:45:02 +00:00
}
}
}
#[cfg(test)]
mod tests {
use super::MeshPipelineKey;
#[test]
fn mesh_key_msaa_samples() {
for i in 1..=64 {
assert_eq!(MeshPipelineKey::from_msaa_samples(i).msaa_samples(), i);
}
}
}