bevy/examples/3d/ssr.rs

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Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
//! Demonstrates screen space reflections in deferred rendering.
use std::ops::Range;
use bevy::{
color::palettes::css::{BLACK, WHITE},
core_pipeline::{fxaa::Fxaa, Skybox},
input::mouse::MouseWheel,
math::{vec3, vec4},
pbr::{
DefaultOpaqueRendererMethod, ExtendedMaterial, MaterialExtension,
ScreenSpaceReflectionsBundle, ScreenSpaceReflectionsSettings,
},
prelude::*,
render::{
render_resource::{AsBindGroup, ShaderRef, ShaderType},
texture::{
ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
ImageSamplerDescriptor,
},
},
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/water_material.wgsl";
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
// The speed of camera movement.
const CAMERA_KEYBOARD_ZOOM_SPEED: f32 = 0.1;
const CAMERA_KEYBOARD_ORBIT_SPEED: f32 = 0.02;
const CAMERA_MOUSE_WHEEL_ZOOM_SPEED: f32 = 0.25;
// We clamp camera distances to this range.
const CAMERA_ZOOM_RANGE: Range<f32> = 2.0..12.0;
static TURN_SSR_OFF_HELP_TEXT: &str = "Press Space to turn screen-space reflections off";
static TURN_SSR_ON_HELP_TEXT: &str = "Press Space to turn screen-space reflections on";
static MOVE_CAMERA_HELP_TEXT: &str =
"Press WASD or use the mouse wheel to pan and orbit the camera";
static SWITCH_TO_FLIGHT_HELMET_HELP_TEXT: &str = "Press Enter to switch to the flight helmet model";
static SWITCH_TO_CUBE_HELP_TEXT: &str = "Press Enter to switch to the cube model";
/// A custom [`ExtendedMaterial`] that creates animated water ripples.
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct Water {
/// The normal map image.
///
/// Note that, like all normal maps, this must not be loaded as sRGB.
#[texture(100)]
#[sampler(101)]
normals: Handle<Image>,
// Parameters to the water shader.
#[uniform(102)]
settings: WaterSettings,
}
/// Parameters to the water shader.
#[derive(ShaderType, Debug, Clone)]
struct WaterSettings {
/// How much to displace each octave each frame, in the u and v directions.
/// Two octaves are packed into each `vec4`.
octave_vectors: [Vec4; 2],
/// How wide the waves are in each octave.
octave_scales: Vec4,
/// How high the waves are in each octave.
octave_strengths: Vec4,
}
/// The current settings that the user has chosen.
#[derive(Resource)]
struct AppSettings {
/// Whether screen space reflections are on.
ssr_on: bool,
/// Which model is being displayed.
displayed_model: DisplayedModel,
}
/// Which model is being displayed.
#[derive(Default)]
enum DisplayedModel {
/// The cube is being displayed.
#[default]
Cube,
/// The flight helmet is being displayed.
FlightHelmet,
}
/// A marker component for the cube model.
#[derive(Component)]
struct CubeModel;
/// A marker component for the flight helmet model.
#[derive(Component)]
struct FlightHelmetModel;
fn main() {
// Enable deferred rendering, which is necessary for screen-space
// reflections at this time. Disable multisampled antialiasing, as deferred
// rendering doesn't support that.
App::new()
.insert_resource(Msaa::Off)
.insert_resource(DefaultOpaqueRendererMethod::deferred())
.init_resource::<AppSettings>()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Screen Space Reflections Example".into(),
..default()
}),
..default()
}))
.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, Water>>::default())
.add_systems(Startup, setup)
.add_systems(Update, rotate_model)
.add_systems(Update, move_camera)
.add_systems(Update, adjust_app_settings)
.run();
}
// Set up the scene.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut standard_materials: ResMut<Assets<StandardMaterial>>,
mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, Water>>>,
asset_server: Res<AssetServer>,
app_settings: Res<AppSettings>,
) {
spawn_cube(
&mut commands,
&asset_server,
&mut meshes,
&mut standard_materials,
);
spawn_flight_helmet(&mut commands, &asset_server);
spawn_water(
&mut commands,
&asset_server,
&mut meshes,
&mut water_materials,
);
spawn_camera(&mut commands, &asset_server);
spawn_text(&mut commands, &app_settings);
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
}
// Spawns the rotating cube.
fn spawn_cube(
commands: &mut Commands,
asset_server: &AssetServer,
meshes: &mut Assets<Mesh>,
standard_materials: &mut Assets<StandardMaterial>,
) {
commands
.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: standard_materials.add(StandardMaterial {
base_color: Color::from(WHITE),
base_color_texture: Some(asset_server.load("branding/icon.png")),
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
})
.insert(CubeModel);
}
// Spawns the flight helmet.
fn spawn_flight_helmet(commands: &mut Commands, asset_server: &AssetServer) {
commands
.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
transform: Transform::from_scale(Vec3::splat(2.5)),
..default()
})
.insert(FlightHelmetModel)
.insert(Visibility::Hidden);
}
// Spawns the water plane.
fn spawn_water(
commands: &mut Commands,
asset_server: &AssetServer,
meshes: &mut Assets<Mesh>,
water_materials: &mut Assets<ExtendedMaterial<StandardMaterial, Water>>,
) {
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0))),
material: water_materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: BLACK.into(),
perceptual_roughness: 0.0,
..default()
},
extension: Water {
normals: asset_server.load_with_settings::<Image, ImageLoaderSettings>(
"textures/water_normals.png",
|settings| {
settings.is_srgb = false;
settings.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
mag_filter: ImageFilterMode::Linear,
min_filter: ImageFilterMode::Linear,
..default()
});
},
),
// These water settings are just random values to create some
// variety.
settings: WaterSettings {
octave_vectors: [
vec4(0.080, 0.059, 0.073, -0.062),
vec4(0.153, 0.138, -0.149, -0.195),
],
octave_scales: vec4(1.0, 2.1, 7.9, 14.9) * 5.0,
octave_strengths: vec4(0.16, 0.18, 0.093, 0.044),
},
},
}),
transform: Transform::from_scale(Vec3::splat(100.0)),
..default()
});
}
// Spawns the camera.
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
// Create the camera. Add an environment map and skybox so the water has
// something interesting to reflect, other than the cube. Enable deferred
// rendering by adding depth and deferred prepasses. Turn on FXAA to make
// the scene look a little nicer. Finally, add screen space reflections.
commands
.spawn(Camera3dBundle {
transform: Transform::from_translation(vec3(-1.25, 2.25, 4.5))
.looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
..default()
})
.insert(EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 5000.0,
})
.insert(Skybox {
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
brightness: 5000.0,
})
.insert(ScreenSpaceReflectionsBundle::default())
.insert(Fxaa::default());
}
// Spawns the help text.
fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
commands.spawn(
TextBundle {
text: create_text(app_settings),
..default()
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
}
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
..default()
}),
);
}
// Creates or recreates the help text.
fn create_text(app_settings: &AppSettings) -> Text {
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
Text::from_section(
format!(
"{}\n{}\n{}",
match app_settings.displayed_model {
DisplayedModel::Cube => SWITCH_TO_FLIGHT_HELMET_HELP_TEXT,
DisplayedModel::FlightHelmet => SWITCH_TO_CUBE_HELP_TEXT,
},
if app_settings.ssr_on {
TURN_SSR_OFF_HELP_TEXT
} else {
TURN_SSR_ON_HELP_TEXT
},
MOVE_CAMERA_HELP_TEXT
),
TextStyle::default(),
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
)
}
impl MaterialExtension for Water {
fn deferred_fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
}
}
/// Rotates the model on the Y axis a bit every frame.
fn rotate_model(
mut query: Query<&mut Transform, Or<(With<CubeModel>, With<FlightHelmetModel>)>>,
time: Res<Time>,
) {
for mut transform in query.iter_mut() {
transform.rotation = Quat::from_euler(EulerRot::XYZ, 0.0, time.elapsed_seconds(), 0.0);
}
}
// Processes input related to camera movement.
fn move_camera(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut mouse_wheel_input: EventReader<MouseWheel>,
mut cameras: Query<&mut Transform, With<Camera>>,
) {
let (mut distance_delta, mut theta_delta) = (0.0, 0.0);
// Handle keyboard events.
if keyboard_input.pressed(KeyCode::KeyW) {
distance_delta -= CAMERA_KEYBOARD_ZOOM_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyS) {
distance_delta += CAMERA_KEYBOARD_ZOOM_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyA) {
theta_delta += CAMERA_KEYBOARD_ORBIT_SPEED;
}
if keyboard_input.pressed(KeyCode::KeyD) {
theta_delta -= CAMERA_KEYBOARD_ORBIT_SPEED;
}
// Handle mouse events.
for mouse_wheel_event in mouse_wheel_input.read() {
distance_delta -= mouse_wheel_event.y * CAMERA_MOUSE_WHEEL_ZOOM_SPEED;
}
// Update transforms.
for mut camera_transform in cameras.iter_mut() {
let local_z = camera_transform.local_z().as_vec3().normalize_or_zero();
if distance_delta != 0.0 {
camera_transform.translation = (camera_transform.translation.length() + distance_delta)
.clamp(CAMERA_ZOOM_RANGE.start, CAMERA_ZOOM_RANGE.end)
* local_z;
}
if theta_delta != 0.0 {
camera_transform
.translate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, theta_delta));
camera_transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
}
// Adjusts app settings per user input.
#[allow(clippy::too_many_arguments)]
fn adjust_app_settings(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut app_settings: ResMut<AppSettings>,
mut cameras: Query<Entity, With<Camera>>,
mut cube_models: Query<&mut Visibility, (With<CubeModel>, Without<FlightHelmetModel>)>,
mut flight_helmet_models: Query<&mut Visibility, (Without<CubeModel>, With<FlightHelmetModel>)>,
mut text: Query<&mut Text>,
) {
// If there are no changes, we're going to bail for efficiency. Record that
// here.
let mut any_changes = false;
// If the user pressed Space, toggle SSR.
if keyboard_input.just_pressed(KeyCode::Space) {
app_settings.ssr_on = !app_settings.ssr_on;
any_changes = true;
}
// If the user pressed Enter, switch models.
if keyboard_input.just_pressed(KeyCode::Enter) {
app_settings.displayed_model = match app_settings.displayed_model {
DisplayedModel::Cube => DisplayedModel::FlightHelmet,
DisplayedModel::FlightHelmet => DisplayedModel::Cube,
};
any_changes = true;
}
// If there were no changes, bail.
if !any_changes {
return;
}
// Update SSR settings.
for camera in cameras.iter_mut() {
if app_settings.ssr_on {
commands
.entity(camera)
.insert(ScreenSpaceReflectionsSettings::default());
} else {
commands
.entity(camera)
.remove::<ScreenSpaceReflectionsSettings>();
}
}
// Set cube model visibility.
for mut cube_visibility in cube_models.iter_mut() {
*cube_visibility = match app_settings.displayed_model {
DisplayedModel::Cube => Visibility::Visible,
_ => Visibility::Hidden,
}
}
// Set flight helmet model visibility.
for mut flight_helmet_visibility in flight_helmet_models.iter_mut() {
*flight_helmet_visibility = match app_settings.displayed_model {
DisplayedModel::FlightHelmet => Visibility::Visible,
_ => Visibility::Hidden,
};
}
// Update the help text.
for mut text in text.iter_mut() {
*text = create_text(&app_settings);
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear. ![Screenshot 2024-05-18 143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267) ![Screenshot 2024-05-18 143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
}
}
impl Default for AppSettings {
fn default() -> Self {
Self {
ssr_on: true,
displayed_model: default(),
}
}
}