bevy/crates/bevy_render/src/globals.rs

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add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
use crate::{
extract_resource::ExtractResource,
prelude::Shader,
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
render_resource::{ShaderType, UniformBuffer},
renderer::{RenderDevice, RenderQueue},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
};
use bevy_app::{App, Plugin};
use bevy_asset::{load_internal_asset, HandleUntyped};
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
use bevy_core::FrameCount;
use bevy_ecs::prelude::*;
use bevy_reflect::{Reflect, TypeUuid};
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
use bevy_time::Time;
pub const GLOBALS_TYPE_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 17924628719070609599);
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
pub struct GlobalsPlugin;
impl Plugin for GlobalsPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(app, GLOBALS_TYPE_HANDLE, "globals.wgsl", Shader::from_wgsl);
app.register_type::<GlobalsUniform>();
Migrate engine to Schedule v3 (#7267) Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<GlobalsBuffer>()
.init_resource::<Time>()
.add_systems(ExtractSchedule, (extract_frame_count, extract_time))
.add_systems(Render, prepare_globals_buffer.in_set(RenderSet::Prepare));
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
}
}
}
fn extract_frame_count(mut commands: Commands, frame_count: Extract<Res<FrameCount>>) {
commands.insert_resource(**frame_count);
}
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
fn extract_time(mut commands: Commands, time: Extract<Res<Time>>) {
commands.insert_resource(time.clone());
}
/// Contains global values useful when writing shaders.
/// Currently only contains values related to time.
#[derive(Default, Clone, Resource, ExtractResource, Reflect, ShaderType)]
#[reflect(Resource)]
pub struct GlobalsUniform {
/// The time since startup in seconds.
/// Wraps to 0 after 1 hour.
time: f32,
/// The delta time since the previous frame in seconds
delta_time: f32,
/// Frame count since the start of the app.
/// It wraps to zero when it reaches the maximum value of a u32.
frame_count: u32,
/// WebGL2 structs must be 16 byte aligned.
#[cfg(feature = "webgl")]
_wasm_padding: f32,
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
}
/// The buffer containing the [`GlobalsUniform`]
#[derive(Resource, Default)]
pub struct GlobalsBuffer {
pub buffer: UniformBuffer<GlobalsUniform>,
}
fn prepare_globals_buffer(
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut globals_buffer: ResMut<GlobalsBuffer>,
time: Res<Time>,
frame_count: Res<FrameCount>,
) {
let buffer = globals_buffer.buffer.get_mut();
buffer.time = time.elapsed_seconds_wrapped();
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +00:00
buffer.delta_time = time.delta_seconds();
buffer.frame_count = frame_count.0;
globals_buffer
.buffer
.write_buffer(&render_device, &render_queue);
}