2021-12-14 03:58:23 +00:00
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use crate::{AlphaMode, PbrPipeline, StandardMaterialFlags};
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use bevy_app::{App, Plugin};
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2021-12-14 23:04:26 +00:00
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use bevy_asset::{AddAsset, Handle, HandleUntyped};
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2021-12-14 03:58:23 +00:00
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use bevy_ecs::system::{lifetimeless::SRes, SystemParamItem};
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use bevy_math::Vec4;
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2020-11-28 00:39:59 +00:00
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use bevy_reflect::TypeUuid;
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2021-12-14 03:58:23 +00:00
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use bevy_render::{
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color::Color,
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render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets},
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render_resource::{BindGroup, Buffer, BufferInitDescriptor, BufferUsages},
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renderer::RenderDevice,
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texture::Image,
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};
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use crevice::std140::{AsStd140, Std140};
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use wgpu::{BindGroupDescriptor, BindGroupEntry, BindingResource};
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2020-04-06 03:19:02 +00:00
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2021-12-14 23:04:26 +00:00
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pub const DEFAULT_STANDARD_MATERIAL_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(StandardMaterial::TYPE_UUID, 13142262394054731189);
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2020-08-09 23:13:04 +00:00
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/// A material with "standard" properties used in PBR lighting
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2021-12-14 03:58:23 +00:00
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/// Standard property values with pictures here
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/// <https://google.github.io/filament/Material%20Properties.pdf>.
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///
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/// May be created directly from a [`Color`] or an [`Image`].
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
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2020-02-10 02:09:54 +00:00
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pub struct StandardMaterial {
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2021-04-21 23:19:34 +00:00
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/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
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2021-12-14 03:58:23 +00:00
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/// in between. If used together with a base_color_texture, this is factored into the final
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2021-04-21 23:19:34 +00:00
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/// base color as `base_color * base_color_texture_value`
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2021-03-20 03:22:33 +00:00
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pub base_color: Color,
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2021-12-14 03:58:23 +00:00
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pub base_color_texture: Option<Handle<Image>>,
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// Use a color for user friendliness even though we technically don't use the alpha channel
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// Might be used in the future for exposure correction in HDR
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pub emissive: Color,
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pub emissive_texture: Option<Handle<Image>>,
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2021-03-20 03:22:33 +00:00
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/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
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/// Defaults to minimum of 0.089
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2021-04-21 23:19:34 +00:00
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/// If used together with a roughness/metallic texture, this is factored into the final base
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/// color as `roughness * roughness_texture_value`
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2021-12-14 03:58:23 +00:00
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pub perceptual_roughness: f32,
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2021-03-20 03:22:33 +00:00
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/// From [0.0, 1.0], dielectric to pure metallic
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2021-04-21 23:19:34 +00:00
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/// If used together with a roughness/metallic texture, this is factored into the final base
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/// color as `metallic * metallic_texture_value`
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2021-03-20 03:22:33 +00:00
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pub metallic: f32,
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2021-12-14 03:58:23 +00:00
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pub metallic_roughness_texture: Option<Handle<Image>>,
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2021-03-20 03:22:33 +00:00
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/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
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/// defaults to 0.5 which is mapped to 4% reflectance in the shader
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pub reflectance: f32,
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2021-12-14 03:58:23 +00:00
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pub normal_map_texture: Option<Handle<Image>>,
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pub occlusion_texture: Option<Handle<Image>>,
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2021-03-26 21:00:34 +00:00
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pub double_sided: bool,
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2021-02-01 01:13:16 +00:00
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pub unlit: bool,
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2021-12-14 03:58:23 +00:00
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pub alpha_mode: AlphaMode,
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2020-02-11 17:31:49 +00:00
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}
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impl Default for StandardMaterial {
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fn default() -> Self {
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StandardMaterial {
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2021-03-20 03:22:33 +00:00
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base_color: Color::rgb(1.0, 1.0, 1.0),
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base_color_texture: None,
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2021-12-14 03:58:23 +00:00
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emissive: Color::BLACK,
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emissive_texture: None,
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2021-03-20 03:22:33 +00:00
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// This is the minimum the roughness is clamped to in shader code
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2021-12-14 03:58:23 +00:00
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// See <https://google.github.io/filament/Filament.html#materialsystem/parameterization/>
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2021-04-21 23:19:34 +00:00
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// It's the minimum floating point value that won't be rounded down to 0 in the
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// calculations used. Although technically for 32-bit floats, 0.045 could be
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// used.
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2021-12-14 03:58:23 +00:00
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perceptual_roughness: 0.089,
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2021-03-20 03:22:33 +00:00
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// Few materials are purely dielectric or metallic
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// This is just a default for mostly-dielectric
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metallic: 0.01,
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2021-12-14 03:58:23 +00:00
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metallic_roughness_texture: None,
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2021-03-20 03:22:33 +00:00
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// Minimum real-world reflectance is 2%, most materials between 2-5%
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2021-09-14 22:46:18 +00:00
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// Expressed in a linear scale and equivalent to 4% reflectance see
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2021-12-14 03:58:23 +00:00
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// <https://google.github.io/filament/Material%20Properties.pdf>
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2021-03-20 03:22:33 +00:00
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reflectance: 0.5,
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2021-03-26 21:00:34 +00:00
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occlusion_texture: None,
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2021-12-14 03:58:23 +00:00
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normal_map_texture: None,
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double_sided: false,
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2021-02-01 01:13:16 +00:00
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unlit: false,
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2021-12-14 03:58:23 +00:00
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alpha_mode: AlphaMode::Opaque,
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2020-02-11 17:31:49 +00:00
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}
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}
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2020-02-12 03:09:05 +00:00
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}
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2020-08-01 00:10:29 +00:00
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impl From<Color> for StandardMaterial {
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fn from(color: Color) -> Self {
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StandardMaterial {
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2021-03-20 03:22:33 +00:00
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base_color: color,
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2020-08-01 00:10:29 +00:00
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..Default::default()
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}
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}
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}
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2021-12-14 03:58:23 +00:00
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impl From<Handle<Image>> for StandardMaterial {
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fn from(texture: Handle<Image>) -> Self {
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2020-08-01 00:10:29 +00:00
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StandardMaterial {
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2021-03-20 03:22:33 +00:00
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base_color_texture: Some(texture),
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2020-08-01 00:10:29 +00:00
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..Default::default()
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}
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}
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}
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2021-12-14 03:58:23 +00:00
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/// The GPU representation of the uniform data of a [`StandardMaterial`].
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#[derive(Clone, Default, AsStd140)]
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pub struct StandardMaterialUniformData {
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/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
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/// in between.
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pub base_color: Vec4,
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// Use a color for user friendliness even though we technically don't use the alpha channel
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// Might be used in the future for exposure correction in HDR
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pub emissive: Vec4,
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/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
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/// Defaults to minimum of 0.089
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pub roughness: f32,
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/// From [0.0, 1.0], dielectric to pure metallic
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pub metallic: f32,
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/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
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/// defaults to 0.5 which is mapped to 4% reflectance in the shader
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pub reflectance: f32,
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pub flags: u32,
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/// When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque,
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/// and any below means fully transparent.
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pub alpha_cutoff: f32,
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}
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/// This plugin adds the [`StandardMaterial`] asset to the app.
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pub struct StandardMaterialPlugin;
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impl Plugin for StandardMaterialPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugin(RenderAssetPlugin::<StandardMaterial>::default())
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.add_asset::<StandardMaterial>();
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}
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}
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/// The GPU representation of a [`StandardMaterial`].
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#[derive(Debug, Clone)]
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pub struct GpuStandardMaterial {
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/// A buffer containing the [`StandardMaterialUniformData`] of the material.
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pub buffer: Buffer,
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/// The bind group specifying how the [`StandardMaterialUniformData`] and
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/// all the textures of the material are bound.
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pub bind_group: BindGroup,
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pub has_normal_map: bool,
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pub flags: StandardMaterialFlags,
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pub base_color_texture: Option<Handle<Image>>,
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pub alpha_mode: AlphaMode,
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}
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impl RenderAsset for StandardMaterial {
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type ExtractedAsset = StandardMaterial;
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type PreparedAsset = GpuStandardMaterial;
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type Param = (
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SRes<RenderDevice>,
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SRes<PbrPipeline>,
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SRes<RenderAssets<Image>>,
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);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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}
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fn prepare_asset(
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material: Self::ExtractedAsset,
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(render_device, pbr_pipeline, gpu_images): &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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let (base_color_texture_view, base_color_sampler) = if let Some(result) = pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.base_color_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let (emissive_texture_view, emissive_sampler) = if let Some(result) = pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.emissive_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let (metallic_roughness_texture_view, metallic_roughness_sampler) = if let Some(result) =
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pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.metallic_roughness_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let (normal_map_texture_view, normal_map_sampler) = if let Some(result) = pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.normal_map_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let (occlusion_texture_view, occlusion_sampler) = if let Some(result) = pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.occlusion_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let mut flags = StandardMaterialFlags::NONE;
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if material.base_color_texture.is_some() {
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flags |= StandardMaterialFlags::BASE_COLOR_TEXTURE;
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}
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if material.emissive_texture.is_some() {
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flags |= StandardMaterialFlags::EMISSIVE_TEXTURE;
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}
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if material.metallic_roughness_texture.is_some() {
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flags |= StandardMaterialFlags::METALLIC_ROUGHNESS_TEXTURE;
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}
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if material.occlusion_texture.is_some() {
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flags |= StandardMaterialFlags::OCCLUSION_TEXTURE;
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}
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if material.double_sided {
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flags |= StandardMaterialFlags::DOUBLE_SIDED;
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}
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if material.unlit {
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flags |= StandardMaterialFlags::UNLIT;
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}
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let has_normal_map = material.normal_map_texture.is_some();
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// NOTE: 0.5 is from the glTF default - do we want this?
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let mut alpha_cutoff = 0.5;
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match material.alpha_mode {
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AlphaMode::Opaque => flags |= StandardMaterialFlags::ALPHA_MODE_OPAQUE,
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AlphaMode::Mask(c) => {
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alpha_cutoff = c;
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flags |= StandardMaterialFlags::ALPHA_MODE_MASK
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}
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AlphaMode::Blend => flags |= StandardMaterialFlags::ALPHA_MODE_BLEND,
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};
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let value = StandardMaterialUniformData {
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base_color: material.base_color.as_linear_rgba_f32().into(),
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emissive: material.emissive.into(),
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roughness: material.perceptual_roughness,
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metallic: material.metallic,
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reflectance: material.reflectance,
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flags: flags.bits(),
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alpha_cutoff,
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};
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let value_std140 = value.as_std140();
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: Some("pbr_standard_material_uniform_buffer"),
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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contents: value_std140.as_bytes(),
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});
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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},
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BindGroupEntry {
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binding: 1,
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resource: BindingResource::TextureView(base_color_texture_view),
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},
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BindGroupEntry {
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binding: 2,
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resource: BindingResource::Sampler(base_color_sampler),
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},
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BindGroupEntry {
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binding: 3,
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resource: BindingResource::TextureView(emissive_texture_view),
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},
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BindGroupEntry {
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binding: 4,
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resource: BindingResource::Sampler(emissive_sampler),
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},
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BindGroupEntry {
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binding: 5,
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resource: BindingResource::TextureView(metallic_roughness_texture_view),
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},
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BindGroupEntry {
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binding: 6,
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resource: BindingResource::Sampler(metallic_roughness_sampler),
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},
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BindGroupEntry {
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binding: 7,
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resource: BindingResource::TextureView(occlusion_texture_view),
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},
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BindGroupEntry {
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binding: 8,
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resource: BindingResource::Sampler(occlusion_sampler),
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},
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BindGroupEntry {
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binding: 9,
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resource: BindingResource::TextureView(normal_map_texture_view),
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},
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BindGroupEntry {
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binding: 10,
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resource: BindingResource::Sampler(normal_map_sampler),
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},
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],
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label: Some("pbr_standard_material_bind_group"),
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layout: &pbr_pipeline.material_layout,
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});
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Ok(GpuStandardMaterial {
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buffer,
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bind_group,
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flags,
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has_normal_map,
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base_color_texture: material.base_color_texture,
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alpha_mode: material.alpha_mode,
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})
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}
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}
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