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https://github.com/bevyengine/bevy
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Allow prepass in webgl (#7537)
# Objective - Use the prepass textures in webgl ## Solution - Bind the prepass textures even when using webgl, but only if msaa is disabled - Also did some refactors to centralize how textures are bound, similar to the EnvironmentMapLight PR - ~~Also did some refactors of the example to make it work in webgl~~ - ~~To make the example work in webgl, I needed to use a sampler for the depth texture, the resulting code looks a bit weird, but it's simple enough and I think it's worth it to show how it works when using webgl~~
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7 changed files with 133 additions and 93 deletions
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@ -1399,7 +1399,7 @@ path = "examples/shader/shader_prepass.rs"
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[package.metadata.example.shader_prepass]
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name = "Material Prepass"
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description = "A shader that uses the depth texture generated in a prepass"
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description = "A shader that uses the various textures generated by the prepass"
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category = "Shaders"
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wasm = false
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@ -2,10 +2,14 @@
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#import bevy_pbr::mesh_view_bindings
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#import bevy_pbr::prepass_utils
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struct ShowPrepassSettings {
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show_depth: u32,
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show_normals: u32,
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padding_1: u32,
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padding_2: u32,
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}
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@group(1) @binding(0)
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var<uniform> show_depth: f32;
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@group(1) @binding(1)
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var<uniform> show_normal: f32;
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var<uniform> settings: ShowPrepassSettings;
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@fragment
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fn fragment(
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@ -13,14 +17,13 @@ fn fragment(
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@builtin(sample_index) sample_index: u32,
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#import bevy_pbr::mesh_vertex_output
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) -> @location(0) vec4<f32> {
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if show_depth == 1.0 {
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if settings.show_depth == 1u {
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let depth = prepass_depth(frag_coord, sample_index);
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return vec4(depth, depth, depth, 1.0);
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} else if show_normal == 1.0 {
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} else if settings.show_normals == 1u {
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let normal = prepass_normal(frag_coord, sample_index);
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return vec4(normal, 1.0);
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} else {
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// transparent
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return vec4(0.0);
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}
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return vec4(0.0);
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}
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@ -26,16 +26,17 @@ use bevy_render::{
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},
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render_resource::{
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BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor,
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BindGroupLayoutEntry, BindingType, BlendState, BufferBindingType, ColorTargetState,
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ColorWrites, CompareFunction, DepthBiasState, DepthStencilState, Extent3d, FragmentState,
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FrontFace, MultisampleState, PipelineCache, PolygonMode, PrimitiveState,
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RenderPipelineDescriptor, Shader, ShaderDefVal, ShaderRef, ShaderStages, ShaderType,
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SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
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StencilFaceState, StencilState, TextureDescriptor, TextureDimension, TextureFormat,
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TextureUsages, VertexState,
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BindGroupLayoutEntry, BindingResource, BindingType, BlendState, BufferBindingType,
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ColorTargetState, ColorWrites, CompareFunction, DepthBiasState, DepthStencilState,
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Extent3d, FragmentState, FrontFace, MultisampleState, PipelineCache, PolygonMode,
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PrimitiveState, RenderPipelineDescriptor, Shader, ShaderDefVal, ShaderRef, ShaderStages,
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ShaderType, SpecializedMeshPipeline, SpecializedMeshPipelineError,
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SpecializedMeshPipelines, StencilFaceState, StencilState, TextureDescriptor,
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TextureDimension, TextureFormat, TextureSampleType, TextureUsages, TextureViewDimension,
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VertexState,
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},
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renderer::RenderDevice,
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texture::TextureCache,
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texture::{FallbackImagesDepth, FallbackImagesMsaa, TextureCache},
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view::{ExtractedView, Msaa, ViewUniform, ViewUniformOffset, ViewUniforms, VisibleEntities},
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Extract, ExtractSchedule, RenderApp, RenderSet,
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};
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@ -333,6 +334,73 @@ where
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}
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}
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pub fn get_bind_group_layout_entries(
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bindings: [u32; 2],
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multisampled: bool,
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) -> [BindGroupLayoutEntry; 2] {
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[
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// Depth texture
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BindGroupLayoutEntry {
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binding: bindings[0],
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled,
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sample_type: TextureSampleType::Depth,
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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},
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// Normal texture
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BindGroupLayoutEntry {
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binding: bindings[1],
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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},
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]
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}
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pub fn get_bindings<'a>(
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prepass_textures: Option<&'a ViewPrepassTextures>,
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fallback_images: &'a mut FallbackImagesMsaa,
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fallback_depths: &'a mut FallbackImagesDepth,
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msaa: &'a Msaa,
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bindings: [u32; 2],
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) -> [BindGroupEntry<'a>; 2] {
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let depth_view = match prepass_textures.and_then(|x| x.depth.as_ref()) {
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Some(texture) => &texture.default_view,
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None => {
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&fallback_depths
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.image_for_samplecount(msaa.samples())
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.texture_view
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}
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};
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let normal_view = match prepass_textures.and_then(|x| x.normal.as_ref()) {
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Some(texture) => &texture.default_view,
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None => {
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&fallback_images
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.image_for_samplecount(msaa.samples())
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.texture_view
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}
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};
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[
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BindGroupEntry {
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binding: bindings[0],
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resource: BindingResource::TextureView(depth_view),
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},
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BindGroupEntry {
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binding: bindings[1],
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resource: BindingResource::TextureView(normal_view),
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},
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]
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}
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// Extract the render phases for the prepass
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pub fn extract_camera_prepass_phase(
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mut commands: Commands,
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@ -6,7 +6,7 @@ fn prepass_normal(frag_coord: vec4<f32>, sample_index: u32) -> vec3<f32> {
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let normal_sample = textureLoad(normal_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index));
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#else
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let normal_sample = textureLoad(normal_prepass_texture, vec2<i32>(frag_coord.xy), 0);
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#endif
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#endif // MULTISAMPLED
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return normal_sample.xyz * 2.0 - vec3(1.0);
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}
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#endif // NORMAL_PREPASS
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@ -17,7 +17,7 @@ fn prepass_depth(frag_coord: vec4<f32>, sample_index: u32) -> f32 {
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let depth_sample = textureLoad(depth_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index));
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#else
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let depth_sample = textureLoad(depth_prepass_texture, vec2<i32>(frag_coord.xy), 0);
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#endif
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#endif // MULTISAMPLED
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return depth_sample;
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}
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#endif // DEPTH_PREPASS
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@ -1,9 +1,9 @@
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use crate::{
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environment_map, queue_shadow_view_bind_group, EnvironmentMapLight, FogMeta, GlobalLightMeta,
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GpuFog, GpuLights, GpuPointLights, LightMeta, NotShadowCaster, NotShadowReceiver,
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ShadowPipeline, ViewClusterBindings, ViewFogUniformOffset, ViewLightsUniformOffset,
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ViewShadowBindings, CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT, MAX_CASCADES_PER_LIGHT,
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MAX_DIRECTIONAL_LIGHTS,
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environment_map, prepass, queue_shadow_view_bind_group, EnvironmentMapLight, FogMeta,
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GlobalLightMeta, GpuFog, GpuLights, GpuPointLights, LightMeta, NotShadowCaster,
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NotShadowReceiver, ShadowPipeline, ViewClusterBindings, ViewFogUniformOffset,
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ViewLightsUniformOffset, ViewShadowBindings, CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT,
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MAX_CASCADES_PER_LIGHT, MAX_DIRECTIONAL_LIGHTS,
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};
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use bevy_app::{IntoSystemAppConfigs, Plugin};
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use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped};
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@ -432,29 +432,11 @@ impl FromWorld for MeshPipeline {
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let tonemapping_lut_entries = get_lut_bind_group_layout_entries([14, 15]);
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entries.extend_from_slice(&tonemapping_lut_entries);
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if cfg!(not(feature = "webgl")) {
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// Depth texture
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entries.push(BindGroupLayoutEntry {
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binding: 16,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled,
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sample_type: TextureSampleType::Depth,
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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});
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// Normal texture
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entries.push(BindGroupLayoutEntry {
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binding: 17,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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});
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if cfg!(not(feature = "webgl")) || (cfg!(feature = "webgl") && !multisampled) {
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entries.extend_from_slice(&prepass::get_bind_group_layout_entries(
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[16, 17],
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multisampled,
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));
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}
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entries
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@ -1067,34 +1049,15 @@ pub fn queue_mesh_view_bind_groups(
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get_lut_bindings(&images, &tonemapping_luts, tonemapping, [14, 15]);
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entries.extend_from_slice(&tonemapping_luts);
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// When using WebGL with MSAA, we can't create the fallback textures required by the prepass
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// When using WebGL, and MSAA is disabled, we can't bind the textures either
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if cfg!(not(feature = "webgl")) {
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let depth_view = match prepass_textures.and_then(|x| x.depth.as_ref()) {
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Some(texture) => &texture.default_view,
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None => {
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&fallback_depths
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.image_for_samplecount(msaa.samples())
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.texture_view
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}
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};
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entries.push(BindGroupEntry {
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binding: 16,
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resource: BindingResource::TextureView(depth_view),
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});
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let normal_view = match prepass_textures.and_then(|x| x.normal.as_ref()) {
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Some(texture) => &texture.default_view,
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None => {
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&fallback_images
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.image_for_samplecount(msaa.samples())
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.texture_view
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}
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};
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entries.push(BindGroupEntry {
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binding: 17,
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resource: BindingResource::TextureView(normal_view),
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});
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// When using WebGL, we can't have a depth texture with multisampling
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if cfg!(not(feature = "webgl")) || (cfg!(feature = "webgl") && msaa.samples() == 1) {
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entries.extend_from_slice(&prepass::get_bindings(
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prepass_textures,
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&mut fallback_images,
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&mut fallback_depths,
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&msaa,
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[16, 17],
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));
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}
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let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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@ -276,7 +276,7 @@ Example | Description
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[Material](../examples/shader/shader_material.rs) | A shader and a material that uses it
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[Material - GLSL](../examples/shader/shader_material_glsl.rs) | A shader that uses the GLSL shading language
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[Material - Screenspace Texture](../examples/shader/shader_material_screenspace_texture.rs) | A shader that samples a texture with view-independent UV coordinates
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[Material Prepass](../examples/shader/shader_prepass.rs) | A shader that uses the depth texture generated in a prepass
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[Material Prepass](../examples/shader/shader_prepass.rs) | A shader that uses the various textures generated by the prepass
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[Post Processing](../examples/shader/post_processing.rs) | A custom post processing effect, using two cameras, with one reusing the render texture of the first one
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[Shader Defs](../examples/shader/shader_defs.rs) | A shader that uses "shaders defs" (a bevy tool to selectively toggle parts of a shader)
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[Texture Binding Array (Bindless Textures)](../examples/shader/texture_binding_array.rs) | A shader that shows how to bind and sample multiple textures as a binding array (a.k.a. bindless textures).
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@ -10,7 +10,7 @@ use bevy::{
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pbr::{NotShadowCaster, PbrPlugin},
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prelude::*,
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reflect::TypeUuid,
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render::render_resource::{AsBindGroup, ShaderRef},
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render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
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};
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fn main() {
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@ -30,7 +30,7 @@ fn main() {
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})
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.add_startup_system(setup)
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.add_system(rotate)
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.add_system(update)
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.add_system(toggle_prepass_view)
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.run();
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}
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@ -69,8 +69,7 @@ fn setup(
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MaterialMeshBundle {
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mesh: meshes.add(shape::Quad::new(Vec2::new(20.0, 20.0)).into()),
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material: depth_materials.add(PrepassOutputMaterial {
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show_depth: 0.0,
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show_normal: 0.0,
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settings: ShowPrepassSettings::default(),
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}),
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transform: Transform::from_xyz(-0.75, 1.25, 3.0)
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.looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
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@ -193,14 +192,20 @@ fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
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}
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}
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#[derive(Debug, Clone, Default, ShaderType)]
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struct ShowPrepassSettings {
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show_depth: u32,
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show_normals: u32,
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padding_1: u32,
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padding_2: u32,
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}
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// This shader simply loads the prepass texture and outputs it directly
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#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
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#[uuid = "0af99895-b96e-4451-bc12-c6b1c1c52750"]
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pub struct PrepassOutputMaterial {
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#[uniform(0)]
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show_depth: f32,
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#[uniform(1)]
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show_normal: f32,
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settings: ShowPrepassSettings,
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}
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impl Material for PrepassOutputMaterial {
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@ -214,7 +219,8 @@ impl Material for PrepassOutputMaterial {
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}
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}
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fn update(
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/// Every time you press space, it will cycle between transparent, depth and normals view
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fn toggle_prepass_view(
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keycode: Res<Input<KeyCode>>,
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material_handle: Query<&Handle<PrepassOutputMaterial>>,
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mut materials: ResMut<Assets<PrepassOutputMaterial>>,
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@ -222,20 +228,20 @@ fn update(
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) {
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if keycode.just_pressed(KeyCode::Space) {
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let handle = material_handle.single();
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let mut mat = materials.get_mut(handle).unwrap();
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let mat = materials.get_mut(handle).unwrap();
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let out_text;
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if mat.show_depth == 1.0 {
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if mat.settings.show_depth == 1 {
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out_text = "normal";
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mat.show_depth = 0.0;
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mat.show_normal = 1.0;
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} else if mat.show_normal == 1.0 {
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mat.settings.show_depth = 0;
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mat.settings.show_normals = 1;
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} else if mat.settings.show_normals == 1 {
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out_text = "transparent";
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mat.show_depth = 0.0;
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mat.show_normal = 0.0;
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mat.settings.show_depth = 0;
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mat.settings.show_normals = 0;
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} else {
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out_text = "depth";
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mat.show_depth = 1.0;
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mat.show_normal = 0.0;
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mat.settings.show_depth = 1;
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mat.settings.show_normals = 0;
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}
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let mut text = text.single_mut();
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