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Add parallax mapping to bevy PBR (#5928)
# Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
This commit is contained in:
parent
1074a41b87
commit
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13 changed files with 728 additions and 14 deletions
10
Cargo.toml
10
Cargo.toml
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@ -561,6 +561,16 @@ description = "Demonstrates use of Physically Based Rendering (PBR) properties"
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category = "3D Rendering"
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wasm = true
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[[example]]
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name = "parallax_mapping"
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path = "examples/3d/parallax_mapping.rs"
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[package.metadata.example.parallax_mapping]
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name = "Parallax Mapping"
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description = "Demonstrates use of a normal map and depth map for parallax mapping"
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category = "3D Rendering"
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wasm = true
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[[example]]
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name = "render_to_texture"
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path = "examples/3d/render_to_texture.rs"
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BIN
assets/textures/parallax_example/cube_color.png
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assets/textures/parallax_example/cube_color.png
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After Width: | Height: | Size: 670 KiB |
BIN
assets/textures/parallax_example/cube_depth.png
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assets/textures/parallax_example/cube_depth.png
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After Width: | Height: | Size: 10 KiB |
BIN
assets/textures/parallax_example/cube_normal.png
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assets/textures/parallax_example/cube_normal.png
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After Width: | Height: | Size: 33 KiB |
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@ -8,6 +8,7 @@ mod environment_map;
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mod fog;
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mod light;
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mod material;
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mod parallax;
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mod pbr_material;
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mod prepass;
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mod render;
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@ -18,6 +19,7 @@ pub use environment_map::EnvironmentMapLight;
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pub use fog::*;
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pub use light::*;
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pub use material::*;
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pub use parallax::*;
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pub use pbr_material::*;
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pub use prepass::*;
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pub use render::*;
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@ -34,6 +36,7 @@ pub mod prelude {
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fog::{FogFalloff, FogSettings},
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light::{AmbientLight, DirectionalLight, PointLight, SpotLight},
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material::{Material, MaterialPlugin},
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parallax::ParallaxMappingMethod,
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pbr_material::StandardMaterial,
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};
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}
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@ -82,6 +85,8 @@ pub const PBR_FUNCTIONS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16550102964439850292);
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pub const PBR_AMBIENT_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2441520459096337034);
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pub const PARALLAX_MAPPING_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 17035894873630133905);
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/// Sets up the entire PBR infrastructure of bevy.
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pub struct PbrPlugin {
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@ -150,6 +155,12 @@ impl Plugin for PbrPlugin {
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"render/pbr_prepass.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PARALLAX_MAPPING_SHADER_HANDLE,
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"render/parallax_mapping.wgsl",
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Shader::from_wgsl
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);
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app.register_asset_reflect::<StandardMaterial>()
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.register_type::<AmbientLight>()
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45
crates/bevy_pbr/src/parallax.rs
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45
crates/bevy_pbr/src/parallax.rs
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@ -0,0 +1,45 @@
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use bevy_reflect::{FromReflect, Reflect};
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/// The [parallax mapping] method to use to compute depth based on the
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/// material's [`depth_map`].
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///
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/// Parallax Mapping uses a depth map texture to give the illusion of depth
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/// variation on a mesh surface that is geometrically flat.
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///
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/// See the `parallax_mapping.wgsl` shader code for implementation details
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/// and explanation of the methods used.
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///
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/// [`depth_map`]: crate::StandardMaterial::depth_map
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/// [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Default, Reflect, FromReflect)]
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pub enum ParallaxMappingMethod {
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/// A simple linear interpolation, using a single texture sample.
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///
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/// This method is named "Parallax Occlusion Mapping".
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///
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/// Unlike [`ParallaxMappingMethod::Relief`], only requires a single lookup,
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/// but may skip small details and result in writhing material artifacts.
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#[default]
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Occlusion,
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/// Discovers the best depth value based on binary search.
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///
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/// Each iteration incurs a texture sample.
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/// The result has fewer visual artifacts than [`ParallaxMappingMethod::Occlusion`].
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///
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/// This method is named "Relief Mapping".
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Relief {
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/// How many additional steps to use at most to find the depth value.
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max_steps: u32,
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},
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}
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impl ParallaxMappingMethod {
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/// [`ParallaxMappingMethod::Relief`] with a 5 steps, a reasonable default.
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pub const DEFAULT_RELIEF_MAPPING: Self = ParallaxMappingMethod::Relief { max_steps: 5 };
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pub(crate) fn max_steps(&self) -> u32 {
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match self {
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ParallaxMappingMethod::Occlusion => 0,
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ParallaxMappingMethod::Relief { max_steps } => *max_steps,
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}
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}
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}
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@ -1,6 +1,6 @@
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use crate::{
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AlphaMode, Material, MaterialPipeline, MaterialPipelineKey, PBR_PREPASS_SHADER_HANDLE,
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PBR_SHADER_HANDLE,
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AlphaMode, Material, MaterialPipeline, MaterialPipelineKey, ParallaxMappingMethod,
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PBR_PREPASS_SHADER_HANDLE, PBR_SHADER_HANDLE,
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};
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use bevy_asset::Handle;
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use bevy_math::Vec4;
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@ -231,6 +231,84 @@ pub struct StandardMaterial {
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///
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/// [z-fighting]: https://en.wikipedia.org/wiki/Z-fighting
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pub depth_bias: f32,
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/// The depth map used for [parallax mapping].
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///
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/// It is a greyscale image where white represents bottom and black the top.
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/// If this field is set, bevy will apply [parallax mapping].
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/// Parallax mapping, unlike simple normal maps, will move the texture
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/// coordinate according to the current perspective,
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/// giving actual depth to the texture.
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///
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/// The visual result is similar to a displacement map,
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/// but does not require additional geometry.
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///
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/// Use the [`parallax_depth_scale`] field to control the depth of the parallax.
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///
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/// ## Limitations
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///
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/// - It will look weird on bent/non-planar surfaces.
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/// - The depth of the pixel does not reflect its visual position, resulting
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/// in artifacts for depth-dependent features such as fog or SSAO.
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/// - For the same reason, the the geometry silhouette will always be
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/// the one of the actual geometry, not the parallaxed version, resulting
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/// in awkward looks on intersecting parallaxed surfaces.
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///
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/// ## Performance
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///
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/// Parallax mapping requires multiple texture lookups, proportional to
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/// [`max_parallax_layer_count`], which might be costly.
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///
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/// Use the [`parallax_mapping_method`] and [`max_parallax_layer_count`] fields
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/// to tweak the shader, trading graphical quality for performance.
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///
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/// To improve performance, set your `depth_map`'s [`Image::sampler_descriptor`]
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/// filter mode to `FilterMode::Nearest`, as [this paper] indicates, it improves
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/// performance a bit.
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///
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/// To reduce artifacts, avoid steep changes in depth, blurring the depth
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/// map helps with this.
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///
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/// Larger depth maps haves a disproportionate performance impact.
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///
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/// [this paper]: https://www.diva-portal.org/smash/get/diva2:831762/FULLTEXT01.pdf
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/// [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping
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/// [`parallax_depth_scale`]: StandardMaterial::parallax_depth_scale
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/// [`parallax_mapping_method`]: StandardMaterial::parallax_mapping_method
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/// [`max_parallax_layer_count`]: StandardMaterial::max_parallax_layer_count
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#[texture(11)]
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#[sampler(12)]
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pub depth_map: Option<Handle<Image>>,
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/// How deep the offset introduced by the depth map should be.
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///
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/// Default is `0.1`, anything over that value may look distorted.
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/// Lower values lessen the effect.
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///
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/// The depth is relative to texture size. This means that if your texture
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/// occupies a surface of `1` world unit, and `parallax_depth_scale` is `0.1`, then
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/// the in-world depth will be of `0.1` world units.
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/// If the texture stretches for `10` world units, then the final depth
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/// will be of `1` world unit.
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pub parallax_depth_scale: f32,
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/// Which parallax mapping method to use.
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///
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/// We recommend that all objects use the same [`ParallaxMappingMethod`], to avoid
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/// duplicating and running two shaders.
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pub parallax_mapping_method: ParallaxMappingMethod,
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/// In how many layers to split the depth maps for parallax mapping.
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///
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/// If you are seeing jaggy edges, increase this value.
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/// However, this incurs a performance cost.
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///
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/// Dependent on the situation, switching to [`ParallaxMappingMethod::Relief`]
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/// and keeping this value low might have better performance than increasing the
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/// layer count while using [`ParallaxMappingMethod::Occlusion`].
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///
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/// Default is `16.0`.
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pub max_parallax_layer_count: f32,
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}
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impl Default for StandardMaterial {
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@ -260,6 +338,10 @@ impl Default for StandardMaterial {
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fog_enabled: true,
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alpha_mode: AlphaMode::Opaque,
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depth_bias: 0.0,
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depth_map: None,
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parallax_depth_scale: 0.1,
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max_parallax_layer_count: 16.0,
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parallax_mapping_method: ParallaxMappingMethod::Occlusion,
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}
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}
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}
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@ -302,6 +384,7 @@ bitflags::bitflags! {
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const TWO_COMPONENT_NORMAL_MAP = (1 << 6);
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const FLIP_NORMAL_MAP_Y = (1 << 7);
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const FOG_ENABLED = (1 << 8);
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const DEPTH_MAP = (1 << 9); // Used for parallax mapping
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const ALPHA_MODE_RESERVED_BITS = (Self::ALPHA_MODE_MASK_BITS << Self::ALPHA_MODE_SHIFT_BITS); // ← Bitmask reserving bits for the `AlphaMode`
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const ALPHA_MODE_OPAQUE = (0 << Self::ALPHA_MODE_SHIFT_BITS); // ← Values are just sequential values bitshifted into
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const ALPHA_MODE_MASK = (1 << Self::ALPHA_MODE_SHIFT_BITS); // the bitmask, and can range from 0 to 7.
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@ -341,6 +424,16 @@ pub struct StandardMaterialUniform {
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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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/// The depth of the [`StandardMaterial::depth_map`] to apply.
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pub parallax_depth_scale: f32,
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/// In how many layers to split the depth maps for Steep parallax mapping.
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///
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/// If your `parallax_depth_scale` is >0.1 and you are seeing jaggy edges,
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/// increase this value. However, this incurs a performance cost.
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pub max_parallax_layer_count: f32,
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/// Using [`ParallaxMappingMethod::Relief`], how many additional
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/// steps to use at most to find the depth value.
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pub max_relief_mapping_search_steps: u32,
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}
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impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
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if self.fog_enabled {
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flags |= StandardMaterialFlags::FOG_ENABLED;
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}
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if self.depth_map.is_some() {
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flags |= StandardMaterialFlags::DEPTH_MAP;
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}
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let has_normal_map = self.normal_map_texture.is_some();
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if has_normal_map {
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if let Some(texture) = images.get(self.normal_map_texture.as_ref().unwrap()) {
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@ -407,15 +503,20 @@ impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
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reflectance: self.reflectance,
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flags: flags.bits(),
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alpha_cutoff,
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parallax_depth_scale: self.parallax_depth_scale,
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max_parallax_layer_count: self.max_parallax_layer_count,
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max_relief_mapping_search_steps: self.parallax_mapping_method.max_steps(),
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}
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}
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}
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/// The pipeline key for [`StandardMaterial`].
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#[derive(Clone, PartialEq, Eq, Hash)]
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pub struct StandardMaterialKey {
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normal_map: bool,
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cull_mode: Option<Face>,
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depth_bias: i32,
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relief_mapping: bool,
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}
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impl From<&StandardMaterial> for StandardMaterialKey {
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normal_map: material.normal_map_texture.is_some(),
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cull_mode: material.cull_mode,
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depth_bias: material.depth_bias as i32,
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relief_mapping: matches!(
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material.parallax_mapping_method,
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ParallaxMappingMethod::Relief { .. }
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),
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}
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}
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}
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_layout: &MeshVertexBufferLayout,
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key: MaterialPipelineKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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if key.bind_group_data.normal_map {
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if let Some(fragment) = descriptor.fragment.as_mut() {
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fragment
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.shader_defs
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.push("STANDARDMATERIAL_NORMAL_MAP".into());
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if let Some(fragment) = descriptor.fragment.as_mut() {
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let shader_defs = &mut fragment.shader_defs;
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if key.bind_group_data.normal_map {
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shader_defs.push("STANDARDMATERIAL_NORMAL_MAP".into());
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}
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if key.bind_group_data.relief_mapping {
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shader_defs.push("RELIEF_MAPPING".into());
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}
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}
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descriptor.primitive.cull_mode = key.bind_group_data.cull_mode;
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116
crates/bevy_pbr/src/render/parallax_mapping.wgsl
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116
crates/bevy_pbr/src/render/parallax_mapping.wgsl
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#define_import_path bevy_pbr::parallax_mapping
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fn sample_depth_map(uv: vec2<f32>) -> f32 {
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// We use `textureSampleLevel` over `textureSample` because the wgpu DX12
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// backend (Fxc) panics when using "gradient instructions" inside a loop.
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// It results in the whole loop being unrolled by the shader compiler,
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// which it can't do because the upper limit of the loop in steep parallax
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// mapping is a variable set by the user.
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// The "gradient instructions" comes from `textureSample` computing MIP level
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// based on UV derivative. With `textureSampleLevel`, we provide ourselves
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// the MIP level, so no gradient instructions are used, and we can use
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// sample_depth_map in our loop.
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// See https://stackoverflow.com/questions/56581141/direct3d11-gradient-instruction-used-in-a-loop-with-varying-iteration-forcing
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return textureSampleLevel(depth_map_texture, depth_map_sampler, uv, 0.0).r;
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}
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// An implementation of parallax mapping, see https://en.wikipedia.org/wiki/Parallax_mapping
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// Code derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28
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fn parallaxed_uv(
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depth_scale: f32,
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max_layer_count: f32,
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max_steps: u32,
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// The original interpolated uv
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uv: vec2<f32>,
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// The vector from the camera to the fragment at the surface in tangent space
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Vt: vec3<f32>,
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) -> vec2<f32> {
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if max_layer_count < 1.0 {
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return uv;
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}
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var uv = uv;
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// Steep Parallax Mapping
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// ======================
|
||||
// Split the depth map into `layer_count` layers.
|
||||
// When Vt hits the surface of the mesh (excluding depth displacement),
|
||||
// if the depth is not below or on surface including depth displacement (textureSample), then
|
||||
// look forward (+= delta_uv) on depth texture according to
|
||||
// Vt and distance between hit surface and depth map surface,
|
||||
// repeat until below the surface.
|
||||
//
|
||||
// Where `layer_count` is interpolated between `1.0` and
|
||||
// `max_layer_count` according to the steepness of Vt.
|
||||
|
||||
let view_steepness = abs(Vt.z);
|
||||
// We mix with minimum value 1.0 because otherwise,
|
||||
// with 0.0, we get a division by zero in surfaces parallel to viewport,
|
||||
// resulting in a singularity.
|
||||
let layer_count = mix(max_layer_count, 1.0, view_steepness);
|
||||
let layer_depth = 1.0 / layer_count;
|
||||
var delta_uv = depth_scale * layer_depth * Vt.xy * vec2(1.0, -1.0) / view_steepness;
|
||||
|
||||
var current_layer_depth = 0.0;
|
||||
var texture_depth = sample_depth_map(uv);
|
||||
|
||||
// texture_depth > current_layer_depth means the depth map depth is deeper
|
||||
// than the depth the ray would be at at this UV offset so the ray has not
|
||||
// intersected the surface
|
||||
for (var i: i32 = 0; texture_depth > current_layer_depth && i <= i32(layer_count); i++) {
|
||||
current_layer_depth += layer_depth;
|
||||
uv += delta_uv;
|
||||
texture_depth = sample_depth_map(uv);
|
||||
}
|
||||
|
||||
#ifdef RELIEF_MAPPING
|
||||
// Relief Mapping
|
||||
// ==============
|
||||
// "Refine" the rough result from Steep Parallax Mapping
|
||||
// with a **binary search** between the layer selected by steep parallax
|
||||
// and the next one to find a point closer to the depth map surface.
|
||||
// This reduces the jaggy step artifacts from steep parallax mapping.
|
||||
|
||||
delta_uv *= 0.5;
|
||||
var delta_depth = 0.5 * layer_depth;
|
||||
|
||||
uv -= delta_uv;
|
||||
current_layer_depth -= delta_depth;
|
||||
|
||||
for (var i: u32 = 0u; i < max_steps; i++) {
|
||||
texture_depth = sample_depth_map(uv);
|
||||
|
||||
// Halve the deltas for the next step
|
||||
delta_uv *= 0.5;
|
||||
delta_depth *= 0.5;
|
||||
|
||||
// Step based on whether the current depth is above or below the depth map
|
||||
if (texture_depth > current_layer_depth) {
|
||||
uv += delta_uv;
|
||||
current_layer_depth += delta_depth;
|
||||
} else {
|
||||
uv -= delta_uv;
|
||||
current_layer_depth -= delta_depth;
|
||||
}
|
||||
}
|
||||
#else
|
||||
// Parallax Occlusion mapping
|
||||
// ==========================
|
||||
// "Refine" Steep Parallax Mapping by interpolating between the
|
||||
// previous layer's depth and the computed layer depth.
|
||||
// Only requires a single lookup, unlike Relief Mapping, but
|
||||
// may skip small details and result in writhing material artifacts.
|
||||
let previous_uv = uv - delta_uv;
|
||||
let next_depth = texture_depth - current_layer_depth;
|
||||
let previous_depth = sample_depth_map(previous_uv) - current_layer_depth + layer_depth;
|
||||
|
||||
let weight = next_depth / (next_depth - previous_depth);
|
||||
|
||||
uv = mix(uv, previous_uv, weight);
|
||||
|
||||
current_layer_depth += mix(next_depth, previous_depth, weight);
|
||||
#endif
|
||||
|
||||
// Note: `current_layer_depth` is not returned, but may be useful
|
||||
// for light computation later on in future improvements of the pbr shader.
|
||||
return uv;
|
||||
}
|
|
@ -9,6 +9,7 @@
|
|||
#import bevy_pbr::shadows
|
||||
#import bevy_pbr::fog
|
||||
#import bevy_pbr::pbr_functions
|
||||
#import bevy_pbr::parallax_mapping
|
||||
|
||||
#import bevy_pbr::prepass_utils
|
||||
|
||||
|
@ -20,13 +21,37 @@ struct FragmentInput {
|
|||
|
||||
@fragment
|
||||
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
|
||||
let is_orthographic = view.projection[3].w == 1.0;
|
||||
let V = calculate_view(in.world_position, is_orthographic);
|
||||
var uv = in.uv;
|
||||
#ifdef VERTEX_UVS
|
||||
#ifdef VERTEX_TANGENTS
|
||||
if ((material.flags & STANDARD_MATERIAL_FLAGS_DEPTH_MAP_BIT) != 0u) {
|
||||
let N = in.world_normal;
|
||||
let T = in.world_tangent.xyz;
|
||||
let B = in.world_tangent.w * cross(N, T);
|
||||
// Transform V from fragment to camera in world space to tangent space.
|
||||
let Vt = vec3(dot(V, T), dot(V, B), dot(V, N));
|
||||
uv = parallaxed_uv(
|
||||
material.parallax_depth_scale,
|
||||
material.max_parallax_layer_count,
|
||||
material.max_relief_mapping_search_steps,
|
||||
uv,
|
||||
// Flip the direction of Vt to go toward the surface to make the
|
||||
// parallax mapping algorithm easier to understand and reason
|
||||
// about.
|
||||
-Vt,
|
||||
);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
var output_color: vec4<f32> = material.base_color;
|
||||
#ifdef VERTEX_COLORS
|
||||
output_color = output_color * in.color;
|
||||
#endif
|
||||
#ifdef VERTEX_UVS
|
||||
if ((material.flags & STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u) {
|
||||
output_color = output_color * textureSample(base_color_texture, base_color_sampler, in.uv);
|
||||
output_color = output_color * textureSample(base_color_texture, base_color_sampler, uv);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -45,7 +70,7 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
|
|||
var emissive: vec4<f32> = material.emissive;
|
||||
#ifdef VERTEX_UVS
|
||||
if ((material.flags & STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT) != 0u) {
|
||||
emissive = vec4<f32>(emissive.rgb * textureSample(emissive_texture, emissive_sampler, in.uv).rgb, 1.0);
|
||||
emissive = vec4<f32>(emissive.rgb * textureSample(emissive_texture, emissive_sampler, uv).rgb, 1.0);
|
||||
}
|
||||
#endif
|
||||
pbr_input.material.emissive = emissive;
|
||||
|
@ -54,7 +79,7 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
|
|||
var perceptual_roughness: f32 = material.perceptual_roughness;
|
||||
#ifdef VERTEX_UVS
|
||||
if ((material.flags & STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT) != 0u) {
|
||||
let metallic_roughness = textureSample(metallic_roughness_texture, metallic_roughness_sampler, in.uv);
|
||||
let metallic_roughness = textureSample(metallic_roughness_texture, metallic_roughness_sampler, uv);
|
||||
// Sampling from GLTF standard channels for now
|
||||
metallic = metallic * metallic_roughness.b;
|
||||
perceptual_roughness = perceptual_roughness * metallic_roughness.g;
|
||||
|
@ -66,7 +91,7 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
|
|||
var occlusion: f32 = 1.0;
|
||||
#ifdef VERTEX_UVS
|
||||
if ((material.flags & STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT) != 0u) {
|
||||
occlusion = textureSample(occlusion_texture, occlusion_sampler, in.uv).r;
|
||||
occlusion = textureSample(occlusion_texture, occlusion_sampler, uv).r;
|
||||
}
|
||||
#endif
|
||||
pbr_input.frag_coord = in.frag_coord;
|
||||
|
@ -82,7 +107,7 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
|
|||
);
|
||||
#endif // LOAD_PREPASS_NORMALS
|
||||
|
||||
pbr_input.is_orthographic = view.projection[3].w == 1.0;
|
||||
pbr_input.is_orthographic = is_orthographic;
|
||||
|
||||
pbr_input.N = apply_normal_mapping(
|
||||
material.flags,
|
||||
|
@ -93,10 +118,10 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
|
|||
#endif
|
||||
#endif
|
||||
#ifdef VERTEX_UVS
|
||||
in.uv,
|
||||
uv,
|
||||
#endif
|
||||
);
|
||||
pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic);
|
||||
pbr_input.V = V;
|
||||
pbr_input.occlusion = occlusion;
|
||||
|
||||
pbr_input.flags = mesh.flags;
|
||||
|
|
|
@ -24,3 +24,7 @@ var occlusion_sampler: sampler;
|
|||
var normal_map_texture: texture_2d<f32>;
|
||||
@group(1) @binding(10)
|
||||
var normal_map_sampler: sampler;
|
||||
@group(1) @binding(11)
|
||||
var depth_map_texture: texture_2d<f32>;
|
||||
@group(1) @binding(12)
|
||||
var depth_map_sampler: sampler;
|
||||
|
|
|
@ -9,6 +9,9 @@ struct StandardMaterial {
|
|||
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
|
||||
flags: u32,
|
||||
alpha_cutoff: f32,
|
||||
parallax_depth_scale: f32,
|
||||
max_parallax_layer_count: f32,
|
||||
max_relief_mapping_search_steps: u32,
|
||||
};
|
||||
|
||||
const STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT: u32 = 1u;
|
||||
|
@ -20,6 +23,7 @@ const STANDARD_MATERIAL_FLAGS_UNLIT_BIT: u32 = 32u;
|
|||
const STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP: u32 = 64u;
|
||||
const STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y: u32 = 128u;
|
||||
const STANDARD_MATERIAL_FLAGS_FOG_ENABLED_BIT: u32 = 256u;
|
||||
const STANDARD_MATERIAL_FLAGS_DEPTH_MAP_BIT: u32 = 512u;
|
||||
const STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS: u32 = 3758096384u; // (0b111u32 << 29)
|
||||
const STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE: u32 = 0u; // (0u32 << 29)
|
||||
const STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 536870912u; // (1u32 << 29)
|
||||
|
@ -42,6 +46,9 @@ fn standard_material_new() -> StandardMaterial {
|
|||
material.reflectance = 0.5;
|
||||
material.flags = STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE;
|
||||
material.alpha_cutoff = 0.5;
|
||||
material.parallax_depth_scale = 0.1;
|
||||
material.max_parallax_layer_count = 16.0;
|
||||
material.max_relief_mapping_search_steps = 5u;
|
||||
|
||||
return material;
|
||||
}
|
||||
|
|
387
examples/3d/parallax_mapping.rs
Normal file
387
examples/3d/parallax_mapping.rs
Normal file
|
@ -0,0 +1,387 @@
|
|||
//! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
|
||||
//! Press left mouse button to cycle through different views.
|
||||
|
||||
use std::fmt;
|
||||
|
||||
use bevy::{prelude::*, render::render_resource::TextureFormat, window::close_on_esc};
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.insert_resource(Normal(None))
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
spin,
|
||||
update_normal,
|
||||
move_camera,
|
||||
update_parallax_depth_scale,
|
||||
update_parallax_layers,
|
||||
switch_method,
|
||||
close_on_esc,
|
||||
),
|
||||
)
|
||||
.run();
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct Spin {
|
||||
speed: f32,
|
||||
}
|
||||
|
||||
/// The camera, used to move camera on click.
|
||||
#[derive(Component)]
|
||||
struct CameraController;
|
||||
|
||||
const DEPTH_CHANGE_RATE: f32 = 0.1;
|
||||
const DEPTH_UPDATE_STEP: f32 = 0.03;
|
||||
const MAX_DEPTH: f32 = 0.3;
|
||||
|
||||
struct TargetDepth(f32);
|
||||
impl Default for TargetDepth {
|
||||
fn default() -> Self {
|
||||
TargetDepth(0.09)
|
||||
}
|
||||
}
|
||||
struct TargetLayers(f32);
|
||||
impl Default for TargetLayers {
|
||||
fn default() -> Self {
|
||||
TargetLayers(5.0)
|
||||
}
|
||||
}
|
||||
struct CurrentMethod(ParallaxMappingMethod);
|
||||
impl Default for CurrentMethod {
|
||||
fn default() -> Self {
|
||||
CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
|
||||
}
|
||||
}
|
||||
impl fmt::Display for CurrentMethod {
|
||||
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
||||
match self.0 {
|
||||
ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
|
||||
ParallaxMappingMethod::Relief { max_steps } => {
|
||||
write!(f, "Relief Mapping with {max_steps} steps")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
impl CurrentMethod {
|
||||
fn next_method(&mut self) {
|
||||
use ParallaxMappingMethod::*;
|
||||
self.0 = match self.0 {
|
||||
Occlusion => Relief { max_steps: 2 },
|
||||
Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
|
||||
Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
|
||||
Relief { .. } => Occlusion,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_parallax_depth_scale(
|
||||
input: Res<Input<KeyCode>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut target_depth: Local<TargetDepth>,
|
||||
mut depth_update: Local<bool>,
|
||||
mut text: Query<&mut Text>,
|
||||
) {
|
||||
if input.just_pressed(KeyCode::Key1) {
|
||||
target_depth.0 -= DEPTH_UPDATE_STEP;
|
||||
target_depth.0 = target_depth.0.max(0.0);
|
||||
*depth_update = true;
|
||||
}
|
||||
if input.just_pressed(KeyCode::Key2) {
|
||||
target_depth.0 += DEPTH_UPDATE_STEP;
|
||||
target_depth.0 = target_depth.0.min(MAX_DEPTH);
|
||||
*depth_update = true;
|
||||
}
|
||||
if *depth_update {
|
||||
let mut text = text.single_mut();
|
||||
for (_, mat) in materials.iter_mut() {
|
||||
let current_depth = mat.parallax_depth_scale;
|
||||
let new_depth =
|
||||
current_depth * (1.0 - DEPTH_CHANGE_RATE) + (target_depth.0 * DEPTH_CHANGE_RATE);
|
||||
mat.parallax_depth_scale = new_depth;
|
||||
text.sections[0].value = format!("Parallax depth scale: {new_depth:.5}\n");
|
||||
if (new_depth - current_depth).abs() <= 0.000000001 {
|
||||
*depth_update = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn switch_method(
|
||||
input: Res<Input<KeyCode>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut text: Query<&mut Text>,
|
||||
mut current: Local<CurrentMethod>,
|
||||
) {
|
||||
if input.just_pressed(KeyCode::Space) {
|
||||
current.next_method();
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
let mut text = text.single_mut();
|
||||
text.sections[2].value = format!("Method: {}\n", *current);
|
||||
|
||||
for (_, mat) in materials.iter_mut() {
|
||||
mat.parallax_mapping_method = current.0;
|
||||
}
|
||||
}
|
||||
|
||||
fn update_parallax_layers(
|
||||
input: Res<Input<KeyCode>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut target_layers: Local<TargetLayers>,
|
||||
mut text: Query<&mut Text>,
|
||||
) {
|
||||
if input.just_pressed(KeyCode::Key3) {
|
||||
target_layers.0 -= 1.0;
|
||||
target_layers.0 = target_layers.0.max(0.0);
|
||||
} else if input.just_pressed(KeyCode::Key4) {
|
||||
target_layers.0 += 1.0;
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
let layer_count = target_layers.0.exp2();
|
||||
let mut text = text.single_mut();
|
||||
text.sections[1].value = format!("Layers: {layer_count:.0}\n");
|
||||
|
||||
for (_, mat) in materials.iter_mut() {
|
||||
mat.max_parallax_layer_count = layer_count;
|
||||
}
|
||||
}
|
||||
|
||||
fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
|
||||
for (mut transform, spin) in query.iter_mut() {
|
||||
transform.rotate_local_y(spin.speed * time.delta_seconds());
|
||||
transform.rotate_local_x(spin.speed * time.delta_seconds());
|
||||
transform.rotate_local_z(-spin.speed * time.delta_seconds());
|
||||
}
|
||||
}
|
||||
|
||||
// Camera positions to cycle through when left-clickig.
|
||||
const CAMERA_POSITIONS: &[Transform] = &[
|
||||
Transform {
|
||||
translation: Vec3::new(1.5, 1.5, 1.5),
|
||||
rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
|
||||
scale: Vec3::ONE,
|
||||
},
|
||||
Transform {
|
||||
translation: Vec3::new(2.4, 0.0, 0.2),
|
||||
rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
|
||||
scale: Vec3::ONE,
|
||||
},
|
||||
Transform {
|
||||
translation: Vec3::new(2.4, 2.6, -4.3),
|
||||
rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
|
||||
scale: Vec3::ONE,
|
||||
},
|
||||
Transform {
|
||||
translation: Vec3::new(-1.0, 0.8, -1.2),
|
||||
rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
|
||||
scale: Vec3::ONE,
|
||||
},
|
||||
];
|
||||
|
||||
fn move_camera(
|
||||
mut camera: Query<&mut Transform, With<CameraController>>,
|
||||
mut current_view: Local<usize>,
|
||||
button: Res<Input<MouseButton>>,
|
||||
) {
|
||||
let mut camera = camera.single_mut();
|
||||
if button.just_pressed(MouseButton::Left) {
|
||||
*current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
|
||||
}
|
||||
let target = CAMERA_POSITIONS[*current_view];
|
||||
camera.translation = camera.translation.lerp(target.translation, 0.2);
|
||||
camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
|
||||
}
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut normal: ResMut<Normal>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
// The normal map. Note that to generate it in the GIMP image editor, you should
|
||||
// open the depth map, and do Filters → Generic → Normal Map
|
||||
// You should enable the "flip X" checkbox.
|
||||
let normal_handle = asset_server.load("textures/parallax_example/cube_normal.png");
|
||||
normal.0 = Some(normal_handle);
|
||||
|
||||
// Camera
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
CameraController,
|
||||
));
|
||||
|
||||
// light
|
||||
commands
|
||||
.spawn(PointLightBundle {
|
||||
transform: Transform::from_xyz(1.8, 0.7, -1.1),
|
||||
point_light: PointLight {
|
||||
intensity: 226.0,
|
||||
shadows_enabled: true,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
})
|
||||
.with_children(|commands| {
|
||||
// represent the light source as a sphere
|
||||
let mesh = meshes.add(
|
||||
shape::Icosphere {
|
||||
radius: 0.05,
|
||||
subdivisions: 3,
|
||||
}
|
||||
.try_into()
|
||||
.unwrap(),
|
||||
);
|
||||
commands.spawn(PbrBundle { mesh, ..default() });
|
||||
});
|
||||
|
||||
// Plane
|
||||
commands.spawn(PbrBundle {
|
||||
mesh: meshes.add(
|
||||
shape::Plane {
|
||||
size: 10.0,
|
||||
subdivisions: 0,
|
||||
}
|
||||
.into(),
|
||||
),
|
||||
material: materials.add(StandardMaterial {
|
||||
// standard material derived from dark green, but
|
||||
// with roughness and reflectance set.
|
||||
perceptual_roughness: 0.45,
|
||||
reflectance: 0.18,
|
||||
..Color::rgb_u8(0, 80, 0).into()
|
||||
}),
|
||||
transform: Transform::from_xyz(0.0, -1.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
|
||||
let mut cube: Mesh = shape::Cube { size: 1.0 }.into();
|
||||
|
||||
// NOTE: for normal maps and depth maps to work, the mesh
|
||||
// needs tangents generated.
|
||||
cube.generate_tangents().unwrap();
|
||||
|
||||
let parallax_depth_scale = TargetDepth::default().0;
|
||||
let max_parallax_layer_count = TargetLayers::default().0.exp2();
|
||||
let parallax_mapping_method = CurrentMethod::default();
|
||||
let parallax_material = materials.add(StandardMaterial {
|
||||
perceptual_roughness: 0.4,
|
||||
base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
|
||||
normal_map_texture: normal.0.clone(),
|
||||
// The depth map is a greyscale texture where black is the highest level and
|
||||
// white the lowest.
|
||||
depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
|
||||
parallax_depth_scale,
|
||||
parallax_mapping_method: parallax_mapping_method.0,
|
||||
max_parallax_layer_count,
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
PbrBundle {
|
||||
mesh: meshes.add(cube),
|
||||
material: parallax_material.clone_weak(),
|
||||
..default()
|
||||
},
|
||||
Spin { speed: 0.3 },
|
||||
));
|
||||
|
||||
let mut background_cube: Mesh = shape::Cube { size: 40.0 }.into();
|
||||
background_cube.generate_tangents().unwrap();
|
||||
let background_cube = meshes.add(background_cube);
|
||||
|
||||
let background_cube_bundle = |translation| {
|
||||
(
|
||||
PbrBundle {
|
||||
transform: Transform::from_translation(translation),
|
||||
mesh: background_cube.clone(),
|
||||
material: parallax_material.clone(),
|
||||
..default()
|
||||
},
|
||||
Spin { speed: -0.1 },
|
||||
)
|
||||
};
|
||||
commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
|
||||
commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
|
||||
commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
|
||||
commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
|
||||
|
||||
let style = TextStyle {
|
||||
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
};
|
||||
|
||||
commands.spawn(
|
||||
TextBundle::from_sections(vec![
|
||||
TextSection::new(
|
||||
format!("Parallax depth scale: {parallax_depth_scale:.5}\n"),
|
||||
style.clone(),
|
||||
),
|
||||
TextSection::new(
|
||||
format!("Layers: {max_parallax_layer_count:.0}\n"),
|
||||
style.clone(),
|
||||
),
|
||||
TextSection::new(format!("{parallax_mapping_method}\n"), style.clone()),
|
||||
TextSection::new("\n\n", style.clone()),
|
||||
TextSection::new("Controls\n", style.clone()),
|
||||
TextSection::new("---------------\n", style.clone()),
|
||||
TextSection::new("Left click - Change view angle\n", style.clone()),
|
||||
TextSection::new(
|
||||
"1/2 - Decrease/Increase parallax depth scale\n",
|
||||
style.clone(),
|
||||
),
|
||||
TextSection::new("3/4 - Decrease/Increase layer count\n", style.clone()),
|
||||
TextSection::new("Space - Switch parallaxing algorithm\n", style),
|
||||
])
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(10.0),
|
||||
left: Val::Px(10.0),
|
||||
..default()
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
/// Store handle of the normal to later modify its format in [`update_normal`].
|
||||
#[derive(Resource)]
|
||||
struct Normal(Option<Handle<Image>>);
|
||||
|
||||
/// Work around the default bevy image loader.
|
||||
///
|
||||
/// The bevy image loader used by `AssetServer` always loads images in
|
||||
/// `Srgb` mode, which is usually what it should do,
|
||||
/// but is incompatible with normal maps.
|
||||
///
|
||||
/// Normal maps require a texture in linear color space,
|
||||
/// so we overwrite the format of the normal map we loaded through `AssetServer`
|
||||
/// in this system.
|
||||
///
|
||||
/// Note that this method of conversion is a last resort workaround. You should
|
||||
/// get your normal maps from a 3d model file, like gltf.
|
||||
///
|
||||
/// In this system, we wait until the image is loaded, immediately
|
||||
/// change its format and never run the logic afterward.
|
||||
fn update_normal(
|
||||
mut already_ran: Local<bool>,
|
||||
mut images: ResMut<Assets<Image>>,
|
||||
normal: Res<Normal>,
|
||||
) {
|
||||
if *already_ran {
|
||||
return;
|
||||
}
|
||||
if let Some(normal) = normal.0.as_ref() {
|
||||
if let Some(mut image) = images.get_mut(normal) {
|
||||
image.texture_descriptor.format = TextureFormat::Rgba8Unorm;
|
||||
*already_ran = true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -119,6 +119,7 @@ Example | Description
|
|||
[Lines](../examples/3d/lines.rs) | Create a custom material to draw 3d lines
|
||||
[Load glTF](../examples/3d/load_gltf.rs) | Loads and renders a glTF file as a scene
|
||||
[Orthographic View](../examples/3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)
|
||||
[Parallax Mapping](../examples/3d/parallax_mapping.rs) | Demonstrates use of a normal map and depth map for parallax mapping
|
||||
[Parenting](../examples/3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
|
||||
[Physically Based Rendering](../examples/3d/pbr.rs) | Demonstrates use of Physically Based Rendering (PBR) properties
|
||||
[Render to Texture](../examples/3d/render_to_texture.rs) | Shows how to render to a texture, useful for mirrors, UI, or exporting images
|
||||
|
|
Loading…
Reference in a new issue