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Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)
# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](0d177ce06b/Source/Rendering/Shaders/XeGTAO.hlsli
).
- Add an SSAO bevy example.
## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.
---
## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)
## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)
## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)
## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
* https://github.com/gfx-rs/wgpu/pull/3798
* https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.
---
## Changelog
- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This commit is contained in:
parent
6c86545736
commit
af9c945f40
18 changed files with 1678 additions and 30 deletions
10
Cargo.toml
10
Cargo.toml
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@ -517,6 +517,16 @@ description = "Create a custom material to draw 3d lines"
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category = "3D Rendering"
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wasm = true
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[[example]]
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name = "ssao"
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path = "examples/3d/ssao.rs"
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[package.metadata.example.ssao]
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name = "Screen Space Ambient Occlusion"
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description = "A scene showcasing screen space ambient occlusion"
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category = "3D Rendering"
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wasm = false
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[[example]]
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name = "spotlight"
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path = "examples/3d/spotlight.rs"
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@ -94,7 +94,6 @@ impl ViewNode for PrepassNode {
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stencil_ops: None,
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}),
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});
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if let Some(viewport) = camera.viewport.as_ref() {
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render_pass.set_camera_viewport(viewport);
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}
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@ -12,6 +12,7 @@ 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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mod ssao;
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pub use alpha::*;
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pub use bundle::*;
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@ -23,6 +24,7 @@ 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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pub use ssao::*;
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pub mod prelude {
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#[doc(hidden)]
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@ -38,6 +40,7 @@ pub mod prelude {
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material::{Material, MaterialPlugin},
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parallax::ParallaxMappingMethod,
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pbr_material::StandardMaterial,
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ssao::ScreenSpaceAmbientOcclusionPlugin,
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};
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}
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@ -184,6 +187,7 @@ impl Plugin for PbrPlugin {
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prepass_enabled: self.prepass_enabled,
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..Default::default()
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})
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.add_plugin(ScreenSpaceAmbientOcclusionPlugin)
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.add_plugin(EnvironmentMapPlugin)
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.init_resource::<AmbientLight>()
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.init_resource::<GlobalVisiblePointLights>()
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@ -1,7 +1,7 @@
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use crate::{
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render, AlphaMode, DrawMesh, DrawPrepass, EnvironmentMapLight, MeshPipeline, MeshPipelineKey,
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MeshUniform, PrepassPipelinePlugin, PrepassPlugin, RenderLightSystems, SetMeshBindGroup,
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SetMeshViewBindGroup, Shadow,
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MeshUniform, PrepassPipelinePlugin, PrepassPlugin, RenderLightSystems,
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ScreenSpaceAmbientOcclusionSettings, SetMeshBindGroup, SetMeshViewBindGroup, Shadow,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle};
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@ -387,6 +387,7 @@ pub fn queue_material_meshes<M: Material>(
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Option<&Tonemapping>,
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Option<&DebandDither>,
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Option<&EnvironmentMapLight>,
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Option<&ScreenSpaceAmbientOcclusionSettings>,
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Option<&NormalPrepass>,
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Option<&TemporalAntiAliasSettings>,
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&mut RenderPhase<Opaque3d>,
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@ -402,6 +403,7 @@ pub fn queue_material_meshes<M: Material>(
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tonemapping,
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dither,
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environment_map,
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ssao,
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normal_prepass,
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taa_settings,
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mut opaque_phase,
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@ -455,6 +457,10 @@ pub fn queue_material_meshes<M: Material>(
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}
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}
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if ssao.is_some() {
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view_key |= MeshPipelineKey::SCREEN_SPACE_AMBIENT_OCCLUSION;
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}
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let rangefinder = view.rangefinder3d();
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for visible_entity in &visible_entities.entities {
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if let Ok((material_handle, mesh_handle, mesh_uniform)) =
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@ -1,9 +1,9 @@
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use crate::{
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environment_map, prepass, EnvironmentMapLight, FogMeta, GlobalLightMeta, GpuFog, GpuLights,
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GpuPointLights, LightMeta, NotShadowCaster, NotShadowReceiver, PreviousGlobalTransform,
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ShadowSamplers, 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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ScreenSpaceAmbientOcclusionTextures, ShadowSamplers, 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::Plugin;
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use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped};
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@ -433,22 +433,33 @@ impl FromWorld for MeshPipeline {
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},
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count: None,
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},
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// Screen space ambient occlusion texture
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BindGroupLayoutEntry {
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binding: 11,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Float { filterable: false },
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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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// EnvironmentMapLight
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let environment_map_entries =
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environment_map::get_bind_group_layout_entries([11, 12, 13]);
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environment_map::get_bind_group_layout_entries([12, 13, 14]);
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entries.extend_from_slice(&environment_map_entries);
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// Tonemapping
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let tonemapping_lut_entries = get_lut_bind_group_layout_entries([14, 15]);
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let tonemapping_lut_entries = get_lut_bind_group_layout_entries([15, 16]);
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entries.extend_from_slice(&tonemapping_lut_entries);
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if cfg!(any(not(feature = "webgl"), not(target_arch = "wasm32")))
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|| (cfg!(all(feature = "webgl", target_arch = "wasm32")) && !multisampled)
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{
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entries.extend_from_slice(&prepass::get_bind_group_layout_entries(
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[16, 17, 18],
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[17, 18, 19],
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multisampled,
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));
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}
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@ -586,8 +597,9 @@ bitflags::bitflags! {
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const MAY_DISCARD = (1 << 6); // Guards shader codepaths that may discard, allowing early depth tests in most cases
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// See: https://www.khronos.org/opengl/wiki/Early_Fragment_Test
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const ENVIRONMENT_MAP = (1 << 7);
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const DEPTH_CLAMP_ORTHO = (1 << 8);
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const TAA = (1 << 9);
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const SCREEN_SPACE_AMBIENT_OCCLUSION = (1 << 8);
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const DEPTH_CLAMP_ORTHO = (1 << 9);
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const TAA = (1 << 10);
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const BLEND_RESERVED_BITS = Self::BLEND_MASK_BITS << Self::BLEND_SHIFT_BITS; // ← Bitmask reserving bits for the blend state
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const BLEND_OPAQUE = (0 << Self::BLEND_SHIFT_BITS); // ← Values are just sequential within the mask, and can range from 0 to 3
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const BLEND_PREMULTIPLIED_ALPHA = (1 << Self::BLEND_SHIFT_BITS); //
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@ -727,6 +739,10 @@ impl SpecializedMeshPipeline for MeshPipeline {
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bind_group_layout.push(self.mesh_layout.clone());
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};
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if key.contains(MeshPipelineKey::SCREEN_SPACE_AMBIENT_OCCLUSION) {
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shader_defs.push("SCREEN_SPACE_AMBIENT_OCCLUSION".into());
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}
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let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
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let (label, blend, depth_write_enabled);
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@ -974,6 +990,7 @@ pub fn queue_mesh_view_bind_groups(
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Entity,
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&ViewShadowBindings,
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&ViewClusterBindings,
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Option<&ScreenSpaceAmbientOcclusionTextures>,
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Option<&ViewPrepassTextures>,
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Option<&EnvironmentMapLight>,
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&Tonemapping,
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@ -1003,11 +1020,17 @@ pub fn queue_mesh_view_bind_groups(
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entity,
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view_shadow_bindings,
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view_cluster_bindings,
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ssao_textures,
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prepass_textures,
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environment_map,
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tonemapping,
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) in &views
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{
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let fallback_ssao = fallback_images
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.image_for_samplecount(1)
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.texture_view
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.clone();
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let layout = if msaa.samples() > 1 {
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&mesh_pipeline.view_layout_multisampled
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} else {
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@ -1063,18 +1086,26 @@ pub fn queue_mesh_view_bind_groups(
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binding: 10,
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resource: fog_binding.clone(),
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},
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BindGroupEntry {
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binding: 11,
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resource: BindingResource::TextureView(
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ssao_textures
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.map(|t| &t.screen_space_ambient_occlusion_texture.default_view)
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.unwrap_or(&fallback_ssao),
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),
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},
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];
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let env_map = environment_map::get_bindings(
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environment_map,
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&images,
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&fallback_cubemap,
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[11, 12, 13],
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[12, 13, 14],
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);
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entries.extend_from_slice(&env_map);
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let tonemapping_luts =
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get_lut_bindings(&images, &tonemapping_luts, tonemapping, [14, 15]);
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get_lut_bindings(&images, &tonemapping_luts, tonemapping, [15, 16]);
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entries.extend_from_slice(&tonemapping_luts);
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// When using WebGL, we can't have a depth texture with multisampling
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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, 18],
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[17, 18, 19],
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));
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}
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var<uniform> fog: Fog;
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@group(0) @binding(11)
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var environment_map_diffuse: texture_cube<f32>;
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var screen_space_ambient_occlusion_texture: texture_2d<f32>;
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@group(0) @binding(12)
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var environment_map_specular: texture_cube<f32>;
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var environment_map_diffuse: texture_cube<f32>;
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@group(0) @binding(13)
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var environment_map_specular: texture_cube<f32>;
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@group(0) @binding(14)
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var environment_map_sampler: sampler;
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@group(0) @binding(14)
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var dt_lut_texture: texture_3d<f32>;
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@group(0) @binding(15)
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var dt_lut_texture: texture_3d<f32>;
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@group(0) @binding(16)
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var dt_lut_sampler: sampler;
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#ifdef MULTISAMPLED
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@group(0) @binding(16)
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var depth_prepass_texture: texture_depth_multisampled_2d;
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@group(0) @binding(17)
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var normal_prepass_texture: texture_multisampled_2d<f32>;
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var depth_prepass_texture: texture_depth_multisampled_2d;
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@group(0) @binding(18)
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var normal_prepass_texture: texture_multisampled_2d<f32>;
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@group(0) @binding(19)
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var motion_vector_prepass_texture: texture_multisampled_2d<f32>;
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#else
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@group(0) @binding(16)
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var depth_prepass_texture: texture_depth_2d;
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@group(0) @binding(17)
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var normal_prepass_texture: texture_2d<f32>;
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var depth_prepass_texture: texture_depth_2d;
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@group(0) @binding(18)
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var normal_prepass_texture: texture_2d<f32>;
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@group(0) @binding(19)
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var motion_vector_prepass_texture: texture_2d<f32>;
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#endif
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@ -13,6 +13,10 @@
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#import bevy_pbr::prepass_utils
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#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
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#import bevy_pbr::gtao_utils
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#endif
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struct FragmentInput {
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@builtin(front_facing) is_front: bool,
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@builtin(position) frag_coord: vec4<f32>,
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pbr_input.material.metallic = metallic;
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pbr_input.material.perceptual_roughness = perceptual_roughness;
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var occlusion: f32 = 1.0;
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// TODO: Split into diffuse/specular occlusion?
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var occlusion: vec3<f32> = vec3(1.0);
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#ifdef VERTEX_UVS
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if ((material.flags & STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT) != 0u) {
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occlusion = textureSample(occlusion_texture, occlusion_sampler, uv).r;
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occlusion = vec3(textureSample(occlusion_texture, occlusion_sampler, in.uv).r);
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}
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#endif
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#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
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let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.frag_coord.xy), 0i).r;
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let ssao_multibounce = gtao_multibounce(ssao, pbr_input.material.base_color.rgb);
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occlusion = min(occlusion, ssao_multibounce);
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#endif
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pbr_input.occlusion = occlusion;
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pbr_input.frag_coord = in.frag_coord;
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pbr_input.world_position = in.world_position;
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|
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@ -10,7 +10,7 @@ fn ambient_light(
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diffuse_color: vec3<f32>,
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specular_color: vec3<f32>,
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perceptual_roughness: f32,
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occlusion: f32,
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occlusion: vec3<f32>,
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) -> vec3<f32> {
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let diffuse_ambient = EnvBRDFApprox(diffuse_color, F_AB(1.0, NdotV)) * occlusion;
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let specular_ambient = EnvBRDFApprox(specular_color, F_AB(perceptual_roughness, NdotV));
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@ -126,7 +126,7 @@ fn calculate_view(
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struct PbrInput {
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material: StandardMaterial,
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occlusion: f32,
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occlusion: vec3<f32>,
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frag_coord: vec4<f32>,
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world_position: vec4<f32>,
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// Normalized world normal used for shadow mapping as normal-mapping is not used for shadow
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|
@ -146,7 +146,7 @@ fn pbr_input_new() -> PbrInput {
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var pbr_input: PbrInput;
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pbr_input.material = standard_material_new();
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pbr_input.occlusion = 1.0;
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pbr_input.occlusion = vec3<f32>(1.0);
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pbr_input.frag_coord = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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pbr_input.world_position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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|
|
|
@ -1,6 +1,7 @@
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#define_import_path bevy_pbr::utils
|
||||
|
||||
const PI: f32 = 3.141592653589793;
|
||||
const HALF_PI: f32 = 1.57079632679;
|
||||
const E: f32 = 2.718281828459045;
|
||||
|
||||
fn hsv2rgb(hue: f32, saturation: f32, value: f32) -> vec3<f32> {
|
||||
|
|
176
crates/bevy_pbr/src/ssao/gtao.wgsl
Normal file
176
crates/bevy_pbr/src/ssao/gtao.wgsl
Normal file
|
@ -0,0 +1,176 @@
|
|||
// Ground Truth-based Ambient Occlusion (GTAO)
|
||||
// Paper: https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
|
||||
// Presentation: https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
|
||||
|
||||
// Source code heavily based on XeGTAO v1.30 from Intel
|
||||
// https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli
|
||||
|
||||
#import bevy_pbr::gtao_utils
|
||||
#import bevy_pbr::utils
|
||||
#import bevy_render::view
|
||||
#import bevy_render::globals
|
||||
|
||||
@group(0) @binding(0) var preprocessed_depth: texture_2d<f32>;
|
||||
@group(0) @binding(1) var normals: texture_2d<f32>;
|
||||
@group(0) @binding(2) var hilbert_index_lut: texture_2d<u32>;
|
||||
@group(0) @binding(3) var ambient_occlusion: texture_storage_2d<r16float, write>;
|
||||
@group(0) @binding(4) var depth_differences: texture_storage_2d<r32uint, write>;
|
||||
@group(0) @binding(5) var<uniform> globals: Globals;
|
||||
@group(1) @binding(0) var point_clamp_sampler: sampler;
|
||||
@group(1) @binding(1) var<uniform> view: View;
|
||||
|
||||
fn load_noise(pixel_coordinates: vec2<i32>) -> vec2<f32> {
|
||||
var index = textureLoad(hilbert_index_lut, pixel_coordinates % 64, 0).r;
|
||||
|
||||
#ifdef TEMPORAL_NOISE
|
||||
index += 288u * (globals.frame_count % 64u);
|
||||
#endif
|
||||
|
||||
// R2 sequence - http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences
|
||||
return fract(0.5 + f32(index) * vec2<f32>(0.75487766624669276005, 0.5698402909980532659114));
|
||||
}
|
||||
|
||||
// Calculate differences in depth between neighbor pixels (later used by the spatial denoiser pass to preserve object edges)
|
||||
fn calculate_neighboring_depth_differences(pixel_coordinates: vec2<i32>) -> f32 {
|
||||
// Sample the pixel's depth and 4 depths around it
|
||||
let uv = vec2<f32>(pixel_coordinates) / view.viewport.zw;
|
||||
let depths_upper_left = textureGather(0, preprocessed_depth, point_clamp_sampler, uv);
|
||||
let depths_bottom_right = textureGather(0, preprocessed_depth, point_clamp_sampler, uv, vec2<i32>(1i, 1i));
|
||||
let depth_center = depths_upper_left.y;
|
||||
let depth_left = depths_upper_left.x;
|
||||
let depth_top = depths_upper_left.z;
|
||||
let depth_bottom = depths_bottom_right.x;
|
||||
let depth_right = depths_bottom_right.z;
|
||||
|
||||
// Calculate the depth differences (large differences represent object edges)
|
||||
var edge_info = vec4<f32>(depth_left, depth_right, depth_top, depth_bottom) - depth_center;
|
||||
let slope_left_right = (edge_info.y - edge_info.x) * 0.5;
|
||||
let slope_top_bottom = (edge_info.w - edge_info.z) * 0.5;
|
||||
let edge_info_slope_adjusted = edge_info + vec4<f32>(slope_left_right, -slope_left_right, slope_top_bottom, -slope_top_bottom);
|
||||
edge_info = min(abs(edge_info), abs(edge_info_slope_adjusted));
|
||||
let bias = 0.25; // Using the bias and then saturating nudges the values a bit
|
||||
let scale = depth_center * 0.011; // Weight the edges by their distance from the camera
|
||||
edge_info = saturate((1.0 + bias) - edge_info / scale); // Apply the bias and scale, and invert edge_info so that small values become large, and vice versa
|
||||
|
||||
// Pack the edge info into the texture
|
||||
let edge_info_packed = vec4<u32>(mypack4x8unorm(edge_info), 0u, 0u, 0u);
|
||||
textureStore(depth_differences, pixel_coordinates, edge_info_packed);
|
||||
|
||||
return depth_center;
|
||||
}
|
||||
|
||||
// TODO: Remove this once https://github.com/gfx-rs/naga/pull/2353 lands
|
||||
fn mypack4x8unorm(e: vec4<f32>) -> u32 {
|
||||
return u32(clamp(e.x, 0.0, 1.0) * 255.0 + 0.5) |
|
||||
u32(clamp(e.y, 0.0, 1.0) * 255.0 + 0.5) << 8u |
|
||||
u32(clamp(e.z, 0.0, 1.0) * 255.0 + 0.5) << 16u |
|
||||
u32(clamp(e.w, 0.0, 1.0) * 255.0 + 0.5) << 24u;
|
||||
}
|
||||
|
||||
fn load_normal_view_space(uv: vec2<f32>) -> vec3<f32> {
|
||||
var world_normal = textureSampleLevel(normals, point_clamp_sampler, uv, 0.0).xyz;
|
||||
world_normal = (world_normal * 2.0) - 1.0;
|
||||
let inverse_view = mat3x3<f32>(
|
||||
view.inverse_view[0].xyz,
|
||||
view.inverse_view[1].xyz,
|
||||
view.inverse_view[2].xyz,
|
||||
);
|
||||
return inverse_view * world_normal;
|
||||
}
|
||||
|
||||
fn reconstruct_view_space_position(depth: f32, uv: vec2<f32>) -> vec3<f32> {
|
||||
let clip_xy = vec2<f32>(uv.x * 2.0 - 1.0, 1.0 - 2.0 * uv.y);
|
||||
let t = view.inverse_projection * vec4<f32>(clip_xy, depth, 1.0);
|
||||
let view_xyz = t.xyz / t.w;
|
||||
return view_xyz;
|
||||
}
|
||||
|
||||
fn load_and_reconstruct_view_space_position(uv: vec2<f32>, sample_mip_level: f32) -> vec3<f32> {
|
||||
let depth = textureSampleLevel(preprocessed_depth, point_clamp_sampler, uv, sample_mip_level).r;
|
||||
return reconstruct_view_space_position(depth, uv);
|
||||
}
|
||||
|
||||
@compute
|
||||
@workgroup_size(8, 8, 1)
|
||||
fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
||||
let slice_count = f32(#SLICE_COUNT);
|
||||
let samples_per_slice_side = f32(#SAMPLES_PER_SLICE_SIDE);
|
||||
let effect_radius = 0.5 * 1.457;
|
||||
let falloff_range = 0.615 * effect_radius;
|
||||
let falloff_from = effect_radius * (1.0 - 0.615);
|
||||
let falloff_mul = -1.0 / falloff_range;
|
||||
let falloff_add = falloff_from / falloff_range + 1.0;
|
||||
|
||||
let pixel_coordinates = vec2<i32>(global_id.xy);
|
||||
let uv = (vec2<f32>(pixel_coordinates) + 0.5) / view.viewport.zw;
|
||||
|
||||
var pixel_depth = calculate_neighboring_depth_differences(pixel_coordinates);
|
||||
pixel_depth += 0.00001; // Avoid depth precision issues
|
||||
|
||||
let pixel_position = reconstruct_view_space_position(pixel_depth, uv);
|
||||
let pixel_normal = load_normal_view_space(uv);
|
||||
let view_vec = normalize(-pixel_position);
|
||||
|
||||
let noise = load_noise(pixel_coordinates);
|
||||
let sample_scale = (-0.5 * effect_radius * view.projection[0][0]) / pixel_position.z;
|
||||
|
||||
var visibility = 0.0;
|
||||
for (var slice_t = 0.0; slice_t < slice_count; slice_t += 1.0) {
|
||||
let slice = slice_t + noise.x;
|
||||
let phi = (PI / slice_count) * slice;
|
||||
let omega = vec2<f32>(cos(phi), sin(phi));
|
||||
|
||||
let direction = vec3<f32>(omega.xy, 0.0);
|
||||
let orthographic_direction = direction - (dot(direction, view_vec) * view_vec);
|
||||
let axis = cross(direction, view_vec);
|
||||
let projected_normal = pixel_normal - axis * dot(pixel_normal, axis);
|
||||
let projected_normal_length = length(projected_normal);
|
||||
|
||||
let sign_norm = sign(dot(orthographic_direction, projected_normal));
|
||||
let cos_norm = saturate(dot(projected_normal, view_vec) / projected_normal_length);
|
||||
let n = sign_norm * fast_acos(cos_norm);
|
||||
|
||||
let min_cos_horizon_1 = cos(n + HALF_PI);
|
||||
let min_cos_horizon_2 = cos(n - HALF_PI);
|
||||
var cos_horizon_1 = min_cos_horizon_1;
|
||||
var cos_horizon_2 = min_cos_horizon_2;
|
||||
let sample_mul = vec2<f32>(omega.x, -omega.y) * sample_scale;
|
||||
for (var sample_t = 0.0; sample_t < samples_per_slice_side; sample_t += 1.0) {
|
||||
var sample_noise = (slice_t + sample_t * samples_per_slice_side) * 0.6180339887498948482;
|
||||
sample_noise = fract(noise.y + sample_noise);
|
||||
|
||||
var s = (sample_t + sample_noise) / samples_per_slice_side;
|
||||
s *= s; // https://github.com/GameTechDev/XeGTAO#sample-distribution
|
||||
let sample = s * sample_mul;
|
||||
|
||||
let sample_mip_level = clamp(log2(length(sample)) - 3.3, 0.0, 5.0); // https://github.com/GameTechDev/XeGTAO#memory-bandwidth-bottleneck
|
||||
let sample_position_1 = load_and_reconstruct_view_space_position(uv + sample, sample_mip_level);
|
||||
let sample_position_2 = load_and_reconstruct_view_space_position(uv - sample, sample_mip_level);
|
||||
|
||||
let sample_difference_1 = sample_position_1 - pixel_position;
|
||||
let sample_difference_2 = sample_position_2 - pixel_position;
|
||||
let sample_distance_1 = length(sample_difference_1);
|
||||
let sample_distance_2 = length(sample_difference_2);
|
||||
var sample_cos_horizon_1 = dot(sample_difference_1 / sample_distance_1, view_vec);
|
||||
var sample_cos_horizon_2 = dot(sample_difference_2 / sample_distance_2, view_vec);
|
||||
|
||||
let weight_1 = saturate(sample_distance_1 * falloff_mul + falloff_add);
|
||||
let weight_2 = saturate(sample_distance_2 * falloff_mul + falloff_add);
|
||||
sample_cos_horizon_1 = mix(min_cos_horizon_1, sample_cos_horizon_1, weight_1);
|
||||
sample_cos_horizon_2 = mix(min_cos_horizon_2, sample_cos_horizon_2, weight_2);
|
||||
|
||||
cos_horizon_1 = max(cos_horizon_1, sample_cos_horizon_1);
|
||||
cos_horizon_2 = max(cos_horizon_2, sample_cos_horizon_2);
|
||||
}
|
||||
|
||||
let horizon_1 = fast_acos(cos_horizon_1);
|
||||
let horizon_2 = -fast_acos(cos_horizon_2);
|
||||
let v1 = (cos_norm + 2.0 * horizon_1 * sin(n) - cos(2.0 * horizon_1 - n)) / 4.0;
|
||||
let v2 = (cos_norm + 2.0 * horizon_2 * sin(n) - cos(2.0 * horizon_2 - n)) / 4.0;
|
||||
visibility += projected_normal_length * (v1 + v2);
|
||||
}
|
||||
visibility /= slice_count;
|
||||
visibility = clamp(visibility, 0.03, 1.0);
|
||||
|
||||
textureStore(ambient_occlusion, pixel_coordinates, vec4<f32>(visibility, 0.0, 0.0, 0.0));
|
||||
}
|
22
crates/bevy_pbr/src/ssao/gtao_utils.wgsl
Normal file
22
crates/bevy_pbr/src/ssao/gtao_utils.wgsl
Normal file
|
@ -0,0 +1,22 @@
|
|||
#define_import_path bevy_pbr::gtao_utils
|
||||
|
||||
// Approximates single-bounce ambient occlusion to multi-bounce ambient occlusion
|
||||
// https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf#page=78
|
||||
fn gtao_multibounce(visibility: f32, base_color: vec3<f32>) -> vec3<f32> {
|
||||
let a = 2.0404 * base_color - 0.3324;
|
||||
let b = -4.7951 * base_color + 0.6417;
|
||||
let c = 2.7552 * base_color + 0.6903;
|
||||
let x = vec3<f32>(visibility);
|
||||
return max(x, ((x * a + b) * x + c) * x);
|
||||
}
|
||||
|
||||
fn fast_sqrt(x: f32) -> f32 {
|
||||
return bitcast<f32>(0x1fbd1df5 + (bitcast<i32>(x) >> 1u));
|
||||
}
|
||||
|
||||
fn fast_acos(in_x: f32) -> f32 {
|
||||
let x = abs(in_x);
|
||||
var res = -0.156583 * x + HALF_PI;
|
||||
res *= fast_sqrt(1.0 - x);
|
||||
return select(PI - res, res, in_x >= 0.0);
|
||||
}
|
989
crates/bevy_pbr/src/ssao/mod.rs
Normal file
989
crates/bevy_pbr/src/ssao/mod.rs
Normal file
|
@ -0,0 +1,989 @@
|
|||
use bevy_app::{App, Plugin};
|
||||
use bevy_asset::{load_internal_asset, HandleUntyped};
|
||||
use bevy_core_pipeline::{
|
||||
core_3d::CORE_3D,
|
||||
prelude::Camera3d,
|
||||
prepass::{DepthPrepass, NormalPrepass, ViewPrepassTextures},
|
||||
};
|
||||
use bevy_ecs::{
|
||||
prelude::{Bundle, Component, Entity},
|
||||
query::{QueryItem, With},
|
||||
reflect::ReflectComponent,
|
||||
schedule::IntoSystemConfigs,
|
||||
system::{Commands, Query, Res, ResMut, Resource},
|
||||
world::{FromWorld, World},
|
||||
};
|
||||
use bevy_reflect::{Reflect, TypeUuid};
|
||||
use bevy_render::{
|
||||
camera::{ExtractedCamera, TemporalJitter},
|
||||
extract_component::ExtractComponent,
|
||||
globals::{GlobalsBuffer, GlobalsUniform},
|
||||
prelude::Camera,
|
||||
render_graph::{NodeRunError, RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner},
|
||||
render_resource::{
|
||||
AddressMode, BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
|
||||
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
|
||||
BufferBindingType, CachedComputePipelineId, ComputePassDescriptor,
|
||||
ComputePipelineDescriptor, Extent3d, FilterMode, PipelineCache, Sampler,
|
||||
SamplerBindingType, SamplerDescriptor, Shader, ShaderDefVal, ShaderStages, ShaderType,
|
||||
SpecializedComputePipeline, SpecializedComputePipelines, StorageTextureAccess,
|
||||
TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType, TextureUsages,
|
||||
TextureView, TextureViewDescriptor, TextureViewDimension,
|
||||
},
|
||||
renderer::{RenderAdapter, RenderContext, RenderDevice, RenderQueue},
|
||||
texture::{CachedTexture, TextureCache},
|
||||
view::{Msaa, ViewUniform, ViewUniformOffset, ViewUniforms},
|
||||
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
|
||||
};
|
||||
use bevy_utils::{
|
||||
prelude::default,
|
||||
tracing::{error, warn},
|
||||
};
|
||||
use std::mem;
|
||||
|
||||
pub mod draw_3d_graph {
|
||||
pub mod node {
|
||||
/// Label for the screen space ambient occlusion render node.
|
||||
pub const SCREEN_SPACE_AMBIENT_OCCLUSION: &str = "screen_space_ambient_occlusion";
|
||||
}
|
||||
}
|
||||
|
||||
const PREPROCESS_DEPTH_SHADER_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 102258915420479);
|
||||
const GTAO_SHADER_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 253938746510568);
|
||||
const SPATIAL_DENOISE_SHADER_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 466162052558226);
|
||||
const GTAO_UTILS_SHADER_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 366465052568786);
|
||||
|
||||
/// Plugin for screen space ambient occlusion.
|
||||
pub struct ScreenSpaceAmbientOcclusionPlugin;
|
||||
|
||||
impl Plugin for ScreenSpaceAmbientOcclusionPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
load_internal_asset!(
|
||||
app,
|
||||
PREPROCESS_DEPTH_SHADER_HANDLE,
|
||||
"preprocess_depth.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
load_internal_asset!(app, GTAO_SHADER_HANDLE, "gtao.wgsl", Shader::from_wgsl);
|
||||
load_internal_asset!(
|
||||
app,
|
||||
SPATIAL_DENOISE_SHADER_HANDLE,
|
||||
"spatial_denoise.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
load_internal_asset!(
|
||||
app,
|
||||
GTAO_UTILS_SHADER_HANDLE,
|
||||
"gtao_utils.wgsl",
|
||||
Shader::from_wgsl
|
||||
);
|
||||
|
||||
app.register_type::<ScreenSpaceAmbientOcclusionSettings>();
|
||||
}
|
||||
|
||||
fn finish(&self, app: &mut App) {
|
||||
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return };
|
||||
|
||||
if !render_app
|
||||
.world
|
||||
.resource::<RenderAdapter>()
|
||||
.get_texture_format_features(TextureFormat::R16Float)
|
||||
.allowed_usages
|
||||
.contains(TextureUsages::STORAGE_BINDING)
|
||||
{
|
||||
warn!("ScreenSpaceAmbientOcclusionPlugin not loaded. GPU lacks support: TextureFormat::R16Float does not support TextureUsages::STORAGE_BINDING.");
|
||||
return;
|
||||
}
|
||||
|
||||
if render_app
|
||||
.world
|
||||
.resource::<RenderDevice>()
|
||||
.limits()
|
||||
.max_storage_textures_per_shader_stage
|
||||
< 5
|
||||
{
|
||||
warn!("ScreenSpaceAmbientOcclusionPlugin not loaded. GPU lacks support: Limits::max_storage_textures_per_shader_stage is less than 5.");
|
||||
return;
|
||||
}
|
||||
|
||||
render_app
|
||||
.init_resource::<SsaoPipelines>()
|
||||
.init_resource::<SpecializedComputePipelines<SsaoPipelines>>()
|
||||
.add_systems(ExtractSchedule, extract_ssao_settings)
|
||||
.add_systems(Render, prepare_ssao_textures.in_set(RenderSet::Prepare))
|
||||
.add_systems(Render, prepare_ssao_pipelines.in_set(RenderSet::Prepare))
|
||||
.add_systems(Render, queue_ssao_bind_groups.in_set(RenderSet::Queue))
|
||||
.add_render_graph_node::<ViewNodeRunner<SsaoNode>>(
|
||||
CORE_3D,
|
||||
draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION,
|
||||
)
|
||||
.add_render_graph_edges(
|
||||
CORE_3D,
|
||||
&[
|
||||
// PREPASS -> SCREEN_SPACE_AMBIENT_OCCLUSION -> MAIN_PASS
|
||||
bevy_core_pipeline::core_3d::graph::node::PREPASS,
|
||||
draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION,
|
||||
bevy_core_pipeline::core_3d::graph::node::START_MAIN_PASS,
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Bundle to apply screen space ambient occlusion.
|
||||
#[derive(Bundle, Default)]
|
||||
pub struct ScreenSpaceAmbientOcclusionBundle {
|
||||
pub settings: ScreenSpaceAmbientOcclusionSettings,
|
||||
pub depth_prepass: DepthPrepass,
|
||||
pub normal_prepass: NormalPrepass,
|
||||
}
|
||||
|
||||
/// Component to apply screen space ambient occlusion to a 3d camera.
|
||||
///
|
||||
/// Screen space ambient occlusion (SSAO) approximates small-scale,
|
||||
/// local occlusion of _indirect_ diffuse light between objects, based on what's visible on-screen.
|
||||
/// SSAO does not apply to direct lighting, such as point or directional lights.
|
||||
///
|
||||
/// This darkens creases, e.g. on staircases, and gives nice contact shadows
|
||||
/// where objects meet, giving entities a more "grounded" feel.
|
||||
///
|
||||
/// # Usage Notes
|
||||
///
|
||||
/// Requires that you add [`ScreenSpaceAmbientOcclusionPlugin`] to your app,
|
||||
/// and add the [`DepthPrepass`] and [`NormalPrepass`] components to your camera.
|
||||
///
|
||||
/// It strongly recommended that you use SSAO in conjunction with
|
||||
/// TAA ([`bevy_core_pipeline::experimental::taa::TemporalAntiAliasSettings`]).
|
||||
/// Doing so greatly reduces SSAO noise.
|
||||
///
|
||||
/// SSAO is not supported on `WebGL2`, and is not currently supported on `WebGPU` or `DirectX12`.
|
||||
#[derive(Component, ExtractComponent, Reflect, PartialEq, Eq, Hash, Clone, Default)]
|
||||
#[reflect(Component)]
|
||||
pub struct ScreenSpaceAmbientOcclusionSettings {
|
||||
pub quality_level: ScreenSpaceAmbientOcclusionQualityLevel,
|
||||
}
|
||||
|
||||
#[derive(Reflect, PartialEq, Eq, Hash, Clone, Copy, Default)]
|
||||
pub enum ScreenSpaceAmbientOcclusionQualityLevel {
|
||||
Low,
|
||||
Medium,
|
||||
#[default]
|
||||
High,
|
||||
Ultra,
|
||||
Custom {
|
||||
/// Higher slice count means less noise, but worse performance.
|
||||
slice_count: u32,
|
||||
/// Samples per slice side is also tweakable, but recommended to be left at 2 or 3.
|
||||
samples_per_slice_side: u32,
|
||||
},
|
||||
}
|
||||
|
||||
impl ScreenSpaceAmbientOcclusionQualityLevel {
|
||||
fn sample_counts(&self) -> (u32, u32) {
|
||||
match self {
|
||||
Self::Low => (1, 2), // 4 spp (1 * (2 * 2)), plus optional temporal samples
|
||||
Self::Medium => (2, 2), // 8 spp (2 * (2 * 2)), plus optional temporal samples
|
||||
Self::High => (3, 3), // 18 spp (3 * (3 * 2)), plus optional temporal samples
|
||||
Self::Ultra => (9, 3), // 54 spp (9 * (3 * 2)), plus optional temporal samples
|
||||
Self::Custom {
|
||||
slice_count: slices,
|
||||
samples_per_slice_side,
|
||||
} => (*slices, *samples_per_slice_side),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Default)]
|
||||
struct SsaoNode {}
|
||||
|
||||
impl ViewNode for SsaoNode {
|
||||
type ViewQuery = (
|
||||
&'static ExtractedCamera,
|
||||
&'static SsaoPipelineId,
|
||||
&'static SsaoBindGroups,
|
||||
&'static ViewUniformOffset,
|
||||
);
|
||||
|
||||
fn run(
|
||||
&self,
|
||||
_graph: &mut RenderGraphContext,
|
||||
render_context: &mut RenderContext,
|
||||
(camera, pipeline_id, bind_groups, view_uniform_offset): QueryItem<Self::ViewQuery>,
|
||||
world: &World,
|
||||
) -> Result<(), NodeRunError> {
|
||||
let pipelines = world.resource::<SsaoPipelines>();
|
||||
let pipeline_cache = world.resource::<PipelineCache>();
|
||||
let (
|
||||
Some(camera_size),
|
||||
Some(preprocess_depth_pipeline),
|
||||
Some(spatial_denoise_pipeline),
|
||||
Some(gtao_pipeline),
|
||||
) = (
|
||||
camera.physical_viewport_size,
|
||||
pipeline_cache.get_compute_pipeline(pipelines.preprocess_depth_pipeline),
|
||||
pipeline_cache.get_compute_pipeline(pipelines.spatial_denoise_pipeline),
|
||||
pipeline_cache.get_compute_pipeline(pipeline_id.0),
|
||||
) else {
|
||||
return Ok(());
|
||||
};
|
||||
|
||||
render_context.command_encoder().push_debug_group("ssao");
|
||||
|
||||
{
|
||||
let mut preprocess_depth_pass =
|
||||
render_context
|
||||
.command_encoder()
|
||||
.begin_compute_pass(&ComputePassDescriptor {
|
||||
label: Some("ssao_preprocess_depth_pass"),
|
||||
});
|
||||
preprocess_depth_pass.set_pipeline(preprocess_depth_pipeline);
|
||||
preprocess_depth_pass.set_bind_group(0, &bind_groups.preprocess_depth_bind_group, &[]);
|
||||
preprocess_depth_pass.set_bind_group(
|
||||
1,
|
||||
&bind_groups.common_bind_group,
|
||||
&[view_uniform_offset.offset],
|
||||
);
|
||||
preprocess_depth_pass.dispatch_workgroups(
|
||||
div_ceil(camera_size.x, 16),
|
||||
div_ceil(camera_size.y, 16),
|
||||
1,
|
||||
);
|
||||
}
|
||||
|
||||
{
|
||||
let mut gtao_pass =
|
||||
render_context
|
||||
.command_encoder()
|
||||
.begin_compute_pass(&ComputePassDescriptor {
|
||||
label: Some("ssao_gtao_pass"),
|
||||
});
|
||||
gtao_pass.set_pipeline(gtao_pipeline);
|
||||
gtao_pass.set_bind_group(0, &bind_groups.gtao_bind_group, &[]);
|
||||
gtao_pass.set_bind_group(
|
||||
1,
|
||||
&bind_groups.common_bind_group,
|
||||
&[view_uniform_offset.offset],
|
||||
);
|
||||
gtao_pass.dispatch_workgroups(
|
||||
div_ceil(camera_size.x, 8),
|
||||
div_ceil(camera_size.y, 8),
|
||||
1,
|
||||
);
|
||||
}
|
||||
|
||||
{
|
||||
let mut spatial_denoise_pass =
|
||||
render_context
|
||||
.command_encoder()
|
||||
.begin_compute_pass(&ComputePassDescriptor {
|
||||
label: Some("ssao_spatial_denoise_pass"),
|
||||
});
|
||||
spatial_denoise_pass.set_pipeline(spatial_denoise_pipeline);
|
||||
spatial_denoise_pass.set_bind_group(0, &bind_groups.spatial_denoise_bind_group, &[]);
|
||||
spatial_denoise_pass.set_bind_group(
|
||||
1,
|
||||
&bind_groups.common_bind_group,
|
||||
&[view_uniform_offset.offset],
|
||||
);
|
||||
spatial_denoise_pass.dispatch_workgroups(
|
||||
div_ceil(camera_size.x, 8),
|
||||
div_ceil(camera_size.y, 8),
|
||||
1,
|
||||
);
|
||||
}
|
||||
|
||||
render_context.command_encoder().pop_debug_group();
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct SsaoPipelines {
|
||||
preprocess_depth_pipeline: CachedComputePipelineId,
|
||||
spatial_denoise_pipeline: CachedComputePipelineId,
|
||||
|
||||
common_bind_group_layout: BindGroupLayout,
|
||||
preprocess_depth_bind_group_layout: BindGroupLayout,
|
||||
gtao_bind_group_layout: BindGroupLayout,
|
||||
spatial_denoise_bind_group_layout: BindGroupLayout,
|
||||
|
||||
hilbert_index_lut: TextureView,
|
||||
point_clamp_sampler: Sampler,
|
||||
}
|
||||
|
||||
impl FromWorld for SsaoPipelines {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let render_device = world.resource::<RenderDevice>();
|
||||
let render_queue = world.resource::<RenderQueue>();
|
||||
let pipeline_cache = world.resource::<PipelineCache>();
|
||||
|
||||
let hilbert_index_lut = render_device
|
||||
.create_texture_with_data(
|
||||
render_queue,
|
||||
&(TextureDescriptor {
|
||||
label: Some("ssao_hilbert_index_lut"),
|
||||
size: Extent3d {
|
||||
width: HILBERT_WIDTH as u32,
|
||||
height: HILBERT_WIDTH as u32,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: TextureDimension::D2,
|
||||
format: TextureFormat::R16Uint,
|
||||
usage: TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
}),
|
||||
bytemuck::cast_slice(&generate_hilbert_index_lut()),
|
||||
)
|
||||
.create_view(&TextureViewDescriptor::default());
|
||||
|
||||
let point_clamp_sampler = render_device.create_sampler(&SamplerDescriptor {
|
||||
min_filter: FilterMode::Nearest,
|
||||
mag_filter: FilterMode::Nearest,
|
||||
mipmap_filter: FilterMode::Nearest,
|
||||
address_mode_u: AddressMode::ClampToEdge,
|
||||
address_mode_v: AddressMode::ClampToEdge,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
let common_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
||||
label: Some("ssao_common_bind_group_layout"),
|
||||
entries: &[
|
||||
BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Sampler(SamplerBindingType::NonFiltering),
|
||||
count: None,
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Buffer {
|
||||
ty: BufferBindingType::Uniform,
|
||||
has_dynamic_offset: true,
|
||||
min_binding_size: Some(ViewUniform::min_size()),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let mip_texture_entry = BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::StorageTexture {
|
||||
access: StorageTextureAccess::WriteOnly,
|
||||
format: TextureFormat::R16Float,
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
};
|
||||
let preprocess_depth_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
||||
label: Some("ssao_preprocess_depth_bind_group_layout"),
|
||||
entries: &[
|
||||
BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Texture {
|
||||
sample_type: TextureSampleType::Depth,
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
mip_texture_entry,
|
||||
BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
..mip_texture_entry
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
..mip_texture_entry
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 4,
|
||||
..mip_texture_entry
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 5,
|
||||
..mip_texture_entry
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let gtao_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
||||
label: Some("ssao_gtao_bind_group_layout"),
|
||||
entries: &[
|
||||
BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Texture {
|
||||
sample_type: TextureSampleType::Float { filterable: false },
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Texture {
|
||||
sample_type: TextureSampleType::Float { filterable: false },
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Texture {
|
||||
sample_type: TextureSampleType::Uint,
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::StorageTexture {
|
||||
access: StorageTextureAccess::WriteOnly,
|
||||
format: TextureFormat::R16Float,
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 4,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::StorageTexture {
|
||||
access: StorageTextureAccess::WriteOnly,
|
||||
format: TextureFormat::R32Uint,
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 5,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Buffer {
|
||||
ty: BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: Some(GlobalsUniform::min_size()),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let spatial_denoise_bind_group_layout =
|
||||
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
||||
label: Some("ssao_spatial_denoise_bind_group_layout"),
|
||||
entries: &[
|
||||
BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Texture {
|
||||
sample_type: TextureSampleType::Float { filterable: false },
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::Texture {
|
||||
sample_type: TextureSampleType::Uint,
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: ShaderStages::COMPUTE,
|
||||
ty: BindingType::StorageTexture {
|
||||
access: StorageTextureAccess::WriteOnly,
|
||||
format: TextureFormat::R16Float,
|
||||
view_dimension: TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let preprocess_depth_pipeline =
|
||||
pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
|
||||
label: Some("ssao_preprocess_depth_pipeline".into()),
|
||||
layout: vec![
|
||||
preprocess_depth_bind_group_layout.clone(),
|
||||
common_bind_group_layout.clone(),
|
||||
],
|
||||
push_constant_ranges: vec![],
|
||||
shader: PREPROCESS_DEPTH_SHADER_HANDLE.typed(),
|
||||
shader_defs: Vec::new(),
|
||||
entry_point: "preprocess_depth".into(),
|
||||
});
|
||||
|
||||
let spatial_denoise_pipeline =
|
||||
pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
|
||||
label: Some("ssao_spatial_denoise_pipeline".into()),
|
||||
layout: vec![
|
||||
spatial_denoise_bind_group_layout.clone(),
|
||||
common_bind_group_layout.clone(),
|
||||
],
|
||||
push_constant_ranges: vec![],
|
||||
shader: SPATIAL_DENOISE_SHADER_HANDLE.typed(),
|
||||
shader_defs: Vec::new(),
|
||||
entry_point: "spatial_denoise".into(),
|
||||
});
|
||||
|
||||
Self {
|
||||
preprocess_depth_pipeline,
|
||||
spatial_denoise_pipeline,
|
||||
|
||||
common_bind_group_layout,
|
||||
preprocess_depth_bind_group_layout,
|
||||
gtao_bind_group_layout,
|
||||
spatial_denoise_bind_group_layout,
|
||||
|
||||
hilbert_index_lut,
|
||||
point_clamp_sampler,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(PartialEq, Eq, Hash, Clone)]
|
||||
struct SsaoPipelineKey {
|
||||
ssao_settings: ScreenSpaceAmbientOcclusionSettings,
|
||||
temporal_noise: bool,
|
||||
}
|
||||
|
||||
impl SpecializedComputePipeline for SsaoPipelines {
|
||||
type Key = SsaoPipelineKey;
|
||||
|
||||
fn specialize(&self, key: Self::Key) -> ComputePipelineDescriptor {
|
||||
let (slice_count, samples_per_slice_side) = key.ssao_settings.quality_level.sample_counts();
|
||||
|
||||
let mut shader_defs = vec![
|
||||
ShaderDefVal::Int("SLICE_COUNT".to_string(), slice_count as i32),
|
||||
ShaderDefVal::Int(
|
||||
"SAMPLES_PER_SLICE_SIDE".to_string(),
|
||||
samples_per_slice_side as i32,
|
||||
),
|
||||
];
|
||||
|
||||
if key.temporal_noise {
|
||||
shader_defs.push("TEMPORAL_NOISE".into());
|
||||
}
|
||||
|
||||
ComputePipelineDescriptor {
|
||||
label: Some("ssao_gtao_pipeline".into()),
|
||||
layout: vec![
|
||||
self.gtao_bind_group_layout.clone(),
|
||||
self.common_bind_group_layout.clone(),
|
||||
],
|
||||
push_constant_ranges: vec![],
|
||||
shader: GTAO_SHADER_HANDLE.typed(),
|
||||
shader_defs,
|
||||
entry_point: "gtao".into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn extract_ssao_settings(
|
||||
mut commands: Commands,
|
||||
cameras: Extract<
|
||||
Query<
|
||||
(Entity, &Camera, &ScreenSpaceAmbientOcclusionSettings),
|
||||
(With<Camera3d>, With<DepthPrepass>, With<NormalPrepass>),
|
||||
>,
|
||||
>,
|
||||
msaa: Extract<Res<Msaa>>,
|
||||
) {
|
||||
for (entity, camera, ssao_settings) in &cameras {
|
||||
if **msaa != Msaa::Off {
|
||||
error!(
|
||||
"SSAO is being used which requires Msaa::Off, but Msaa is currently set to Msaa::{:?}",
|
||||
**msaa
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
if camera.is_active {
|
||||
commands.get_or_spawn(entity).insert(ssao_settings.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct ScreenSpaceAmbientOcclusionTextures {
|
||||
preprocessed_depth_texture: CachedTexture,
|
||||
ssao_noisy_texture: CachedTexture, // Pre-spatially denoised texture
|
||||
pub screen_space_ambient_occlusion_texture: CachedTexture, // Spatially denoised texture
|
||||
depth_differences_texture: CachedTexture,
|
||||
}
|
||||
|
||||
fn prepare_ssao_textures(
|
||||
mut commands: Commands,
|
||||
mut texture_cache: ResMut<TextureCache>,
|
||||
render_device: Res<RenderDevice>,
|
||||
views: Query<(Entity, &ExtractedCamera), With<ScreenSpaceAmbientOcclusionSettings>>,
|
||||
) {
|
||||
for (entity, camera) in &views {
|
||||
let Some(physical_viewport_size) = camera.physical_viewport_size else { continue };
|
||||
let size = Extent3d {
|
||||
width: physical_viewport_size.x,
|
||||
height: physical_viewport_size.y,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
let preprocessed_depth_texture = texture_cache.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("ssao_preprocessed_depth_texture"),
|
||||
size,
|
||||
mip_level_count: 5,
|
||||
sample_count: 1,
|
||||
dimension: TextureDimension::D2,
|
||||
format: TextureFormat::R16Float,
|
||||
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
},
|
||||
);
|
||||
|
||||
let ssao_noisy_texture = texture_cache.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("ssao_noisy_texture"),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: TextureDimension::D2,
|
||||
format: TextureFormat::R16Float,
|
||||
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
},
|
||||
);
|
||||
|
||||
let ssao_texture = texture_cache.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("ssao_texture"),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: TextureDimension::D2,
|
||||
format: TextureFormat::R16Float,
|
||||
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
},
|
||||
);
|
||||
|
||||
let depth_differences_texture = texture_cache.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("ssao_depth_differences_texture"),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: TextureDimension::D2,
|
||||
format: TextureFormat::R32Uint,
|
||||
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
},
|
||||
);
|
||||
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(ScreenSpaceAmbientOcclusionTextures {
|
||||
preprocessed_depth_texture,
|
||||
ssao_noisy_texture,
|
||||
screen_space_ambient_occlusion_texture: ssao_texture,
|
||||
depth_differences_texture,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct SsaoPipelineId(CachedComputePipelineId);
|
||||
|
||||
fn prepare_ssao_pipelines(
|
||||
mut commands: Commands,
|
||||
pipeline_cache: Res<PipelineCache>,
|
||||
mut pipelines: ResMut<SpecializedComputePipelines<SsaoPipelines>>,
|
||||
pipeline: Res<SsaoPipelines>,
|
||||
views: Query<(
|
||||
Entity,
|
||||
&ScreenSpaceAmbientOcclusionSettings,
|
||||
Option<&TemporalJitter>,
|
||||
)>,
|
||||
) {
|
||||
for (entity, ssao_settings, temporal_jitter) in &views {
|
||||
let pipeline_id = pipelines.specialize(
|
||||
&pipeline_cache,
|
||||
&pipeline,
|
||||
SsaoPipelineKey {
|
||||
ssao_settings: ssao_settings.clone(),
|
||||
temporal_noise: temporal_jitter.is_some(),
|
||||
},
|
||||
);
|
||||
|
||||
commands.entity(entity).insert(SsaoPipelineId(pipeline_id));
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct SsaoBindGroups {
|
||||
common_bind_group: BindGroup,
|
||||
preprocess_depth_bind_group: BindGroup,
|
||||
gtao_bind_group: BindGroup,
|
||||
spatial_denoise_bind_group: BindGroup,
|
||||
}
|
||||
|
||||
fn queue_ssao_bind_groups(
|
||||
mut commands: Commands,
|
||||
render_device: Res<RenderDevice>,
|
||||
pipelines: Res<SsaoPipelines>,
|
||||
view_uniforms: Res<ViewUniforms>,
|
||||
global_uniforms: Res<GlobalsBuffer>,
|
||||
views: Query<(
|
||||
Entity,
|
||||
&ScreenSpaceAmbientOcclusionTextures,
|
||||
&ViewPrepassTextures,
|
||||
)>,
|
||||
) {
|
||||
let (Some(view_uniforms), Some(globals_uniforms)) = (
|
||||
view_uniforms.uniforms.binding(),
|
||||
global_uniforms.buffer.binding(),
|
||||
) else {
|
||||
return;
|
||||
};
|
||||
|
||||
for (entity, ssao_textures, prepass_textures) in &views {
|
||||
let common_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
||||
label: Some("ssao_common_bind_group"),
|
||||
layout: &pipelines.common_bind_group_layout,
|
||||
entries: &[
|
||||
BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: BindingResource::Sampler(&pipelines.point_clamp_sampler),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: view_uniforms.clone(),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let preprocess_depth_mip_view_descriptor = TextureViewDescriptor {
|
||||
format: Some(TextureFormat::R16Float),
|
||||
dimension: Some(TextureViewDimension::D2),
|
||||
mip_level_count: Some(1),
|
||||
..default()
|
||||
};
|
||||
let preprocess_depth_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
||||
label: Some("ssao_preprocess_depth_bind_group"),
|
||||
layout: &pipelines.preprocess_depth_bind_group_layout,
|
||||
entries: &[
|
||||
BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: BindingResource::TextureView(
|
||||
&prepass_textures.depth.as_ref().unwrap().default_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures
|
||||
.preprocessed_depth_texture
|
||||
.texture
|
||||
.create_view(&TextureViewDescriptor {
|
||||
label: Some("ssao_preprocessed_depth_texture_mip_view_0"),
|
||||
base_mip_level: 0,
|
||||
..preprocess_depth_mip_view_descriptor
|
||||
}),
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures
|
||||
.preprocessed_depth_texture
|
||||
.texture
|
||||
.create_view(&TextureViewDescriptor {
|
||||
label: Some("ssao_preprocessed_depth_texture_mip_view_1"),
|
||||
base_mip_level: 1,
|
||||
..preprocess_depth_mip_view_descriptor
|
||||
}),
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 3,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures
|
||||
.preprocessed_depth_texture
|
||||
.texture
|
||||
.create_view(&TextureViewDescriptor {
|
||||
label: Some("ssao_preprocessed_depth_texture_mip_view_2"),
|
||||
base_mip_level: 2,
|
||||
..preprocess_depth_mip_view_descriptor
|
||||
}),
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 4,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures
|
||||
.preprocessed_depth_texture
|
||||
.texture
|
||||
.create_view(&TextureViewDescriptor {
|
||||
label: Some("ssao_preprocessed_depth_texture_mip_view_3"),
|
||||
base_mip_level: 3,
|
||||
..preprocess_depth_mip_view_descriptor
|
||||
}),
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 5,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures
|
||||
.preprocessed_depth_texture
|
||||
.texture
|
||||
.create_view(&TextureViewDescriptor {
|
||||
label: Some("ssao_preprocessed_depth_texture_mip_view_4"),
|
||||
base_mip_level: 4,
|
||||
..preprocess_depth_mip_view_descriptor
|
||||
}),
|
||||
),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let gtao_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
||||
label: Some("ssao_gtao_bind_group"),
|
||||
layout: &pipelines.gtao_bind_group_layout,
|
||||
entries: &[
|
||||
BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures.preprocessed_depth_texture.default_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: BindingResource::TextureView(
|
||||
&prepass_textures.normal.as_ref().unwrap().default_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: BindingResource::TextureView(&pipelines.hilbert_index_lut),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 3,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures.ssao_noisy_texture.default_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 4,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures.depth_differences_texture.default_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 5,
|
||||
resource: globals_uniforms.clone(),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let spatial_denoise_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
||||
label: Some("ssao_spatial_denoise_bind_group"),
|
||||
layout: &pipelines.spatial_denoise_bind_group_layout,
|
||||
entries: &[
|
||||
BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures.ssao_noisy_texture.default_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures.depth_differences_texture.default_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: BindingResource::TextureView(
|
||||
&ssao_textures
|
||||
.screen_space_ambient_occlusion_texture
|
||||
.default_view,
|
||||
),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
commands.entity(entity).insert(SsaoBindGroups {
|
||||
common_bind_group,
|
||||
preprocess_depth_bind_group,
|
||||
gtao_bind_group,
|
||||
spatial_denoise_bind_group,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::needless_range_loop)]
|
||||
fn generate_hilbert_index_lut() -> [[u16; 64]; 64] {
|
||||
let mut t = [[0; 64]; 64];
|
||||
|
||||
for x in 0..64 {
|
||||
for y in 0..64 {
|
||||
t[x][y] = hilbert_index(x as u16, y as u16);
|
||||
}
|
||||
}
|
||||
|
||||
t
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/3tB3z3
|
||||
const HILBERT_WIDTH: u16 = 64;
|
||||
fn hilbert_index(mut x: u16, mut y: u16) -> u16 {
|
||||
let mut index = 0;
|
||||
|
||||
let mut level: u16 = HILBERT_WIDTH / 2;
|
||||
while level > 0 {
|
||||
let region_x = (x & level > 0) as u16;
|
||||
let region_y = (y & level > 0) as u16;
|
||||
index += level * level * ((3 * region_x) ^ region_y);
|
||||
|
||||
if region_y == 0 {
|
||||
if region_x == 1 {
|
||||
x = HILBERT_WIDTH - 1 - x;
|
||||
y = HILBERT_WIDTH - 1 - y;
|
||||
}
|
||||
|
||||
mem::swap(&mut x, &mut y);
|
||||
}
|
||||
|
||||
level /= 2;
|
||||
}
|
||||
|
||||
index
|
||||
}
|
||||
|
||||
/// Divide `numerator` by `denominator`, rounded up to the nearest multiple of `denominator`.
|
||||
fn div_ceil(numerator: u32, denominator: u32) -> u32 {
|
||||
(numerator + denominator - 1) / denominator
|
||||
}
|
101
crates/bevy_pbr/src/ssao/preprocess_depth.wgsl
Normal file
101
crates/bevy_pbr/src/ssao/preprocess_depth.wgsl
Normal file
|
@ -0,0 +1,101 @@
|
|||
// Inputs a depth texture and outputs a MIP-chain of depths.
|
||||
//
|
||||
// Because SSAO's performance is bound by texture reads, this increases
|
||||
// performance over using the full resolution depth for every sample.
|
||||
|
||||
// Reference: https://research.nvidia.com/sites/default/files/pubs/2012-06_Scalable-Ambient-Obscurance/McGuire12SAO.pdf, section 2.2
|
||||
|
||||
#import bevy_render::view
|
||||
|
||||
@group(0) @binding(0) var input_depth: texture_depth_2d;
|
||||
@group(0) @binding(1) var preprocessed_depth_mip0: texture_storage_2d<r16float, write>;
|
||||
@group(0) @binding(2) var preprocessed_depth_mip1: texture_storage_2d<r16float, write>;
|
||||
@group(0) @binding(3) var preprocessed_depth_mip2: texture_storage_2d<r16float, write>;
|
||||
@group(0) @binding(4) var preprocessed_depth_mip3: texture_storage_2d<r16float, write>;
|
||||
@group(0) @binding(5) var preprocessed_depth_mip4: texture_storage_2d<r16float, write>;
|
||||
@group(1) @binding(0) var point_clamp_sampler: sampler;
|
||||
@group(1) @binding(1) var<uniform> view: View;
|
||||
|
||||
|
||||
// Using 4 depths from the previous MIP, compute a weighted average for the depth of the current MIP
|
||||
fn weighted_average(depth0: f32, depth1: f32, depth2: f32, depth3: f32) -> f32 {
|
||||
let depth_range_scale_factor = 0.75;
|
||||
let effect_radius = depth_range_scale_factor * 0.5 * 1.457;
|
||||
let falloff_range = 0.615 * effect_radius;
|
||||
let falloff_from = effect_radius * (1.0 - 0.615);
|
||||
let falloff_mul = -1.0 / falloff_range;
|
||||
let falloff_add = falloff_from / falloff_range + 1.0;
|
||||
|
||||
let min_depth = min(min(depth0, depth1), min(depth2, depth3));
|
||||
let weight0 = saturate((depth0 - min_depth) * falloff_mul + falloff_add);
|
||||
let weight1 = saturate((depth1 - min_depth) * falloff_mul + falloff_add);
|
||||
let weight2 = saturate((depth2 - min_depth) * falloff_mul + falloff_add);
|
||||
let weight3 = saturate((depth3 - min_depth) * falloff_mul + falloff_add);
|
||||
let weight_total = weight0 + weight1 + weight2 + weight3;
|
||||
|
||||
return ((weight0 * depth0) + (weight1 * depth1) + (weight2 * depth2) + (weight3 * depth3)) / weight_total;
|
||||
}
|
||||
|
||||
// Used to share the depths from the previous MIP level between all invocations in a workgroup
|
||||
var<workgroup> previous_mip_depth: array<array<f32, 8>, 8>;
|
||||
|
||||
@compute
|
||||
@workgroup_size(8, 8, 1)
|
||||
fn preprocess_depth(@builtin(global_invocation_id) global_id: vec3<u32>, @builtin(local_invocation_id) local_id: vec3<u32>) {
|
||||
let base_coordinates = vec2<i32>(global_id.xy);
|
||||
|
||||
// MIP 0 - Copy 4 texels from the input depth (per invocation, 8x8 invocations per workgroup)
|
||||
let pixel_coordinates0 = base_coordinates * 2i;
|
||||
let pixel_coordinates1 = pixel_coordinates0 + vec2<i32>(1i, 0i);
|
||||
let pixel_coordinates2 = pixel_coordinates0 + vec2<i32>(0i, 1i);
|
||||
let pixel_coordinates3 = pixel_coordinates0 + vec2<i32>(1i, 1i);
|
||||
let depths_uv = vec2<f32>(pixel_coordinates0) / view.viewport.zw;
|
||||
let depths = textureGather(0, input_depth, point_clamp_sampler, depths_uv, vec2<i32>(1i, 1i));
|
||||
textureStore(preprocessed_depth_mip0, pixel_coordinates0, vec4<f32>(depths.w, 0.0, 0.0, 0.0));
|
||||
textureStore(preprocessed_depth_mip0, pixel_coordinates1, vec4<f32>(depths.z, 0.0, 0.0, 0.0));
|
||||
textureStore(preprocessed_depth_mip0, pixel_coordinates2, vec4<f32>(depths.x, 0.0, 0.0, 0.0));
|
||||
textureStore(preprocessed_depth_mip0, pixel_coordinates3, vec4<f32>(depths.y, 0.0, 0.0, 0.0));
|
||||
|
||||
// MIP 1 - Weighted average of MIP 0's depth values (per invocation, 8x8 invocations per workgroup)
|
||||
let depth_mip1 = weighted_average(depths.w, depths.z, depths.x, depths.y);
|
||||
textureStore(preprocessed_depth_mip1, base_coordinates, vec4<f32>(depth_mip1, 0.0, 0.0, 0.0));
|
||||
previous_mip_depth[local_id.x][local_id.y] = depth_mip1;
|
||||
|
||||
workgroupBarrier();
|
||||
|
||||
// MIP 2 - Weighted average of MIP 1's depth values (per invocation, 4x4 invocations per workgroup)
|
||||
if all(local_id.xy % vec2<u32>(2u) == vec2<u32>(0u)) {
|
||||
let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u];
|
||||
let depth1 = previous_mip_depth[local_id.x + 1u][local_id.y + 0u];
|
||||
let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 1u];
|
||||
let depth3 = previous_mip_depth[local_id.x + 1u][local_id.y + 1u];
|
||||
let depth_mip2 = weighted_average(depth0, depth1, depth2, depth3);
|
||||
textureStore(preprocessed_depth_mip2, base_coordinates / 2i, vec4<f32>(depth_mip2, 0.0, 0.0, 0.0));
|
||||
previous_mip_depth[local_id.x][local_id.y] = depth_mip2;
|
||||
}
|
||||
|
||||
workgroupBarrier();
|
||||
|
||||
// MIP 3 - Weighted average of MIP 2's depth values (per invocation, 2x2 invocations per workgroup)
|
||||
if all(local_id.xy % vec2<u32>(4u) == vec2<u32>(0u)) {
|
||||
let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u];
|
||||
let depth1 = previous_mip_depth[local_id.x + 2u][local_id.y + 0u];
|
||||
let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 2u];
|
||||
let depth3 = previous_mip_depth[local_id.x + 2u][local_id.y + 2u];
|
||||
let depth_mip3 = weighted_average(depth0, depth1, depth2, depth3);
|
||||
textureStore(preprocessed_depth_mip3, base_coordinates / 4i, vec4<f32>(depth_mip3, 0.0, 0.0, 0.0));
|
||||
previous_mip_depth[local_id.x][local_id.y] = depth_mip3;
|
||||
}
|
||||
|
||||
workgroupBarrier();
|
||||
|
||||
// MIP 4 - Weighted average of MIP 3's depth values (per invocation, 1 invocation per workgroup)
|
||||
if all(local_id.xy % vec2<u32>(8u) == vec2<u32>(0u)) {
|
||||
let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u];
|
||||
let depth1 = previous_mip_depth[local_id.x + 4u][local_id.y + 0u];
|
||||
let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 4u];
|
||||
let depth3 = previous_mip_depth[local_id.x + 4u][local_id.y + 4u];
|
||||
let depth_mip4 = weighted_average(depth0, depth1, depth2, depth3);
|
||||
textureStore(preprocessed_depth_mip4, base_coordinates / 8i, vec4<f32>(depth_mip4, 0.0, 0.0, 0.0));
|
||||
}
|
||||
}
|
92
crates/bevy_pbr/src/ssao/spatial_denoise.wgsl
Normal file
92
crates/bevy_pbr/src/ssao/spatial_denoise.wgsl
Normal file
|
@ -0,0 +1,92 @@
|
|||
// 3x3 bilaterial filter (edge-preserving blur)
|
||||
// https://people.csail.mit.edu/sparis/bf_course/course_notes.pdf
|
||||
|
||||
// Note: Does not use the Gaussian kernel part of a typical bilateral blur
|
||||
// From the paper: "use the information gathered on a neighborhood of 4 × 4 using a bilateral filter for
|
||||
// reconstruction, using _uniform_ convolution weights"
|
||||
|
||||
// Note: The paper does a 4x4 (not quite centered) filter, offset by +/- 1 pixel every other frame
|
||||
// XeGTAO does a 3x3 filter, on two pixels at a time per compute thread, applied twice
|
||||
// We do a 3x3 filter, on 1 pixel per compute thread, applied once
|
||||
|
||||
#import bevy_render::view
|
||||
|
||||
@group(0) @binding(0) var ambient_occlusion_noisy: texture_2d<f32>;
|
||||
@group(0) @binding(1) var depth_differences: texture_2d<u32>;
|
||||
@group(0) @binding(2) var ambient_occlusion: texture_storage_2d<r16float, write>;
|
||||
@group(1) @binding(0) var point_clamp_sampler: sampler;
|
||||
@group(1) @binding(1) var<uniform> view: View;
|
||||
|
||||
@compute
|
||||
@workgroup_size(8, 8, 1)
|
||||
fn spatial_denoise(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
||||
let pixel_coordinates = vec2<i32>(global_id.xy);
|
||||
let uv = vec2<f32>(pixel_coordinates) / view.viewport.zw;
|
||||
|
||||
let edges0 = textureGather(0, depth_differences, point_clamp_sampler, uv);
|
||||
let edges1 = textureGather(0, depth_differences, point_clamp_sampler, uv, vec2<i32>(2i, 0i));
|
||||
let edges2 = textureGather(0, depth_differences, point_clamp_sampler, uv, vec2<i32>(1i, 2i));
|
||||
let visibility0 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv);
|
||||
let visibility1 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(2i, 0i));
|
||||
let visibility2 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(0i, 2i));
|
||||
let visibility3 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(2i, 2i));
|
||||
|
||||
let left_edges = myunpack4x8unorm(edges0.x);
|
||||
let right_edges = myunpack4x8unorm(edges1.x);
|
||||
let top_edges = myunpack4x8unorm(edges0.z);
|
||||
let bottom_edges = myunpack4x8unorm(edges2.w);
|
||||
var center_edges = myunpack4x8unorm(edges0.y);
|
||||
center_edges *= vec4<f32>(left_edges.y, right_edges.x, top_edges.w, bottom_edges.z);
|
||||
|
||||
let center_weight = 1.2;
|
||||
let left_weight = center_edges.x;
|
||||
let right_weight = center_edges.y;
|
||||
let top_weight = center_edges.z;
|
||||
let bottom_weight = center_edges.w;
|
||||
let top_left_weight = 0.425 * (top_weight * top_edges.x + left_weight * left_edges.z);
|
||||
let top_right_weight = 0.425 * (top_weight * top_edges.y + right_weight * right_edges.z);
|
||||
let bottom_left_weight = 0.425 * (bottom_weight * bottom_edges.x + left_weight * left_edges.w);
|
||||
let bottom_right_weight = 0.425 * (bottom_weight * bottom_edges.y + right_weight * right_edges.w);
|
||||
|
||||
let center_visibility = visibility0.y;
|
||||
let left_visibility = visibility0.x;
|
||||
let right_visibility = visibility0.z;
|
||||
let top_visibility = visibility1.x;
|
||||
let bottom_visibility = visibility2.z;
|
||||
let top_left_visibility = visibility0.w;
|
||||
let top_right_visibility = visibility1.w;
|
||||
let bottom_left_visibility = visibility2.w;
|
||||
let bottom_right_visibility = visibility3.w;
|
||||
|
||||
var sum = center_visibility;
|
||||
sum += left_visibility * left_weight;
|
||||
sum += right_visibility * right_weight;
|
||||
sum += top_visibility * top_weight;
|
||||
sum += bottom_visibility * bottom_weight;
|
||||
sum += top_left_visibility * top_left_weight;
|
||||
sum += top_right_visibility * top_right_weight;
|
||||
sum += bottom_left_visibility * bottom_left_weight;
|
||||
sum += bottom_right_visibility * bottom_right_weight;
|
||||
|
||||
var sum_weight = center_weight;
|
||||
sum_weight += left_weight;
|
||||
sum_weight += right_weight;
|
||||
sum_weight += top_weight;
|
||||
sum_weight += bottom_weight;
|
||||
sum_weight += top_left_weight;
|
||||
sum_weight += top_right_weight;
|
||||
sum_weight += bottom_left_weight;
|
||||
sum_weight += bottom_right_weight;
|
||||
|
||||
let denoised_visibility = sum / sum_weight;
|
||||
|
||||
textureStore(ambient_occlusion, pixel_coordinates, vec4<f32>(denoised_visibility, 0.0, 0.0, 0.0));
|
||||
}
|
||||
|
||||
// TODO: Remove this once https://github.com/gfx-rs/naga/pull/2353 lands in Bevy
|
||||
fn myunpack4x8unorm(e: u32) -> vec4<f32> {
|
||||
return vec4<f32>(clamp(f32(e & 0xFFu) / 255.0, 0.0, 1.0),
|
||||
clamp(f32((e >> 8u) & 0xFFu) / 255.0, 0.0, 1.0),
|
||||
clamp(f32((e >> 16u) & 0xFFu) / 255.0, 0.0, 1.0),
|
||||
clamp(f32((e >> 24u) & 0xFFu) / 255.0, 0.0, 1.0));
|
||||
}
|
|
@ -87,7 +87,9 @@ impl Plugin for ViewPlugin {
|
|||
/// .insert_resource(Msaa::default())
|
||||
/// .run();
|
||||
/// ```
|
||||
#[derive(Resource, Default, Clone, Copy, ExtractResource, Reflect, PartialEq, PartialOrd)]
|
||||
#[derive(
|
||||
Resource, Default, Clone, Copy, ExtractResource, Reflect, PartialEq, PartialOrd, Debug,
|
||||
)]
|
||||
#[reflect(Resource)]
|
||||
pub enum Msaa {
|
||||
Off = 1,
|
||||
|
|
199
examples/3d/ssao.rs
Normal file
199
examples/3d/ssao.rs
Normal file
|
@ -0,0 +1,199 @@
|
|||
//! A scene showcasing screen space ambient occlusion.
|
||||
|
||||
use bevy::{
|
||||
core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin},
|
||||
pbr::{
|
||||
ScreenSpaceAmbientOcclusionBundle, ScreenSpaceAmbientOcclusionQualityLevel,
|
||||
ScreenSpaceAmbientOcclusionSettings,
|
||||
},
|
||||
prelude::*,
|
||||
render::camera::TemporalJitter,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.insert_resource(AmbientLight {
|
||||
brightness: 5.0,
|
||||
..default()
|
||||
})
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugin(TemporalAntiAliasPlugin)
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(Update, update)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
camera: Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
})
|
||||
.insert(ScreenSpaceAmbientOcclusionBundle::default())
|
||||
.insert(TemporalAntiAliasBundle::default());
|
||||
|
||||
let material = materials.add(StandardMaterial {
|
||||
base_color: Color::rgb(0.5, 0.5, 0.5),
|
||||
perceptual_roughness: 1.0,
|
||||
reflectance: 0.0,
|
||||
..default()
|
||||
});
|
||||
commands.spawn(PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
||||
material: material.clone(),
|
||||
transform: Transform::from_xyz(0.0, 0.0, 1.0),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
||||
material: material.clone(),
|
||||
transform: Transform::from_xyz(0.0, -1.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
||||
material,
|
||||
transform: Transform::from_xyz(1.0, 0.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
||||
radius: 0.4,
|
||||
sectors: 72,
|
||||
stacks: 36,
|
||||
})),
|
||||
material: materials.add(StandardMaterial {
|
||||
base_color: Color::rgb(0.4, 0.4, 0.4),
|
||||
perceptual_roughness: 1.0,
|
||||
reflectance: 0.0,
|
||||
..default()
|
||||
}),
|
||||
..default()
|
||||
},
|
||||
SphereMarker,
|
||||
));
|
||||
|
||||
commands.spawn(DirectionalLightBundle {
|
||||
directional_light: DirectionalLight {
|
||||
shadows_enabled: true,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_rotation(Quat::from_euler(
|
||||
EulerRot::ZYX,
|
||||
0.0,
|
||||
PI * -0.15,
|
||||
PI * -0.15,
|
||||
)),
|
||||
..default()
|
||||
});
|
||||
|
||||
commands.spawn(
|
||||
TextBundle::from_section(
|
||||
"",
|
||||
TextStyle {
|
||||
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
||||
font_size: 26.0,
|
||||
color: Color::BLACK,
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
bottom: Val::Px(10.0),
|
||||
left: Val::Px(10.0),
|
||||
..default()
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
fn update(
|
||||
camera: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&ScreenSpaceAmbientOcclusionSettings>,
|
||||
Option<&TemporalJitter>,
|
||||
),
|
||||
With<Camera>,
|
||||
>,
|
||||
mut text: Query<&mut Text>,
|
||||
mut sphere: Query<&mut Transform, With<SphereMarker>>,
|
||||
mut commands: Commands,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let mut sphere = sphere.single_mut();
|
||||
sphere.translation.y = (time.elapsed_seconds() / 1.7).sin() * 0.7;
|
||||
|
||||
let (camera_entity, ssao_settings, temporal_jitter) = camera.single();
|
||||
|
||||
let mut commands = commands.entity(camera_entity);
|
||||
if keycode.just_pressed(KeyCode::Key1) {
|
||||
commands.remove::<ScreenSpaceAmbientOcclusionSettings>();
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::Key2) {
|
||||
commands.insert(ScreenSpaceAmbientOcclusionSettings {
|
||||
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Low,
|
||||
});
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::Key3) {
|
||||
commands.insert(ScreenSpaceAmbientOcclusionSettings {
|
||||
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Medium,
|
||||
});
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::Key4) {
|
||||
commands.insert(ScreenSpaceAmbientOcclusionSettings {
|
||||
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::High,
|
||||
});
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::Key5) {
|
||||
commands.insert(ScreenSpaceAmbientOcclusionSettings {
|
||||
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Ultra,
|
||||
});
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::Space) {
|
||||
if temporal_jitter.is_some() {
|
||||
commands.remove::<TemporalJitter>();
|
||||
} else {
|
||||
commands.insert(TemporalJitter::default());
|
||||
}
|
||||
}
|
||||
|
||||
let mut text = text.single_mut();
|
||||
let text = &mut text.sections[0].value;
|
||||
text.clear();
|
||||
|
||||
let (o, l, m, h, u) = match ssao_settings.map(|s| s.quality_level) {
|
||||
None => ("*", "", "", "", ""),
|
||||
Some(ScreenSpaceAmbientOcclusionQualityLevel::Low) => ("", "*", "", "", ""),
|
||||
Some(ScreenSpaceAmbientOcclusionQualityLevel::Medium) => ("", "", "*", "", ""),
|
||||
Some(ScreenSpaceAmbientOcclusionQualityLevel::High) => ("", "", "", "*", ""),
|
||||
Some(ScreenSpaceAmbientOcclusionQualityLevel::Ultra) => ("", "", "", "", "*"),
|
||||
_ => unreachable!(),
|
||||
};
|
||||
|
||||
text.push_str("SSAO Quality:\n");
|
||||
text.push_str(&format!("(1) {o}Off{o}\n"));
|
||||
text.push_str(&format!("(2) {l}Low{l}\n"));
|
||||
text.push_str(&format!("(3) {m}Medium{m}\n"));
|
||||
text.push_str(&format!("(4) {h}High{h}\n"));
|
||||
text.push_str(&format!("(5) {u}Ultra{u}\n\n"));
|
||||
|
||||
text.push_str("Temporal Antialiasing:\n");
|
||||
text.push_str(match temporal_jitter {
|
||||
Some(_) => "(Space) Enabled",
|
||||
None => "(Space) Disabled",
|
||||
});
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct SphereMarker;
|
|
@ -128,6 +128,7 @@ Example | Description
|
|||
[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
|
||||
[Screen Space Ambient Occlusion](../examples/3d/ssao.rs) | A scene showcasing screen space ambient occlusion
|
||||
[Shadow Biases](../examples/3d/shadow_biases.rs) | Demonstrates how shadow biases affect shadows in a 3d scene
|
||||
[Shadow Caster and Receiver](../examples/3d/shadow_caster_receiver.rs) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
|
||||
[Skybox](../examples/3d/skybox.rs) | Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats.
|
||||
|
|
Loading…
Reference in a new issue