mirror of
https://github.com/bevyengine/bevy
synced 2024-11-27 07:00:18 +00:00
Merge branch 'before-transmission' into transmission
This commit is contained in:
commit
d756c0d3f5
10 changed files with 78 additions and 72 deletions
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@ -67,6 +67,7 @@ impl ViewNode for PrepassNode {
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view: &view_motion_vectors_texture.default_view,
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resolve_target: None,
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ops: Operations {
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// Red and Green channels are X and Y components of the motion vectors
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// Blue channel doesn't matter, but set to 0.0 for possible faster clear
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// https://gpuopen.com/performance/#clears
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load: LoadOp::Clear(Color::rgb_linear(0.0, 0.0, 0.0).into()),
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@ -237,4 +237,4 @@ macro_rules! impl_exclusive_system_function {
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}
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// Note that we rely on the highest impl to be <= the highest order of the tuple impls
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// of `SystemParam` created.
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all_tuples!(impl_exclusive_system_function, 0, 17, F);
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all_tuples!(impl_exclusive_system_function, 0, 16, F);
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@ -86,4 +86,4 @@ macro_rules! impl_exclusive_system_param_tuple {
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};
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}
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all_tuples!(impl_exclusive_system_param_tuple, 0, 17, P);
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all_tuples!(impl_exclusive_system_param_tuple, 0, 16, P);
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@ -629,4 +629,4 @@ macro_rules! impl_system_function {
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// Note that we rely on the highest impl to be <= the highest order of the tuple impls
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// of `SystemParam` created.
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all_tuples!(impl_system_function, 0, 17, F);
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all_tuples!(impl_system_function, 0, 16, F);
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@ -1410,7 +1410,7 @@ macro_rules! impl_system_param_tuple {
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};
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}
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all_tuples!(impl_system_param_tuple, 0, 17, P);
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all_tuples!(impl_system_param_tuple, 0, 16, P);
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pub mod lifetimeless {
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pub type SQuery<Q, F = ()> = super::Query<'static, 'static, Q, F>;
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@ -6,66 +6,66 @@
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// https://iquilezles.org/articles/fog/ (Atmospheric Fog and Scattering)
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fn scattering_adjusted_fog_color(
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fog: Fog,
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fog_params: Fog,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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if (fog.directional_light_color.a > 0.0) {
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if (fog_params.directional_light_color.a > 0.0) {
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return vec4<f32>(
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fog.base_color.rgb
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+ scattering * fog.directional_light_color.rgb * fog.directional_light_color.a,
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fog.base_color.a,
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fog_params.base_color.rgb
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+ scattering * fog_params.directional_light_color.rgb * fog_params.directional_light_color.a,
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fog_params.base_color.a,
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);
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} else {
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return fog.base_color;
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return fog_params.base_color;
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}
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}
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fn linear_fog(
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fog: Fog,
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fog_params: Fog,
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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var fog_color = scattering_adjusted_fog_color(fog, scattering);
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let start = fog.be.x;
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let end = fog.be.y;
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let start = fog_params.be.x;
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let end = fog_params.be.y;
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fog_color.a *= 1.0 - clamp((end - distance) / (end - start), 0.0, 1.0);
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return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
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}
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fn exponential_fog(
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fog: Fog,
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fog_params: Fog,
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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var fog_color = scattering_adjusted_fog_color(fog, scattering);
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let density = fog.be.x;
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let density = fog_params.be.x;
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fog_color.a *= 1.0 - 1.0 / exp(distance * density);
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return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
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}
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fn exponential_squared_fog(
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fog: Fog,
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fog_params: Fog,
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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var fog_color = scattering_adjusted_fog_color(fog, scattering);
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let distance_times_density = distance * fog.be.x;
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let distance_times_density = distance * fog_params.be.x;
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fog_color.a *= 1.0 - 1.0 / exp(distance_times_density * distance_times_density);
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return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
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}
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fn atmospheric_fog(
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fog: Fog,
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fog_params: Fog,
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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var fog_color = scattering_adjusted_fog_color(fog, scattering);
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let extinction_factor = 1.0 - 1.0 / exp(distance * fog.be);
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let inscattering_factor = 1.0 - 1.0 / exp(distance * fog.bi);
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let extinction_factor = 1.0 - 1.0 / exp(distance * fog_params.be);
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let inscattering_factor = 1.0 - 1.0 / exp(distance * fog_params.bi);
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return vec4<f32>(
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input_color.rgb * (1.0 - extinction_factor * fog_color.a)
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+ fog_color.rgb * inscattering_factor * fog_color.a,
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@ -400,7 +400,7 @@ fn pbr(
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#endif // PREPASS_FRAGMENT
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#ifndef PREPASS_FRAGMENT
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fn apply_fog(fog: Fog, input_color: vec4<f32>, fragment_world_position: vec3<f32>, view_world_position: vec3<f32>) -> vec4<f32> {
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fn apply_fog(fog_params: Fog, input_color: vec4<f32>, fragment_world_position: vec3<f32>, view_world_position: vec3<f32>) -> vec4<f32> {
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let view_to_world = fragment_world_position.xyz - view_world_position.xyz;
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// `length()` is used here instead of just `view_to_world.z` since that produces more
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@ -410,7 +410,7 @@ fn apply_fog(fog: Fog, input_color: vec4<f32>, fragment_world_position: vec3<f32
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let distance = length(view_to_world);
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var scattering = vec3<f32>(0.0);
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if fog.directional_light_color.a > 0.0 {
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if fog_params.directional_light_color.a > 0.0 {
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let view_to_world_normalized = view_to_world / distance;
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let n_directional_lights = lights.n_directional_lights;
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for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
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@ -420,19 +420,19 @@ fn apply_fog(fog: Fog, input_color: vec4<f32>, fragment_world_position: vec3<f32
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dot(view_to_world_normalized, light.direction_to_light),
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0.0
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),
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fog.directional_light_exponent
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fog_params.directional_light_exponent
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) * light.color.rgb;
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}
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}
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if fog.mode == FOG_MODE_LINEAR {
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return linear_fog(fog, input_color, distance, scattering);
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} else if fog.mode == FOG_MODE_EXPONENTIAL {
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return exponential_fog(fog, input_color, distance, scattering);
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} else if fog.mode == FOG_MODE_EXPONENTIAL_SQUARED {
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return exponential_squared_fog(fog, input_color, distance, scattering);
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} else if fog.mode == FOG_MODE_ATMOSPHERIC {
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return atmospheric_fog(fog, input_color, distance, scattering);
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if fog_params.mode == FOG_MODE_LINEAR {
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return linear_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == FOG_MODE_EXPONENTIAL {
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return exponential_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == FOG_MODE_EXPONENTIAL_SQUARED {
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return exponential_squared_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == FOG_MODE_ATMOSPHERIC {
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return atmospheric_fog(fog_params, input_color, distance, scattering);
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} else {
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return input_color;
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}
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@ -90,7 +90,7 @@ impl<I: PhaseItem> RenderPhase<I> {
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}
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}
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/// Renders a range of the [`PhaseItem`]s using their corresponding draw functions.
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/// Renders all [`PhaseItem`]s in the provided `range` (based on their index in `self.items`) using their corresponding draw functions.
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pub fn render_range<'w>(
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&self,
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render_pass: &mut TrackedRenderPass<'w>,
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@ -104,9 +104,9 @@ impl<I: PhaseItem> RenderPhase<I> {
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for item in self
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.items
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.get(range)
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.expect("`Range` provided to `render_range()` is out of bounds")
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.iter()
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.skip(range.start)
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.take(range.end - range.start)
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{
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let draw_function = draw_functions.get_mut(item.draw_function()).unwrap();
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draw_function.draw(world, render_pass, view, item);
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@ -17,7 +17,9 @@ use crate::{
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/// A [`RenderApp`](crate::RenderApp) resource that contains the default "fallback image",
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/// which can be used in situations where an image was not explicitly defined. The most common
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/// use case is [`AsBindGroup`] implementations (such as materials) that support optional textures.
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/// [`FallbackImage`] defaults to a 1x1 fully white texture, making multiplying colors with it a no-op.
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///
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/// Defaults to a 1x1 fully opaque white texture, (1.0, 1.0, 1.0, 1.0) which makes multiplying
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/// it with other colors a no-op.
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#[derive(Resource, Deref)]
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pub struct FallbackImage(GpuImage);
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@ -25,7 +27,7 @@ pub struct FallbackImage(GpuImage);
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/// which can be used in place of [`FallbackImage`], when a fully transparent or black fallback
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/// is required instead of fully opaque white.
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///
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/// Defaults to a 1x1 fully transparent black texture (0.0, 0.0, 0.0, 0.0), which makes adding
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/// Defaults to a 1x1 fully transparent black texture, (0.0, 0.0, 0.0, 0.0) which makes adding
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/// or alpha-blending it to other colors a no-op.
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#[derive(Resource, Deref)]
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pub struct FallbackImageZero(GpuImage);
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@ -13,7 +13,7 @@ use crate::{
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render_phase::ViewRangefinder3d,
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render_resource::{DynamicUniformBuffer, ShaderType, Texture, TextureView},
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renderer::{RenderDevice, RenderQueue},
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texture::{BevyDefault, TextureCache},
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texture::{BevyDefault, CachedTexture, TextureCache},
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Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin};
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@ -205,8 +205,11 @@ impl ViewTarget {
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/// Retrieve this target's color attachment. This will use [`Self::sampled_main_texture_view`] and resolve to [`Self::main_texture`] if
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/// the target has sampling enabled. Otherwise it will use [`Self::main_texture`] directly.
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pub fn get_color_attachment(&self, ops: Operations<Color>) -> RenderPassColorAttachment {
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match &self.main_textures.sampled_view {
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Some(sampled_texture_view) => RenderPassColorAttachment {
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match &self.main_textures.sampled {
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Some(CachedTexture {
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default_view: sampled_texture_view,
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..
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}) => RenderPassColorAttachment {
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view: sampled_texture_view,
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resolve_target: Some(self.main_texture_view()),
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ops,
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@ -230,9 +233,9 @@ impl ViewTarget {
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/// The "main" unsampled texture.
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pub fn main_texture(&self) -> &Texture {
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if self.main_texture.load(Ordering::SeqCst) == 0 {
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&self.main_textures.a
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&self.main_textures.a.texture
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} else {
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&self.main_textures.b
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&self.main_textures.b.texture
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}
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}
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@ -244,18 +247,18 @@ impl ViewTarget {
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/// ahead of time.
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pub fn main_texture_other(&self) -> &Texture {
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if self.main_texture.load(Ordering::SeqCst) == 0 {
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&self.main_textures.b
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&self.main_textures.b.texture
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} else {
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&self.main_textures.a
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&self.main_textures.a.texture
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}
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}
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/// The "main" unsampled texture.
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pub fn main_texture_view(&self) -> &TextureView {
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if self.main_texture.load(Ordering::SeqCst) == 0 {
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&self.main_textures.a_view
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&self.main_textures.a.default_view
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} else {
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&self.main_textures.b_view
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&self.main_textures.b.default_view
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}
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}
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@ -267,20 +270,26 @@ impl ViewTarget {
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/// ahead of time.
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pub fn main_texture_other_view(&self) -> &TextureView {
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if self.main_texture.load(Ordering::SeqCst) == 0 {
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&self.main_textures.b_view
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&self.main_textures.b.default_view
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} else {
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&self.main_textures.a_view
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&self.main_textures.a.default_view
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}
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}
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/// The "main" sampled texture.
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pub fn sampled_main_texture(&self) -> Option<&Texture> {
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self.main_textures.sampled.as_ref()
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self.main_textures
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.sampled
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.as_ref()
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.map(|sampled| &sampled.texture)
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}
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/// The "main" sampled texture view.
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pub fn sampled_main_texture_view(&self) -> Option<&TextureView> {
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self.main_textures.sampled_view.as_ref()
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self.main_textures
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.sampled
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.as_ref()
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.map(|sampled| &sampled.default_view)
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}
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#[inline]
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@ -318,13 +327,13 @@ impl ViewTarget {
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// if the old main texture is a, then the post processing must write from a to b
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if old_is_a_main_texture == 0 {
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PostProcessWrite {
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source: &self.main_textures.a_view,
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destination: &self.main_textures.b_view,
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source: &self.main_textures.a.default_view,
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destination: &self.main_textures.b.default_view,
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}
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} else {
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PostProcessWrite {
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source: &self.main_textures.b_view,
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destination: &self.main_textures.a_view,
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source: &self.main_textures.b.default_view,
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destination: &self.main_textures.a.default_view,
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}
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}
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}
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@ -385,12 +394,9 @@ pub fn prepare_view_uniforms(
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#[derive(Clone)]
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struct MainTargetTextures {
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a: Texture,
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a_view: TextureView,
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b: Texture,
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b_view: TextureView,
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sampled: Option<Texture>,
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sampled_view: Option<TextureView>,
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a: CachedTexture,
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b: CachedTexture,
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sampled: Option<CachedTexture>,
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/// 0 represents `main_textures.a`, 1 represents `main_textures.b`
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/// This is shared across view targets with the same render target
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main_texture: Arc<AtomicUsize>,
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|
@ -458,7 +464,7 @@ fn prepare_view_targets(
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..descriptor
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},
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);
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let (sampled_texture, sampled_view) = if msaa.samples() > 1 {
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let sampled = if msaa.samples() > 1 {
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let sampled = texture_cache.get(
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&render_device,
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TextureDescriptor {
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|
@ -472,17 +478,14 @@ fn prepare_view_targets(
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view_formats: descriptor.view_formats,
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},
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);
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(Some(sampled.texture), Some(sampled.default_view))
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Some(sampled)
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} else {
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(None, None)
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None
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};
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MainTargetTextures {
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a: a.texture,
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a_view: a.default_view,
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b: b.texture,
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b_view: b.default_view,
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sampled: sampled_texture,
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sampled_view,
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a,
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b,
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sampled,
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main_texture: Arc::new(AtomicUsize::new(0)),
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||||
}
|
||||
});
|
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|
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