use crate::{AlphaMode, MaterialPipeline, SpecializedMaterial, PBR_SHADER_HANDLE}; use bevy_asset::{AssetServer, Handle}; use bevy_ecs::system::{lifetimeless::SRes, SystemParamItem}; use bevy_math::Vec4; use bevy_reflect::TypeUuid; use bevy_render::{ color::Color, mesh::MeshVertexBufferLayout, prelude::Shader, render_asset::{PrepareAssetError, RenderAsset, RenderAssets}, render_resource::{ std140::{AsStd140, Std140}, *, }, renderer::RenderDevice, texture::Image, }; /// A material with "standard" properties used in PBR lighting /// Standard property values with pictures here /// . /// /// May be created directly from a [`Color`] or an [`Image`]. #[derive(Debug, Clone, TypeUuid)] #[uuid = "7494888b-c082-457b-aacf-517228cc0c22"] pub struct StandardMaterial { /// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything /// in between. If used together with a base_color_texture, this is factored into the final /// base color as `base_color * base_color_texture_value` pub base_color: Color, pub base_color_texture: Option>, // Use a color for user friendliness even though we technically don't use the alpha channel // Might be used in the future for exposure correction in HDR pub emissive: Color, pub emissive_texture: Option>, /// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader /// Defaults to minimum of 0.089 /// If used together with a roughness/metallic texture, this is factored into the final base /// color as `roughness * roughness_texture_value` pub perceptual_roughness: f32, /// From [0.0, 1.0], dielectric to pure metallic /// If used together with a roughness/metallic texture, this is factored into the final base /// color as `metallic * metallic_texture_value` pub metallic: f32, pub metallic_roughness_texture: Option>, /// Specular intensity for non-metals on a linear scale of [0.0, 1.0] /// defaults to 0.5 which is mapped to 4% reflectance in the shader pub reflectance: f32, pub normal_map_texture: Option>, /// Normal map textures authored for DirectX have their y-component flipped. Set this to flip /// it to right-handed conventions. pub flip_normal_map_y: bool, pub occlusion_texture: Option>, /// Support two-sided lighting by automatically flipping the normals for "back" faces /// within the PBR lighting shader. /// Defaults to false. /// This does not automatically configure backface culling, which can be done via /// `cull_mode`. pub double_sided: bool, /// Whether to cull the "front", "back" or neither side of a mesh /// defaults to `Face::Back` pub cull_mode: Option, pub unlit: bool, pub alpha_mode: AlphaMode, } impl Default for StandardMaterial { fn default() -> Self { StandardMaterial { base_color: Color::rgb(1.0, 1.0, 1.0), base_color_texture: None, emissive: Color::BLACK, emissive_texture: None, // This is the minimum the roughness is clamped to in shader code // See // It's the minimum floating point value that won't be rounded down to 0 in the // calculations used. Although technically for 32-bit floats, 0.045 could be // used. perceptual_roughness: 0.089, // Few materials are purely dielectric or metallic // This is just a default for mostly-dielectric metallic: 0.01, metallic_roughness_texture: None, // Minimum real-world reflectance is 2%, most materials between 2-5% // Expressed in a linear scale and equivalent to 4% reflectance see // reflectance: 0.5, occlusion_texture: None, normal_map_texture: None, flip_normal_map_y: false, double_sided: false, cull_mode: Some(Face::Back), unlit: false, alpha_mode: AlphaMode::Opaque, } } } impl From for StandardMaterial { fn from(color: Color) -> Self { StandardMaterial { base_color: color, ..Default::default() } } } impl From> for StandardMaterial { fn from(texture: Handle) -> Self { StandardMaterial { base_color_texture: Some(texture), ..Default::default() } } } // NOTE: These must match the bit flags in bevy_pbr/src/render/pbr.wgsl! bitflags::bitflags! { #[repr(transparent)] pub struct StandardMaterialFlags: u32 { const BASE_COLOR_TEXTURE = (1 << 0); const EMISSIVE_TEXTURE = (1 << 1); const METALLIC_ROUGHNESS_TEXTURE = (1 << 2); const OCCLUSION_TEXTURE = (1 << 3); const DOUBLE_SIDED = (1 << 4); const UNLIT = (1 << 5); const ALPHA_MODE_OPAQUE = (1 << 6); const ALPHA_MODE_MASK = (1 << 7); const ALPHA_MODE_BLEND = (1 << 8); const TWO_COMPONENT_NORMAL_MAP = (1 << 9); const FLIP_NORMAL_MAP_Y = (1 << 10); const NONE = 0; const UNINITIALIZED = 0xFFFF; } } /// The GPU representation of the uniform data of a [`StandardMaterial`]. #[derive(Clone, Default, AsStd140)] pub struct StandardMaterialUniformData { /// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything /// in between. pub base_color: Vec4, // Use a color for user friendliness even though we technically don't use the alpha channel // Might be used in the future for exposure correction in HDR pub emissive: Vec4, /// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader /// Defaults to minimum of 0.089 pub roughness: f32, /// From [0.0, 1.0], dielectric to pure metallic pub metallic: f32, /// Specular intensity for non-metals on a linear scale of [0.0, 1.0] /// defaults to 0.5 which is mapped to 4% reflectance in the shader pub reflectance: f32, pub flags: u32, /// When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque, /// and any below means fully transparent. pub alpha_cutoff: f32, } /// The GPU representation of a [`StandardMaterial`]. #[derive(Debug, Clone)] pub struct GpuStandardMaterial { /// A buffer containing the [`StandardMaterialUniformData`] of the material. pub buffer: Buffer, /// The bind group specifying how the [`StandardMaterialUniformData`] and /// all the textures of the material are bound. pub bind_group: BindGroup, pub has_normal_map: bool, pub flags: StandardMaterialFlags, pub base_color_texture: Option>, pub alpha_mode: AlphaMode, pub cull_mode: Option, } impl RenderAsset for StandardMaterial { type ExtractedAsset = StandardMaterial; type PreparedAsset = GpuStandardMaterial; type Param = ( SRes, SRes>, SRes>, ); fn extract_asset(&self) -> Self::ExtractedAsset { self.clone() } fn prepare_asset( material: Self::ExtractedAsset, (render_device, pbr_pipeline, gpu_images): &mut SystemParamItem, ) -> Result> { let (base_color_texture_view, base_color_sampler) = if let Some(result) = pbr_pipeline .mesh_pipeline .get_image_texture(gpu_images, &material.base_color_texture) { result } else { return Err(PrepareAssetError::RetryNextUpdate(material)); }; let (emissive_texture_view, emissive_sampler) = if let Some(result) = pbr_pipeline .mesh_pipeline .get_image_texture(gpu_images, &material.emissive_texture) { result } else { return Err(PrepareAssetError::RetryNextUpdate(material)); }; let (metallic_roughness_texture_view, metallic_roughness_sampler) = if let Some(result) = pbr_pipeline .mesh_pipeline .get_image_texture(gpu_images, &material.metallic_roughness_texture) { result } else { return Err(PrepareAssetError::RetryNextUpdate(material)); }; let (normal_map_texture_view, normal_map_sampler) = if let Some(result) = pbr_pipeline .mesh_pipeline .get_image_texture(gpu_images, &material.normal_map_texture) { result } else { return Err(PrepareAssetError::RetryNextUpdate(material)); }; let (occlusion_texture_view, occlusion_sampler) = if let Some(result) = pbr_pipeline .mesh_pipeline .get_image_texture(gpu_images, &material.occlusion_texture) { result } else { return Err(PrepareAssetError::RetryNextUpdate(material)); }; let mut flags = StandardMaterialFlags::NONE; if material.base_color_texture.is_some() { flags |= StandardMaterialFlags::BASE_COLOR_TEXTURE; } if material.emissive_texture.is_some() { flags |= StandardMaterialFlags::EMISSIVE_TEXTURE; } if material.metallic_roughness_texture.is_some() { flags |= StandardMaterialFlags::METALLIC_ROUGHNESS_TEXTURE; } if material.occlusion_texture.is_some() { flags |= StandardMaterialFlags::OCCLUSION_TEXTURE; } if material.double_sided { flags |= StandardMaterialFlags::DOUBLE_SIDED; } if material.unlit { flags |= StandardMaterialFlags::UNLIT; } let has_normal_map = material.normal_map_texture.is_some(); if has_normal_map { match gpu_images .get(material.normal_map_texture.as_ref().unwrap()) .unwrap() .texture_format { // All 2-component unorm formats TextureFormat::Rg8Unorm | TextureFormat::Rg16Unorm | TextureFormat::Bc5RgUnorm | TextureFormat::EacRg11Unorm => { flags |= StandardMaterialFlags::TWO_COMPONENT_NORMAL_MAP } _ => {} } if material.flip_normal_map_y { flags |= StandardMaterialFlags::FLIP_NORMAL_MAP_Y; } } // NOTE: 0.5 is from the glTF default - do we want this? let mut alpha_cutoff = 0.5; match material.alpha_mode { AlphaMode::Opaque => flags |= StandardMaterialFlags::ALPHA_MODE_OPAQUE, AlphaMode::Mask(c) => { alpha_cutoff = c; flags |= StandardMaterialFlags::ALPHA_MODE_MASK; } AlphaMode::Blend => flags |= StandardMaterialFlags::ALPHA_MODE_BLEND, }; let value = StandardMaterialUniformData { base_color: material.base_color.as_linear_rgba_f32().into(), emissive: material.emissive.into(), roughness: material.perceptual_roughness, metallic: material.metallic, reflectance: material.reflectance, flags: flags.bits(), alpha_cutoff, }; let value_std140 = value.as_std140(); let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor { label: Some("pbr_standard_material_uniform_buffer"), usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST, contents: value_std140.as_bytes(), }); let bind_group = render_device.create_bind_group(&BindGroupDescriptor { entries: &[ BindGroupEntry { binding: 0, resource: buffer.as_entire_binding(), }, BindGroupEntry { binding: 1, resource: BindingResource::TextureView(base_color_texture_view), }, BindGroupEntry { binding: 2, resource: BindingResource::Sampler(base_color_sampler), }, BindGroupEntry { binding: 3, resource: BindingResource::TextureView(emissive_texture_view), }, BindGroupEntry { binding: 4, resource: BindingResource::Sampler(emissive_sampler), }, BindGroupEntry { binding: 5, resource: BindingResource::TextureView(metallic_roughness_texture_view), }, BindGroupEntry { binding: 6, resource: BindingResource::Sampler(metallic_roughness_sampler), }, BindGroupEntry { binding: 7, resource: BindingResource::TextureView(occlusion_texture_view), }, BindGroupEntry { binding: 8, resource: BindingResource::Sampler(occlusion_sampler), }, BindGroupEntry { binding: 9, resource: BindingResource::TextureView(normal_map_texture_view), }, BindGroupEntry { binding: 10, resource: BindingResource::Sampler(normal_map_sampler), }, ], label: Some("pbr_standard_material_bind_group"), layout: &pbr_pipeline.material_layout, }); Ok(GpuStandardMaterial { buffer, bind_group, flags, has_normal_map, base_color_texture: material.base_color_texture, alpha_mode: material.alpha_mode, cull_mode: material.cull_mode, }) } } #[derive(Clone, PartialEq, Eq, Hash)] pub struct StandardMaterialKey { normal_map: bool, cull_mode: Option, } impl SpecializedMaterial for StandardMaterial { type Key = StandardMaterialKey; fn key(render_asset: &::PreparedAsset) -> Self::Key { StandardMaterialKey { normal_map: render_asset.has_normal_map, cull_mode: render_asset.cull_mode, } } fn specialize( descriptor: &mut RenderPipelineDescriptor, key: Self::Key, _layout: &MeshVertexBufferLayout, ) -> Result<(), SpecializedMeshPipelineError> { if key.normal_map { descriptor .fragment .as_mut() .unwrap() .shader_defs .push(String::from("STANDARDMATERIAL_NORMAL_MAP")); } descriptor.primitive.cull_mode = key.cull_mode; if let Some(label) = &mut descriptor.label { *label = format!("pbr_{}", *label).into(); } Ok(()) } fn fragment_shader(_asset_server: &AssetServer) -> Option> { Some(PBR_SHADER_HANDLE.typed()) } #[inline] fn bind_group(render_asset: &::PreparedAsset) -> &BindGroup { &render_asset.bind_group } fn bind_group_layout( render_device: &RenderDevice, ) -> bevy_render::render_resource::BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: BufferSize::new( StandardMaterialUniformData::std140_size_static() as u64, ), }, count: None, }, // Base Color Texture BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, }, count: None, }, // Base Color Texture Sampler BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, // Emissive Texture BindGroupLayoutEntry { binding: 3, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, }, count: None, }, // Emissive Texture Sampler BindGroupLayoutEntry { binding: 4, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, // Metallic Roughness Texture BindGroupLayoutEntry { binding: 5, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, }, count: None, }, // Metallic Roughness Texture Sampler BindGroupLayoutEntry { binding: 6, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, // Occlusion Texture BindGroupLayoutEntry { binding: 7, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, }, count: None, }, // Occlusion Texture Sampler BindGroupLayoutEntry { binding: 8, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, // Normal Map Texture BindGroupLayoutEntry { binding: 9, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, }, count: None, }, // Normal Map Texture Sampler BindGroupLayoutEntry { binding: 10, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, ], label: Some("pbr_material_layout"), }) } #[inline] fn alpha_mode(render_asset: &::PreparedAsset) -> AlphaMode { render_asset.alpha_mode } }