pub mod wireframe; mod alpha; mod bundle; mod environment_map; mod fog; mod light; mod material; mod pbr_material; mod prepass; mod render; pub use alpha::*; pub use bundle::*; pub use environment_map::EnvironmentMapLight; pub use fog::*; pub use light::*; pub use material::*; pub use pbr_material::*; pub use prepass::*; pub use render::*; pub mod prelude { #[doc(hidden)] pub use crate::{ alpha::AlphaMode, bundle::{ DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle, SpotLightBundle, }, environment_map::EnvironmentMapLight, fog::{FogFalloff, FogSettings}, light::{AmbientLight, DirectionalLight, PointLight, SpotLight}, material::{Material, MaterialPlugin}, pbr_material::StandardMaterial, }; } pub mod draw_3d_graph { pub mod node { /// Label for the shadow pass node. pub const SHADOW_PASS: &str = "shadow_pass"; } } use bevy_app::prelude::*; use bevy_asset::{load_internal_asset, AddAsset, Assets, Handle, HandleUntyped}; use bevy_ecs::prelude::*; use bevy_reflect::TypeUuid; use bevy_render::{ camera::CameraUpdateSystem, extract_resource::ExtractResourcePlugin, prelude::Color, render_graph::RenderGraph, render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions}, render_resource::{Shader, SpecializedMeshPipelines}, view::{ViewSet, VisibilitySystems}, ExtractSchedule, RenderApp, RenderSet, }; use bevy_transform::TransformSystem; use environment_map::EnvironmentMapPlugin; pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744); pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186); pub const UTILS_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1900548483293416725); pub const CLUSTERED_FORWARD_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 166852093121196815); pub const PBR_LIGHTING_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 14170772752254856967); pub const SHADOWS_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 11350275143789590502); pub const PBR_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046); pub const PBR_PREPASS_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9407115064344201137); pub const PBR_FUNCTIONS_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16550102964439850292); pub const PBR_AMBIENT_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2441520459096337034); pub const SHADOW_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1836745567947005696); /// Sets up the entire PBR infrastructure of bevy. pub struct PbrPlugin { /// Controls if the prepass is enabled for the StandardMaterial. /// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs. pub prepass_enabled: bool, } impl Default for PbrPlugin { fn default() -> Self { Self { prepass_enabled: true, } } } impl Plugin for PbrPlugin { fn build(&self, app: &mut App) { load_internal_asset!( app, PBR_TYPES_SHADER_HANDLE, "render/pbr_types.wgsl", Shader::from_wgsl ); load_internal_asset!( app, PBR_BINDINGS_SHADER_HANDLE, "render/pbr_bindings.wgsl", Shader::from_wgsl ); load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl); load_internal_asset!( app, CLUSTERED_FORWARD_HANDLE, "render/clustered_forward.wgsl", Shader::from_wgsl ); load_internal_asset!( app, PBR_LIGHTING_HANDLE, "render/pbr_lighting.wgsl", Shader::from_wgsl ); load_internal_asset!( app, SHADOWS_HANDLE, "render/shadows.wgsl", Shader::from_wgsl ); load_internal_asset!( app, PBR_FUNCTIONS_HANDLE, "render/pbr_functions.wgsl", Shader::from_wgsl ); load_internal_asset!( app, PBR_AMBIENT_HANDLE, "render/pbr_ambient.wgsl", Shader::from_wgsl ); load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl); load_internal_asset!( app, SHADOW_SHADER_HANDLE, "render/depth.wgsl", Shader::from_wgsl ); load_internal_asset!( app, PBR_PREPASS_SHADER_HANDLE, "render/pbr_prepass.wgsl", Shader::from_wgsl ); app.register_asset_reflect::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .add_plugin(MeshRenderPlugin) .add_plugin(MaterialPlugin:: { prepass_enabled: self.prepass_enabled, ..Default::default() }) .add_plugin(EnvironmentMapPlugin) .init_resource::() .init_resource::() .init_resource::() .init_resource::() .add_plugin(ExtractResourcePlugin::::default()) .configure_sets( ( SimulationLightSystems::AddClusters, SimulationLightSystems::AddClustersFlush .after(SimulationLightSystems::AddClusters) .before(SimulationLightSystems::AssignLightsToClusters), SimulationLightSystems::AssignLightsToClusters, SimulationLightSystems::CheckLightVisibility, SimulationLightSystems::UpdateDirectionalLightCascades, SimulationLightSystems::UpdateLightFrusta, ) .in_base_set(CoreSet::PostUpdate), ) .add_plugin(FogPlugin) .add_system(add_clusters.in_set(SimulationLightSystems::AddClusters)) .add_system(apply_system_buffers.in_set(SimulationLightSystems::AddClustersFlush)) .add_system( assign_lights_to_clusters .in_set(SimulationLightSystems::AssignLightsToClusters) .after(TransformSystem::TransformPropagate) .after(VisibilitySystems::CheckVisibility) .after(CameraUpdateSystem), ) .add_system( update_directional_light_cascades .in_set(SimulationLightSystems::UpdateDirectionalLightCascades) .after(TransformSystem::TransformPropagate) .after(CameraUpdateSystem), ) .add_system( update_directional_light_frusta .in_set(SimulationLightSystems::UpdateLightFrusta) // This must run after CheckVisibility because it relies on ComputedVisibility::is_visible() .after(VisibilitySystems::CheckVisibility) .after(TransformSystem::TransformPropagate) .after(SimulationLightSystems::UpdateDirectionalLightCascades) // We assume that no entity will be both a directional light and a spot light, // so these systems will run independently of one another. // FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481. .ambiguous_with(update_spot_light_frusta), ) .add_system( update_point_light_frusta .in_set(SimulationLightSystems::UpdateLightFrusta) .after(TransformSystem::TransformPropagate) .after(SimulationLightSystems::AssignLightsToClusters), ) .add_system( update_spot_light_frusta .in_set(SimulationLightSystems::UpdateLightFrusta) .after(TransformSystem::TransformPropagate) .after(SimulationLightSystems::AssignLightsToClusters), ) .add_system( check_light_mesh_visibility .in_set(SimulationLightSystems::CheckLightVisibility) .after(VisibilitySystems::CalculateBoundsFlush) .after(TransformSystem::TransformPropagate) .after(SimulationLightSystems::UpdateLightFrusta) // NOTE: This MUST be scheduled AFTER the core renderer visibility check // because that resets entity ComputedVisibility for the first view // which would override any results from this otherwise .after(VisibilitySystems::CheckVisibility), ); app.world .resource_mut::>() .set_untracked( Handle::::default(), StandardMaterial { base_color: Color::rgb(1.0, 0.0, 0.5), unlit: true, ..Default::default() }, ); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; // Extract the required data from the main world render_app .configure_set(RenderLightSystems::PrepareLights.in_set(RenderSet::Prepare)) .configure_set(RenderLightSystems::PrepareClusters.in_set(RenderSet::Prepare)) .configure_set(RenderLightSystems::QueueShadows.in_set(RenderSet::Queue)) .add_systems_to_schedule( ExtractSchedule, ( render::extract_clusters.in_set(RenderLightSystems::ExtractClusters), render::extract_lights.in_set(RenderLightSystems::ExtractLights), ), ) .add_system( render::prepare_lights .before(ViewSet::PrepareUniforms) .in_set(RenderLightSystems::PrepareLights), ) // A sync is needed after prepare_lights, before prepare_view_uniforms, // because prepare_lights creates new views for shadow mapping .add_system( apply_system_buffers .after(RenderLightSystems::PrepareLights) .before(ViewSet::PrepareUniforms), ) .add_system( render::prepare_clusters .after(render::prepare_lights) .in_set(RenderLightSystems::PrepareClusters), ) .add_system(render::queue_shadows.in_set(RenderLightSystems::QueueShadows)) .add_system(render::queue_shadow_view_bind_group.in_set(RenderSet::Queue)) .add_system(sort_phase_system::.in_set(RenderSet::PhaseSort)) .init_resource::() .init_resource::>() .init_resource::() .init_resource::() .init_resource::>(); let shadow_pass_node = ShadowPassNode::new(&mut render_app.world); render_app.add_render_command::(); let mut graph = render_app.world.resource_mut::(); let draw_3d_graph = graph .get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME) .unwrap(); draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node); draw_3d_graph.add_node_edge( draw_3d_graph::node::SHADOW_PASS, bevy_core_pipeline::core_3d::graph::node::MAIN_PASS, ); draw_3d_graph.add_slot_edge( draw_3d_graph.input_node().id, bevy_core_pipeline::core_3d::graph::input::VIEW_ENTITY, draw_3d_graph::node::SHADOW_PASS, ShadowPassNode::IN_VIEW, ); } }