bevy/crates/bevy_pbr/src/prepass/mod.rs
Daniel Chia 0a881ab37f
Cascaded shadow maps: Fix prepass ortho depth clamping (#8877)
# Objective

- Fixes #8645

## Solution

Cascaded shadow maps use a technique commonly called shadow pancaking to
enhance shadow map resolution by restricting the orthographic projection
used in creating the shadow maps to the frustum slice for the cascade.
The implication of this restriction is that shadow casters can be closer
than the near plane of the projection volume.

Prior to this PR, we address clamp the depth of the prepass vertex
output to ensure that these shadow casters do not get clipped, resulting
in shadow loss. However, a flaw / bug of the prior approach is that the
depth that gets written to the shadow map isn't quite correct - the
depth was previously derived by interpolated the clamped clip position,
resulting in depths that are further than they should be. This creates
artifacts that are particularly noticeable when a very 'long' object
intersects the near plane close to perpendicularly.

The fix in this PR is to propagate the unclamped depth to the prepass
fragment shader and use that depth value directly.

A complementary solution would be to use
[DEPTH_CLIP_CONTROL](https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.DEPTH_CLIP_CONTROL)
to request `unclipped_depth`. However due to the relatively low support
of the feature on Vulkan (I believe it's ~38%), I went with this
solution for now to get the broadest fix out first.

---

## Changelog

- Fixed: Shadows from directional lights were sometimes incorrectly
omitted when the shadow caster was partially out of view.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 22:00:19 +00:00

926 lines
33 KiB
Rust

use bevy_app::{Plugin, PreUpdate, Update};
use bevy_asset::{load_internal_asset, AssetServer, Handle, HandleUntyped};
use bevy_core_pipeline::{
prelude::Camera3d,
prepass::{
AlphaMask3dPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass, Opaque3dPrepass,
ViewPrepassTextures, DEPTH_PREPASS_FORMAT, MOTION_VECTOR_PREPASS_FORMAT,
NORMAL_PREPASS_FORMAT,
},
};
use bevy_ecs::{
prelude::*,
system::{
lifetimeless::{Read, SRes},
SystemParamItem,
},
};
use bevy_math::Mat4;
use bevy_reflect::TypeUuid;
use bevy_render::{
globals::{GlobalsBuffer, GlobalsUniform},
mesh::MeshVertexBufferLayout,
prelude::{Camera, Mesh},
render_asset::RenderAssets,
render_phase::{
AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
RenderPhase, SetItemPipeline, TrackedRenderPass,
},
render_resource::{
BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor,
BindGroupLayoutEntry, BindingResource, BindingType, BlendState, BufferBindingType,
ColorTargetState, ColorWrites, CompareFunction, DepthBiasState, DepthStencilState,
DynamicUniformBuffer, FragmentState, FrontFace, MultisampleState, PipelineCache,
PolygonMode, PrimitiveState, RenderPipelineDescriptor, Shader, ShaderDefVal, ShaderRef,
ShaderStages, ShaderType, SpecializedMeshPipeline, SpecializedMeshPipelineError,
SpecializedMeshPipelines, StencilFaceState, StencilState, TextureSampleType,
TextureViewDimension, VertexState,
},
renderer::{RenderDevice, RenderQueue},
texture::{FallbackImagesDepth, FallbackImagesMsaa},
view::{ExtractedView, Msaa, ViewUniform, ViewUniformOffset, ViewUniforms, VisibleEntities},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_transform::prelude::GlobalTransform;
use bevy_utils::tracing::error;
use crate::{
prepare_lights, AlphaMode, DrawMesh, Material, MaterialPipeline, MaterialPipelineKey,
MeshPipeline, MeshPipelineKey, MeshUniform, RenderMaterials, SetMaterialBindGroup,
SetMeshBindGroup, MAX_CASCADES_PER_LIGHT, MAX_DIRECTIONAL_LIGHTS,
};
use std::{hash::Hash, marker::PhantomData};
pub const PREPASS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 921124473254008983);
pub const PREPASS_BINDINGS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5533152893177403494);
pub const PREPASS_UTILS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4603948296044544);
/// Sets up everything required to use the prepass pipeline.
///
/// This does not add the actual prepasses, see [`PrepassPlugin`] for that.
pub struct PrepassPipelinePlugin<M: Material>(PhantomData<M>);
impl<M: Material> Default for PrepassPipelinePlugin<M> {
fn default() -> Self {
Self(Default::default())
}
}
impl<M: Material> Plugin for PrepassPipelinePlugin<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
PREPASS_SHADER_HANDLE,
"prepass.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PREPASS_BINDINGS_SHADER_HANDLE,
"prepass_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PREPASS_UTILS_SHADER_HANDLE,
"prepass_utils.wgsl",
Shader::from_wgsl
);
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.add_systems(
Render,
queue_prepass_view_bind_group::<M>.in_set(RenderSet::Queue),
)
.init_resource::<PrepassViewBindGroup>()
.init_resource::<SpecializedMeshPipelines<PrepassPipeline<M>>>()
.init_resource::<PreviousViewProjectionUniforms>();
}
fn finish(&self, app: &mut bevy_app::App) {
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<PrepassPipeline<M>>();
}
}
/// Sets up the prepasses for a [`Material`].
///
/// This depends on the [`PrepassPipelinePlugin`].
pub struct PrepassPlugin<M: Material>(PhantomData<M>);
impl<M: Material> Default for PrepassPlugin<M> {
fn default() -> Self {
Self(Default::default())
}
}
impl<M: Material> Plugin for PrepassPlugin<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut bevy_app::App) {
let no_prepass_plugin_loaded = app.world.get_resource::<AnyPrepassPluginLoaded>().is_none();
if no_prepass_plugin_loaded {
app.insert_resource(AnyPrepassPluginLoaded)
.add_systems(Update, update_previous_view_projections)
// At the start of each frame, last frame's GlobalTransforms become this frame's PreviousGlobalTransforms
.add_systems(PreUpdate, update_mesh_previous_global_transforms);
}
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
if no_prepass_plugin_loaded {
render_app
.add_systems(ExtractSchedule, extract_camera_previous_view_projection)
.add_systems(
Render,
(
prepare_previous_view_projection_uniforms
.in_set(RenderSet::Prepare)
.after(PrepassLightsViewFlush),
apply_deferred
.in_set(RenderSet::Prepare)
.in_set(PrepassLightsViewFlush)
.after(prepare_lights),
),
);
}
render_app
.add_render_command::<Opaque3dPrepass, DrawPrepass<M>>()
.add_render_command::<AlphaMask3dPrepass, DrawPrepass<M>>()
.add_systems(
Render,
queue_prepass_material_meshes::<M>.in_set(RenderSet::Queue),
);
}
}
#[derive(Resource)]
struct AnyPrepassPluginLoaded;
#[derive(Component, ShaderType, Clone)]
pub struct PreviousViewProjection {
pub view_proj: Mat4,
}
pub fn update_previous_view_projections(
mut commands: Commands,
query: Query<(Entity, &Camera, &GlobalTransform), (With<Camera3d>, With<MotionVectorPrepass>)>,
) {
for (entity, camera, camera_transform) in &query {
commands.entity(entity).insert(PreviousViewProjection {
view_proj: camera.projection_matrix() * camera_transform.compute_matrix().inverse(),
});
}
}
#[derive(Component)]
pub struct PreviousGlobalTransform(pub Mat4);
pub fn update_mesh_previous_global_transforms(
mut commands: Commands,
views: Query<&Camera, (With<Camera3d>, With<MotionVectorPrepass>)>,
meshes: Query<(Entity, &GlobalTransform), With<Handle<Mesh>>>,
) {
let should_run = views.iter().any(|camera| camera.is_active);
if should_run {
for (entity, transform) in &meshes {
commands
.entity(entity)
.insert(PreviousGlobalTransform(transform.compute_matrix()));
}
}
}
#[derive(Resource)]
pub struct PrepassPipeline<M: Material> {
pub view_layout_motion_vectors: BindGroupLayout,
pub view_layout_no_motion_vectors: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
pub skinned_mesh_layout: BindGroupLayout,
pub material_layout: BindGroupLayout,
pub material_vertex_shader: Option<Handle<Shader>>,
pub material_fragment_shader: Option<Handle<Shader>>,
pub material_pipeline: MaterialPipeline<M>,
_marker: PhantomData<M>,
}
impl<M: Material> FromWorld for PrepassPipeline<M> {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let asset_server = world.resource::<AssetServer>();
let view_layout_motion_vectors =
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(ViewUniform::min_size()),
},
count: None,
},
// Globals
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::VERTEX_FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(GlobalsUniform::min_size()),
},
count: None,
},
// PreviousViewProjection
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(PreviousViewProjection::min_size()),
},
count: None,
},
],
label: Some("prepass_view_layout_motion_vectors"),
});
let view_layout_no_motion_vectors =
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(ViewUniform::min_size()),
},
count: None,
},
// Globals
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::VERTEX_FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(GlobalsUniform::min_size()),
},
count: None,
},
],
label: Some("prepass_view_layout_no_motion_vectors"),
});
let mesh_pipeline = world.resource::<MeshPipeline>();
PrepassPipeline {
view_layout_motion_vectors,
view_layout_no_motion_vectors,
mesh_layout: mesh_pipeline.mesh_layout.clone(),
skinned_mesh_layout: mesh_pipeline.skinned_mesh_layout.clone(),
material_vertex_shader: match M::prepass_vertex_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
material_fragment_shader: match M::prepass_fragment_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
material_layout: M::bind_group_layout(render_device),
material_pipeline: world.resource::<MaterialPipeline<M>>().clone(),
_marker: PhantomData,
}
}
}
impl<M: Material> SpecializedMeshPipeline for PrepassPipeline<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
type Key = MaterialPipelineKey<M>;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut bind_group_layouts = vec![if key
.mesh_key
.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
{
self.view_layout_motion_vectors.clone()
} else {
self.view_layout_no_motion_vectors.clone()
}];
let mut shader_defs = Vec::new();
let mut vertex_attributes = Vec::new();
// NOTE: Eventually, it would be nice to only add this when the shaders are overloaded by the Material.
// The main limitation right now is that bind group order is hardcoded in shaders.
bind_group_layouts.insert(1, self.material_layout.clone());
if key.mesh_key.contains(MeshPipelineKey::DEPTH_PREPASS) {
shader_defs.push("DEPTH_PREPASS".into());
}
if key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD) {
shader_defs.push("MAY_DISCARD".into());
}
let blend_key = key
.mesh_key
.intersection(MeshPipelineKey::BLEND_RESERVED_BITS);
if blend_key == MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA {
shader_defs.push("BLEND_PREMULTIPLIED_ALPHA".into());
}
if blend_key == MeshPipelineKey::BLEND_ALPHA {
shader_defs.push("BLEND_ALPHA".into());
}
if layout.contains(Mesh::ATTRIBUTE_POSITION) {
shader_defs.push("VERTEX_POSITIONS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}
shader_defs.push(ShaderDefVal::UInt(
"MAX_DIRECTIONAL_LIGHTS".to_string(),
MAX_DIRECTIONAL_LIGHTS as u32,
));
shader_defs.push(ShaderDefVal::UInt(
"MAX_CASCADES_PER_LIGHT".to_string(),
MAX_CASCADES_PER_LIGHT as u32,
));
if key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO) {
shader_defs.push("DEPTH_CLAMP_ORTHO".into());
// PERF: This line forces the "prepass fragment shader" to always run in
// common scenarios like "directional light calculation". Doing so resolves
// a pretty nasty depth clamping bug, but it also feels a bit excessive.
// We should try to find a way to resolve this without forcing the fragment
// shader to run.
// https://github.com/bevyengine/bevy/pull/8877
shader_defs.push("PREPASS_FRAGMENT".into());
}
if layout.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push("VERTEX_UVS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(1));
}
if key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS) {
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(2));
shader_defs.push("NORMAL_PREPASS".into());
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push("VERTEX_TANGENTS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
}
}
if key
.mesh_key
.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
{
shader_defs.push("MOTION_VECTOR_PREPASS".into());
}
if key
.mesh_key
.intersects(MeshPipelineKey::NORMAL_PREPASS | MeshPipelineKey::MOTION_VECTOR_PREPASS)
{
shader_defs.push("PREPASS_FRAGMENT".into());
}
if layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX)
&& layout.contains(Mesh::ATTRIBUTE_JOINT_WEIGHT)
{
shader_defs.push("SKINNED".into());
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(4));
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(5));
bind_group_layouts.insert(2, self.skinned_mesh_layout.clone());
} else {
bind_group_layouts.insert(2, self.mesh_layout.clone());
}
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
// Setup prepass fragment targets - normals in slot 0 (or None if not needed), motion vectors in slot 1
let mut targets = vec![];
targets.push(
key.mesh_key
.contains(MeshPipelineKey::NORMAL_PREPASS)
.then_some(ColorTargetState {
format: NORMAL_PREPASS_FORMAT,
blend: Some(BlendState::REPLACE),
write_mask: ColorWrites::ALL,
}),
);
targets.push(
key.mesh_key
.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
.then_some(ColorTargetState {
format: MOTION_VECTOR_PREPASS_FORMAT,
blend: Some(BlendState::REPLACE),
write_mask: ColorWrites::ALL,
}),
);
if targets.iter().all(Option::is_none) {
// if no targets are required then clear the list, so that no fragment shader is required
// (though one may still be used for discarding depth buffer writes)
targets.clear();
}
// The fragment shader is only used when the normal prepass or motion vectors prepass
// is enabled or the material uses alpha cutoff values and doesn't rely on the standard
// prepass shader or we are clamping the orthographic depth.
let fragment_required = !targets.is_empty()
|| key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO)
|| (key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD)
&& self.material_fragment_shader.is_some());
let fragment = fragment_required.then(|| {
// Use the fragment shader from the material
let frag_shader_handle = match self.material_fragment_shader.clone() {
Some(frag_shader_handle) => frag_shader_handle,
_ => PREPASS_SHADER_HANDLE.typed::<Shader>(),
};
FragmentState {
shader: frag_shader_handle,
entry_point: "fragment".into(),
shader_defs: shader_defs.clone(),
targets,
}
});
// Use the vertex shader from the material if present
let vert_shader_handle = if let Some(handle) = &self.material_vertex_shader {
handle.clone()
} else {
PREPASS_SHADER_HANDLE.typed::<Shader>()
};
let mut descriptor = RenderPipelineDescriptor {
vertex: VertexState {
shader: vert_shader_handle,
entry_point: "vertex".into(),
shader_defs,
buffers: vec![vertex_buffer_layout],
},
fragment,
layout: bind_group_layouts,
primitive: PrimitiveState {
topology: key.mesh_key.primitive_topology(),
strip_index_format: None,
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(DepthStencilState {
format: DEPTH_PREPASS_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::GreaterEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.mesh_key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
push_constant_ranges: Vec::new(),
label: Some("prepass_pipeline".into()),
};
// This is a bit risky because it's possible to change something that would
// break the prepass but be fine in the main pass.
// Since this api is pretty low-level it doesn't matter that much, but it is a potential issue.
M::specialize(&self.material_pipeline, &mut descriptor, layout, key)?;
Ok(descriptor)
}
}
pub fn get_bind_group_layout_entries(
bindings: [u32; 3],
multisampled: bool,
) -> [BindGroupLayoutEntry; 3] {
[
// Depth texture
BindGroupLayoutEntry {
binding: bindings[0],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Depth,
view_dimension: TextureViewDimension::D2,
},
count: None,
},
// Normal texture
BindGroupLayoutEntry {
binding: bindings[1],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
// Motion Vectors texture
BindGroupLayoutEntry {
binding: bindings[2],
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled,
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
]
}
pub fn get_bindings<'a>(
prepass_textures: Option<&'a ViewPrepassTextures>,
fallback_images: &'a mut FallbackImagesMsaa,
fallback_depths: &'a mut FallbackImagesDepth,
msaa: &'a Msaa,
bindings: [u32; 3],
) -> [BindGroupEntry<'a>; 3] {
let depth_view = match prepass_textures.and_then(|x| x.depth.as_ref()) {
Some(texture) => &texture.default_view,
None => {
&fallback_depths
.image_for_samplecount(msaa.samples())
.texture_view
}
};
let normal_motion_vectors_fallback = &fallback_images
.image_for_samplecount(msaa.samples())
.texture_view;
let normal_view = match prepass_textures.and_then(|x| x.normal.as_ref()) {
Some(texture) => &texture.default_view,
None => normal_motion_vectors_fallback,
};
let motion_vectors_view = match prepass_textures.and_then(|x| x.motion_vectors.as_ref()) {
Some(texture) => &texture.default_view,
None => normal_motion_vectors_fallback,
};
[
BindGroupEntry {
binding: bindings[0],
resource: BindingResource::TextureView(depth_view),
},
BindGroupEntry {
binding: bindings[1],
resource: BindingResource::TextureView(normal_view),
},
BindGroupEntry {
binding: bindings[2],
resource: BindingResource::TextureView(motion_vectors_view),
},
]
}
// Extract the render phases for the prepass
pub fn extract_camera_previous_view_projection(
mut commands: Commands,
cameras_3d: Extract<Query<(Entity, &Camera, Option<&PreviousViewProjection>), With<Camera3d>>>,
) {
for (entity, camera, maybe_previous_view_proj) in cameras_3d.iter() {
if camera.is_active {
let mut entity = commands.get_or_spawn(entity);
if let Some(previous_view) = maybe_previous_view_proj {
entity.insert(previous_view.clone());
}
}
}
}
#[derive(Resource, Default)]
pub struct PreviousViewProjectionUniforms {
pub uniforms: DynamicUniformBuffer<PreviousViewProjection>,
}
#[derive(Component)]
pub struct PreviousViewProjectionUniformOffset {
pub offset: u32,
}
pub fn prepare_previous_view_projection_uniforms(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut view_uniforms: ResMut<PreviousViewProjectionUniforms>,
views: Query<
(Entity, &ExtractedView, Option<&PreviousViewProjection>),
With<MotionVectorPrepass>,
>,
) {
view_uniforms.uniforms.clear();
for (entity, camera, maybe_previous_view_proj) in &views {
let view_projection = match maybe_previous_view_proj {
Some(previous_view) => previous_view.clone(),
None => PreviousViewProjection {
view_proj: camera.projection * camera.transform.compute_matrix().inverse(),
},
};
commands
.entity(entity)
.insert(PreviousViewProjectionUniformOffset {
offset: view_uniforms.uniforms.push(view_projection),
});
}
view_uniforms
.uniforms
.write_buffer(&render_device, &render_queue);
}
#[derive(Default, Resource)]
pub struct PrepassViewBindGroup {
motion_vectors: Option<BindGroup>,
no_motion_vectors: Option<BindGroup>,
}
pub fn queue_prepass_view_bind_group<M: Material>(
render_device: Res<RenderDevice>,
prepass_pipeline: Res<PrepassPipeline<M>>,
view_uniforms: Res<ViewUniforms>,
globals_buffer: Res<GlobalsBuffer>,
previous_view_proj_uniforms: Res<PreviousViewProjectionUniforms>,
mut prepass_view_bind_group: ResMut<PrepassViewBindGroup>,
) {
if let (Some(view_binding), Some(globals_binding)) = (
view_uniforms.uniforms.binding(),
globals_buffer.buffer.binding(),
) {
prepass_view_bind_group.no_motion_vectors =
Some(render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: view_binding.clone(),
},
BindGroupEntry {
binding: 1,
resource: globals_binding.clone(),
},
],
label: Some("prepass_view_no_motion_vectors_bind_group"),
layout: &prepass_pipeline.view_layout_no_motion_vectors,
}));
if let Some(previous_view_proj_binding) = previous_view_proj_uniforms.uniforms.binding() {
prepass_view_bind_group.motion_vectors =
Some(render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: view_binding,
},
BindGroupEntry {
binding: 1,
resource: globals_binding,
},
BindGroupEntry {
binding: 2,
resource: previous_view_proj_binding,
},
],
label: Some("prepass_view_motion_vectors_bind_group"),
layout: &prepass_pipeline.view_layout_motion_vectors,
}));
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn queue_prepass_material_meshes<M: Material>(
opaque_draw_functions: Res<DrawFunctions<Opaque3dPrepass>>,
alpha_mask_draw_functions: Res<DrawFunctions<AlphaMask3dPrepass>>,
prepass_pipeline: Res<PrepassPipeline<M>>,
mut pipelines: ResMut<SpecializedMeshPipelines<PrepassPipeline<M>>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<Mesh>>,
render_materials: Res<RenderMaterials<M>>,
material_meshes: Query<(&Handle<M>, &Handle<Mesh>, &MeshUniform)>,
mut views: Query<(
&ExtractedView,
&VisibleEntities,
&mut RenderPhase<Opaque3dPrepass>,
&mut RenderPhase<AlphaMask3dPrepass>,
Option<&DepthPrepass>,
Option<&NormalPrepass>,
Option<&MotionVectorPrepass>,
)>,
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
let opaque_draw_prepass = opaque_draw_functions
.read()
.get_id::<DrawPrepass<M>>()
.unwrap();
let alpha_mask_draw_prepass = alpha_mask_draw_functions
.read()
.get_id::<DrawPrepass<M>>()
.unwrap();
for (
view,
visible_entities,
mut opaque_phase,
mut alpha_mask_phase,
depth_prepass,
normal_prepass,
motion_vector_prepass,
) in &mut views
{
let mut view_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
if depth_prepass.is_some() {
view_key |= MeshPipelineKey::DEPTH_PREPASS;
}
if normal_prepass.is_some() {
view_key |= MeshPipelineKey::NORMAL_PREPASS;
}
if motion_vector_prepass.is_some() {
view_key |= MeshPipelineKey::MOTION_VECTOR_PREPASS;
}
let rangefinder = view.rangefinder3d();
for visible_entity in &visible_entities.entities {
let Ok((material_handle, mesh_handle, mesh_uniform)) = material_meshes.get(*visible_entity) else {
continue;
};
let (Some(material), Some(mesh)) = (
render_materials.get(material_handle),
render_meshes.get(mesh_handle),
) else {
continue;
};
let mut mesh_key =
MeshPipelineKey::from_primitive_topology(mesh.primitive_topology) | view_key;
let alpha_mode = material.properties.alpha_mode;
match alpha_mode {
AlphaMode::Opaque => {}
AlphaMode::Mask(_) => mesh_key |= MeshPipelineKey::MAY_DISCARD,
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => continue,
}
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&prepass_pipeline,
MaterialPipelineKey {
mesh_key,
bind_group_data: material.key.clone(),
},
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
continue;
}
};
let distance =
rangefinder.distance(&mesh_uniform.transform) + material.properties.depth_bias;
match alpha_mode {
AlphaMode::Opaque => {
opaque_phase.add(Opaque3dPrepass {
entity: *visible_entity,
draw_function: opaque_draw_prepass,
pipeline_id,
distance,
});
}
AlphaMode::Mask(_) => {
alpha_mask_phase.add(AlphaMask3dPrepass {
entity: *visible_entity,
draw_function: alpha_mask_draw_prepass,
pipeline_id,
distance,
});
}
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => {}
}
}
}
}
pub struct SetPrepassViewBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetPrepassViewBindGroup<I> {
type Param = SRes<PrepassViewBindGroup>;
type ViewWorldQuery = (
Read<ViewUniformOffset>,
Option<Read<PreviousViewProjectionUniformOffset>>,
);
type ItemWorldQuery = ();
#[inline]
fn render<'w>(
_item: &P,
(view_uniform_offset, previous_view_projection_uniform_offset): (
&'_ ViewUniformOffset,
Option<&'_ PreviousViewProjectionUniformOffset>,
),
_entity: (),
prepass_view_bind_group: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let prepass_view_bind_group = prepass_view_bind_group.into_inner();
if let Some(previous_view_projection_uniform_offset) =
previous_view_projection_uniform_offset
{
pass.set_bind_group(
I,
prepass_view_bind_group.motion_vectors.as_ref().unwrap(),
&[
view_uniform_offset.offset,
previous_view_projection_uniform_offset.offset,
],
);
} else {
pass.set_bind_group(
I,
prepass_view_bind_group.no_motion_vectors.as_ref().unwrap(),
&[view_uniform_offset.offset],
);
}
RenderCommandResult::Success
}
}
pub type DrawPrepass<M> = (
SetItemPipeline,
SetPrepassViewBindGroup<0>,
SetMaterialBindGroup<M, 1>,
SetMeshBindGroup<2>,
DrawMesh,
);
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
struct PrepassLightsViewFlush;