mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
20c6bcdba4
Currently, volumetric fog is global and affects the entire scene uniformly. This is inadequate for many use cases, such as local smoke effects. To address this problem, this commit introduces *fog volumes*, which are axis-aligned bounding boxes (AABBs) that specify fog parameters inside their boundaries. Such volumes can also specify a *density texture*, a 3D texture of voxels that specifies the density of the fog at each point. To create a fog volume, add a `FogVolume` component to an entity (which is included in the new `FogVolumeBundle` convenience bundle). Like light probes, a fog volume is conceptually a 1×1×1 cube centered on the origin; a transform can be used to position and resize this region. Many of the fields on the existing `VolumetricFogSettings` have migrated to the new `FogVolume` component. `VolumetricFogSettings` on a camera is still needed to enable volumetric fog. However, by itself `VolumetricFogSettings` is no longer sufficient to enable volumetric fog; a `FogVolume` must be present. Applications that wish to retain the old global fog behavior can simply surround the scene with a large fog volume. By way of implementation, this commit converts the volumetric fog shader from a full-screen shader to one applied to a mesh. The strategy is different depending on whether the camera is inside or outside the fog volume. If the camera is inside the fog volume, the mesh is simply a plane scaled to the viewport, effectively falling back to a full-screen pass. If the camera is outside the fog volume, the mesh is a cube transformed to coincide with the boundaries of the fog volume's AABB. Importantly, in the latter case, only the front faces of the cuboid are rendered. Instead of treating the boundaries of the fog as a sphere centered on the camera position, as we did prior to this patch, we raytrace the far planes of the AABB to determine the portion of each ray contained within the fog volume. We then raymarch in shadow map space as usual. If a density texture is present, we modulate the fixed density value with the trilinearly-interpolated value from that texture. Furthermore, this patch introduces optional jitter to fog volumes, intended for use with TAA. This modifies the position of the ray from frame to frame using interleaved gradient noise, in order to reduce aliasing artifacts. Many implementations of volumetric fog in games use this technique. Note that this patch makes no attempt to write a motion vector; this is because when a view ray intersects multiple voxels there's no single direction of motion. Consequently, fog volumes can have ghosting artifacts, but because fog is "ghostly" by its nature, these artifacts are less objectionable than they would be for opaque objects. A new example, `fog_volumes`, has been added. It demonstrates a single fog volume containing a voxelized representation of the Stanford bunny. The existing `volumetric_fog` example has been updated to use the new local volumetrics API. ## Changelog ### Added * Local `FogVolume`s are now supported, to localize fog to specific regions. They can optionally have 3D density voxel textures for precise control over the distribution of the fog. ### Changed * `VolumetricFogSettings` on a camera no longer enables volumetric fog; instead, it simply enables the processing of `FogVolume`s within the scene. ## Migration Guide * A `FogVolume` is now necessary in order to enable volumetric fog, in addition to `VolumetricFogSettings` on the camera. Existing uses of volumetric fog can be migrated by placing a large `FogVolume` surrounding the scene. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <mockersf@gmail.com>
458 lines
18 KiB
Rust
458 lines
18 KiB
Rust
// FIXME(3492): remove once docs are ready
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#![allow(missing_docs)]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![deny(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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#[cfg(feature = "meshlet")]
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mod meshlet;
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pub mod wireframe;
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/// Experimental features that are not yet finished. Please report any issues you encounter!
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///
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/// Expect bugs, missing features, compatibility issues, low performance, and/or future breaking changes.
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#[cfg(feature = "meshlet")]
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pub mod experimental {
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/// Render high-poly 3d meshes using an efficient GPU-driven method.
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/// See [`MeshletPlugin`](meshlet::MeshletPlugin) and [`MeshletMesh`](meshlet::MeshletMesh) for details.
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pub mod meshlet {
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pub use crate::meshlet::*;
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}
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}
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mod bundle;
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mod cluster;
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pub mod deferred;
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mod extended_material;
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mod fog;
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mod light;
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mod light_probe;
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mod lightmap;
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mod material;
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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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mod ssr;
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mod volumetric_fog;
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use bevy_color::{Color, LinearRgba};
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use std::marker::PhantomData;
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pub use bundle::*;
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pub use cluster::*;
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pub use extended_material::*;
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pub use fog::*;
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pub use light::*;
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pub use light_probe::*;
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pub use lightmap::*;
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pub use material::*;
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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 use ssr::*;
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pub use volumetric_fog::{
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FogVolume, FogVolumeBundle, VolumetricFogPlugin, VolumetricFogSettings, VolumetricLight,
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};
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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bundle::{
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DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
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SpotLightBundle,
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},
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fog::{FogFalloff, FogSettings},
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light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
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light_probe::{
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environment_map::{EnvironmentMapLight, ReflectionProbeBundle},
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LightProbe,
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},
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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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pub mod graph {
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use bevy_render::render_graph::RenderLabel;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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pub enum NodePbr {
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/// Label for the shadow pass node.
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ShadowPass,
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/// Label for the screen space ambient occlusion render node.
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ScreenSpaceAmbientOcclusion,
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DeferredLightingPass,
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/// Label for the volumetric lighting pass.
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VolumetricFog,
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/// Label for the compute shader instance data building pass.
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GpuPreprocess,
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/// Label for the screen space reflections pass.
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ScreenSpaceReflections,
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}
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}
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use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
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use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
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use bevy_ecs::prelude::*;
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use bevy_render::{
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alpha::AlphaMode,
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camera::{
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CameraProjection, CameraUpdateSystem, OrthographicProjection, PerspectiveProjection,
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Projection,
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},
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extract_component::ExtractComponentPlugin,
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extract_resource::ExtractResourcePlugin,
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render_asset::prepare_assets,
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render_graph::RenderGraph,
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render_resource::Shader,
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texture::{GpuImage, Image},
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view::{check_visibility, VisibilitySystems},
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ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_transform::TransformSystem;
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pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1708015359337029744);
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pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(5635987986427308186);
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pub const UTILS_HANDLE: Handle<Shader> = Handle::weak_from_u128(1900548483293416725);
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pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> = Handle::weak_from_u128(166852093121196815);
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pub const PBR_LIGHTING_HANDLE: Handle<Shader> = Handle::weak_from_u128(14170772752254856967);
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pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> = Handle::weak_from_u128(77319684653223658032);
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pub const SHADOWS_HANDLE: Handle<Shader> = Handle::weak_from_u128(11350275143789590502);
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pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> = Handle::weak_from_u128(3145627513789590502);
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pub const PBR_FRAGMENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2295049283805286543);
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pub const PBR_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4805239651767701046);
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pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(9407115064344201137);
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pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16550102964439850292);
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pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
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pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(17035894873630133905);
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pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(2098345702398750291);
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pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(73204817249182637);
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pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
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pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(72019026415438599);
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pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(2659010996143919192);
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const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(2325134235233421);
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/// Sets up the entire PBR infrastructure of bevy.
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pub struct PbrPlugin {
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/// Controls if the prepass is enabled for the [`StandardMaterial`].
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/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
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pub prepass_enabled: bool,
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/// Controls if [`DeferredPbrLightingPlugin`] is added.
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pub add_default_deferred_lighting_plugin: bool,
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/// Controls if GPU [`MeshUniform`] building is enabled.
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///
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/// This requires compute shader support and so will be forcibly disabled if
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/// the platform doesn't support those.
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pub use_gpu_instance_buffer_builder: bool,
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}
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impl Default for PbrPlugin {
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fn default() -> Self {
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Self {
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prepass_enabled: true,
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add_default_deferred_lighting_plugin: true,
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use_gpu_instance_buffer_builder: true,
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}
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}
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}
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impl Plugin for PbrPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(
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app,
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PBR_TYPES_SHADER_HANDLE,
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"render/pbr_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_BINDINGS_SHADER_HANDLE,
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"render/pbr_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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CLUSTERED_FORWARD_HANDLE,
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"render/clustered_forward.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_LIGHTING_HANDLE,
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"render/pbr_lighting.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_TRANSMISSION_HANDLE,
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"render/pbr_transmission.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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SHADOWS_HANDLE,
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"render/shadows.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_DEFERRED_TYPES_HANDLE,
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"deferred/pbr_deferred_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_DEFERRED_FUNCTIONS_HANDLE,
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"deferred/pbr_deferred_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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SHADOW_SAMPLING_HANDLE,
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"render/shadow_sampling.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_FUNCTIONS_HANDLE,
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"render/pbr_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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RGB9E5_FUNCTIONS_HANDLE,
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"render/rgb9e5.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_AMBIENT_HANDLE,
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"render/pbr_ambient.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_FRAGMENT_HANDLE,
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"render/pbr_fragment.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
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"render/pbr_prepass_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_PREPASS_SHADER_HANDLE,
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"render/pbr_prepass.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PARALLAX_MAPPING_SHADER_HANDLE,
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"render/parallax_mapping.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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VIEW_TRANSFORMATIONS_SHADER_HANDLE,
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"render/view_transformations.wgsl",
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Shader::from_wgsl
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);
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// Setup dummy shaders for when MeshletPlugin is not used to prevent shader import errors.
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load_internal_asset!(
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app,
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MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
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"meshlet/dummy_visibility_buffer_resolve.wgsl",
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Shader::from_wgsl
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);
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app.register_asset_reflect::<StandardMaterial>()
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.register_type::<AmbientLight>()
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.register_type::<CascadeShadowConfig>()
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.register_type::<Cascades>()
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.register_type::<CascadesVisibleEntities>()
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.register_type::<VisibleMeshEntities>()
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.register_type::<ClusterConfig>()
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.register_type::<CubemapVisibleEntities>()
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.register_type::<DirectionalLight>()
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.register_type::<DirectionalLightShadowMap>()
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.register_type::<NotShadowCaster>()
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.register_type::<NotShadowReceiver>()
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.register_type::<PointLight>()
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.register_type::<PointLightShadowMap>()
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.register_type::<SpotLight>()
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.register_type::<FogSettings>()
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.register_type::<ShadowFilteringMethod>()
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.init_resource::<AmbientLight>()
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.init_resource::<GlobalVisibleClusterableObjects>()
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.init_resource::<DirectionalLightShadowMap>()
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.init_resource::<PointLightShadowMap>()
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.register_type::<DefaultOpaqueRendererMethod>()
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.init_resource::<DefaultOpaqueRendererMethod>()
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.add_plugins((
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MeshRenderPlugin {
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use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
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},
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MaterialPlugin::<StandardMaterial> {
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prepass_enabled: self.prepass_enabled,
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..Default::default()
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},
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ScreenSpaceAmbientOcclusionPlugin,
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ExtractResourcePlugin::<AmbientLight>::default(),
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FogPlugin,
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ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
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ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
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LightmapPlugin,
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LightProbePlugin,
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PbrProjectionPlugin::<Projection>::default(),
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PbrProjectionPlugin::<PerspectiveProjection>::default(),
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PbrProjectionPlugin::<OrthographicProjection>::default(),
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GpuMeshPreprocessPlugin {
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use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
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},
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VolumetricFogPlugin,
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ScreenSpaceReflectionsPlugin,
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))
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.configure_sets(
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PostUpdate,
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(
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SimulationLightSystems::AddClusters,
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SimulationLightSystems::AssignLightsToClusters,
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)
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.chain(),
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)
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.add_systems(
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PostUpdate,
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(
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add_clusters.in_set(SimulationLightSystems::AddClusters),
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crate::assign_objects_to_clusters
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.in_set(SimulationLightSystems::AssignLightsToClusters)
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.after(TransformSystem::TransformPropagate)
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.after(VisibilitySystems::CheckVisibility)
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.after(CameraUpdateSystem),
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clear_directional_light_cascades
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.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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.after(TransformSystem::TransformPropagate)
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.after(CameraUpdateSystem),
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update_directional_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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// This must run after CheckVisibility because it relies on `ViewVisibility`
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.after(VisibilitySystems::CheckVisibility)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::UpdateDirectionalLightCascades)
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// We assume that no entity will be both a directional light and a spot light,
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// so these systems will run independently of one another.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(update_spot_light_frusta),
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update_point_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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update_spot_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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check_visibility::<WithLight>.in_set(VisibilitySystems::CheckVisibility),
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(
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check_dir_light_mesh_visibility,
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check_point_light_mesh_visibility,
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)
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.in_set(SimulationLightSystems::CheckLightVisibility)
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.after(VisibilitySystems::CalculateBounds)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::UpdateLightFrusta)
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// NOTE: This MUST be scheduled AFTER the core renderer visibility check
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// because that resets entity `ViewVisibility` for the first view
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// which would override any results from this otherwise
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.after(VisibilitySystems::CheckVisibility),
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),
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);
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if self.add_default_deferred_lighting_plugin {
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app.add_plugins(DeferredPbrLightingPlugin);
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}
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app.world_mut()
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.resource_mut::<Assets<StandardMaterial>>()
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.insert(
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&Handle::<StandardMaterial>::default(),
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StandardMaterial {
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base_color: Color::srgb(1.0, 0.0, 0.5),
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unlit: true,
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..Default::default()
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},
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);
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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// Extract the required data from the main world
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render_app
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.add_systems(ExtractSchedule, (extract_clusters, extract_lights))
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.add_systems(
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Render,
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(
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prepare_lights
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.in_set(RenderSet::ManageViews)
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.after(prepare_assets::<GpuImage>),
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prepare_clusters.in_set(RenderSet::PrepareResources),
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),
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)
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.init_resource::<LightMeta>();
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let shadow_pass_node = ShadowPassNode::new(render_app.world_mut());
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let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
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let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
|
|
draw_3d_graph.add_node(NodePbr::ShadowPass, shadow_pass_node);
|
|
draw_3d_graph.add_node_edge(NodePbr::ShadowPass, Node3d::StartMainPass);
|
|
}
|
|
|
|
fn finish(&self, app: &mut App) {
|
|
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
|
|
return;
|
|
};
|
|
|
|
// Extract the required data from the main world
|
|
render_app
|
|
.init_resource::<ShadowSamplers>()
|
|
.init_resource::<GlobalClusterableObjectMeta>();
|
|
}
|
|
}
|
|
|
|
/// [`CameraProjection`] specific PBR functionality.
|
|
pub struct PbrProjectionPlugin<T: CameraProjection + Component>(PhantomData<T>);
|
|
impl<T: CameraProjection + Component> Plugin for PbrProjectionPlugin<T> {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_systems(
|
|
PostUpdate,
|
|
build_directional_light_cascades::<T>
|
|
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
|
|
.after(clear_directional_light_cascades),
|
|
);
|
|
}
|
|
}
|
|
impl<T: CameraProjection + Component> Default for PbrProjectionPlugin<T> {
|
|
fn default() -> Self {
|
|
Self(Default::default())
|
|
}
|
|
}
|