mirror of
https://github.com/bevyengine/bevy
synced 2024-11-29 16:10:19 +00:00
7cbc0357be
# Objective `parallax_mapping` and `deferred_rendering` both use a roundabout way of manually overriding the srgbness of their normal map textures. This can now be done with `load_with_settings` in one line of code. ## Solution - Delete the override systems and use `load_with_settings` instead - Make `deferred_rendering`'s instruction text style consistent with other examples while I'm in there. (see #8478) ## Testing Tested by running with `load` instead of `load_settings` and confirming that lighting looks bad when `is_srgb` is not configured, and good when it is. ## Discussion It would arguably make more sense to configure this in a `.meta` file, but I used `load_with_settings` because that's how it was done in the `clearcoat` example and it does seem nice for documentation purposes to call this out explicitly in code.
399 lines
12 KiB
Rust
399 lines
12 KiB
Rust
//! This example compares Forward, Forward + Prepass, and Deferred rendering.
|
|
|
|
use std::f32::consts::*;
|
|
|
|
use bevy::{
|
|
core_pipeline::{
|
|
fxaa::Fxaa,
|
|
prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
|
|
},
|
|
pbr::{
|
|
CascadeShadowConfigBuilder, DefaultOpaqueRendererMethod, DirectionalLightShadowMap,
|
|
NotShadowCaster, NotShadowReceiver, OpaqueRendererMethod,
|
|
},
|
|
prelude::*,
|
|
render::texture::ImageLoaderSettings,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(Msaa::Off)
|
|
.insert_resource(DefaultOpaqueRendererMethod::deferred())
|
|
.insert_resource(DirectionalLightShadowMap { size: 4096 })
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(Pause(true))
|
|
.add_systems(Startup, (setup, setup_parallax))
|
|
.add_systems(Update, (animate_light_direction, switch_mode, spin))
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
) {
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
camera: Camera {
|
|
// Deferred both supports both hdr: true and hdr: false
|
|
hdr: false,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(0.7, 0.7, 1.0)
|
|
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
|
..default()
|
|
},
|
|
FogSettings {
|
|
color: Color::srgb_u8(43, 44, 47),
|
|
falloff: FogFalloff::Linear {
|
|
start: 1.0,
|
|
end: 8.0,
|
|
},
|
|
..default()
|
|
},
|
|
EnvironmentMapLight {
|
|
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
|
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
intensity: 2000.0,
|
|
},
|
|
DepthPrepass,
|
|
MotionVectorPrepass,
|
|
DeferredPrepass,
|
|
Fxaa::default(),
|
|
));
|
|
|
|
commands.spawn(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
illuminance: 15_000.,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
cascade_shadow_config: CascadeShadowConfigBuilder {
|
|
num_cascades: 3,
|
|
maximum_distance: 10.0,
|
|
..default()
|
|
}
|
|
.into(),
|
|
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 0.0, -FRAC_PI_4)),
|
|
..default()
|
|
});
|
|
|
|
// FlightHelmet
|
|
let helmet_scene = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
|
|
|
|
commands.spawn(SceneBundle {
|
|
scene: helmet_scene.clone(),
|
|
..default()
|
|
});
|
|
commands.spawn(SceneBundle {
|
|
scene: helmet_scene,
|
|
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
|
|
..default()
|
|
});
|
|
|
|
let mut forward_mat: StandardMaterial = Color::srgb(0.1, 0.2, 0.1).into();
|
|
forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
|
|
let forward_mat_h = materials.add(forward_mat);
|
|
|
|
// Plane
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
|
|
material: forward_mat_h.clone(),
|
|
..default()
|
|
});
|
|
|
|
let cube_h = meshes.add(Cuboid::new(0.1, 0.1, 0.1));
|
|
let sphere_h = meshes.add(Sphere::new(0.125).mesh().uv(32, 18));
|
|
|
|
// Cubes
|
|
commands.spawn(PbrBundle {
|
|
mesh: cube_h.clone(),
|
|
material: forward_mat_h.clone(),
|
|
transform: Transform::from_xyz(-0.3, 0.5, -0.2),
|
|
..default()
|
|
});
|
|
commands.spawn(PbrBundle {
|
|
mesh: cube_h,
|
|
material: forward_mat_h,
|
|
transform: Transform::from_xyz(0.2, 0.5, 0.2),
|
|
..default()
|
|
});
|
|
|
|
let sphere_color = Color::srgb(10.0, 4.0, 1.0);
|
|
let sphere_pos = Transform::from_xyz(0.4, 0.5, -0.8);
|
|
// Emissive sphere
|
|
let mut unlit_mat: StandardMaterial = sphere_color.into();
|
|
unlit_mat.unlit = true;
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: sphere_h.clone(),
|
|
material: materials.add(unlit_mat),
|
|
transform: sphere_pos,
|
|
..default()
|
|
},
|
|
NotShadowCaster,
|
|
));
|
|
// Light
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 800.0,
|
|
radius: 0.125,
|
|
shadows_enabled: true,
|
|
color: sphere_color,
|
|
..default()
|
|
},
|
|
transform: sphere_pos,
|
|
..default()
|
|
});
|
|
|
|
// Spheres
|
|
for i in 0..6 {
|
|
let j = i % 3;
|
|
let s_val = if i < 3 { 0.0 } else { 0.2 };
|
|
let material = if j == 0 {
|
|
materials.add(StandardMaterial {
|
|
base_color: Color::srgb(s_val, s_val, 1.0),
|
|
perceptual_roughness: 0.089,
|
|
metallic: 0.0,
|
|
..default()
|
|
})
|
|
} else if j == 1 {
|
|
materials.add(StandardMaterial {
|
|
base_color: Color::srgb(s_val, 1.0, s_val),
|
|
perceptual_roughness: 0.089,
|
|
metallic: 0.0,
|
|
..default()
|
|
})
|
|
} else {
|
|
materials.add(StandardMaterial {
|
|
base_color: Color::srgb(1.0, s_val, s_val),
|
|
perceptual_roughness: 0.089,
|
|
metallic: 0.0,
|
|
..default()
|
|
})
|
|
};
|
|
commands.spawn(PbrBundle {
|
|
mesh: sphere_h.clone(),
|
|
material,
|
|
transform: Transform::from_xyz(
|
|
j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
|
|
0.125,
|
|
-j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
|
|
),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
// sky
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Srgba::hex("888888").unwrap().into(),
|
|
unlit: true,
|
|
cull_mode: None,
|
|
..default()
|
|
}),
|
|
transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
|
|
..default()
|
|
},
|
|
NotShadowCaster,
|
|
NotShadowReceiver,
|
|
));
|
|
|
|
// Example instructions
|
|
commands.spawn(
|
|
TextBundle::from_section(
|
|
"",
|
|
TextStyle {
|
|
font_size: 20.0,
|
|
..default()
|
|
},
|
|
)
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
);
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct Pause(bool);
|
|
|
|
fn animate_light_direction(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<DirectionalLight>>,
|
|
pause: Res<Pause>,
|
|
) {
|
|
if pause.0 {
|
|
return;
|
|
}
|
|
for mut transform in &mut query {
|
|
transform.rotate_y(time.delta_seconds() * PI / 5.0);
|
|
}
|
|
}
|
|
|
|
fn setup_parallax(
|
|
mut commands: Commands,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// The normal map. Note that to generate it in the GIMP image editor, you should
|
|
// open the depth map, and do Filters → Generic → Normal Map
|
|
// You should enable the "flip X" checkbox.
|
|
let normal_handle = asset_server.load_with_settings(
|
|
"textures/parallax_example/cube_normal.png",
|
|
// The normal map texture is in linear color space. Lighting won't look correct
|
|
// if `is_srgb` is `true`, which is the default.
|
|
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
|
|
);
|
|
|
|
let mut cube = Mesh::from(Cuboid::new(0.15, 0.15, 0.15));
|
|
|
|
// NOTE: for normal maps and depth maps to work, the mesh
|
|
// needs tangents generated.
|
|
cube.generate_tangents().unwrap();
|
|
|
|
let parallax_material = materials.add(StandardMaterial {
|
|
perceptual_roughness: 0.4,
|
|
base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
|
|
normal_map_texture: Some(normal_handle),
|
|
// The depth map is a greyscale texture where black is the highest level and
|
|
// white the lowest.
|
|
depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
|
|
parallax_depth_scale: 0.09,
|
|
parallax_mapping_method: ParallaxMappingMethod::Relief { max_steps: 4 },
|
|
max_parallax_layer_count: 5.0f32.exp2(),
|
|
..default()
|
|
});
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(cube),
|
|
material: parallax_material,
|
|
transform: Transform::from_xyz(0.4, 0.2, -0.8),
|
|
..default()
|
|
},
|
|
Spin { speed: 0.3 },
|
|
));
|
|
}
|
|
#[derive(Component)]
|
|
struct Spin {
|
|
speed: f32,
|
|
}
|
|
|
|
fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
|
|
if pause.0 {
|
|
return;
|
|
}
|
|
for (mut transform, spin) in query.iter_mut() {
|
|
transform.rotate_local_y(spin.speed * time.delta_seconds());
|
|
transform.rotate_local_x(spin.speed * time.delta_seconds());
|
|
transform.rotate_local_z(-spin.speed * time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
#[derive(Resource, Default)]
|
|
enum DefaultRenderMode {
|
|
#[default]
|
|
Deferred,
|
|
Forward,
|
|
ForwardPrepass,
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn switch_mode(
|
|
mut text: Query<&mut Text>,
|
|
mut commands: Commands,
|
|
keys: Res<ButtonInput<KeyCode>>,
|
|
mut default_opaque_renderer_method: ResMut<DefaultOpaqueRendererMethod>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
cameras: Query<Entity, With<Camera>>,
|
|
mut pause: ResMut<Pause>,
|
|
mut hide_ui: Local<bool>,
|
|
mut mode: Local<DefaultRenderMode>,
|
|
) {
|
|
let mut text = text.single_mut();
|
|
let text = &mut text.sections[0].value;
|
|
|
|
text.clear();
|
|
|
|
if keys.just_pressed(KeyCode::Space) {
|
|
pause.0 = !pause.0;
|
|
}
|
|
|
|
if keys.just_pressed(KeyCode::Digit1) {
|
|
*mode = DefaultRenderMode::Deferred;
|
|
default_opaque_renderer_method.set_to_deferred();
|
|
println!("DefaultOpaqueRendererMethod: Deferred");
|
|
for _ in materials.iter_mut() {}
|
|
for camera in &cameras {
|
|
commands.entity(camera).remove::<NormalPrepass>();
|
|
commands.entity(camera).insert(DepthPrepass);
|
|
commands.entity(camera).insert(MotionVectorPrepass);
|
|
commands.entity(camera).insert(DeferredPrepass);
|
|
}
|
|
}
|
|
if keys.just_pressed(KeyCode::Digit2) {
|
|
*mode = DefaultRenderMode::Forward;
|
|
default_opaque_renderer_method.set_to_forward();
|
|
println!("DefaultOpaqueRendererMethod: Forward");
|
|
for _ in materials.iter_mut() {}
|
|
for camera in &cameras {
|
|
commands.entity(camera).remove::<NormalPrepass>();
|
|
commands.entity(camera).remove::<DepthPrepass>();
|
|
commands.entity(camera).remove::<MotionVectorPrepass>();
|
|
commands.entity(camera).remove::<DeferredPrepass>();
|
|
}
|
|
}
|
|
if keys.just_pressed(KeyCode::Digit3) {
|
|
*mode = DefaultRenderMode::ForwardPrepass;
|
|
default_opaque_renderer_method.set_to_forward();
|
|
println!("DefaultOpaqueRendererMethod: Forward + Prepass");
|
|
for _ in materials.iter_mut() {}
|
|
for camera in &cameras {
|
|
commands.entity(camera).insert(NormalPrepass);
|
|
commands.entity(camera).insert(DepthPrepass);
|
|
commands.entity(camera).insert(MotionVectorPrepass);
|
|
commands.entity(camera).remove::<DeferredPrepass>();
|
|
}
|
|
}
|
|
|
|
if keys.just_pressed(KeyCode::KeyH) {
|
|
*hide_ui = !*hide_ui;
|
|
}
|
|
|
|
if !*hide_ui {
|
|
text.push_str("(H) Hide UI\n");
|
|
text.push_str("(Space) Play/Pause\n\n");
|
|
text.push_str("Rendering Method:\n");
|
|
|
|
text.push_str(&format!(
|
|
"(1) {} Deferred\n",
|
|
if let DefaultRenderMode::Deferred = *mode {
|
|
">"
|
|
} else {
|
|
""
|
|
}
|
|
));
|
|
text.push_str(&format!(
|
|
"(2) {} Forward\n",
|
|
if let DefaultRenderMode::Forward = *mode {
|
|
">"
|
|
} else {
|
|
""
|
|
}
|
|
));
|
|
text.push_str(&format!(
|
|
"(3) {} Forward + Prepass\n",
|
|
if let DefaultRenderMode::ForwardPrepass = *mode {
|
|
">"
|
|
} else {
|
|
""
|
|
}
|
|
));
|
|
}
|
|
}
|