mirror of
https://github.com/bevyengine/bevy
synced 2025-01-11 04:38:57 +00:00
01649f13e2
# Objective This is a necessary precursor to #9122 (this was split from that PR to reduce the amount of code to review all at once). Moving `!Send` resource ownership to `App` will make it unambiguously `!Send`. `SubApp` must be `Send`, so it can't wrap `App`. ## Solution Refactor `App` and `SubApp` to not have a recursive relationship. Since `SubApp` no longer wraps `App`, once `!Send` resources are moved out of `World` and into `App`, `SubApp` will become unambiguously `Send`. There could be less code duplication between `App` and `SubApp`, but that would break `App` method chaining. ## Changelog - `SubApp` no longer wraps `App`. - `App` fields are no longer publicly accessible. - `App` can no longer be converted into a `SubApp`. - Various methods now return references to a `SubApp` instead of an `App`. ## Migration Guide - To construct a sub-app, use `SubApp::new()`. `App` can no longer convert into `SubApp`. - If you implemented a trait for `App`, you may want to implement it for `SubApp` as well. - If you're accessing `app.world` directly, you now have to use `app.world()` and `app.world_mut()`. - `App::sub_app` now returns `&SubApp`. - `App::sub_app_mut` now returns `&mut SubApp`. - `App::get_sub_app` now returns `Option<&SubApp>.` - `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
764 lines
26 KiB
Rust
764 lines
26 KiB
Rust
use crate::NodePbr;
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use bevy_app::{App, Plugin};
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use bevy_asset::{load_internal_asset, Handle};
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use bevy_core_pipeline::{
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core_3d::graph::{Core3d, Node3d},
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prelude::Camera3d,
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prepass::{DepthPrepass, NormalPrepass, ViewPrepassTextures},
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};
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use bevy_ecs::{
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prelude::{Bundle, Component, Entity},
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query::{Has, QueryItem, With},
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reflect::ReflectComponent,
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schedule::IntoSystemConfigs,
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system::{Commands, Query, Res, ResMut, Resource},
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world::{FromWorld, World},
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};
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use bevy_reflect::Reflect;
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use bevy_render::{
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camera::{ExtractedCamera, TemporalJitter},
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extract_component::ExtractComponent,
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globals::{GlobalsBuffer, GlobalsUniform},
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prelude::Camera,
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render_graph::{NodeRunError, RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner},
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render_resource::{
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binding_types::{
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sampler, texture_2d, texture_depth_2d, texture_storage_2d, uniform_buffer,
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},
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*,
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},
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renderer::{RenderAdapter, RenderContext, RenderDevice, RenderQueue},
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texture::{CachedTexture, TextureCache},
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view::{Msaa, ViewUniform, ViewUniformOffset, ViewUniforms},
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_utils::{
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prelude::default,
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tracing::{error, warn},
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};
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use std::mem;
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const PREPROCESS_DEPTH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(102258915420479);
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const GTAO_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(253938746510568);
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const SPATIAL_DENOISE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(466162052558226);
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const GTAO_UTILS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(366465052568786);
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/// Plugin for screen space ambient occlusion.
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pub struct ScreenSpaceAmbientOcclusionPlugin;
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impl Plugin for ScreenSpaceAmbientOcclusionPlugin {
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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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PREPROCESS_DEPTH_SHADER_HANDLE,
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"preprocess_depth.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, GTAO_SHADER_HANDLE, "gtao.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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SPATIAL_DENOISE_SHADER_HANDLE,
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"spatial_denoise.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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GTAO_UTILS_SHADER_HANDLE,
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"gtao_utils.wgsl",
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Shader::from_wgsl
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);
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app.register_type::<ScreenSpaceAmbientOcclusionSettings>();
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}
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fn finish(&self, app: &mut App) {
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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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if !render_app
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.world()
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.resource::<RenderAdapter>()
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.get_texture_format_features(TextureFormat::R16Float)
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.allowed_usages
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.contains(TextureUsages::STORAGE_BINDING)
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{
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warn!("ScreenSpaceAmbientOcclusionPlugin not loaded. GPU lacks support: TextureFormat::R16Float does not support TextureUsages::STORAGE_BINDING.");
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return;
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}
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if render_app
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.world()
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.resource::<RenderDevice>()
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.limits()
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.max_storage_textures_per_shader_stage
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< 5
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{
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warn!("ScreenSpaceAmbientOcclusionPlugin not loaded. GPU lacks support: Limits::max_storage_textures_per_shader_stage is less than 5.");
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return;
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}
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render_app
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.init_resource::<SsaoPipelines>()
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.init_resource::<SpecializedComputePipelines<SsaoPipelines>>()
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.add_systems(ExtractSchedule, extract_ssao_settings)
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.add_systems(
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Render,
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(
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prepare_ssao_pipelines.in_set(RenderSet::Prepare),
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prepare_ssao_textures.in_set(RenderSet::PrepareResources),
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prepare_ssao_bind_groups.in_set(RenderSet::PrepareBindGroups),
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),
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)
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.add_render_graph_node::<ViewNodeRunner<SsaoNode>>(
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Core3d,
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NodePbr::ScreenSpaceAmbientOcclusion,
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)
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.add_render_graph_edges(
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Core3d,
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(
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// END_PRE_PASSES -> SCREEN_SPACE_AMBIENT_OCCLUSION -> MAIN_PASS
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Node3d::EndPrepasses,
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NodePbr::ScreenSpaceAmbientOcclusion,
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Node3d::StartMainPass,
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),
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);
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}
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}
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/// Bundle to apply screen space ambient occlusion.
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#[derive(Bundle, Default)]
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pub struct ScreenSpaceAmbientOcclusionBundle {
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pub settings: ScreenSpaceAmbientOcclusionSettings,
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pub depth_prepass: DepthPrepass,
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pub normal_prepass: NormalPrepass,
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}
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/// Component to apply screen space ambient occlusion to a 3d camera.
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///
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/// Screen space ambient occlusion (SSAO) approximates small-scale,
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/// local occlusion of _indirect_ diffuse light between objects, based on what's visible on-screen.
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/// SSAO does not apply to direct lighting, such as point or directional lights.
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///
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/// This darkens creases, e.g. on staircases, and gives nice contact shadows
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/// where objects meet, giving entities a more "grounded" feel.
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///
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/// # Usage Notes
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///
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/// Requires that you add [`ScreenSpaceAmbientOcclusionPlugin`] to your app,
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/// and add the [`DepthPrepass`] and [`NormalPrepass`] components to your camera.
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///
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/// It strongly recommended that you use SSAO in conjunction with
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/// TAA ([`bevy_core_pipeline::experimental::taa::TemporalAntiAliasSettings`]).
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/// Doing so greatly reduces SSAO noise.
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///
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/// SSAO is not supported on `WebGL2`, and is not currently supported on `WebGPU` or `DirectX12`.
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#[derive(Component, ExtractComponent, Reflect, PartialEq, Eq, Hash, Clone, Default)]
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#[reflect(Component)]
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pub struct ScreenSpaceAmbientOcclusionSettings {
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pub quality_level: ScreenSpaceAmbientOcclusionQualityLevel,
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}
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#[derive(Reflect, PartialEq, Eq, Hash, Clone, Copy, Default)]
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pub enum ScreenSpaceAmbientOcclusionQualityLevel {
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Low,
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Medium,
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#[default]
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High,
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Ultra,
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Custom {
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/// Higher slice count means less noise, but worse performance.
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slice_count: u32,
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/// Samples per slice side is also tweakable, but recommended to be left at 2 or 3.
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samples_per_slice_side: u32,
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},
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}
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impl ScreenSpaceAmbientOcclusionQualityLevel {
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fn sample_counts(&self) -> (u32, u32) {
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match self {
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Self::Low => (1, 2), // 4 spp (1 * (2 * 2)), plus optional temporal samples
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Self::Medium => (2, 2), // 8 spp (2 * (2 * 2)), plus optional temporal samples
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Self::High => (3, 3), // 18 spp (3 * (3 * 2)), plus optional temporal samples
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Self::Ultra => (9, 3), // 54 spp (9 * (3 * 2)), plus optional temporal samples
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Self::Custom {
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slice_count: slices,
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samples_per_slice_side,
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} => (*slices, *samples_per_slice_side),
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}
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}
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}
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#[derive(Default)]
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struct SsaoNode {}
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impl ViewNode for SsaoNode {
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type ViewQuery = (
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&'static ExtractedCamera,
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&'static SsaoPipelineId,
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&'static SsaoBindGroups,
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&'static ViewUniformOffset,
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);
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fn run(
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&self,
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_graph: &mut RenderGraphContext,
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render_context: &mut RenderContext,
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(camera, pipeline_id, bind_groups, view_uniform_offset): QueryItem<Self::ViewQuery>,
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world: &World,
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) -> Result<(), NodeRunError> {
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let pipelines = world.resource::<SsaoPipelines>();
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let pipeline_cache = world.resource::<PipelineCache>();
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let (
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Some(camera_size),
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Some(preprocess_depth_pipeline),
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Some(spatial_denoise_pipeline),
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Some(gtao_pipeline),
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) = (
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camera.physical_viewport_size,
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pipeline_cache.get_compute_pipeline(pipelines.preprocess_depth_pipeline),
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pipeline_cache.get_compute_pipeline(pipelines.spatial_denoise_pipeline),
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pipeline_cache.get_compute_pipeline(pipeline_id.0),
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)
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else {
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return Ok(());
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};
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render_context.command_encoder().push_debug_group("ssao");
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{
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let mut preprocess_depth_pass =
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render_context
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.command_encoder()
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.begin_compute_pass(&ComputePassDescriptor {
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label: Some("ssao_preprocess_depth_pass"),
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timestamp_writes: None,
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});
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preprocess_depth_pass.set_pipeline(preprocess_depth_pipeline);
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preprocess_depth_pass.set_bind_group(0, &bind_groups.preprocess_depth_bind_group, &[]);
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preprocess_depth_pass.set_bind_group(
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1,
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&bind_groups.common_bind_group,
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&[view_uniform_offset.offset],
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);
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preprocess_depth_pass.dispatch_workgroups(
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div_ceil(camera_size.x, 16),
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div_ceil(camera_size.y, 16),
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1,
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);
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}
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{
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let mut gtao_pass =
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render_context
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.command_encoder()
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.begin_compute_pass(&ComputePassDescriptor {
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label: Some("ssao_gtao_pass"),
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timestamp_writes: None,
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});
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gtao_pass.set_pipeline(gtao_pipeline);
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gtao_pass.set_bind_group(0, &bind_groups.gtao_bind_group, &[]);
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gtao_pass.set_bind_group(
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1,
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&bind_groups.common_bind_group,
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&[view_uniform_offset.offset],
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);
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gtao_pass.dispatch_workgroups(
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div_ceil(camera_size.x, 8),
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div_ceil(camera_size.y, 8),
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1,
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);
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}
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{
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let mut spatial_denoise_pass =
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render_context
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.command_encoder()
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.begin_compute_pass(&ComputePassDescriptor {
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label: Some("ssao_spatial_denoise_pass"),
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timestamp_writes: None,
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});
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spatial_denoise_pass.set_pipeline(spatial_denoise_pipeline);
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spatial_denoise_pass.set_bind_group(0, &bind_groups.spatial_denoise_bind_group, &[]);
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spatial_denoise_pass.set_bind_group(
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1,
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&bind_groups.common_bind_group,
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&[view_uniform_offset.offset],
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);
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spatial_denoise_pass.dispatch_workgroups(
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div_ceil(camera_size.x, 8),
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div_ceil(camera_size.y, 8),
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1,
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);
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}
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render_context.command_encoder().pop_debug_group();
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Ok(())
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}
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}
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#[derive(Resource)]
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struct SsaoPipelines {
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preprocess_depth_pipeline: CachedComputePipelineId,
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spatial_denoise_pipeline: CachedComputePipelineId,
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common_bind_group_layout: BindGroupLayout,
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preprocess_depth_bind_group_layout: BindGroupLayout,
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gtao_bind_group_layout: BindGroupLayout,
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spatial_denoise_bind_group_layout: BindGroupLayout,
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hilbert_index_lut: TextureView,
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point_clamp_sampler: Sampler,
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}
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impl FromWorld for SsaoPipelines {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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let render_queue = world.resource::<RenderQueue>();
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let pipeline_cache = world.resource::<PipelineCache>();
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let hilbert_index_lut = render_device
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.create_texture_with_data(
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render_queue,
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&(TextureDescriptor {
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label: Some("ssao_hilbert_index_lut"),
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size: Extent3d {
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width: HILBERT_WIDTH as u32,
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height: HILBERT_WIDTH as u32,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: TextureFormat::R16Uint,
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usage: TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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}),
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TextureDataOrder::default(),
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bytemuck::cast_slice(&generate_hilbert_index_lut()),
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)
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.create_view(&TextureViewDescriptor::default());
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let point_clamp_sampler = render_device.create_sampler(&SamplerDescriptor {
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min_filter: FilterMode::Nearest,
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mag_filter: FilterMode::Nearest,
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mipmap_filter: FilterMode::Nearest,
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address_mode_u: AddressMode::ClampToEdge,
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address_mode_v: AddressMode::ClampToEdge,
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..Default::default()
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});
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let common_bind_group_layout = render_device.create_bind_group_layout(
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"ssao_common_bind_group_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::COMPUTE,
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(
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sampler(SamplerBindingType::NonFiltering),
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uniform_buffer::<ViewUniform>(true),
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),
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),
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);
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let preprocess_depth_bind_group_layout = render_device.create_bind_group_layout(
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"ssao_preprocess_depth_bind_group_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::COMPUTE,
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(
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texture_depth_2d(),
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texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly),
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texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly),
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texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly),
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texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly),
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texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly),
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),
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),
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);
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let gtao_bind_group_layout = render_device.create_bind_group_layout(
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"ssao_gtao_bind_group_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::COMPUTE,
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(
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texture_2d(TextureSampleType::Float { filterable: false }),
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texture_2d(TextureSampleType::Float { filterable: false }),
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texture_2d(TextureSampleType::Uint),
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texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly),
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texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::WriteOnly),
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uniform_buffer::<GlobalsUniform>(false),
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),
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),
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);
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let spatial_denoise_bind_group_layout = render_device.create_bind_group_layout(
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"ssao_spatial_denoise_bind_group_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::COMPUTE,
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(
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texture_2d(TextureSampleType::Float { filterable: false }),
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texture_2d(TextureSampleType::Uint),
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texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly),
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),
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),
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);
|
|
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let preprocess_depth_pipeline =
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pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some("ssao_preprocess_depth_pipeline".into()),
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layout: vec![
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preprocess_depth_bind_group_layout.clone(),
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common_bind_group_layout.clone(),
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],
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push_constant_ranges: vec![],
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shader: PREPROCESS_DEPTH_SHADER_HANDLE,
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shader_defs: Vec::new(),
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entry_point: "preprocess_depth".into(),
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});
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|
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let spatial_denoise_pipeline =
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pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some("ssao_spatial_denoise_pipeline".into()),
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layout: vec![
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spatial_denoise_bind_group_layout.clone(),
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common_bind_group_layout.clone(),
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],
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push_constant_ranges: vec![],
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shader: SPATIAL_DENOISE_SHADER_HANDLE,
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shader_defs: Vec::new(),
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entry_point: "spatial_denoise".into(),
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});
|
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|
|
Self {
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preprocess_depth_pipeline,
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spatial_denoise_pipeline,
|
|
|
|
common_bind_group_layout,
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preprocess_depth_bind_group_layout,
|
|
gtao_bind_group_layout,
|
|
spatial_denoise_bind_group_layout,
|
|
|
|
hilbert_index_lut,
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point_clamp_sampler,
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|
}
|
|
}
|
|
}
|
|
|
|
#[derive(PartialEq, Eq, Hash, Clone)]
|
|
struct SsaoPipelineKey {
|
|
ssao_settings: ScreenSpaceAmbientOcclusionSettings,
|
|
temporal_jitter: bool,
|
|
}
|
|
|
|
impl SpecializedComputePipeline for SsaoPipelines {
|
|
type Key = SsaoPipelineKey;
|
|
|
|
fn specialize(&self, key: Self::Key) -> ComputePipelineDescriptor {
|
|
let (slice_count, samples_per_slice_side) = key.ssao_settings.quality_level.sample_counts();
|
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|
|
let mut shader_defs = vec![
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|
ShaderDefVal::Int("SLICE_COUNT".to_string(), slice_count as i32),
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|
ShaderDefVal::Int(
|
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"SAMPLES_PER_SLICE_SIDE".to_string(),
|
|
samples_per_slice_side as i32,
|
|
),
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|
];
|
|
|
|
if key.temporal_jitter {
|
|
shader_defs.push("TEMPORAL_JITTER".into());
|
|
}
|
|
|
|
ComputePipelineDescriptor {
|
|
label: Some("ssao_gtao_pipeline".into()),
|
|
layout: vec![
|
|
self.gtao_bind_group_layout.clone(),
|
|
self.common_bind_group_layout.clone(),
|
|
],
|
|
push_constant_ranges: vec![],
|
|
shader: GTAO_SHADER_HANDLE,
|
|
shader_defs,
|
|
entry_point: "gtao".into(),
|
|
}
|
|
}
|
|
}
|
|
|
|
fn extract_ssao_settings(
|
|
mut commands: Commands,
|
|
cameras: Extract<
|
|
Query<
|
|
(Entity, &Camera, &ScreenSpaceAmbientOcclusionSettings),
|
|
(With<Camera3d>, With<DepthPrepass>, With<NormalPrepass>),
|
|
>,
|
|
>,
|
|
msaa: Extract<Res<Msaa>>,
|
|
) {
|
|
for (entity, camera, ssao_settings) in &cameras {
|
|
if **msaa != Msaa::Off {
|
|
error!(
|
|
"SSAO is being used which requires Msaa::Off, but Msaa is currently set to Msaa::{:?}",
|
|
**msaa
|
|
);
|
|
return;
|
|
}
|
|
|
|
if camera.is_active {
|
|
commands.get_or_spawn(entity).insert(ssao_settings.clone());
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
pub struct ScreenSpaceAmbientOcclusionTextures {
|
|
preprocessed_depth_texture: CachedTexture,
|
|
ssao_noisy_texture: CachedTexture, // Pre-spatially denoised texture
|
|
pub screen_space_ambient_occlusion_texture: CachedTexture, // Spatially denoised texture
|
|
depth_differences_texture: CachedTexture,
|
|
}
|
|
|
|
fn prepare_ssao_textures(
|
|
mut commands: Commands,
|
|
mut texture_cache: ResMut<TextureCache>,
|
|
render_device: Res<RenderDevice>,
|
|
views: Query<(Entity, &ExtractedCamera), With<ScreenSpaceAmbientOcclusionSettings>>,
|
|
) {
|
|
for (entity, camera) in &views {
|
|
let Some(physical_viewport_size) = camera.physical_viewport_size else {
|
|
continue;
|
|
};
|
|
let size = Extent3d {
|
|
width: physical_viewport_size.x,
|
|
height: physical_viewport_size.y,
|
|
depth_or_array_layers: 1,
|
|
};
|
|
|
|
let preprocessed_depth_texture = texture_cache.get(
|
|
&render_device,
|
|
TextureDescriptor {
|
|
label: Some("ssao_preprocessed_depth_texture"),
|
|
size,
|
|
mip_level_count: 5,
|
|
sample_count: 1,
|
|
dimension: TextureDimension::D2,
|
|
format: TextureFormat::R16Float,
|
|
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
|
view_formats: &[],
|
|
},
|
|
);
|
|
|
|
let ssao_noisy_texture = texture_cache.get(
|
|
&render_device,
|
|
TextureDescriptor {
|
|
label: Some("ssao_noisy_texture"),
|
|
size,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
dimension: TextureDimension::D2,
|
|
format: TextureFormat::R16Float,
|
|
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
|
view_formats: &[],
|
|
},
|
|
);
|
|
|
|
let ssao_texture = texture_cache.get(
|
|
&render_device,
|
|
TextureDescriptor {
|
|
label: Some("ssao_texture"),
|
|
size,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
dimension: TextureDimension::D2,
|
|
format: TextureFormat::R16Float,
|
|
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
|
view_formats: &[],
|
|
},
|
|
);
|
|
|
|
let depth_differences_texture = texture_cache.get(
|
|
&render_device,
|
|
TextureDescriptor {
|
|
label: Some("ssao_depth_differences_texture"),
|
|
size,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
dimension: TextureDimension::D2,
|
|
format: TextureFormat::R32Uint,
|
|
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
|
|
view_formats: &[],
|
|
},
|
|
);
|
|
|
|
commands
|
|
.entity(entity)
|
|
.insert(ScreenSpaceAmbientOcclusionTextures {
|
|
preprocessed_depth_texture,
|
|
ssao_noisy_texture,
|
|
screen_space_ambient_occlusion_texture: ssao_texture,
|
|
depth_differences_texture,
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct SsaoPipelineId(CachedComputePipelineId);
|
|
|
|
fn prepare_ssao_pipelines(
|
|
mut commands: Commands,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
mut pipelines: ResMut<SpecializedComputePipelines<SsaoPipelines>>,
|
|
pipeline: Res<SsaoPipelines>,
|
|
views: Query<(
|
|
Entity,
|
|
&ScreenSpaceAmbientOcclusionSettings,
|
|
Has<TemporalJitter>,
|
|
)>,
|
|
) {
|
|
for (entity, ssao_settings, temporal_jitter) in &views {
|
|
let pipeline_id = pipelines.specialize(
|
|
&pipeline_cache,
|
|
&pipeline,
|
|
SsaoPipelineKey {
|
|
ssao_settings: ssao_settings.clone(),
|
|
temporal_jitter,
|
|
},
|
|
);
|
|
|
|
commands.entity(entity).insert(SsaoPipelineId(pipeline_id));
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct SsaoBindGroups {
|
|
common_bind_group: BindGroup,
|
|
preprocess_depth_bind_group: BindGroup,
|
|
gtao_bind_group: BindGroup,
|
|
spatial_denoise_bind_group: BindGroup,
|
|
}
|
|
|
|
fn prepare_ssao_bind_groups(
|
|
mut commands: Commands,
|
|
render_device: Res<RenderDevice>,
|
|
pipelines: Res<SsaoPipelines>,
|
|
view_uniforms: Res<ViewUniforms>,
|
|
global_uniforms: Res<GlobalsBuffer>,
|
|
views: Query<(
|
|
Entity,
|
|
&ScreenSpaceAmbientOcclusionTextures,
|
|
&ViewPrepassTextures,
|
|
)>,
|
|
) {
|
|
let (Some(view_uniforms), Some(globals_uniforms)) = (
|
|
view_uniforms.uniforms.binding(),
|
|
global_uniforms.buffer.binding(),
|
|
) else {
|
|
return;
|
|
};
|
|
|
|
for (entity, ssao_textures, prepass_textures) in &views {
|
|
let common_bind_group = render_device.create_bind_group(
|
|
"ssao_common_bind_group",
|
|
&pipelines.common_bind_group_layout,
|
|
&BindGroupEntries::sequential((&pipelines.point_clamp_sampler, view_uniforms.clone())),
|
|
);
|
|
|
|
let create_depth_view = |mip_level| {
|
|
ssao_textures
|
|
.preprocessed_depth_texture
|
|
.texture
|
|
.create_view(&TextureViewDescriptor {
|
|
label: Some("ssao_preprocessed_depth_texture_mip_view"),
|
|
base_mip_level: mip_level,
|
|
format: Some(TextureFormat::R16Float),
|
|
dimension: Some(TextureViewDimension::D2),
|
|
mip_level_count: Some(1),
|
|
..default()
|
|
})
|
|
};
|
|
|
|
let preprocess_depth_bind_group = render_device.create_bind_group(
|
|
"ssao_preprocess_depth_bind_group",
|
|
&pipelines.preprocess_depth_bind_group_layout,
|
|
&BindGroupEntries::sequential((
|
|
prepass_textures.depth_view().unwrap(),
|
|
&create_depth_view(0),
|
|
&create_depth_view(1),
|
|
&create_depth_view(2),
|
|
&create_depth_view(3),
|
|
&create_depth_view(4),
|
|
)),
|
|
);
|
|
|
|
let gtao_bind_group = render_device.create_bind_group(
|
|
"ssao_gtao_bind_group",
|
|
&pipelines.gtao_bind_group_layout,
|
|
&BindGroupEntries::sequential((
|
|
&ssao_textures.preprocessed_depth_texture.default_view,
|
|
prepass_textures.normal_view().unwrap(),
|
|
&pipelines.hilbert_index_lut,
|
|
&ssao_textures.ssao_noisy_texture.default_view,
|
|
&ssao_textures.depth_differences_texture.default_view,
|
|
globals_uniforms.clone(),
|
|
)),
|
|
);
|
|
|
|
let spatial_denoise_bind_group = render_device.create_bind_group(
|
|
"ssao_spatial_denoise_bind_group",
|
|
&pipelines.spatial_denoise_bind_group_layout,
|
|
&BindGroupEntries::sequential((
|
|
&ssao_textures.ssao_noisy_texture.default_view,
|
|
&ssao_textures.depth_differences_texture.default_view,
|
|
&ssao_textures
|
|
.screen_space_ambient_occlusion_texture
|
|
.default_view,
|
|
)),
|
|
);
|
|
|
|
commands.entity(entity).insert(SsaoBindGroups {
|
|
common_bind_group,
|
|
preprocess_depth_bind_group,
|
|
gtao_bind_group,
|
|
spatial_denoise_bind_group,
|
|
});
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::needless_range_loop)]
|
|
fn generate_hilbert_index_lut() -> [[u16; 64]; 64] {
|
|
let mut t = [[0; 64]; 64];
|
|
|
|
for x in 0..64 {
|
|
for y in 0..64 {
|
|
t[x][y] = hilbert_index(x as u16, y as u16);
|
|
}
|
|
}
|
|
|
|
t
|
|
}
|
|
|
|
// https://www.shadertoy.com/view/3tB3z3
|
|
const HILBERT_WIDTH: u16 = 64;
|
|
fn hilbert_index(mut x: u16, mut y: u16) -> u16 {
|
|
let mut index = 0;
|
|
|
|
let mut level: u16 = HILBERT_WIDTH / 2;
|
|
while level > 0 {
|
|
let region_x = (x & level > 0) as u16;
|
|
let region_y = (y & level > 0) as u16;
|
|
index += level * level * ((3 * region_x) ^ region_y);
|
|
|
|
if region_y == 0 {
|
|
if region_x == 1 {
|
|
x = HILBERT_WIDTH - 1 - x;
|
|
y = HILBERT_WIDTH - 1 - y;
|
|
}
|
|
|
|
mem::swap(&mut x, &mut y);
|
|
}
|
|
|
|
level /= 2;
|
|
}
|
|
|
|
index
|
|
}
|
|
|
|
/// Divide `numerator` by `denominator`, rounded up to the nearest multiple of `denominator`.
|
|
fn div_ceil(numerator: u32, denominator: u32) -> u32 {
|
|
(numerator + denominator - 1) / denominator
|
|
}
|