mirror of
https://github.com/bevyengine/bevy
synced 2024-12-25 20:43:07 +00:00
219b5930f1
# Objective - Closes #15752 Calling the functions `App::observe` and `World::observe` doesn't make sense because you're not "observing" the `App` or `World`, you're adding an observer that listens for an event that occurs *within* the `World`. We should rename them to better fit this. ## Solution Renames: - `App::observe` -> `App::add_observer` - `World::observe` -> `World::add_observer` - `Commands::observe` -> `Commands::add_observer` - `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe` (Note this isn't a breaking change as the original rename was introduced earlier this cycle.) ## Testing Reusing current tests.
501 lines
19 KiB
Rust
501 lines
19 KiB
Rust
// FIXME(15321): solve CI failures, then replace with `#![expect()]`.
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#![allow(missing_docs, reason = "Not all docs are written yet, see #3492.")]
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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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extern crate alloc;
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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 mesh_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 core::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 mesh_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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#[allow(deprecated)]
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pub use volumetric_fog::{
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FogVolume, FogVolumeBundle, VolumetricFog, VolumetricFogPlugin, VolumetricFogSettings,
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VolumetricLight,
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};
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/// The PBR prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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#[expect(deprecated)]
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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::{DistanceFog, FogFalloff},
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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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mesh_material::MeshMaterial3d,
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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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sync_component::SyncComponentPlugin,
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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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const TONEMAPPING_LUT_TEXTURE_BINDING_INDEX: u32 = 23;
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const TONEMAPPING_LUT_SAMPLER_BINDING_INDEX: u32 = 24;
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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::<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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.add_plugins((
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SyncComponentPlugin::<DirectionalLight>::default(),
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SyncComponentPlugin::<PointLight>::default(),
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SyncComponentPlugin::<SpotLight>::default(),
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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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.configure_sets(
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PostUpdate,
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SimulationLightSystems::UpdateDirectionalLightCascades
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.ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
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)
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.configure_sets(
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PostUpdate,
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SimulationLightSystems::CheckLightVisibility
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.ambiguous_with(SimulationLightSystems::CheckLightVisibility),
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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
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.in_set(SimulationLightSystems::AddClusters)
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.after(CameraUpdateSystem),
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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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// Initialize the default material.
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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::WHITE,
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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(
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ExtractSchedule,
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(
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extract_clusters,
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extract_lights,
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extract_default_materials.after(clear_material_instances::<StandardMaterial>),
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),
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)
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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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render_app.world_mut().add_observer(add_light_view_entities);
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render_app
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.world_mut()
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.add_observer(remove_light_view_entities);
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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())
|
|
}
|
|
}
|