bevy/examples/shader/shader_prepass.rs
Dimitri Belopopsky b8695d06b1
Fix non-visible motion vector text in shader prepass example (#9155)
# Objective

In the shader prepass example, changing to the motion vector output
hides the text, because both it and the background are rendererd black.
Seems to have been caused by this commit?
71cf35ce42

## Solution

Make the text white on all outputs.
2023-08-10 00:01:23 +00:00

257 lines
8.7 KiB
Rust

//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
//! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
//! The textures are not generated for any material using alpha blending.
use bevy::{
core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
pbr::{NotShadowCaster, PbrPlugin},
prelude::*,
reflect::{TypePath, TypeUuid},
render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(PbrPlugin {
// The prepass is enabled by default on the StandardMaterial,
// but you can disable it if you need to.
//
// prepass_enabled: false,
..default()
}),
MaterialPlugin::<CustomMaterial>::default(),
MaterialPlugin::<PrepassOutputMaterial> {
// This material only needs to read the prepass textures,
// but the meshes using it should not contribute to the prepass render, so we can disable it.
prepass_enabled: false,
..default()
},
))
.add_systems(Startup, setup)
.add_systems(Update, (rotate, toggle_prepass_view))
// Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING
.insert_resource(Msaa::Off)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
mut std_materials: ResMut<Assets<StandardMaterial>>,
mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
asset_server: Res<AssetServer>,
) {
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
// To enable the prepass you need to add the components associated with the ones you need
// This will write the depth buffer to a texture that you can use in the main pass
DepthPrepass,
// This will generate a texture containing world normals (with normal maps applied)
NormalPrepass,
// This will generate a texture containing screen space pixel motion vectors
MotionVectorPrepass,
));
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0).into()),
material: std_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// A quad that shows the outputs of the prepass
// To make it easy, we just draw a big quad right in front of the camera.
// For a real application, this isn't ideal.
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(shape::Quad::new(Vec2::new(20.0, 20.0)).into()),
material: depth_materials.add(PrepassOutputMaterial {
settings: ShowPrepassSettings::default(),
}),
transform: Transform::from_xyz(-0.75, 1.25, 3.0)
.looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
..default()
},
NotShadowCaster,
));
// Opaque cube
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(CustomMaterial {
color: Color::WHITE,
color_texture: Some(asset_server.load("branding/icon.png")),
alpha_mode: AlphaMode::Opaque,
}),
transform: Transform::from_xyz(-1.0, 0.5, 0.0),
..default()
},
Rotates,
));
// Cube with alpha mask
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: std_materials.add(StandardMaterial {
alpha_mode: AlphaMode::Mask(1.0),
base_color_texture: Some(asset_server.load("branding/icon.png")),
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// Cube with alpha blending.
// Transparent materials are ignored by the prepass
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(CustomMaterial {
color: Color::WHITE,
color_texture: Some(asset_server.load("branding/icon.png")),
alpha_mode: AlphaMode::Blend,
}),
transform: Transform::from_xyz(1.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
let style = TextStyle {
font_size: 18.0,
color: Color::WHITE,
..default()
};
commands.spawn(
TextBundle::from_sections(vec![
TextSection::new("Prepass Output: transparent\n", style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new("Controls\n", style.clone()),
TextSection::new("---------------\n", style.clone()),
TextSection::new("Space - Change output\n", style),
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypePath, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
/// Not shown in this example, but if you need to specialize your material, the specialize
/// function will also be used by the prepass
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
// You can override the default shaders used in the prepass if your material does
// anything not supported by the default prepass
// fn prepass_fragment_shader() -> ShaderRef {
// "shaders/custom_material.wgsl".into()
// }
}
#[derive(Component)]
struct Rotates;
fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
for mut t in q.iter_mut() {
let rot = (time.elapsed_seconds().sin() * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
t.rotation = Quat::from_rotation_z(rot);
}
}
#[derive(Debug, Clone, Default, ShaderType)]
struct ShowPrepassSettings {
show_depth: u32,
show_normals: u32,
show_motion_vectors: u32,
padding_1: u32,
padding_2: u32,
}
// This shader simply loads the prepass texture and outputs it directly
#[derive(AsBindGroup, TypePath, TypeUuid, Debug, Clone)]
#[uuid = "0af99895-b96e-4451-bc12-c6b1c1c52750"]
pub struct PrepassOutputMaterial {
#[uniform(0)]
settings: ShowPrepassSettings,
}
impl Material for PrepassOutputMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/show_prepass.wgsl".into()
}
// This needs to be transparent in order to show the scene behind the mesh
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
}
/// Every time you press space, it will cycle between transparent, depth and normals view
fn toggle_prepass_view(
mut prepass_view: Local<u32>,
keycode: Res<Input<KeyCode>>,
material_handle: Query<&Handle<PrepassOutputMaterial>>,
mut materials: ResMut<Assets<PrepassOutputMaterial>>,
mut text: Query<&mut Text>,
) {
if keycode.just_pressed(KeyCode::Space) {
*prepass_view = (*prepass_view + 1) % 4;
let label = match *prepass_view {
0 => "transparent",
1 => "depth",
2 => "normals",
3 => "motion vectors",
_ => unreachable!(),
};
let mut text = text.single_mut();
text.sections[0].value = format!("Prepass Output: {label}\n");
for section in &mut text.sections {
section.style.color = Color::WHITE;
}
let handle = material_handle.single();
let mat = materials.get_mut(handle).unwrap();
mat.settings.show_depth = (*prepass_view == 1) as u32;
mat.settings.show_normals = (*prepass_view == 2) as u32;
mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
}
}