mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 03:53:06 +00:00
0859f675c3
# Objective - We support enabling a normal prepass, but the main pass never actually uses it and recomputes the normals in the main pass. This isn't ideal since it's doing redundant work. ## Solution - Use the normal texture from the prepass in the main pass ## Notes ~~I used `NORMAL_PREPASS_ENABLED` as a shader_def because `NORMAL_PREPASS` is currently used to signify that it is running in the prepass while this shader_def need to indicate the prepass is done and the normal prepass was ran before. I'm not sure if there's a better way to name this.~~
690 lines
25 KiB
Rust
690 lines
25 KiB
Rust
use crate::{
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render, AlphaMode, DrawMesh, DrawPrepass, EnvironmentMapLight, MeshPipeline, MeshPipelineKey,
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MeshUniform, PrepassPipelinePlugin, PrepassPlugin, RenderLightSystems, SetMeshBindGroup,
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SetMeshViewBindGroup, Shadow,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle};
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use bevy_core_pipeline::{
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core_3d::{AlphaMask3d, Opaque3d, Transparent3d},
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prepass::NormalPrepass,
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tonemapping::{DebandDither, Tonemapping},
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};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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prelude::*,
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system::{
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lifetimeless::{Read, SRes},
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SystemParamItem,
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},
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};
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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extract_component::ExtractComponentPlugin,
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mesh::{Mesh, MeshVertexBufferLayout},
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prelude::Image,
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render_asset::{PrepareAssetSet, RenderAssets},
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render_phase::{
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AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
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RenderPhase, SetItemPipeline, TrackedRenderPass,
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},
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render_resource::{
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AsBindGroup, AsBindGroupError, BindGroup, BindGroupLayout, OwnedBindingResource,
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PipelineCache, RenderPipelineDescriptor, Shader, ShaderRef, SpecializedMeshPipeline,
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SpecializedMeshPipelineError, SpecializedMeshPipelines,
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},
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renderer::RenderDevice,
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texture::FallbackImage,
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view::{ExtractedView, Msaa, VisibleEntities},
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_utils::{tracing::error, HashMap, HashSet};
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use std::hash::Hash;
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use std::marker::PhantomData;
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/// Materials are used alongside [`MaterialPlugin`] and [`MaterialMeshBundle`](crate::MaterialMeshBundle)
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/// to spawn entities that are rendered with a specific [`Material`] type. They serve as an easy to use high level
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/// way to render [`Mesh`] entities with custom shader logic.
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///
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/// Materials must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
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/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
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///
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/// Materials must also implement [`TypeUuid`] so they can be treated as an [`Asset`](bevy_asset::Asset).
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///
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/// # Example
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///
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/// Here is a simple Material implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
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/// check out the [`AsBindGroup`] documentation.
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/// ```
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/// # use bevy_pbr::{Material, MaterialMeshBundle};
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_reflect::TypeUuid;
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/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::Color};
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/// # use bevy_asset::{Handle, AssetServer, Assets};
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///
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/// #[derive(AsBindGroup, TypeUuid, Debug, Clone)]
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/// #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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/// pub struct CustomMaterial {
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/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
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/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
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/// #[uniform(0)]
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/// color: Color,
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/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
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/// // add the sampler attribute with a different binding index.
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/// #[texture(1)]
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/// #[sampler(2)]
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/// color_texture: Handle<Image>,
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/// }
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///
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/// // All functions on `Material` have default impls. You only need to implement the
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/// // functions that are relevant for your material.
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/// impl Material for CustomMaterial {
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/// fn fragment_shader() -> ShaderRef {
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/// "shaders/custom_material.wgsl".into()
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/// }
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/// }
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///
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/// // Spawn an entity using `CustomMaterial`.
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/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
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/// commands.spawn(MaterialMeshBundle {
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/// material: materials.add(CustomMaterial {
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/// color: Color::RED,
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/// color_texture: asset_server.load("some_image.png"),
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/// }),
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/// ..Default::default()
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/// });
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/// }
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/// ```
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/// In WGSL shaders, the material's binding would look like this:
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///
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/// ```wgsl
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/// @group(1) @binding(0)
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/// var<uniform> color: vec4<f32>;
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/// @group(1) @binding(1)
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/// var color_texture: texture_2d<f32>;
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/// @group(1) @binding(2)
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/// var color_sampler: sampler;
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/// ```
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pub trait Material: AsBindGroup + Send + Sync + Clone + TypeUuid + Sized + 'static {
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/// Returns this material's vertex shader. If [`ShaderRef::Default`] is returned, the default mesh vertex shader
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/// will be used.
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fn vertex_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Returns this material's fragment shader. If [`ShaderRef::Default`] is returned, the default mesh fragment shader
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/// will be used.
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#[allow(unused_variables)]
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fn fragment_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Returns this material's [`AlphaMode`]. Defaults to [`AlphaMode::Opaque`].
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#[inline]
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fn alpha_mode(&self) -> AlphaMode {
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AlphaMode::Opaque
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}
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#[inline]
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/// Add a bias to the view depth of the mesh which can be used to force a specific render order
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/// for meshes with similar depth, to avoid z-fighting.
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/// The bias is in depth-texture units so large values may be needed to overcome small depth differences.
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fn depth_bias(&self) -> f32 {
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0.0
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}
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/// Returns this material's prepass vertex shader. If [`ShaderRef::Default`] is returned, the default prepass vertex shader
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/// will be used.
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fn prepass_vertex_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Returns this material's prepass fragment shader. If [`ShaderRef::Default`] is returned, the default prepass fragment shader
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/// will be used.
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#[allow(unused_variables)]
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fn prepass_fragment_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Customizes the default [`RenderPipelineDescriptor`] for a specific entity using the entity's
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/// [`MaterialPipelineKey`] and [`MeshVertexBufferLayout`] as input.
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#[allow(unused_variables)]
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#[inline]
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fn specialize(
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pipeline: &MaterialPipeline<Self>,
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayout,
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key: MaterialPipelineKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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Ok(())
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}
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}
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/// Adds the necessary ECS resources and render logic to enable rendering entities using the given [`Material`]
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/// asset type.
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pub struct MaterialPlugin<M: Material> {
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/// Controls if the prepass is enabled for the Material.
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/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
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///
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/// When it is enabled, it will automatically add the [`PrepassPlugin`]
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/// required to make the prepass work on this Material.
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pub prepass_enabled: bool,
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pub _marker: PhantomData<M>,
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}
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impl<M: Material> Default for MaterialPlugin<M> {
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fn default() -> Self {
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Self {
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prepass_enabled: true,
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_marker: Default::default(),
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}
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}
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}
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impl<M: Material> Plugin for MaterialPlugin<M>
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where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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fn build(&self, app: &mut App) {
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app.add_asset::<M>()
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.add_plugin(ExtractComponentPlugin::<Handle<M>>::extract_visible());
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<DrawFunctions<Shadow>>()
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.add_render_command::<Shadow, DrawPrepass<M>>()
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.add_render_command::<Transparent3d, DrawMaterial<M>>()
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.add_render_command::<Opaque3d, DrawMaterial<M>>()
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.add_render_command::<AlphaMask3d, DrawMaterial<M>>()
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.init_resource::<MaterialPipeline<M>>()
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.init_resource::<ExtractedMaterials<M>>()
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.init_resource::<RenderMaterials<M>>()
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.init_resource::<SpecializedMeshPipelines<MaterialPipeline<M>>>()
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.add_systems(ExtractSchedule, extract_materials::<M>)
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.add_systems(
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Render,
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(
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prepare_materials::<M>
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.in_set(RenderSet::Prepare)
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.after(PrepareAssetSet::PreAssetPrepare),
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render::queue_shadows::<M>.in_set(RenderLightSystems::QueueShadows),
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queue_material_meshes::<M>.in_set(RenderSet::Queue),
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),
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);
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}
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// PrepassPipelinePlugin is required for shadow mapping and the optional PrepassPlugin
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app.add_plugin(PrepassPipelinePlugin::<M>::default());
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if self.prepass_enabled {
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app.add_plugin(PrepassPlugin::<M>::default());
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}
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}
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}
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/// A key uniquely identifying a specialized [`MaterialPipeline`].
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pub struct MaterialPipelineKey<M: Material> {
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pub mesh_key: MeshPipelineKey,
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pub bind_group_data: M::Data,
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}
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impl<M: Material> Eq for MaterialPipelineKey<M> where M::Data: PartialEq {}
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impl<M: Material> PartialEq for MaterialPipelineKey<M>
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where
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M::Data: PartialEq,
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{
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fn eq(&self, other: &Self) -> bool {
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self.mesh_key == other.mesh_key && self.bind_group_data == other.bind_group_data
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}
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}
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impl<M: Material> Clone for MaterialPipelineKey<M>
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where
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M::Data: Clone,
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{
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fn clone(&self) -> Self {
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Self {
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mesh_key: self.mesh_key,
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bind_group_data: self.bind_group_data.clone(),
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}
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}
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}
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impl<M: Material> Hash for MaterialPipelineKey<M>
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where
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M::Data: Hash,
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{
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.mesh_key.hash(state);
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self.bind_group_data.hash(state);
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}
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}
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/// Render pipeline data for a given [`Material`].
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#[derive(Resource)]
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pub struct MaterialPipeline<M: Material> {
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pub mesh_pipeline: MeshPipeline,
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pub material_layout: BindGroupLayout,
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pub vertex_shader: Option<Handle<Shader>>,
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pub fragment_shader: Option<Handle<Shader>>,
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marker: PhantomData<M>,
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}
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impl<M: Material> Clone for MaterialPipeline<M> {
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fn clone(&self) -> Self {
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Self {
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mesh_pipeline: self.mesh_pipeline.clone(),
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material_layout: self.material_layout.clone(),
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vertex_shader: self.vertex_shader.clone(),
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fragment_shader: self.fragment_shader.clone(),
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marker: PhantomData,
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}
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}
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}
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impl<M: Material> SpecializedMeshPipeline for MaterialPipeline<M>
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where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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type Key = MaterialPipelineKey<M>;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayout,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut descriptor = self.mesh_pipeline.specialize(key.mesh_key, layout)?;
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if let Some(vertex_shader) = &self.vertex_shader {
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descriptor.vertex.shader = vertex_shader.clone();
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}
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if let Some(fragment_shader) = &self.fragment_shader {
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descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
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}
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descriptor.layout.insert(1, self.material_layout.clone());
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M::specialize(self, &mut descriptor, layout, key)?;
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Ok(descriptor)
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}
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}
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impl<M: Material> FromWorld for MaterialPipeline<M> {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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let render_device = world.resource::<RenderDevice>();
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MaterialPipeline {
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mesh_pipeline: world.resource::<MeshPipeline>().clone(),
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material_layout: M::bind_group_layout(render_device),
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vertex_shader: match M::vertex_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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fragment_shader: match M::fragment_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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marker: PhantomData,
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}
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}
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}
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type DrawMaterial<M> = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMaterialBindGroup<M, 1>,
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SetMeshBindGroup<2>,
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DrawMesh,
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);
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/// Sets the bind group for a given [`Material`] at the configured `I` index.
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pub struct SetMaterialBindGroup<M: Material, const I: usize>(PhantomData<M>);
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impl<P: PhaseItem, M: Material, const I: usize> RenderCommand<P> for SetMaterialBindGroup<M, I> {
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type Param = SRes<RenderMaterials<M>>;
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type ViewWorldQuery = ();
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type ItemWorldQuery = Read<Handle<M>>;
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#[inline]
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fn render<'w>(
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_item: &P,
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_view: (),
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material_handle: &'_ Handle<M>,
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materials: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let material = materials.into_inner().get(material_handle).unwrap();
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pass.set_bind_group(I, &material.bind_group, &[]);
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RenderCommandResult::Success
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_material_meshes<M: Material>(
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opaque_draw_functions: Res<DrawFunctions<Opaque3d>>,
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alpha_mask_draw_functions: Res<DrawFunctions<AlphaMask3d>>,
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transparent_draw_functions: Res<DrawFunctions<Transparent3d>>,
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material_pipeline: Res<MaterialPipeline<M>>,
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mut pipelines: ResMut<SpecializedMeshPipelines<MaterialPipeline<M>>>,
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pipeline_cache: Res<PipelineCache>,
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msaa: Res<Msaa>,
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render_meshes: Res<RenderAssets<Mesh>>,
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render_materials: Res<RenderMaterials<M>>,
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material_meshes: Query<(&Handle<M>, &Handle<Mesh>, &MeshUniform)>,
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images: Res<RenderAssets<Image>>,
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mut views: Query<(
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&ExtractedView,
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&VisibleEntities,
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Option<&Tonemapping>,
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Option<&DebandDither>,
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Option<&EnvironmentMapLight>,
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Option<&NormalPrepass>,
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&mut RenderPhase<Opaque3d>,
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&mut RenderPhase<AlphaMask3d>,
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&mut RenderPhase<Transparent3d>,
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)>,
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) where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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for (
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view,
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visible_entities,
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tonemapping,
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dither,
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environment_map,
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normal_prepass,
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mut opaque_phase,
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mut alpha_mask_phase,
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mut transparent_phase,
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) in &mut views
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{
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let draw_opaque_pbr = opaque_draw_functions.read().id::<DrawMaterial<M>>();
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let draw_alpha_mask_pbr = alpha_mask_draw_functions.read().id::<DrawMaterial<M>>();
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let draw_transparent_pbr = transparent_draw_functions.read().id::<DrawMaterial<M>>();
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let mut view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
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| MeshPipelineKey::from_hdr(view.hdr);
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if normal_prepass.is_some() {
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view_key |= MeshPipelineKey::NORMAL_PREPASS;
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}
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let environment_map_loaded = match environment_map {
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Some(environment_map) => environment_map.is_loaded(&images),
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None => false,
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};
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if environment_map_loaded {
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view_key |= MeshPipelineKey::ENVIRONMENT_MAP;
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}
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if !view.hdr {
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if let Some(tonemapping) = tonemapping {
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view_key |= MeshPipelineKey::TONEMAP_IN_SHADER;
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view_key |= match tonemapping {
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Tonemapping::None => MeshPipelineKey::TONEMAP_METHOD_NONE,
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Tonemapping::Reinhard => MeshPipelineKey::TONEMAP_METHOD_REINHARD,
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Tonemapping::ReinhardLuminance => {
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MeshPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE
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}
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Tonemapping::AcesFitted => MeshPipelineKey::TONEMAP_METHOD_ACES_FITTED,
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Tonemapping::AgX => MeshPipelineKey::TONEMAP_METHOD_AGX,
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Tonemapping::SomewhatBoringDisplayTransform => {
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MeshPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
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}
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Tonemapping::TonyMcMapface => MeshPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
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Tonemapping::BlenderFilmic => MeshPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
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};
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}
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if let Some(DebandDither::Enabled) = dither {
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view_key |= MeshPipelineKey::DEBAND_DITHER;
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}
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}
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let rangefinder = view.rangefinder3d();
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for visible_entity in &visible_entities.entities {
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if let Ok((material_handle, mesh_handle, mesh_uniform)) =
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material_meshes.get(*visible_entity)
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{
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if let (Some(mesh), Some(material)) = (
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render_meshes.get(mesh_handle),
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render_materials.get(material_handle),
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) {
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let mut mesh_key =
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MeshPipelineKey::from_primitive_topology(mesh.primitive_topology)
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| view_key;
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match material.properties.alpha_mode {
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AlphaMode::Blend => {
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mesh_key |= MeshPipelineKey::BLEND_ALPHA;
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}
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AlphaMode::Premultiplied | AlphaMode::Add => {
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// Premultiplied and Add share the same pipeline key
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// They're made distinct in the PBR shader, via `premultiply_alpha()`
|
|
mesh_key |= MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA;
|
|
}
|
|
AlphaMode::Multiply => {
|
|
mesh_key |= MeshPipelineKey::BLEND_MULTIPLY;
|
|
}
|
|
_ => (),
|
|
}
|
|
|
|
let pipeline_id = pipelines.specialize(
|
|
&pipeline_cache,
|
|
&material_pipeline,
|
|
MaterialPipelineKey {
|
|
mesh_key,
|
|
bind_group_data: material.key.clone(),
|
|
},
|
|
&mesh.layout,
|
|
);
|
|
let pipeline_id = match pipeline_id {
|
|
Ok(id) => id,
|
|
Err(err) => {
|
|
error!("{}", err);
|
|
continue;
|
|
}
|
|
};
|
|
|
|
let distance = rangefinder.distance(&mesh_uniform.transform)
|
|
+ material.properties.depth_bias;
|
|
match material.properties.alpha_mode {
|
|
AlphaMode::Opaque => {
|
|
opaque_phase.add(Opaque3d {
|
|
entity: *visible_entity,
|
|
draw_function: draw_opaque_pbr,
|
|
pipeline: pipeline_id,
|
|
distance,
|
|
});
|
|
}
|
|
AlphaMode::Mask(_) => {
|
|
alpha_mask_phase.add(AlphaMask3d {
|
|
entity: *visible_entity,
|
|
draw_function: draw_alpha_mask_pbr,
|
|
pipeline: pipeline_id,
|
|
distance,
|
|
});
|
|
}
|
|
AlphaMode::Blend
|
|
| AlphaMode::Premultiplied
|
|
| AlphaMode::Add
|
|
| AlphaMode::Multiply => {
|
|
transparent_phase.add(Transparent3d {
|
|
entity: *visible_entity,
|
|
draw_function: draw_transparent_pbr,
|
|
pipeline: pipeline_id,
|
|
distance,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Common [`Material`] properties, calculated for a specific material instance.
|
|
pub struct MaterialProperties {
|
|
/// The [`AlphaMode`] of this material.
|
|
pub alpha_mode: AlphaMode,
|
|
/// Add a bias to the view depth of the mesh which can be used to force a specific render order
|
|
/// for meshes with equal depth, to avoid z-fighting.
|
|
/// The bias is in depth-texture units so large values may be needed to overcome small depth differences.
|
|
pub depth_bias: f32,
|
|
}
|
|
|
|
/// Data prepared for a [`Material`] instance.
|
|
pub struct PreparedMaterial<T: Material> {
|
|
pub bindings: Vec<OwnedBindingResource>,
|
|
pub bind_group: BindGroup,
|
|
pub key: T::Data,
|
|
pub properties: MaterialProperties,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
pub struct ExtractedMaterials<M: Material> {
|
|
extracted: Vec<(Handle<M>, M)>,
|
|
removed: Vec<Handle<M>>,
|
|
}
|
|
|
|
impl<M: Material> Default for ExtractedMaterials<M> {
|
|
fn default() -> Self {
|
|
Self {
|
|
extracted: Default::default(),
|
|
removed: Default::default(),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Stores all prepared representations of [`Material`] assets for as long as they exist.
|
|
#[derive(Resource, Deref, DerefMut)]
|
|
pub struct RenderMaterials<T: Material>(pub HashMap<Handle<T>, PreparedMaterial<T>>);
|
|
|
|
impl<T: Material> Default for RenderMaterials<T> {
|
|
fn default() -> Self {
|
|
Self(Default::default())
|
|
}
|
|
}
|
|
|
|
/// This system extracts all created or modified assets of the corresponding [`Material`] type
|
|
/// into the "render world".
|
|
pub fn extract_materials<M: Material>(
|
|
mut commands: Commands,
|
|
mut events: Extract<EventReader<AssetEvent<M>>>,
|
|
assets: Extract<Res<Assets<M>>>,
|
|
) {
|
|
let mut changed_assets = HashSet::default();
|
|
let mut removed = Vec::new();
|
|
for event in events.iter() {
|
|
match event {
|
|
AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
|
|
changed_assets.insert(handle.clone_weak());
|
|
}
|
|
AssetEvent::Removed { handle } => {
|
|
changed_assets.remove(handle);
|
|
removed.push(handle.clone_weak());
|
|
}
|
|
}
|
|
}
|
|
|
|
let mut extracted_assets = Vec::new();
|
|
for handle in changed_assets.drain() {
|
|
if let Some(asset) = assets.get(&handle) {
|
|
extracted_assets.push((handle, asset.clone()));
|
|
}
|
|
}
|
|
|
|
commands.insert_resource(ExtractedMaterials {
|
|
extracted: extracted_assets,
|
|
removed,
|
|
});
|
|
}
|
|
|
|
/// All [`Material`] values of a given type that should be prepared next frame.
|
|
pub struct PrepareNextFrameMaterials<M: Material> {
|
|
assets: Vec<(Handle<M>, M)>,
|
|
}
|
|
|
|
impl<M: Material> Default for PrepareNextFrameMaterials<M> {
|
|
fn default() -> Self {
|
|
Self {
|
|
assets: Default::default(),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This system prepares all assets of the corresponding [`Material`] type
|
|
/// which where extracted this frame for the GPU.
|
|
pub fn prepare_materials<M: Material>(
|
|
mut prepare_next_frame: Local<PrepareNextFrameMaterials<M>>,
|
|
mut extracted_assets: ResMut<ExtractedMaterials<M>>,
|
|
mut render_materials: ResMut<RenderMaterials<M>>,
|
|
render_device: Res<RenderDevice>,
|
|
images: Res<RenderAssets<Image>>,
|
|
fallback_image: Res<FallbackImage>,
|
|
pipeline: Res<MaterialPipeline<M>>,
|
|
) {
|
|
let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
|
|
for (handle, material) in queued_assets.into_iter() {
|
|
match prepare_material(
|
|
&material,
|
|
&render_device,
|
|
&images,
|
|
&fallback_image,
|
|
&pipeline,
|
|
) {
|
|
Ok(prepared_asset) => {
|
|
render_materials.insert(handle, prepared_asset);
|
|
}
|
|
Err(AsBindGroupError::RetryNextUpdate) => {
|
|
prepare_next_frame.assets.push((handle, material));
|
|
}
|
|
}
|
|
}
|
|
|
|
for removed in std::mem::take(&mut extracted_assets.removed) {
|
|
render_materials.remove(&removed);
|
|
}
|
|
|
|
for (handle, material) in std::mem::take(&mut extracted_assets.extracted) {
|
|
match prepare_material(
|
|
&material,
|
|
&render_device,
|
|
&images,
|
|
&fallback_image,
|
|
&pipeline,
|
|
) {
|
|
Ok(prepared_asset) => {
|
|
render_materials.insert(handle, prepared_asset);
|
|
}
|
|
Err(AsBindGroupError::RetryNextUpdate) => {
|
|
prepare_next_frame.assets.push((handle, material));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn prepare_material<M: Material>(
|
|
material: &M,
|
|
render_device: &RenderDevice,
|
|
images: &RenderAssets<Image>,
|
|
fallback_image: &FallbackImage,
|
|
pipeline: &MaterialPipeline<M>,
|
|
) -> Result<PreparedMaterial<M>, AsBindGroupError> {
|
|
let prepared = material.as_bind_group(
|
|
&pipeline.material_layout,
|
|
render_device,
|
|
images,
|
|
fallback_image,
|
|
)?;
|
|
Ok(PreparedMaterial {
|
|
bindings: prepared.bindings,
|
|
bind_group: prepared.bind_group,
|
|
key: prepared.data,
|
|
properties: MaterialProperties {
|
|
alpha_mode: material.alpha_mode(),
|
|
depth_bias: material.depth_bias(),
|
|
},
|
|
})
|
|
}
|