mirror of
https://github.com/bevyengine/bevy
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4f20faaa43
# Objective - Implements a more efficient, GPU-driven (https://github.com/bevyengine/bevy/issues/1342) rendering pipeline based on meshlets. - Meshes are split into small clusters of triangles called meshlets, each of which acts as a mini index buffer into the larger mesh data. Meshlets can be compressed, streamed, culled, and batched much more efficiently than monolithic meshes. ![image](https://github.com/bevyengine/bevy/assets/47158642/cb2aaad0-7a9a-4e14-93b0-15d4e895b26a) ![image](https://github.com/bevyengine/bevy/assets/47158642/7534035b-1eb7-4278-9b99-5322e4401715) # Misc * Future work: https://github.com/bevyengine/bevy/issues/11518 * Nanite reference: https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf Two pass occlusion culling explained very well: https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501 --------- Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
957 lines
35 KiB
Rust
957 lines
35 KiB
Rust
mod prepass_bindings;
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use bevy_render::mesh::MeshVertexBufferLayoutRef;
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use bevy_render::render_resource::binding_types::uniform_buffer;
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pub use prepass_bindings::*;
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use bevy_asset::{load_internal_asset, AssetServer};
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use bevy_core_pipeline::{core_3d::CORE_3D_DEPTH_FORMAT, prelude::Camera3d};
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use bevy_core_pipeline::{deferred::*, prepass::*};
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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_math::{Affine3A, Mat4};
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use bevy_render::{
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batching::batch_and_prepare_render_phase,
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globals::{GlobalsBuffer, GlobalsUniform},
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prelude::{Camera, Mesh},
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render_asset::RenderAssets,
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render_phase::*,
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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view::{ExtractedView, Msaa, ViewUniform, ViewUniformOffset, ViewUniforms, VisibleEntities},
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Extract,
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};
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use bevy_transform::prelude::GlobalTransform;
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use bevy_utils::tracing::error;
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#[cfg(feature = "meshlet")]
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use crate::meshlet::{
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prepare_material_meshlet_meshes_prepass, queue_material_meshlet_meshes, MeshletGpuScene,
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};
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use crate::*;
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use std::{hash::Hash, marker::PhantomData};
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pub const PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(921124473254008983);
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pub const PREPASS_BINDINGS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(5533152893177403494);
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pub const PREPASS_UTILS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4603948296044544);
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pub const PREPASS_IO_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(81212356509530944);
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/// Sets up everything required to use the prepass pipeline.
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///
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/// This does not add the actual prepasses, see [`PrepassPlugin`] for that.
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pub struct PrepassPipelinePlugin<M: Material>(PhantomData<M>);
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impl<M: Material> Default for PrepassPipelinePlugin<M> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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impl<M: Material> Plugin for PrepassPipelinePlugin<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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load_internal_asset!(
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app,
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PREPASS_SHADER_HANDLE,
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"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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PREPASS_BINDINGS_SHADER_HANDLE,
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"prepass_bindings.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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PREPASS_UTILS_SHADER_HANDLE,
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"prepass_utils.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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PREPASS_IO_SHADER_HANDLE,
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"prepass_io.wgsl",
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Shader::from_wgsl
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);
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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.add_systems(
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Render,
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prepare_prepass_view_bind_group::<M>.in_set(RenderSet::PrepareBindGroups),
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)
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.init_resource::<PrepassViewBindGroup>()
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.init_resource::<SpecializedMeshPipelines<PrepassPipeline<M>>>()
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.allow_ambiguous_resource::<SpecializedMeshPipelines<PrepassPipeline<M>>>()
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.init_resource::<PreviousViewProjectionUniforms>();
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}
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fn finish(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app.init_resource::<PrepassPipeline<M>>();
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}
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}
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/// Sets up the prepasses for a [`Material`].
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///
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/// This depends on the [`PrepassPipelinePlugin`].
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pub struct PrepassPlugin<M: Material>(PhantomData<M>);
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impl<M: Material> Default for PrepassPlugin<M> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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impl<M: Material> Plugin for PrepassPlugin<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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let no_prepass_plugin_loaded = app.world.get_resource::<AnyPrepassPluginLoaded>().is_none();
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if no_prepass_plugin_loaded {
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app.insert_resource(AnyPrepassPluginLoaded)
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// At the start of each frame, last frame's GlobalTransforms become this frame's PreviousGlobalTransforms
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// and last frame's view projection matrices become this frame's PreviousViewProjections
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.add_systems(
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PreUpdate,
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(
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update_mesh_previous_global_transforms,
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update_previous_view_projections,
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),
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);
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}
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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if no_prepass_plugin_loaded {
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render_app
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.add_systems(ExtractSchedule, extract_camera_previous_view_projection)
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.add_systems(
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Render,
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(
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prepare_previous_view_projection_uniforms,
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batch_and_prepare_render_phase::<Opaque3dPrepass, MeshPipeline>,
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batch_and_prepare_render_phase::<AlphaMask3dPrepass, MeshPipeline>,
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)
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.in_set(RenderSet::PrepareResources),
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);
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}
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render_app
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.add_render_command::<Opaque3dPrepass, DrawPrepass<M>>()
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.add_render_command::<AlphaMask3dPrepass, DrawPrepass<M>>()
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.add_render_command::<Opaque3dDeferred, DrawPrepass<M>>()
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.add_render_command::<AlphaMask3dDeferred, DrawPrepass<M>>()
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.add_systems(
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Render,
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queue_prepass_material_meshes::<M>
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.in_set(RenderSet::QueueMeshes)
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.after(prepare_materials::<M>)
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// queue_material_meshes only writes to `material_bind_group_id`, which `queue_prepass_material_meshes` doesn't read
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.ambiguous_with(queue_material_meshes::<StandardMaterial>),
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);
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#[cfg(feature = "meshlet")]
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render_app.add_systems(
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Render,
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prepare_material_meshlet_meshes_prepass::<M>
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.in_set(RenderSet::Queue)
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.before(queue_material_meshlet_meshes::<M>)
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.run_if(resource_exists::<MeshletGpuScene>),
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);
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}
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}
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#[derive(Resource)]
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struct AnyPrepassPluginLoaded;
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#[derive(Component, ShaderType, Clone)]
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pub struct PreviousViewProjection {
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pub view_proj: Mat4,
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}
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pub fn update_previous_view_projections(
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mut commands: Commands,
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query: Query<(Entity, &Camera, &GlobalTransform), (With<Camera3d>, With<MotionVectorPrepass>)>,
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) {
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for (entity, camera, camera_transform) in &query {
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commands.entity(entity).try_insert(PreviousViewProjection {
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view_proj: camera.projection_matrix() * camera_transform.compute_matrix().inverse(),
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});
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}
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}
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#[derive(Component)]
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pub struct PreviousGlobalTransform(pub Affine3A);
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pub fn update_mesh_previous_global_transforms(
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mut commands: Commands,
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views: Query<&Camera, (With<Camera3d>, With<MotionVectorPrepass>)>,
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meshes: Query<(Entity, &GlobalTransform), With<Handle<Mesh>>>,
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) {
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let should_run = views.iter().any(|camera| camera.is_active);
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if should_run {
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for (entity, transform) in &meshes {
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commands
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.entity(entity)
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.try_insert(PreviousGlobalTransform(transform.affine()));
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}
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}
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}
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#[derive(Resource)]
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pub struct PrepassPipeline<M: Material> {
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pub view_layout_motion_vectors: BindGroupLayout,
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pub view_layout_no_motion_vectors: BindGroupLayout,
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pub mesh_layouts: MeshLayouts,
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pub material_layout: BindGroupLayout,
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pub prepass_material_vertex_shader: Option<Handle<Shader>>,
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pub prepass_material_fragment_shader: Option<Handle<Shader>>,
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pub deferred_material_vertex_shader: Option<Handle<Shader>>,
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pub deferred_material_fragment_shader: Option<Handle<Shader>>,
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pub material_pipeline: MaterialPipeline<M>,
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_marker: PhantomData<M>,
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}
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impl<M: Material> FromWorld for PrepassPipeline<M> {
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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 asset_server = world.resource::<AssetServer>();
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let view_layout_motion_vectors = render_device.create_bind_group_layout(
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"prepass_view_layout_motion_vectors",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::VERTEX_FRAGMENT,
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(
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// View
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uniform_buffer::<ViewUniform>(true),
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// Globals
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uniform_buffer::<GlobalsUniform>(false),
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// PreviousViewProjection
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uniform_buffer::<PreviousViewProjection>(true),
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),
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),
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);
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let view_layout_no_motion_vectors = render_device.create_bind_group_layout(
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"prepass_view_layout_no_motion_vectors",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::VERTEX_FRAGMENT,
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(
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// View
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uniform_buffer::<ViewUniform>(true),
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// Globals
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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 mesh_pipeline = world.resource::<MeshPipeline>();
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PrepassPipeline {
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view_layout_motion_vectors,
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view_layout_no_motion_vectors,
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mesh_layouts: mesh_pipeline.mesh_layouts.clone(),
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prepass_material_vertex_shader: match M::prepass_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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prepass_material_fragment_shader: match M::prepass_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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deferred_material_vertex_shader: match M::deferred_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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deferred_material_fragment_shader: match M::deferred_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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material_layout: M::bind_group_layout(render_device),
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material_pipeline: world.resource::<MaterialPipeline<M>>().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 PrepassPipeline<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: &MeshVertexBufferLayoutRef,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut bind_group_layouts = vec![if key
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.mesh_key
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.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
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{
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self.view_layout_motion_vectors.clone()
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} else {
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self.view_layout_no_motion_vectors.clone()
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}];
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let mut shader_defs = Vec::new();
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let mut vertex_attributes = Vec::new();
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// Let the shader code know that it's running in a prepass pipeline.
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// (PBR code will use this to detect that it's running in deferred mode,
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// since that's the only time it gets called from a prepass pipeline.)
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shader_defs.push("PREPASS_PIPELINE".into());
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// NOTE: Eventually, it would be nice to only add this when the shaders are overloaded by the Material.
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// The main limitation right now is that bind group order is hardcoded in shaders.
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bind_group_layouts.push(self.material_layout.clone());
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#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
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shader_defs.push("WEBGL2".into());
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shader_defs.push("VERTEX_OUTPUT_INSTANCE_INDEX".into());
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if key.mesh_key.contains(MeshPipelineKey::DEPTH_PREPASS) {
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shader_defs.push("DEPTH_PREPASS".into());
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}
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if key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD) {
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shader_defs.push("MAY_DISCARD".into());
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}
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let blend_key = key
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.mesh_key
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.intersection(MeshPipelineKey::BLEND_RESERVED_BITS);
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if blend_key == MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA {
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shader_defs.push("BLEND_PREMULTIPLIED_ALPHA".into());
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}
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if blend_key == MeshPipelineKey::BLEND_ALPHA {
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shader_defs.push("BLEND_ALPHA".into());
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}
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if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
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shader_defs.push("VERTEX_POSITIONS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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if key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO) {
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shader_defs.push("DEPTH_CLAMP_ORTHO".into());
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// PERF: This line forces the "prepass fragment shader" to always run in
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// common scenarios like "directional light calculation". Doing so resolves
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// a pretty nasty depth clamping bug, but it also feels a bit excessive.
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// We should try to find a way to resolve this without forcing the fragment
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// shader to run.
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// https://github.com/bevyengine/bevy/pull/8877
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shader_defs.push("PREPASS_FRAGMENT".into());
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}
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if layout.0.contains(Mesh::ATTRIBUTE_UV_0) {
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shader_defs.push("VERTEX_UVS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(1));
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}
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if layout.0.contains(Mesh::ATTRIBUTE_UV_1) {
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shader_defs.push("VERTEX_UVS_B".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_UV_1.at_shader_location(2));
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}
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if key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS) {
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shader_defs.push("NORMAL_PREPASS".into());
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}
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if key
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.mesh_key
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.intersects(MeshPipelineKey::NORMAL_PREPASS | MeshPipelineKey::DEFERRED_PREPASS)
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{
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vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(3));
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shader_defs.push("NORMAL_PREPASS_OR_DEFERRED_PREPASS".into());
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if layout.0.contains(Mesh::ATTRIBUTE_TANGENT) {
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shader_defs.push("VERTEX_TANGENTS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(4));
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}
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}
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if key
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.mesh_key
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.intersects(MeshPipelineKey::MOTION_VECTOR_PREPASS | MeshPipelineKey::DEFERRED_PREPASS)
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{
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shader_defs.push("MOTION_VECTOR_PREPASS_OR_DEFERRED_PREPASS".into());
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}
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if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
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shader_defs.push("DEFERRED_PREPASS".into());
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}
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if layout.0.contains(Mesh::ATTRIBUTE_COLOR) {
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shader_defs.push("VERTEX_COLORS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(7));
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}
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if key
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.mesh_key
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.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
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{
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shader_defs.push("MOTION_VECTOR_PREPASS".into());
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}
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if key.mesh_key.intersects(
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MeshPipelineKey::NORMAL_PREPASS
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| MeshPipelineKey::MOTION_VECTOR_PREPASS
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| MeshPipelineKey::DEFERRED_PREPASS,
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) {
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shader_defs.push("PREPASS_FRAGMENT".into());
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}
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let bind_group = setup_morph_and_skinning_defs(
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&self.mesh_layouts,
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layout,
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5,
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&key.mesh_key,
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&mut shader_defs,
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&mut vertex_attributes,
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);
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bind_group_layouts.insert(1, bind_group);
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let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
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// Setup prepass fragment targets - normals in slot 0 (or None if not needed), motion vectors in slot 1
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let mut targets = vec![
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key.mesh_key
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.contains(MeshPipelineKey::NORMAL_PREPASS)
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.then_some(ColorTargetState {
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format: NORMAL_PREPASS_FORMAT,
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// BlendState::REPLACE is not needed here, and None will be potentially much faster in some cases.
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blend: None,
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write_mask: ColorWrites::ALL,
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}),
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key.mesh_key
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.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
|
|
.then_some(ColorTargetState {
|
|
format: MOTION_VECTOR_PREPASS_FORMAT,
|
|
// BlendState::REPLACE is not needed here, and None will be potentially much faster in some cases.
|
|
blend: None,
|
|
write_mask: ColorWrites::ALL,
|
|
}),
|
|
key.mesh_key
|
|
.contains(MeshPipelineKey::DEFERRED_PREPASS)
|
|
.then_some(ColorTargetState {
|
|
format: DEFERRED_PREPASS_FORMAT,
|
|
// BlendState::REPLACE is not needed here, and None will be potentially much faster in some cases.
|
|
blend: None,
|
|
write_mask: ColorWrites::ALL,
|
|
}),
|
|
key.mesh_key
|
|
.contains(MeshPipelineKey::DEFERRED_PREPASS)
|
|
.then_some(ColorTargetState {
|
|
format: DEFERRED_LIGHTING_PASS_ID_FORMAT,
|
|
blend: None,
|
|
write_mask: ColorWrites::ALL,
|
|
}),
|
|
];
|
|
|
|
if targets.iter().all(Option::is_none) {
|
|
// if no targets are required then clear the list, so that no fragment shader is required
|
|
// (though one may still be used for discarding depth buffer writes)
|
|
targets.clear();
|
|
}
|
|
|
|
// The fragment shader is only used when the normal prepass or motion vectors prepass
|
|
// is enabled or the material uses alpha cutoff values and doesn't rely on the standard
|
|
// prepass shader or we are clamping the orthographic depth.
|
|
let fragment_required = !targets.is_empty()
|
|
|| key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO)
|
|
|| (key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD)
|
|
&& self.prepass_material_fragment_shader.is_some());
|
|
|
|
let fragment = fragment_required.then(|| {
|
|
// Use the fragment shader from the material
|
|
let frag_shader_handle = if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
|
|
match self.deferred_material_fragment_shader.clone() {
|
|
Some(frag_shader_handle) => frag_shader_handle,
|
|
_ => PREPASS_SHADER_HANDLE,
|
|
}
|
|
} else {
|
|
match self.prepass_material_fragment_shader.clone() {
|
|
Some(frag_shader_handle) => frag_shader_handle,
|
|
_ => PREPASS_SHADER_HANDLE,
|
|
}
|
|
};
|
|
|
|
FragmentState {
|
|
shader: frag_shader_handle,
|
|
entry_point: "fragment".into(),
|
|
shader_defs: shader_defs.clone(),
|
|
targets,
|
|
}
|
|
});
|
|
|
|
// Use the vertex shader from the material if present
|
|
let vert_shader_handle = if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
|
|
if let Some(handle) = &self.deferred_material_vertex_shader {
|
|
handle.clone()
|
|
} else {
|
|
PREPASS_SHADER_HANDLE
|
|
}
|
|
} else if let Some(handle) = &self.prepass_material_vertex_shader {
|
|
handle.clone()
|
|
} else {
|
|
PREPASS_SHADER_HANDLE
|
|
};
|
|
|
|
let mut push_constant_ranges = Vec::with_capacity(1);
|
|
if cfg!(all(
|
|
feature = "webgl",
|
|
target_arch = "wasm32",
|
|
not(feature = "webgpu")
|
|
)) {
|
|
push_constant_ranges.push(PushConstantRange {
|
|
stages: ShaderStages::VERTEX,
|
|
range: 0..4,
|
|
});
|
|
}
|
|
|
|
let mut descriptor = RenderPipelineDescriptor {
|
|
vertex: VertexState {
|
|
shader: vert_shader_handle,
|
|
entry_point: "vertex".into(),
|
|
shader_defs,
|
|
buffers: vec![vertex_buffer_layout],
|
|
},
|
|
fragment,
|
|
layout: bind_group_layouts,
|
|
primitive: PrimitiveState {
|
|
topology: key.mesh_key.primitive_topology(),
|
|
strip_index_format: None,
|
|
front_face: FrontFace::Ccw,
|
|
cull_mode: None,
|
|
unclipped_depth: false,
|
|
polygon_mode: PolygonMode::Fill,
|
|
conservative: false,
|
|
},
|
|
depth_stencil: Some(DepthStencilState {
|
|
format: CORE_3D_DEPTH_FORMAT,
|
|
depth_write_enabled: true,
|
|
depth_compare: CompareFunction::GreaterEqual,
|
|
stencil: StencilState {
|
|
front: StencilFaceState::IGNORE,
|
|
back: StencilFaceState::IGNORE,
|
|
read_mask: 0,
|
|
write_mask: 0,
|
|
},
|
|
bias: DepthBiasState {
|
|
constant: 0,
|
|
slope_scale: 0.0,
|
|
clamp: 0.0,
|
|
},
|
|
}),
|
|
multisample: MultisampleState {
|
|
count: key.mesh_key.msaa_samples(),
|
|
mask: !0,
|
|
alpha_to_coverage_enabled: false,
|
|
},
|
|
push_constant_ranges,
|
|
label: Some("prepass_pipeline".into()),
|
|
};
|
|
|
|
// This is a bit risky because it's possible to change something that would
|
|
// break the prepass but be fine in the main pass.
|
|
// Since this api is pretty low-level it doesn't matter that much, but it is a potential issue.
|
|
M::specialize(&self.material_pipeline, &mut descriptor, layout, key)?;
|
|
|
|
Ok(descriptor)
|
|
}
|
|
}
|
|
|
|
// Extract the render phases for the prepass
|
|
pub fn extract_camera_previous_view_projection(
|
|
mut commands: Commands,
|
|
cameras_3d: Extract<Query<(Entity, &Camera, Option<&PreviousViewProjection>), With<Camera3d>>>,
|
|
) {
|
|
for (entity, camera, maybe_previous_view_proj) in cameras_3d.iter() {
|
|
if camera.is_active {
|
|
let mut entity = commands.get_or_spawn(entity);
|
|
|
|
if let Some(previous_view) = maybe_previous_view_proj {
|
|
entity.insert(previous_view.clone());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Resource, Default)]
|
|
pub struct PreviousViewProjectionUniforms {
|
|
pub uniforms: DynamicUniformBuffer<PreviousViewProjection>,
|
|
}
|
|
|
|
#[derive(Component)]
|
|
pub struct PreviousViewProjectionUniformOffset {
|
|
pub offset: u32,
|
|
}
|
|
|
|
pub fn prepare_previous_view_projection_uniforms(
|
|
mut commands: Commands,
|
|
render_device: Res<RenderDevice>,
|
|
render_queue: Res<RenderQueue>,
|
|
mut view_uniforms: ResMut<PreviousViewProjectionUniforms>,
|
|
views: Query<
|
|
(Entity, &ExtractedView, Option<&PreviousViewProjection>),
|
|
With<MotionVectorPrepass>,
|
|
>,
|
|
) {
|
|
let views_iter = views.iter();
|
|
let view_count = views_iter.len();
|
|
let Some(mut writer) =
|
|
view_uniforms
|
|
.uniforms
|
|
.get_writer(view_count, &render_device, &render_queue)
|
|
else {
|
|
return;
|
|
};
|
|
for (entity, camera, maybe_previous_view_proj) in views_iter {
|
|
let view_projection = match maybe_previous_view_proj {
|
|
Some(previous_view) => previous_view.clone(),
|
|
None => PreviousViewProjection {
|
|
view_proj: camera.projection * camera.transform.compute_matrix().inverse(),
|
|
},
|
|
};
|
|
commands
|
|
.entity(entity)
|
|
.insert(PreviousViewProjectionUniformOffset {
|
|
offset: writer.write(&view_projection),
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Default, Resource)]
|
|
pub struct PrepassViewBindGroup {
|
|
pub motion_vectors: Option<BindGroup>,
|
|
pub no_motion_vectors: Option<BindGroup>,
|
|
}
|
|
|
|
pub fn prepare_prepass_view_bind_group<M: Material>(
|
|
render_device: Res<RenderDevice>,
|
|
prepass_pipeline: Res<PrepassPipeline<M>>,
|
|
view_uniforms: Res<ViewUniforms>,
|
|
globals_buffer: Res<GlobalsBuffer>,
|
|
previous_view_proj_uniforms: Res<PreviousViewProjectionUniforms>,
|
|
mut prepass_view_bind_group: ResMut<PrepassViewBindGroup>,
|
|
) {
|
|
if let (Some(view_binding), Some(globals_binding)) = (
|
|
view_uniforms.uniforms.binding(),
|
|
globals_buffer.buffer.binding(),
|
|
) {
|
|
prepass_view_bind_group.no_motion_vectors = Some(render_device.create_bind_group(
|
|
"prepass_view_no_motion_vectors_bind_group",
|
|
&prepass_pipeline.view_layout_no_motion_vectors,
|
|
&BindGroupEntries::sequential((view_binding.clone(), globals_binding.clone())),
|
|
));
|
|
|
|
if let Some(previous_view_proj_binding) = previous_view_proj_uniforms.uniforms.binding() {
|
|
prepass_view_bind_group.motion_vectors = Some(render_device.create_bind_group(
|
|
"prepass_view_motion_vectors_bind_group",
|
|
&prepass_pipeline.view_layout_motion_vectors,
|
|
&BindGroupEntries::sequential((
|
|
view_binding,
|
|
globals_binding,
|
|
previous_view_proj_binding,
|
|
)),
|
|
));
|
|
}
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn queue_prepass_material_meshes<M: Material>(
|
|
opaque_draw_functions: Res<DrawFunctions<Opaque3dPrepass>>,
|
|
alpha_mask_draw_functions: Res<DrawFunctions<AlphaMask3dPrepass>>,
|
|
opaque_deferred_draw_functions: Res<DrawFunctions<Opaque3dDeferred>>,
|
|
alpha_mask_deferred_draw_functions: Res<DrawFunctions<AlphaMask3dDeferred>>,
|
|
prepass_pipeline: Res<PrepassPipeline<M>>,
|
|
mut pipelines: ResMut<SpecializedMeshPipelines<PrepassPipeline<M>>>,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
msaa: Res<Msaa>,
|
|
render_meshes: Res<RenderAssets<Mesh>>,
|
|
render_mesh_instances: Res<RenderMeshInstances>,
|
|
render_materials: Res<RenderMaterials<M>>,
|
|
render_material_instances: Res<RenderMaterialInstances<M>>,
|
|
render_lightmaps: Res<RenderLightmaps>,
|
|
mut views: Query<
|
|
(
|
|
&ExtractedView,
|
|
&VisibleEntities,
|
|
Option<&mut RenderPhase<Opaque3dPrepass>>,
|
|
Option<&mut RenderPhase<AlphaMask3dPrepass>>,
|
|
Option<&mut RenderPhase<Opaque3dDeferred>>,
|
|
Option<&mut RenderPhase<AlphaMask3dDeferred>>,
|
|
Option<&DepthPrepass>,
|
|
Option<&NormalPrepass>,
|
|
Option<&MotionVectorPrepass>,
|
|
Option<&DeferredPrepass>,
|
|
),
|
|
Or<(
|
|
With<RenderPhase<Opaque3dPrepass>>,
|
|
With<RenderPhase<AlphaMask3dPrepass>>,
|
|
With<RenderPhase<Opaque3dDeferred>>,
|
|
With<RenderPhase<AlphaMask3dDeferred>>,
|
|
)>,
|
|
>,
|
|
) where
|
|
M::Data: PartialEq + Eq + Hash + Clone,
|
|
{
|
|
let opaque_draw_prepass = opaque_draw_functions
|
|
.read()
|
|
.get_id::<DrawPrepass<M>>()
|
|
.unwrap();
|
|
let alpha_mask_draw_prepass = alpha_mask_draw_functions
|
|
.read()
|
|
.get_id::<DrawPrepass<M>>()
|
|
.unwrap();
|
|
let opaque_draw_deferred = opaque_deferred_draw_functions
|
|
.read()
|
|
.get_id::<DrawPrepass<M>>()
|
|
.unwrap();
|
|
let alpha_mask_draw_deferred = alpha_mask_deferred_draw_functions
|
|
.read()
|
|
.get_id::<DrawPrepass<M>>()
|
|
.unwrap();
|
|
for (
|
|
_view,
|
|
visible_entities,
|
|
mut opaque_phase,
|
|
mut alpha_mask_phase,
|
|
mut opaque_deferred_phase,
|
|
mut alpha_mask_deferred_phase,
|
|
depth_prepass,
|
|
normal_prepass,
|
|
motion_vector_prepass,
|
|
deferred_prepass,
|
|
) in &mut views
|
|
{
|
|
let mut view_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
|
|
if depth_prepass.is_some() {
|
|
view_key |= MeshPipelineKey::DEPTH_PREPASS;
|
|
}
|
|
if normal_prepass.is_some() {
|
|
view_key |= MeshPipelineKey::NORMAL_PREPASS;
|
|
}
|
|
if motion_vector_prepass.is_some() {
|
|
view_key |= MeshPipelineKey::MOTION_VECTOR_PREPASS;
|
|
}
|
|
|
|
for visible_entity in &visible_entities.entities {
|
|
let Some(material_asset_id) = render_material_instances.get(visible_entity) else {
|
|
continue;
|
|
};
|
|
let Some(mesh_instance) = render_mesh_instances.get(visible_entity) else {
|
|
continue;
|
|
};
|
|
let Some(material) = render_materials.get(material_asset_id) else {
|
|
continue;
|
|
};
|
|
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
|
|
continue;
|
|
};
|
|
|
|
let mut mesh_key =
|
|
MeshPipelineKey::from_primitive_topology(mesh.primitive_topology) | view_key;
|
|
if mesh.morph_targets.is_some() {
|
|
mesh_key |= MeshPipelineKey::MORPH_TARGETS;
|
|
}
|
|
let alpha_mode = material.properties.alpha_mode;
|
|
match alpha_mode {
|
|
AlphaMode::Opaque => {}
|
|
AlphaMode::Mask(_) => mesh_key |= MeshPipelineKey::MAY_DISCARD,
|
|
AlphaMode::Blend
|
|
| AlphaMode::Premultiplied
|
|
| AlphaMode::Add
|
|
| AlphaMode::Multiply => continue,
|
|
}
|
|
|
|
if material.properties.reads_view_transmission_texture {
|
|
// No-op: Materials reading from `ViewTransmissionTexture` are not rendered in the `Opaque3d`
|
|
// phase, and are therefore also excluded from the prepass much like alpha-blended materials.
|
|
continue;
|
|
}
|
|
|
|
let forward = match material.properties.render_method {
|
|
OpaqueRendererMethod::Forward => true,
|
|
OpaqueRendererMethod::Deferred => false,
|
|
OpaqueRendererMethod::Auto => unreachable!(),
|
|
};
|
|
|
|
let deferred = deferred_prepass.is_some() && !forward;
|
|
|
|
if deferred {
|
|
mesh_key |= MeshPipelineKey::DEFERRED_PREPASS;
|
|
}
|
|
|
|
// Even though we don't use the lightmap in the prepass, the
|
|
// `SetMeshBindGroup` render command will bind the data for it. So
|
|
// we need to include the appropriate flag in the mesh pipeline key
|
|
// to ensure that the necessary bind group layout entries are
|
|
// present.
|
|
if render_lightmaps
|
|
.render_lightmaps
|
|
.contains_key(visible_entity)
|
|
{
|
|
mesh_key |= MeshPipelineKey::LIGHTMAPPED;
|
|
}
|
|
|
|
let pipeline_id = pipelines.specialize(
|
|
&pipeline_cache,
|
|
&prepass_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;
|
|
}
|
|
};
|
|
|
|
match alpha_mode {
|
|
AlphaMode::Opaque => {
|
|
if deferred {
|
|
opaque_deferred_phase
|
|
.as_mut()
|
|
.unwrap()
|
|
.add(Opaque3dDeferred {
|
|
entity: *visible_entity,
|
|
draw_function: opaque_draw_deferred,
|
|
pipeline_id,
|
|
asset_id: mesh_instance.mesh_asset_id,
|
|
batch_range: 0..1,
|
|
dynamic_offset: None,
|
|
});
|
|
} else if let Some(opaque_phase) = opaque_phase.as_mut() {
|
|
opaque_phase.add(Opaque3dPrepass {
|
|
entity: *visible_entity,
|
|
draw_function: opaque_draw_prepass,
|
|
pipeline_id,
|
|
asset_id: mesh_instance.mesh_asset_id,
|
|
batch_range: 0..1,
|
|
dynamic_offset: None,
|
|
});
|
|
}
|
|
}
|
|
AlphaMode::Mask(_) => {
|
|
if deferred {
|
|
alpha_mask_deferred_phase
|
|
.as_mut()
|
|
.unwrap()
|
|
.add(AlphaMask3dDeferred {
|
|
entity: *visible_entity,
|
|
draw_function: alpha_mask_draw_deferred,
|
|
pipeline_id,
|
|
asset_id: mesh_instance.mesh_asset_id,
|
|
batch_range: 0..1,
|
|
dynamic_offset: None,
|
|
});
|
|
} else if let Some(alpha_mask_phase) = alpha_mask_phase.as_mut() {
|
|
alpha_mask_phase.add(AlphaMask3dPrepass {
|
|
entity: *visible_entity,
|
|
draw_function: alpha_mask_draw_prepass,
|
|
pipeline_id,
|
|
asset_id: mesh_instance.mesh_asset_id,
|
|
batch_range: 0..1,
|
|
dynamic_offset: None,
|
|
});
|
|
}
|
|
}
|
|
AlphaMode::Blend
|
|
| AlphaMode::Premultiplied
|
|
| AlphaMode::Add
|
|
| AlphaMode::Multiply => {}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct SetPrepassViewBindGroup<const I: usize>;
|
|
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetPrepassViewBindGroup<I> {
|
|
type Param = SRes<PrepassViewBindGroup>;
|
|
type ViewQuery = (
|
|
Read<ViewUniformOffset>,
|
|
Option<Read<PreviousViewProjectionUniformOffset>>,
|
|
);
|
|
type ItemQuery = ();
|
|
|
|
#[inline]
|
|
fn render<'w>(
|
|
_item: &P,
|
|
(view_uniform_offset, previous_view_projection_uniform_offset): (
|
|
&'_ ViewUniformOffset,
|
|
Option<&'_ PreviousViewProjectionUniformOffset>,
|
|
),
|
|
_entity: Option<()>,
|
|
prepass_view_bind_group: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let prepass_view_bind_group = prepass_view_bind_group.into_inner();
|
|
|
|
if let Some(previous_view_projection_uniform_offset) =
|
|
previous_view_projection_uniform_offset
|
|
{
|
|
pass.set_bind_group(
|
|
I,
|
|
prepass_view_bind_group.motion_vectors.as_ref().unwrap(),
|
|
&[
|
|
view_uniform_offset.offset,
|
|
previous_view_projection_uniform_offset.offset,
|
|
],
|
|
);
|
|
} else {
|
|
pass.set_bind_group(
|
|
I,
|
|
prepass_view_bind_group.no_motion_vectors.as_ref().unwrap(),
|
|
&[view_uniform_offset.offset],
|
|
);
|
|
}
|
|
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub type DrawPrepass<M> = (
|
|
SetItemPipeline,
|
|
SetPrepassViewBindGroup<0>,
|
|
SetMeshBindGroup<1>,
|
|
SetMaterialBindGroup<M, 2>,
|
|
DrawMesh,
|
|
);
|