bevy/crates/bevy_pbr/src/lib.rs
Alice Cecile 5d514fb24f Reduce internal system order ambiguities, and add an example explaining them (#7383)
# Objective

- Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs.
- Verifying this currently involves repeated non-trivial manual work. 

## Solution

- [x] add an example to quickly check this
- ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~
- ~~[ ] run the example in CI 😈~~

There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that.

```
2023-01-27T18:38:42.989405Z  INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems:
 * Parallel systems:
 -- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system"
    conflicts: ["bevy_transform::components::transform::Transform"]
  ```

## Changelog

Resolved internal execution order ambiguities for:
1. Transform propagation (ignored, we need smarter filter checking).
2. Gamepad processing (fixed).
3. bevy_winit's window handling (fixed).
4. Cascaded shadow maps and perspectives (fixed).

Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
2023-01-31 01:47:00 +00:00

309 lines
12 KiB
Rust

pub mod wireframe;
mod alpha;
mod bundle;
mod fog;
mod light;
mod material;
mod pbr_material;
mod prepass;
mod render;
pub use alpha::*;
use bevy_utils::default;
pub use bundle::*;
pub use fog::*;
pub use light::*;
pub use material::*;
pub use pbr_material::*;
pub use prepass::*;
pub use render::*;
use bevy_window::ModifiesWindows;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
alpha::AlphaMode,
bundle::{
DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
SpotLightBundle,
},
fog::{FogFalloff, FogSettings},
light::{AmbientLight, DirectionalLight, PointLight, SpotLight},
material::{Material, MaterialPlugin},
pbr_material::StandardMaterial,
};
}
pub mod draw_3d_graph {
pub mod node {
/// Label for the shadow pass node.
pub const SHADOW_PASS: &str = "shadow_pass";
}
}
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AddAsset, Assets, Handle, HandleUntyped};
use bevy_ecs::prelude::*;
use bevy_reflect::TypeUuid;
use bevy_render::{
camera::CameraUpdateSystem,
extract_resource::ExtractResourcePlugin,
prelude::Color,
render_graph::RenderGraph,
render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions},
render_resource::{Shader, SpecializedMeshPipelines},
view::VisibilitySystems,
RenderApp, RenderStage,
};
use bevy_transform::TransformSystem;
pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744);
pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186);
pub const UTILS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1900548483293416725);
pub const CLUSTERED_FORWARD_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 166852093121196815);
pub const PBR_LIGHTING_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 14170772752254856967);
pub const SHADOWS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 11350275143789590502);
pub const PBR_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
pub const PBR_PREPASS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9407115064344201137);
pub const PBR_FUNCTIONS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16550102964439850292);
pub const SHADOW_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1836745567947005696);
/// Sets up the entire PBR infrastructure of bevy.
pub struct PbrPlugin {
/// Controls if the prepass is enabled for the StandardMaterial.
/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
pub prepass_enabled: bool,
}
impl Default for PbrPlugin {
fn default() -> Self {
Self {
prepass_enabled: true,
}
}
}
impl Plugin for PbrPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
PBR_TYPES_SHADER_HANDLE,
"render/pbr_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_BINDINGS_SHADER_HANDLE,
"render/pbr_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
CLUSTERED_FORWARD_HANDLE,
"render/clustered_forward.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_LIGHTING_HANDLE,
"render/pbr_lighting.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOWS_HANDLE,
"render/shadows.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FUNCTIONS_HANDLE,
"render/pbr_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
SHADOW_SHADER_HANDLE,
"render/depth.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_PREPASS_SHADER_HANDLE,
"render/pbr_prepass.wgsl",
Shader::from_wgsl
);
app.register_asset_reflect::<StandardMaterial>()
.register_type::<AmbientLight>()
.register_type::<CascadeShadowConfig>()
.register_type::<Cascades>()
.register_type::<CascadesVisibleEntities>()
.register_type::<ClusterConfig>()
.register_type::<ClusterFarZMode>()
.register_type::<ClusterZConfig>()
.register_type::<CubemapVisibleEntities>()
.register_type::<DirectionalLight>()
.register_type::<DirectionalLightShadowMap>()
.register_type::<PointLight>()
.register_type::<PointLightShadowMap>()
.register_type::<SpotLight>()
.add_plugin(MeshRenderPlugin)
.add_plugin(MaterialPlugin::<StandardMaterial> {
prepass_enabled: self.prepass_enabled,
..default()
})
.init_resource::<AmbientLight>()
.init_resource::<GlobalVisiblePointLights>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.add_plugin(ExtractResourcePlugin::<AmbientLight>::default())
.add_plugin(FogPlugin)
.add_system_to_stage(
CoreStage::PostUpdate,
// NOTE: Clusters need to have been added before update_clusters is run so
// add as an exclusive system
add_clusters
.at_start()
.label(SimulationLightSystems::AddClusters),
)
.add_system_to_stage(
CoreStage::PostUpdate,
assign_lights_to_clusters
.label(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CheckVisibility)
.after(CameraUpdateSystem)
.after(ModifiesWindows),
)
.add_system_to_stage(
CoreStage::PostUpdate,
update_directional_light_cascades
.label(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(TransformSystem::TransformPropagate)
.after(CameraUpdateSystem),
)
.add_system_to_stage(
CoreStage::PostUpdate,
update_directional_light_frusta
.label(SimulationLightSystems::UpdateLightFrusta)
// This must run after CheckVisibility because it relies on ComputedVisibility::is_visible()
.after(VisibilitySystems::CheckVisibility)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateDirectionalLightCascades)
// We assume that no entity will be both a directional light and a spot light,
// so these systems will run independently of one another.
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(update_spot_light_frusta),
)
.add_system_to_stage(
CoreStage::PostUpdate,
update_point_light_frusta
.label(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
)
.add_system_to_stage(
CoreStage::PostUpdate,
update_spot_light_frusta
.label(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
)
.add_system_to_stage(
CoreStage::PostUpdate,
check_light_mesh_visibility
.label(SimulationLightSystems::CheckLightVisibility)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateLightFrusta)
// NOTE: This MUST be scheduled AFTER the core renderer visibility check
// because that resets entity ComputedVisibility for the first view
// which would override any results from this otherwise
.after(VisibilitySystems::CheckVisibility),
);
app.world
.resource_mut::<Assets<StandardMaterial>>()
.set_untracked(
Handle::<StandardMaterial>::default(),
StandardMaterial {
base_color: Color::rgb(1.0, 0.0, 0.5),
unlit: true,
..Default::default()
},
);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.add_system_to_stage(
RenderStage::Extract,
render::extract_clusters.label(RenderLightSystems::ExtractClusters),
)
.add_system_to_stage(
RenderStage::Extract,
render::extract_lights.label(RenderLightSystems::ExtractLights),
)
.add_system_to_stage(
RenderStage::Prepare,
// this is added as an exclusive system because it contributes new views. it must run (and have Commands applied)
// _before_ the `prepare_views()` system is run. ideally this becomes a normal system when "stageless" features come out
render::prepare_lights
.at_start()
.label(RenderLightSystems::PrepareLights),
)
.add_system_to_stage(
RenderStage::Prepare,
// NOTE: This needs to run after prepare_lights. As prepare_lights is an exclusive system,
// just adding it to the non-exclusive systems in the Prepare stage means it runs after
// prepare_lights.
render::prepare_clusters.label(RenderLightSystems::PrepareClusters),
)
.add_system_to_stage(
RenderStage::Queue,
render::queue_shadows.label(RenderLightSystems::QueueShadows),
)
.add_system_to_stage(RenderStage::Queue, render::queue_shadow_view_bind_group)
.add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<Shadow>)
.init_resource::<ShadowPipeline>()
.init_resource::<DrawFunctions<Shadow>>()
.init_resource::<LightMeta>()
.init_resource::<GlobalLightMeta>()
.init_resource::<SpecializedMeshPipelines<ShadowPipeline>>();
let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
render_app.add_render_command::<Shadow, DrawShadowMesh>();
let mut graph = render_app.world.resource_mut::<RenderGraph>();
let draw_3d_graph = graph
.get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME)
.unwrap();
draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node);
draw_3d_graph.add_node_edge(
draw_3d_graph::node::SHADOW_PASS,
bevy_core_pipeline::core_3d::graph::node::MAIN_PASS,
);
draw_3d_graph.add_slot_edge(
draw_3d_graph.input_node().id,
bevy_core_pipeline::core_3d::graph::input::VIEW_ENTITY,
draw_3d_graph::node::SHADOW_PASS,
ShadowPassNode::IN_VIEW,
);
}
}