mirror of
https://github.com/bevyengine/bevy
synced 2024-12-25 20:43:07 +00:00
7b8d502083
# Objective - Fixes #12976 ## Solution This one is a doozy. - Run `cargo +beta clippy --workspace --all-targets --all-features` and fix all issues - This includes: - Moving inner attributes to be outer attributes, when the item in question has both inner and outer attributes - Use `ptr::from_ref` in more scenarios - Extend the valid idents list used by `clippy:doc_markdown` with more names - Use `Clone::clone_from` when possible - Remove redundant `ron` import - Add backticks to **so many** identifiers and items - I'm sorry whoever has to review this --- ## Changelog - Added links to more identifiers in documentation.
422 lines
16 KiB
Rust
422 lines
16 KiB
Rust
// FIXME(3492): remove once docs are ready
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#![allow(missing_docs)]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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#[cfg(feature = "meshlet")]
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mod meshlet;
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pub mod wireframe;
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/// Experimental features that are not yet finished. Please report any issues you encounter!
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///
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/// Expect bugs, missing features, compatibility issues, low performance, and/or future breaking changes.
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#[cfg(feature = "meshlet")]
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pub mod experimental {
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pub mod meshlet {
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pub use crate::meshlet::*;
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}
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}
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mod bundle;
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pub mod deferred;
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mod extended_material;
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mod fog;
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mod light;
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mod light_probe;
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mod lightmap;
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mod material;
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mod parallax;
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mod pbr_material;
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mod prepass;
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mod render;
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mod ssao;
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use bevy_color::{Color, LinearRgba};
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pub use bundle::*;
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pub use extended_material::*;
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pub use fog::*;
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pub use light::*;
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pub use light_probe::*;
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pub use lightmap::*;
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pub use material::*;
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pub use parallax::*;
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pub use pbr_material::*;
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pub use prepass::*;
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pub use render::*;
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pub use ssao::*;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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bundle::{
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DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
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SpotLightBundle,
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},
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fog::{FogFalloff, FogSettings},
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light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
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light_probe::{
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environment_map::{EnvironmentMapLight, ReflectionProbeBundle},
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LightProbe,
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},
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material::{Material, MaterialPlugin},
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parallax::ParallaxMappingMethod,
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pbr_material::StandardMaterial,
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ssao::ScreenSpaceAmbientOcclusionPlugin,
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};
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}
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pub mod graph {
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use bevy_render::render_graph::RenderLabel;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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pub enum NodePbr {
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/// Label for the shadow pass node.
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ShadowPass,
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/// Label for the screen space ambient occlusion render node.
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ScreenSpaceAmbientOcclusion,
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DeferredLightingPass,
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/// Label for the compute shader instance data building pass.
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GpuPreprocess,
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}
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}
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use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
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use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
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use bevy_ecs::prelude::*;
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use bevy_render::{
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alpha::AlphaMode,
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camera::{CameraUpdateSystem, Projection},
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extract_component::ExtractComponentPlugin,
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extract_resource::ExtractResourcePlugin,
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render_asset::prepare_assets,
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render_graph::RenderGraph,
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render_resource::Shader,
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texture::{GpuImage, Image},
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view::{check_visibility, VisibilitySystems},
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ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_transform::TransformSystem;
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pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1708015359337029744);
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pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(5635987986427308186);
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pub const UTILS_HANDLE: Handle<Shader> = Handle::weak_from_u128(1900548483293416725);
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pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> = Handle::weak_from_u128(166852093121196815);
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pub const PBR_LIGHTING_HANDLE: Handle<Shader> = Handle::weak_from_u128(14170772752254856967);
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pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> = Handle::weak_from_u128(77319684653223658032);
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pub const SHADOWS_HANDLE: Handle<Shader> = Handle::weak_from_u128(11350275143789590502);
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pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> = Handle::weak_from_u128(3145627513789590502);
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pub const PBR_FRAGMENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2295049283805286543);
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pub const PBR_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4805239651767701046);
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pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(9407115064344201137);
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pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16550102964439850292);
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pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
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pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(17035894873630133905);
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pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(2098345702398750291);
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pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(73204817249182637);
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pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
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pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(72019026415438599);
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pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(2659010996143919192);
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const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(2325134235233421);
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/// Sets up the entire PBR infrastructure of bevy.
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pub struct PbrPlugin {
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/// Controls if the prepass is enabled for the [`StandardMaterial`].
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/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
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pub prepass_enabled: bool,
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/// Controls if [`DeferredPbrLightingPlugin`] is added.
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pub add_default_deferred_lighting_plugin: bool,
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/// Controls if GPU [`MeshUniform`] building is enabled.
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///
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/// This requires compute shader support and so will be forcibly disabled if
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/// the platform doesn't support those.
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pub use_gpu_instance_buffer_builder: bool,
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}
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impl Default for PbrPlugin {
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fn default() -> Self {
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Self {
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prepass_enabled: true,
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add_default_deferred_lighting_plugin: true,
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use_gpu_instance_buffer_builder: true,
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}
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}
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}
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impl Plugin for PbrPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(
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app,
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PBR_TYPES_SHADER_HANDLE,
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"render/pbr_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_BINDINGS_SHADER_HANDLE,
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"render/pbr_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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CLUSTERED_FORWARD_HANDLE,
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"render/clustered_forward.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_LIGHTING_HANDLE,
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"render/pbr_lighting.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_TRANSMISSION_HANDLE,
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"render/pbr_transmission.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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SHADOWS_HANDLE,
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"render/shadows.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_DEFERRED_TYPES_HANDLE,
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"deferred/pbr_deferred_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_DEFERRED_FUNCTIONS_HANDLE,
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"deferred/pbr_deferred_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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SHADOW_SAMPLING_HANDLE,
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"render/shadow_sampling.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_FUNCTIONS_HANDLE,
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"render/pbr_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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RGB9E5_FUNCTIONS_HANDLE,
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"render/rgb9e5.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_AMBIENT_HANDLE,
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"render/pbr_ambient.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_FRAGMENT_HANDLE,
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"render/pbr_fragment.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
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"render/pbr_prepass_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_PREPASS_SHADER_HANDLE,
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"render/pbr_prepass.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PARALLAX_MAPPING_SHADER_HANDLE,
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"render/parallax_mapping.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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VIEW_TRANSFORMATIONS_SHADER_HANDLE,
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"render/view_transformations.wgsl",
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Shader::from_wgsl
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);
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// Setup dummy shaders for when MeshletPlugin is not used to prevent shader import errors.
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load_internal_asset!(
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app,
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MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
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"meshlet/dummy_visibility_buffer_resolve.wgsl",
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Shader::from_wgsl
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);
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app.register_asset_reflect::<StandardMaterial>()
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.register_type::<AmbientLight>()
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.register_type::<CascadeShadowConfig>()
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.register_type::<CascadesVisibleEntities>()
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.register_type::<ClusterConfig>()
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.register_type::<CubemapVisibleEntities>()
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.register_type::<DirectionalLight>()
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.register_type::<DirectionalLightShadowMap>()
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.register_type::<NotShadowCaster>()
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.register_type::<NotShadowReceiver>()
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.register_type::<PointLight>()
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.register_type::<PointLightShadowMap>()
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.register_type::<SpotLight>()
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.register_type::<FogSettings>()
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.register_type::<ShadowFilteringMethod>()
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.init_resource::<AmbientLight>()
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.init_resource::<GlobalVisiblePointLights>()
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.init_resource::<DirectionalLightShadowMap>()
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.init_resource::<PointLightShadowMap>()
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.register_type::<DefaultOpaqueRendererMethod>()
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.init_resource::<DefaultOpaqueRendererMethod>()
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.add_plugins((
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MeshRenderPlugin {
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use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
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},
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MaterialPlugin::<StandardMaterial> {
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prepass_enabled: self.prepass_enabled,
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..Default::default()
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},
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ScreenSpaceAmbientOcclusionPlugin,
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ExtractResourcePlugin::<AmbientLight>::default(),
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FogPlugin,
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ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
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ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
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LightmapPlugin,
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LightProbePlugin,
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GpuMeshPreprocessPlugin {
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use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
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},
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))
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.configure_sets(
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PostUpdate,
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(
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SimulationLightSystems::AddClusters,
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SimulationLightSystems::AssignLightsToClusters,
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)
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.chain(),
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)
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.add_systems(
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PostUpdate,
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(
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add_clusters.in_set(SimulationLightSystems::AddClusters),
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assign_lights_to_clusters
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.in_set(SimulationLightSystems::AssignLightsToClusters)
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.after(TransformSystem::TransformPropagate)
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.after(VisibilitySystems::CheckVisibility)
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.after(CameraUpdateSystem),
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(
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clear_directional_light_cascades,
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build_directional_light_cascades::<Projection>,
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)
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.chain()
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.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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.after(TransformSystem::TransformPropagate)
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.after(CameraUpdateSystem),
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update_directional_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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// This must run after CheckVisibility because it relies on `ViewVisibility`
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.after(VisibilitySystems::CheckVisibility)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::UpdateDirectionalLightCascades)
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// We assume that no entity will be both a directional light and a spot light,
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// so these systems will run independently of one another.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(update_spot_light_frusta),
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update_point_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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update_spot_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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check_visibility::<WithLight>
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.in_set(VisibilitySystems::CheckVisibility)
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.after(VisibilitySystems::CalculateBounds)
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.after(VisibilitySystems::UpdateOrthographicFrusta)
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.after(VisibilitySystems::UpdatePerspectiveFrusta)
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.after(VisibilitySystems::UpdateProjectionFrusta)
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.after(VisibilitySystems::VisibilityPropagate)
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.after(TransformSystem::TransformPropagate),
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check_light_mesh_visibility
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.in_set(SimulationLightSystems::CheckLightVisibility)
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.after(VisibilitySystems::CalculateBounds)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::UpdateLightFrusta)
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// NOTE: This MUST be scheduled AFTER the core renderer visibility check
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// because that resets entity `ViewVisibility` for the first view
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// which would override any results from this otherwise
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.after(VisibilitySystems::CheckVisibility),
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),
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);
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if self.add_default_deferred_lighting_plugin {
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app.add_plugins(DeferredPbrLightingPlugin);
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}
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app.world_mut()
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.resource_mut::<Assets<StandardMaterial>>()
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.insert(
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&Handle::<StandardMaterial>::default(),
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StandardMaterial {
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base_color: Color::srgb(1.0, 0.0, 0.5),
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unlit: true,
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..Default::default()
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},
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);
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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// Extract the required data from the main world
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render_app
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.add_systems(ExtractSchedule, (extract_clusters, extract_lights))
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.add_systems(
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Render,
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(
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prepare_lights
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.in_set(RenderSet::ManageViews)
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.after(prepare_assets::<GpuImage>),
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prepare_clusters.in_set(RenderSet::PrepareResources),
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),
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)
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.init_resource::<LightMeta>();
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let shadow_pass_node = ShadowPassNode::new(render_app.world_mut());
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let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
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let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
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draw_3d_graph.add_node(NodePbr::ShadowPass, shadow_pass_node);
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draw_3d_graph.add_node_edge(NodePbr::ShadowPass, Node3d::StartMainPass);
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}
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fn finish(&self, app: &mut App) {
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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// Extract the required data from the main world
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render_app
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.init_resource::<ShadowSamplers>()
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.init_resource::<GlobalLightMeta>();
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}
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}
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