bevy/crates/bevy_pbr/src/pbr_material.rs
Charles 3f4ac65682 set alpha_mode based on alpha value (#4658)
# Objective

- When spawning a sprite the alpha is used for transparency, but when using the `Color::into()` implementation to spawn a `StandardMaterial`, the alpha is ignored.
- Pretty much everytime I want to make something transparent I started with a `Color::rgb().into()` and I'm always surprised that it doesn't work when changing it to  `Color::rgba().into()`
- It's possible there's an issue with this approach I am not thinking of, but I'm not sure what's the point of setting an alpha value without the goal of making a color transparent.

## Solution

- Set the alpha_mode to AlphaMode::Blend when the alpha is not the default value.

---

## Migration Guide

This is not a breaking change, but it can easily be migrated to reduce boilerplate

```rust
commands.spawn_bundle(PbrBundle {
    mesh: meshes.add(shape::Cube::default().into()),
    material: materials.add(StandardMaterial {
        base_color: Color::rgba(1.0, 0.0, 0.0, 0.75),
        alpha_mode: AlphaMode::Blend,
        ..default()
    }),
    ..default()
});

// becomes

commands.spawn_bundle(PbrBundle {
    mesh: meshes.add(shape::Cube::default().into()),
    material: materials.add(Color::rgba(1.0, 0.0, 0.0, 0.75).into()),
    ..default()
});
```


Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-05-04 22:10:20 +00:00

531 lines
20 KiB
Rust

use crate::{AlphaMode, MaterialPipeline, SpecializedMaterial, PBR_SHADER_HANDLE};
use bevy_asset::{AssetServer, Handle};
use bevy_ecs::system::{lifetimeless::SRes, SystemParamItem};
use bevy_math::Vec4;
use bevy_reflect::TypeUuid;
use bevy_render::{
color::Color,
mesh::MeshVertexBufferLayout,
prelude::Shader,
render_asset::{PrepareAssetError, RenderAsset, RenderAssets},
render_resource::{
std140::{AsStd140, Std140},
*,
},
renderer::RenderDevice,
texture::Image,
};
/// A material with "standard" properties used in PBR lighting
/// Standard property values with pictures here
/// <https://google.github.io/filament/Material%20Properties.pdf>.
///
/// May be created directly from a [`Color`] or an [`Image`].
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
pub struct StandardMaterial {
/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
/// in between. If used together with a base_color_texture, this is factored into the final
/// base color as `base_color * base_color_texture_value`
pub base_color: Color,
pub base_color_texture: Option<Handle<Image>>,
// Use a color for user friendliness even though we technically don't use the alpha channel
// Might be used in the future for exposure correction in HDR
pub emissive: Color,
pub emissive_texture: Option<Handle<Image>>,
/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
/// Defaults to minimum of 0.089
/// If used together with a roughness/metallic texture, this is factored into the final base
/// color as `roughness * roughness_texture_value`
pub perceptual_roughness: f32,
/// From [0.0, 1.0], dielectric to pure metallic
/// If used together with a roughness/metallic texture, this is factored into the final base
/// color as `metallic * metallic_texture_value`
pub metallic: f32,
pub metallic_roughness_texture: Option<Handle<Image>>,
/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
/// defaults to 0.5 which is mapped to 4% reflectance in the shader
pub reflectance: f32,
pub normal_map_texture: Option<Handle<Image>>,
/// Normal map textures authored for DirectX have their y-component flipped. Set this to flip
/// it to right-handed conventions.
pub flip_normal_map_y: bool,
pub occlusion_texture: Option<Handle<Image>>,
/// Support two-sided lighting by automatically flipping the normals for "back" faces
/// within the PBR lighting shader.
/// Defaults to false.
/// This does not automatically configure backface culling, which can be done via
/// `cull_mode`.
pub double_sided: bool,
/// Whether to cull the "front", "back" or neither side of a mesh
/// defaults to `Face::Back`
pub cull_mode: Option<Face>,
pub unlit: bool,
pub alpha_mode: AlphaMode,
}
impl Default for StandardMaterial {
fn default() -> Self {
StandardMaterial {
base_color: Color::rgb(1.0, 1.0, 1.0),
base_color_texture: None,
emissive: Color::BLACK,
emissive_texture: None,
// This is the minimum the roughness is clamped to in shader code
// See <https://google.github.io/filament/Filament.html#materialsystem/parameterization/>
// It's the minimum floating point value that won't be rounded down to 0 in the
// calculations used. Although technically for 32-bit floats, 0.045 could be
// used.
perceptual_roughness: 0.089,
// Few materials are purely dielectric or metallic
// This is just a default for mostly-dielectric
metallic: 0.01,
metallic_roughness_texture: None,
// Minimum real-world reflectance is 2%, most materials between 2-5%
// Expressed in a linear scale and equivalent to 4% reflectance see
// <https://google.github.io/filament/Material%20Properties.pdf>
reflectance: 0.5,
occlusion_texture: None,
normal_map_texture: None,
flip_normal_map_y: false,
double_sided: false,
cull_mode: Some(Face::Back),
unlit: false,
alpha_mode: AlphaMode::Opaque,
}
}
}
impl From<Color> for StandardMaterial {
fn from(color: Color) -> Self {
StandardMaterial {
base_color: color,
alpha_mode: if color.a() < 1.0 {
AlphaMode::Blend
} else {
AlphaMode::Opaque
},
..Default::default()
}
}
}
impl From<Handle<Image>> for StandardMaterial {
fn from(texture: Handle<Image>) -> Self {
StandardMaterial {
base_color_texture: Some(texture),
..Default::default()
}
}
}
// NOTE: These must match the bit flags in bevy_pbr/src/render/pbr.wgsl!
bitflags::bitflags! {
#[repr(transparent)]
pub struct StandardMaterialFlags: u32 {
const BASE_COLOR_TEXTURE = (1 << 0);
const EMISSIVE_TEXTURE = (1 << 1);
const METALLIC_ROUGHNESS_TEXTURE = (1 << 2);
const OCCLUSION_TEXTURE = (1 << 3);
const DOUBLE_SIDED = (1 << 4);
const UNLIT = (1 << 5);
const ALPHA_MODE_OPAQUE = (1 << 6);
const ALPHA_MODE_MASK = (1 << 7);
const ALPHA_MODE_BLEND = (1 << 8);
const TWO_COMPONENT_NORMAL_MAP = (1 << 9);
const FLIP_NORMAL_MAP_Y = (1 << 10);
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
/// The GPU representation of the uniform data of a [`StandardMaterial`].
#[derive(Clone, Default, AsStd140)]
pub struct StandardMaterialUniformData {
/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
/// in between.
pub base_color: Vec4,
// Use a color for user friendliness even though we technically don't use the alpha channel
// Might be used in the future for exposure correction in HDR
pub emissive: Vec4,
/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
/// Defaults to minimum of 0.089
pub roughness: f32,
/// From [0.0, 1.0], dielectric to pure metallic
pub metallic: f32,
/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
/// defaults to 0.5 which is mapped to 4% reflectance in the shader
pub reflectance: f32,
pub flags: u32,
/// When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque,
/// and any below means fully transparent.
pub alpha_cutoff: f32,
}
/// The GPU representation of a [`StandardMaterial`].
#[derive(Debug, Clone)]
pub struct GpuStandardMaterial {
/// A buffer containing the [`StandardMaterialUniformData`] of the material.
pub buffer: Buffer,
/// The bind group specifying how the [`StandardMaterialUniformData`] and
/// all the textures of the material are bound.
pub bind_group: BindGroup,
pub has_normal_map: bool,
pub flags: StandardMaterialFlags,
pub base_color_texture: Option<Handle<Image>>,
pub alpha_mode: AlphaMode,
pub cull_mode: Option<Face>,
}
impl RenderAsset for StandardMaterial {
type ExtractedAsset = StandardMaterial;
type PreparedAsset = GpuStandardMaterial;
type Param = (
SRes<RenderDevice>,
SRes<MaterialPipeline<StandardMaterial>>,
SRes<RenderAssets<Image>>,
);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
material: Self::ExtractedAsset,
(render_device, pbr_pipeline, gpu_images): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let (base_color_texture_view, base_color_sampler) = if let Some(result) = pbr_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &material.base_color_texture)
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(material));
};
let (emissive_texture_view, emissive_sampler) = if let Some(result) = pbr_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &material.emissive_texture)
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(material));
};
let (metallic_roughness_texture_view, metallic_roughness_sampler) = if let Some(result) =
pbr_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &material.metallic_roughness_texture)
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(material));
};
let (normal_map_texture_view, normal_map_sampler) = if let Some(result) = pbr_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &material.normal_map_texture)
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(material));
};
let (occlusion_texture_view, occlusion_sampler) = if let Some(result) = pbr_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &material.occlusion_texture)
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(material));
};
let mut flags = StandardMaterialFlags::NONE;
if material.base_color_texture.is_some() {
flags |= StandardMaterialFlags::BASE_COLOR_TEXTURE;
}
if material.emissive_texture.is_some() {
flags |= StandardMaterialFlags::EMISSIVE_TEXTURE;
}
if material.metallic_roughness_texture.is_some() {
flags |= StandardMaterialFlags::METALLIC_ROUGHNESS_TEXTURE;
}
if material.occlusion_texture.is_some() {
flags |= StandardMaterialFlags::OCCLUSION_TEXTURE;
}
if material.double_sided {
flags |= StandardMaterialFlags::DOUBLE_SIDED;
}
if material.unlit {
flags |= StandardMaterialFlags::UNLIT;
}
let has_normal_map = material.normal_map_texture.is_some();
if has_normal_map {
match gpu_images
.get(material.normal_map_texture.as_ref().unwrap())
.unwrap()
.texture_format
{
// All 2-component unorm formats
TextureFormat::Rg8Unorm
| TextureFormat::Rg16Unorm
| TextureFormat::Bc5RgUnorm
| TextureFormat::EacRg11Unorm => {
flags |= StandardMaterialFlags::TWO_COMPONENT_NORMAL_MAP
}
_ => {}
}
if material.flip_normal_map_y {
flags |= StandardMaterialFlags::FLIP_NORMAL_MAP_Y;
}
}
// NOTE: 0.5 is from the glTF default - do we want this?
let mut alpha_cutoff = 0.5;
match material.alpha_mode {
AlphaMode::Opaque => flags |= StandardMaterialFlags::ALPHA_MODE_OPAQUE,
AlphaMode::Mask(c) => {
alpha_cutoff = c;
flags |= StandardMaterialFlags::ALPHA_MODE_MASK;
}
AlphaMode::Blend => flags |= StandardMaterialFlags::ALPHA_MODE_BLEND,
};
let value = StandardMaterialUniformData {
base_color: material.base_color.as_linear_rgba_f32().into(),
emissive: material.emissive.into(),
roughness: material.perceptual_roughness,
metallic: material.metallic,
reflectance: material.reflectance,
flags: flags.bits(),
alpha_cutoff,
};
let value_std140 = value.as_std140();
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
label: Some("pbr_standard_material_uniform_buffer"),
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
contents: value_std140.as_bytes(),
});
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::TextureView(base_color_texture_view),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::Sampler(base_color_sampler),
},
BindGroupEntry {
binding: 3,
resource: BindingResource::TextureView(emissive_texture_view),
},
BindGroupEntry {
binding: 4,
resource: BindingResource::Sampler(emissive_sampler),
},
BindGroupEntry {
binding: 5,
resource: BindingResource::TextureView(metallic_roughness_texture_view),
},
BindGroupEntry {
binding: 6,
resource: BindingResource::Sampler(metallic_roughness_sampler),
},
BindGroupEntry {
binding: 7,
resource: BindingResource::TextureView(occlusion_texture_view),
},
BindGroupEntry {
binding: 8,
resource: BindingResource::Sampler(occlusion_sampler),
},
BindGroupEntry {
binding: 9,
resource: BindingResource::TextureView(normal_map_texture_view),
},
BindGroupEntry {
binding: 10,
resource: BindingResource::Sampler(normal_map_sampler),
},
],
label: Some("pbr_standard_material_bind_group"),
layout: &pbr_pipeline.material_layout,
});
Ok(GpuStandardMaterial {
buffer,
bind_group,
flags,
has_normal_map,
base_color_texture: material.base_color_texture,
alpha_mode: material.alpha_mode,
cull_mode: material.cull_mode,
})
}
}
#[derive(Clone, PartialEq, Eq, Hash)]
pub struct StandardMaterialKey {
normal_map: bool,
cull_mode: Option<Face>,
}
impl SpecializedMaterial for StandardMaterial {
type Key = StandardMaterialKey;
fn key(render_asset: &<Self as RenderAsset>::PreparedAsset) -> Self::Key {
StandardMaterialKey {
normal_map: render_asset.has_normal_map,
cull_mode: render_asset.cull_mode,
}
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
key: Self::Key,
_layout: &MeshVertexBufferLayout,
) -> Result<(), SpecializedMeshPipelineError> {
if key.normal_map {
descriptor
.fragment
.as_mut()
.unwrap()
.shader_defs
.push(String::from("STANDARDMATERIAL_NORMAL_MAP"));
}
descriptor.primitive.cull_mode = key.cull_mode;
if let Some(label) = &mut descriptor.label {
*label = format!("pbr_{}", *label).into();
}
Ok(())
}
fn fragment_shader(_asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(PBR_SHADER_HANDLE.typed())
}
#[inline]
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(
render_device: &RenderDevice,
) -> bevy_render::render_resource::BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(
StandardMaterialUniformData::std140_size_static() as u64,
),
},
count: None,
},
// Base Color Texture
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
// Base Color Texture Sampler
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
// Emissive Texture
BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
// Emissive Texture Sampler
BindGroupLayoutEntry {
binding: 4,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
// Metallic Roughness Texture
BindGroupLayoutEntry {
binding: 5,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
// Metallic Roughness Texture Sampler
BindGroupLayoutEntry {
binding: 6,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
// Occlusion Texture
BindGroupLayoutEntry {
binding: 7,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
// Occlusion Texture Sampler
BindGroupLayoutEntry {
binding: 8,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
// Normal Map Texture
BindGroupLayoutEntry {
binding: 9,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
},
count: None,
},
// Normal Map Texture Sampler
BindGroupLayoutEntry {
binding: 10,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: Some("pbr_material_layout"),
})
}
#[inline]
fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
render_asset.alpha_mode
}
}