bevy/pipelined/bevy_pbr2/src/render/mesh.rs
Robert Swain a7729319cc Per-light toggleable shadow mapping (#3126)
# Objective

Allow shadow mapping to be enabled/disabled per-light.

## Solution

- NOTE: This PR is on top of https://github.com/bevyengine/bevy/pull/3072
- Add `shadows_enabled` boolean property to `PointLight` and `DirectionalLight` components.
- Do not update the frusta for the light if shadows are disabled.
- Do not check for visible entities for the light if shadows are disabled.
- Do not fetch shadows for lights with shadows disabled.
- I reworked a few types for clarity: `ViewLight` -> `ShadowView`, the bulk of `ViewLights` members -> `ViewShadowBindings`, the entities Vec in `ViewLights` -> `ViewLightEntities`, the uniform offset in `ViewLights` for `GpuLights` -> `ViewLightsUniformOffset`

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-19 21:16:58 +00:00

661 lines
24 KiB
Rust

use crate::{
LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline, ViewLightsUniformOffset,
ViewShadowBindings,
};
use bevy_app::Plugin;
use bevy_asset::{Assets, Handle, HandleUntyped};
use bevy_ecs::{
prelude::*,
system::{lifetimeless::*, SystemParamItem},
};
use bevy_math::Mat4;
use bevy_reflect::TypeUuid;
use bevy_render2::{
mesh::Mesh,
render_asset::RenderAssets,
render_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin},
render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass},
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::{BevyDefault, GpuImage, Image, TextureFormatPixelInfo},
view::{ComputedVisibility, ViewUniformOffset, ViewUniforms},
RenderApp, RenderStage,
};
use bevy_transform::components::GlobalTransform;
use crevice::std140::AsStd140;
use wgpu::{
Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, TextureDimension, TextureFormat,
TextureViewDescriptor,
};
#[derive(Default)]
pub struct MeshRenderPlugin;
pub const MESH_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571);
pub const MESH_STRUCT_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377);
pub const MESH_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3252377289100772450);
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
shaders.set_untracked(
MESH_SHADER_HANDLE,
Shader::from_wgsl(include_str!("mesh.wgsl")),
);
shaders.set_untracked(
MESH_STRUCT_HANDLE,
Shader::from_wgsl(include_str!("mesh_struct.wgsl"))
.with_import_path("bevy_pbr::mesh_struct"),
);
shaders.set_untracked(
MESH_VIEW_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_view_bind_group"),
);
app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());
app.sub_app(RenderApp)
.init_resource::<MeshPipeline>()
.add_system_to_stage(RenderStage::Extract, extract_meshes)
.add_system_to_stage(RenderStage::Queue, queue_mesh_bind_group)
.add_system_to_stage(RenderStage::Queue, queue_mesh_view_bind_groups);
}
}
#[derive(AsStd140, Clone)]
pub struct MeshUniform {
pub transform: Mat4,
pub inverse_transpose_model: Mat4,
pub flags: u32,
}
// NOTE: These must match the bit flags in bevy_pbr2/src/render/mesh.wgsl!
bitflags::bitflags! {
#[repr(transparent)]
struct MeshFlags: u32 {
const SHADOW_RECEIVER = (1 << 0);
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
pub fn extract_meshes(
mut commands: Commands,
mut previous_caster_len: Local<usize>,
mut previous_not_caster_len: Local<usize>,
caster_query: Query<
(
Entity,
&ComputedVisibility,
&GlobalTransform,
&Handle<Mesh>,
Option<&NotShadowReceiver>,
),
Without<NotShadowCaster>,
>,
not_caster_query: Query<
(
Entity,
&ComputedVisibility,
&GlobalTransform,
&Handle<Mesh>,
Option<&NotShadowReceiver>,
),
With<NotShadowCaster>,
>,
) {
let mut caster_values = Vec::with_capacity(*previous_caster_len);
for (entity, computed_visibility, transform, handle, not_receiver) in caster_query.iter() {
if !computed_visibility.is_visible {
continue;
}
let transform = transform.compute_matrix();
caster_values.push((
entity,
(
handle.clone_weak(),
MeshUniform {
flags: if not_receiver.is_some() {
MeshFlags::empty().bits
} else {
MeshFlags::SHADOW_RECEIVER.bits
},
transform,
inverse_transpose_model: transform.inverse().transpose(),
},
),
));
}
*previous_caster_len = caster_values.len();
commands.insert_or_spawn_batch(caster_values);
let mut not_caster_values = Vec::with_capacity(*previous_not_caster_len);
for (entity, computed_visibility, transform, handle, not_receiver) in not_caster_query.iter() {
if !computed_visibility.is_visible {
continue;
}
let transform = transform.compute_matrix();
not_caster_values.push((
entity,
(
handle.clone_weak(),
MeshUniform {
flags: if not_receiver.is_some() {
MeshFlags::empty().bits
} else {
MeshFlags::SHADOW_RECEIVER.bits
},
transform,
inverse_transpose_model: transform.inverse().transpose(),
},
NotShadowCaster,
),
));
}
*previous_not_caster_len = not_caster_values.len();
commands.insert_or_spawn_batch(not_caster_values);
}
#[derive(Clone)]
pub struct MeshPipeline {
pub view_layout: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
// This dummy white texture is to be used in place of optional StandardMaterial textures
pub dummy_white_gpu_image: GpuImage,
}
impl FromWorld for MeshPipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.get_resource::<RenderDevice>().unwrap();
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
// TODO: change this to ViewUniform::std140_size_static once crevice fixes this!
// Context: https://github.com/LPGhatguy/crevice/issues/29
min_binding_size: BufferSize::new(144),
},
count: None,
},
// Lights
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
// TODO: change this to GpuLights::std140_size_static once crevice fixes this!
// Context: https://github.com/LPGhatguy/crevice/issues/29
min_binding_size: BufferSize::new(1424),
},
count: None,
},
// Point Shadow Texture Cube Array
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Depth,
view_dimension: TextureViewDimension::CubeArray,
},
count: None,
},
// Point Shadow Texture Array Sampler
BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler {
comparison: true,
filtering: true,
},
count: None,
},
// Directional Shadow Texture Array
BindGroupLayoutEntry {
binding: 4,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Depth,
view_dimension: TextureViewDimension::D2Array,
},
count: None,
},
// Directional Shadow Texture Array Sampler
BindGroupLayoutEntry {
binding: 5,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler {
comparison: true,
filtering: true,
},
count: None,
},
],
label: Some("mesh_view_layout"),
});
let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
// TODO: change this to MeshUniform::std140_size_static once crevice fixes this!
// Context: https://github.com/LPGhatguy/crevice/issues/29
min_binding_size: BufferSize::new(144),
},
count: None,
}],
label: Some("mesh_layout"),
});
// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
let dummy_white_gpu_image = {
let image = Image::new_fill(
Extent3d::default(),
TextureDimension::D2,
&[255u8; 4],
TextureFormat::bevy_default(),
);
let texture = render_device.create_texture(&image.texture_descriptor);
let sampler = render_device.create_sampler(&image.sampler_descriptor);
let format_size = image.texture_descriptor.format.pixel_size();
let render_queue = world.get_resource_mut::<RenderQueue>().unwrap();
render_queue.write_texture(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&image.data,
ImageDataLayout {
offset: 0,
bytes_per_row: Some(
std::num::NonZeroU32::new(
image.texture_descriptor.size.width * format_size as u32,
)
.unwrap(),
),
rows_per_image: None,
},
image.texture_descriptor.size,
);
let texture_view = texture.create_view(&TextureViewDescriptor::default());
GpuImage {
texture,
texture_view,
sampler,
}
};
MeshPipeline {
view_layout,
mesh_layout,
dummy_white_gpu_image,
}
}
}
impl MeshPipeline {
pub fn get_image_texture<'a>(
&'a self,
gpu_images: &'a RenderAssets<Image>,
handle_option: &Option<Handle<Image>>,
) -> Option<(&'a TextureView, &'a Sampler)> {
if let Some(handle) = handle_option {
let gpu_image = gpu_images.get(handle)?;
Some((&gpu_image.texture_view, &gpu_image.sampler))
} else {
Some((
&self.dummy_white_gpu_image.texture_view,
&self.dummy_white_gpu_image.sampler,
))
}
}
}
bitflags::bitflags! {
#[repr(transparent)]
// NOTE: Apparently quadro drivers support up to 64x MSAA.
/// MSAA uses the highest 6 bits for the MSAA sample count - 1 to support up to 64x MSAA.
pub struct MeshPipelineKey: u32 {
const NONE = 0;
const VERTEX_TANGENTS = (1 << 0);
const TRANSPARENT_MAIN_PASS = (1 << 1);
const MSAA_RESERVED_BITS = MeshPipelineKey::MSAA_MASK_BITS << MeshPipelineKey::MSAA_SHIFT_BITS;
}
}
impl MeshPipelineKey {
const MSAA_MASK_BITS: u32 = 0b111111;
const MSAA_SHIFT_BITS: u32 = 32 - 6;
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
let msaa_bits = ((msaa_samples - 1) & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
MeshPipelineKey::from_bits(msaa_bits).unwrap()
}
pub fn msaa_samples(&self) -> u32 {
((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS) + 1
}
}
impl SpecializedPipeline for MeshPipeline {
type Key = MeshPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let (vertex_array_stride, vertex_attributes) =
if key.contains(MeshPipelineKey::VERTEX_TANGENTS) {
(
48,
vec![
// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 12,
shader_location: 0,
},
// Normal
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 0,
shader_location: 1,
},
// Uv (GOTCHA! uv is no longer third in the buffer due to how Mesh sorts attributes (alphabetically))
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 40,
shader_location: 2,
},
// Tangent
VertexAttribute {
format: VertexFormat::Float32x4,
offset: 24,
shader_location: 3,
},
],
)
} else {
(
32,
vec![
// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 12,
shader_location: 0,
},
// Normal
VertexAttribute {
format: VertexFormat::Float32x3,
offset: 0,
shader_location: 1,
},
// Uv
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 24,
shader_location: 2,
},
],
)
};
let mut shader_defs = Vec::new();
if key.contains(MeshPipelineKey::VERTEX_TANGENTS) {
shader_defs.push(String::from("VERTEX_TANGENTS"));
}
let (label, blend, depth_write_enabled);
if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) {
label = "transparent_mesh_pipeline".into();
blend = Some(BlendState::ALPHA_BLENDING);
// For the transparent pass, fragments that are closer will be alpha blended
// but their depth is not written to the depth buffer
depth_write_enabled = false;
} else {
label = "opaque_mesh_pipeline".into();
blend = Some(BlendState::REPLACE);
// For the opaque and alpha mask passes, fragments that are closer will replace
// the current fragment value in the output and the depth is written to the
// depth buffer
depth_write_enabled = true;
}
RenderPipelineDescriptor {
vertex: VertexState {
shader: MESH_SHADER_HANDLE.typed::<Shader>(),
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: vec![VertexBufferLayout {
array_stride: vertex_array_stride,
step_mode: VertexStepMode::Vertex,
attributes: vertex_attributes,
}],
},
fragment: Some(FragmentState {
shader: MESH_SHADER_HANDLE.typed::<Shader>(),
shader_defs,
entry_point: "fragment".into(),
targets: vec![ColorTargetState {
format: TextureFormat::bevy_default(),
blend,
write_mask: ColorWrites::ALL,
}],
}),
layout: Some(vec![self.view_layout.clone(), self.mesh_layout.clone()]),
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
polygon_mode: PolygonMode::Fill,
clamp_depth: false,
conservative: false,
topology: PrimitiveTopology::TriangleList,
strip_index_format: None,
},
depth_stencil: Some(DepthStencilState {
format: TextureFormat::Depth32Float,
depth_write_enabled,
depth_compare: CompareFunction::Greater,
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.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some(label),
}
}
}
pub struct MeshBindGroup {
pub value: BindGroup,
}
pub fn queue_mesh_bind_group(
mut commands: Commands,
mesh_pipeline: Res<MeshPipeline>,
render_device: Res<RenderDevice>,
mesh_uniforms: Res<ComponentUniforms<MeshUniform>>,
) {
if let Some(binding) = mesh_uniforms.uniforms().binding() {
commands.insert_resource(MeshBindGroup {
value: render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: binding,
}],
label: Some("mesh_bind_group"),
layout: &mesh_pipeline.mesh_layout,
}),
});
}
}
pub struct MeshViewBindGroup {
pub value: BindGroup,
}
pub fn queue_mesh_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,
mesh_pipeline: Res<MeshPipeline>,
shadow_pipeline: Res<ShadowPipeline>,
light_meta: Res<LightMeta>,
view_uniforms: Res<ViewUniforms>,
mut views: Query<(Entity, &ViewShadowBindings)>,
) {
if let (Some(view_binding), Some(light_binding)) = (
view_uniforms.uniforms.binding(),
light_meta.view_gpu_lights.binding(),
) {
for (entity, view_shadow_bindings) in views.iter_mut() {
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: view_binding.clone(),
},
BindGroupEntry {
binding: 1,
resource: light_binding.clone(),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::TextureView(
&view_shadow_bindings.point_light_depth_texture_view,
),
},
BindGroupEntry {
binding: 3,
resource: BindingResource::Sampler(&shadow_pipeline.point_light_sampler),
},
BindGroupEntry {
binding: 4,
resource: BindingResource::TextureView(
&view_shadow_bindings.directional_light_depth_texture_view,
),
},
BindGroupEntry {
binding: 5,
resource: BindingResource::Sampler(
&shadow_pipeline.directional_light_sampler,
),
},
],
label: Some("mesh_view_bind_group"),
layout: &mesh_pipeline.view_layout,
});
commands.entity(entity).insert(MeshViewBindGroup {
value: view_bind_group,
});
}
}
}
pub struct SetMeshViewBindGroup<const I: usize>;
impl<const I: usize> EntityRenderCommand for SetMeshViewBindGroup<I> {
type Param = SQuery<(
Read<ViewUniformOffset>,
Read<ViewLightsUniformOffset>,
Read<MeshViewBindGroup>,
)>;
#[inline]
fn render<'w>(
view: Entity,
_item: Entity,
view_query: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let (view_uniform, view_lights, mesh_view_bind_group) = view_query.get(view).unwrap();
pass.set_bind_group(
I,
&mesh_view_bind_group.value,
&[view_uniform.offset, view_lights.offset],
);
RenderCommandResult::Success
}
}
pub struct SetMeshBindGroup<const I: usize>;
impl<const I: usize> EntityRenderCommand for SetMeshBindGroup<I> {
type Param = (
SRes<MeshBindGroup>,
SQuery<Read<DynamicUniformIndex<MeshUniform>>>,
);
#[inline]
fn render<'w>(
_view: Entity,
item: Entity,
(mesh_bind_group, mesh_query): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let mesh_index = mesh_query.get(item).unwrap();
pass.set_bind_group(
I,
&mesh_bind_group.into_inner().value,
&[mesh_index.index()],
);
RenderCommandResult::Success
}
}
pub struct DrawMesh;
impl EntityRenderCommand for DrawMesh {
type Param = (SRes<RenderAssets<Mesh>>, SQuery<Read<Handle<Mesh>>>);
#[inline]
fn render<'w>(
_view: Entity,
item: Entity,
(meshes, mesh_query): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let mesh_handle = mesh_query.get(item).unwrap();
let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap();
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
if let Some(index_info) = &gpu_mesh.index_info {
pass.set_index_buffer(index_info.buffer.slice(..), 0, index_info.index_format);
pass.draw_indexed(0..index_info.count, 0, 0..1);
} else {
panic!("non-indexed drawing not supported yet")
}
RenderCommandResult::Success
}
}
#[cfg(test)]
mod tests {
use super::MeshPipelineKey;
#[test]
fn mesh_key_msaa_samples() {
for i in 1..=64 {
assert_eq!(MeshPipelineKey::from_msaa_samples(i).msaa_samples(), i);
}
}
}