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https://github.com/bevyengine/bevy
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963e2f08a2
This adds "high level" `Material` and `SpecializedMaterial` traits, which can be used with a `MaterialPlugin<T: SpecializedMaterial>`. `MaterialPlugin` automatically registers the appropriate resources, draw functions, and queue systems. The `Material` trait is simpler, and should cover most use cases. `SpecializedMaterial` is like `Material`, but it also requires defining a "specialization key" (see #3031). `Material` has a trivial blanket impl of `SpecializedMaterial`, which allows us to use the same types + functions for both. This makes defining custom 3d materials much simpler (see the `shader_material` example diff) and ensures consistent behavior across all 3d materials (both built in and custom). I ported the built in `StandardMaterial` to `MaterialPlugin`. There is also a new `MaterialMeshBundle<T: SpecializedMaterial>`, which `PbrBundle` aliases to.
382 lines
16 KiB
Rust
382 lines
16 KiB
Rust
use crate::{
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AlphaMode, DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
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SetMeshViewBindGroup,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::{AddAsset, Asset, AssetServer, Handle};
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use bevy_core_pipeline::{AlphaMask3d, Opaque3d, Transparent3d};
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use bevy_ecs::{
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entity::Entity,
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prelude::World,
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system::{
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lifetimeless::{Read, SQuery, SRes},
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Query, Res, ResMut, SystemParamItem,
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},
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world::FromWorld,
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};
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use bevy_render::{
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mesh::Mesh,
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render_asset::{RenderAsset, RenderAssetPlugin, RenderAssets},
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render_component::ExtractComponentPlugin,
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render_phase::{
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AddRenderCommand, DrawFunctions, EntityRenderCommand, RenderCommandResult, RenderPhase,
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SetItemPipeline, TrackedRenderPass,
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},
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render_resource::{
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BindGroup, BindGroupLayout, RenderPipelineCache, RenderPipelineDescriptor, Shader,
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SpecializedPipeline, SpecializedPipelines,
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},
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renderer::RenderDevice,
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view::{ExtractedView, Msaa, VisibleEntities},
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RenderApp, RenderStage,
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};
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use std::hash::Hash;
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use std::marker::PhantomData;
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/// Materials are used alongside [`MaterialPlugin`] and [`MaterialMeshBundle`](crate::MaterialMeshBundle)
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/// to spawn entities that are rendered with a specific [`Material`] type. They serve as an easy to use high level
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/// way to render [`Mesh`] entities with custom shader logic. For materials that can specialize their [`RenderPipelineDescriptor`]
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/// based on specific material values, see [`SpecializedMaterial`]. [`Material`] automatically implements [`SpecializedMaterial`]
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/// and can be used anywhere that type is used (such as [`MaterialPlugin`]).
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pub trait Material: Asset + RenderAsset {
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/// Returns this material's [`BindGroup`]. This should match the layout returned by [`Material::bind_group_layout`].
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fn bind_group(material: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup;
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/// Returns this material's [`BindGroupLayout`]. This should match the [`BindGroup`] returned by [`Material::bind_group`].
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout;
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/// Returns this material's vertex shader. If [`None`] is returned, the default mesh vertex shader will be used.
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/// Defaults to [`None`].
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#[allow(unused_variables)]
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fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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None
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}
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/// Returns this material's fragment shader. If [`None`] is returned, the default mesh fragment shader will be used.
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/// Defaults to [`None`].
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#[allow(unused_variables)]
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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None
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}
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/// Returns this material's [`AlphaMode`]. Defaults to [`AlphaMode::Opaque`].
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#[allow(unused_variables)]
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fn alpha_mode(material: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
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AlphaMode::Opaque
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}
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/// The dynamic uniform indices to set for the given `material`'s [`BindGroup`].
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/// Defaults to an empty array / no dynamic uniform indices.
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#[allow(unused_variables)]
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#[inline]
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fn dynamic_uniform_indices(material: &<Self as RenderAsset>::PreparedAsset) -> &[u32] {
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&[]
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}
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}
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impl<M: Material> SpecializedMaterial for M {
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type Key = ();
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#[inline]
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fn key(_material: &<Self as RenderAsset>::PreparedAsset) -> Self::Key {}
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#[inline]
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fn specialize(_key: Self::Key, _descriptor: &mut RenderPipelineDescriptor) {}
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#[inline]
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fn bind_group(material: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
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<M as Material>::bind_group(material)
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}
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#[inline]
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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<M as Material>::bind_group_layout(render_device)
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}
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#[inline]
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fn alpha_mode(material: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
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<M as Material>::alpha_mode(material)
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}
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#[inline]
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fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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<M as Material>::vertex_shader(asset_server)
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}
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#[inline]
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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<M as Material>::fragment_shader(asset_server)
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}
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#[allow(unused_variables)]
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#[inline]
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fn dynamic_uniform_indices(material: &<Self as RenderAsset>::PreparedAsset) -> &[u32] {
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<M as Material>::dynamic_uniform_indices(material)
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}
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}
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/// Materials are used alongside [`MaterialPlugin`] and [`MaterialMeshBundle`](crate::MaterialMeshBundle)
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/// to spawn entities that are rendered with a specific [`SpecializedMaterial`] type. They serve as an easy to use high level
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/// way to render [`Mesh`] entities with custom shader logic. [`SpecializedMaterials`](SpecializedMaterial) use their [`SpecializedMaterial::Key`]
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/// to customize their [`RenderPipelineDescriptor`] based on specific material values. The slightly simpler [`Material`] trait
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/// should be used for materials that do not need specialization. [`Material`] types automatically implement [`SpecializedMaterial`].
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pub trait SpecializedMaterial: Asset + RenderAsset {
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/// The key used to specialize this material's [`RenderPipelineDescriptor`].
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type Key: PartialEq + Eq + Hash + Clone + Send + Sync;
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/// Extract the [`SpecializedMaterial::Key`] for the "prepared" version of this material. This key will be
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/// passed in to the [`SpecializedMaterial::specialize`] function when compiling the [`RenderPipeline`](bevy_render::render_resource::RenderPipeline)
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/// for a given entity's material.
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fn key(material: &<Self as RenderAsset>::PreparedAsset) -> Self::Key;
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/// Specializes the given `descriptor` according to the given `key`.
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fn specialize(key: Self::Key, descriptor: &mut RenderPipelineDescriptor);
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/// Returns this material's [`BindGroup`]. This should match the layout returned by [`SpecializedMaterial::bind_group_layout`].
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fn bind_group(material: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup;
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/// Returns this material's [`BindGroupLayout`]. This should match the [`BindGroup`] returned by [`SpecializedMaterial::bind_group`].
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout;
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/// Returns this material's vertex shader. If [`None`] is returned, the default mesh vertex shader will be used.
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/// Defaults to [`None`].
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#[allow(unused_variables)]
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fn vertex_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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None
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}
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/// Returns this material's fragment shader. If [`None`] is returned, the default mesh fragment shader will be used.
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/// Defaults to [`None`].
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#[allow(unused_variables)]
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fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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None
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}
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/// Returns this material's [`AlphaMode`]. Defaults to [`AlphaMode::Opaque`].
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#[allow(unused_variables)]
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fn alpha_mode(material: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
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AlphaMode::Opaque
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}
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/// The dynamic uniform indices to set for the given `material`'s [`BindGroup`].
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/// Defaults to an empty array / no dynamic uniform indices.
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#[allow(unused_variables)]
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#[inline]
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fn dynamic_uniform_indices(material: &<Self as RenderAsset>::PreparedAsset) -> &[u32] {
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&[]
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}
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}
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/// Adds the necessary ECS resources and render logic to enable rendering entities using the given [`SpecializedMaterial`]
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/// asset type (which includes [`Material`] types).
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pub struct MaterialPlugin<M: SpecializedMaterial>(PhantomData<M>);
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impl<M: SpecializedMaterial> Default for MaterialPlugin<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: SpecializedMaterial> Plugin for MaterialPlugin<M> {
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fn build(&self, app: &mut App) {
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app.add_asset::<M>()
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.add_plugin(ExtractComponentPlugin::<Handle<M>>::default())
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.add_plugin(RenderAssetPlugin::<M>::default());
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.add_render_command::<Transparent3d, DrawMaterial<M>>()
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.add_render_command::<Opaque3d, DrawMaterial<M>>()
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.add_render_command::<AlphaMask3d, DrawMaterial<M>>()
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.init_resource::<MaterialPipeline<M>>()
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.init_resource::<SpecializedPipelines<MaterialPipeline<M>>>()
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.add_system_to_stage(RenderStage::Queue, queue_material_meshes::<M>);
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}
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}
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}
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pub struct MaterialPipeline<M: SpecializedMaterial> {
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pub mesh_pipeline: MeshPipeline,
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pub material_layout: BindGroupLayout,
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pub vertex_shader: Option<Handle<Shader>>,
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pub fragment_shader: Option<Handle<Shader>>,
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marker: PhantomData<M>,
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}
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impl<M: SpecializedMaterial> SpecializedPipeline for MaterialPipeline<M> {
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type Key = (MeshPipelineKey, M::Key);
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let mut descriptor = self.mesh_pipeline.specialize(key.0);
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if let Some(vertex_shader) = &self.vertex_shader {
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descriptor.vertex.shader = vertex_shader.clone();
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}
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if let Some(fragment_shader) = &self.fragment_shader {
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descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
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}
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descriptor.layout = Some(vec![
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self.mesh_pipeline.view_layout.clone(),
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self.material_layout.clone(),
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self.mesh_pipeline.mesh_layout.clone(),
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]);
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M::specialize(key.1, &mut descriptor);
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descriptor
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}
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}
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impl<M: SpecializedMaterial> FromWorld for MaterialPipeline<M> {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.get_resource::<AssetServer>().unwrap();
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let render_device = world.get_resource::<RenderDevice>().unwrap();
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let material_layout = M::bind_group_layout(render_device);
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MaterialPipeline {
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mesh_pipeline: world.get_resource::<MeshPipeline>().unwrap().clone(),
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material_layout,
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vertex_shader: M::vertex_shader(asset_server),
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fragment_shader: M::fragment_shader(asset_server),
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marker: PhantomData,
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}
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}
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}
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type DrawMaterial<M> = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMaterialBindGroup<M, 1>,
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SetMeshBindGroup<2>,
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DrawMesh,
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);
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pub struct SetMaterialBindGroup<M: SpecializedMaterial, const I: usize>(PhantomData<M>);
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impl<M: SpecializedMaterial, const I: usize> EntityRenderCommand for SetMaterialBindGroup<M, I> {
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type Param = (SRes<RenderAssets<M>>, SQuery<Read<Handle<M>>>);
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fn render<'w>(
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_view: Entity,
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item: Entity,
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(materials, query): SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let material_handle = query.get(item).unwrap();
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let material = materials.into_inner().get(material_handle).unwrap();
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pass.set_bind_group(
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I,
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M::bind_group(material),
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M::dynamic_uniform_indices(material),
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);
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RenderCommandResult::Success
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_material_meshes<M: SpecializedMaterial>(
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opaque_draw_functions: Res<DrawFunctions<Opaque3d>>,
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alpha_mask_draw_functions: Res<DrawFunctions<AlphaMask3d>>,
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transparent_draw_functions: Res<DrawFunctions<Transparent3d>>,
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material_pipeline: Res<MaterialPipeline<M>>,
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mut pipelines: ResMut<SpecializedPipelines<MaterialPipeline<M>>>,
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mut pipeline_cache: ResMut<RenderPipelineCache>,
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msaa: Res<Msaa>,
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render_meshes: Res<RenderAssets<Mesh>>,
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render_materials: Res<RenderAssets<M>>,
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material_meshes: Query<(&Handle<M>, &Handle<Mesh>, &MeshUniform)>,
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mut views: Query<(
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&ExtractedView,
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&VisibleEntities,
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&mut RenderPhase<Opaque3d>,
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&mut RenderPhase<AlphaMask3d>,
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&mut RenderPhase<Transparent3d>,
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)>,
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) {
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for (view, visible_entities, mut opaque_phase, mut alpha_mask_phase, mut transparent_phase) in
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views.iter_mut()
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{
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let draw_opaque_pbr = opaque_draw_functions
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.read()
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.get_id::<DrawMaterial<M>>()
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.unwrap();
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let draw_alpha_mask_pbr = alpha_mask_draw_functions
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.read()
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.get_id::<DrawMaterial<M>>()
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.unwrap();
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let draw_transparent_pbr = transparent_draw_functions
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.read()
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.get_id::<DrawMaterial<M>>()
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.unwrap();
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let inverse_view_matrix = view.transform.compute_matrix().inverse();
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let inverse_view_row_2 = inverse_view_matrix.row(2);
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let mesh_key = MeshPipelineKey::from_msaa_samples(msaa.samples);
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for visible_entity in &visible_entities.entities {
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if let Ok((material_handle, mesh_handle, mesh_uniform)) =
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material_meshes.get(*visible_entity)
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{
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if let Some(material) = render_materials.get(material_handle) {
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let mut mesh_key = mesh_key;
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if let Some(mesh) = render_meshes.get(mesh_handle) {
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if mesh.has_tangents {
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mesh_key |= MeshPipelineKey::VERTEX_TANGENTS;
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}
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mesh_key |=
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MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
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}
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let alpha_mode = M::alpha_mode(material);
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if let AlphaMode::Blend = alpha_mode {
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mesh_key |= MeshPipelineKey::TRANSPARENT_MAIN_PASS
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}
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let specialized_key = M::key(material);
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let pipeline_id = pipelines.specialize(
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&mut pipeline_cache,
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&material_pipeline,
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(mesh_key, specialized_key),
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);
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// NOTE: row 2 of the inverse view matrix dotted with column 3 of the model matrix
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// gives the z component of translation of the mesh in view space
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let mesh_z = inverse_view_row_2.dot(mesh_uniform.transform.col(3));
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match alpha_mode {
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AlphaMode::Opaque => {
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opaque_phase.add(Opaque3d {
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entity: *visible_entity,
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draw_function: draw_opaque_pbr,
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pipeline: pipeline_id,
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// NOTE: Front-to-back ordering for opaque with ascending sort means near should have the
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// lowest sort key and getting further away should increase. As we have
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// -z in front of the camera, values in view space decrease away from the
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// camera. Flipping the sign of mesh_z results in the correct front-to-back ordering
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distance: -mesh_z,
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});
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}
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AlphaMode::Mask(_) => {
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alpha_mask_phase.add(AlphaMask3d {
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entity: *visible_entity,
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draw_function: draw_alpha_mask_pbr,
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pipeline: pipeline_id,
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// NOTE: Front-to-back ordering for alpha mask with ascending sort means near should have the
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// lowest sort key and getting further away should increase. As we have
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// -z in front of the camera, values in view space decrease away from the
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// camera. Flipping the sign of mesh_z results in the correct front-to-back ordering
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distance: -mesh_z,
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});
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}
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AlphaMode::Blend => {
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transparent_phase.add(Transparent3d {
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entity: *visible_entity,
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draw_function: draw_transparent_pbr,
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pipeline: pipeline_id,
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// NOTE: Back-to-front ordering for transparent with ascending sort means far should have the
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// lowest sort key and getting closer should increase. As we have
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// -z in front of the camera, the largest distance is -far with values increasing toward the
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// camera. As such we can just use mesh_z as the distance
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distance: mesh_z,
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});
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}
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}
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}
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}
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}
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}
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}
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