bevy/crates/bevy_pbr/src/material.rs
Ame 9d67edc3a6
fix some typos (#12038)
# Objective

Split - containing only the fixed typos

-
https://github.com/bevyengine/bevy/pull/12036#pullrequestreview-1894738751


# Migration Guide
In `crates/bevy_mikktspace/src/generated.rs` 

```rs
// before
pub struct SGroup {
    pub iVertexRepresentitive: i32,
    ..
}

// after
pub struct SGroup {
    pub iVertexRepresentative: i32,
    ..
}
```

In `crates/bevy_core_pipeline/src/core_2d/mod.rs`

```rs
// before
Node2D::ConstrastAdaptiveSharpening

// after
Node2D::ContrastAdaptiveSharpening
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-22 18:55:22 +00:00

995 lines
36 KiB
Rust

use crate::*;
use bevy_app::{App, Plugin};
use bevy_asset::{Asset, AssetApp, AssetEvent, AssetId, AssetServer, Assets, Handle};
use bevy_core_pipeline::{
core_3d::{
AlphaMask3d, Camera3d, Opaque3d, ScreenSpaceTransmissionQuality, Transmissive3d,
Transparent3d,
},
prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
tonemapping::{DebandDither, Tonemapping},
};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
prelude::*,
system::{lifetimeless::SRes, SystemParamItem},
};
use bevy_reflect::Reflect;
use bevy_render::{
camera::Projection,
camera::TemporalJitter,
extract_instances::{ExtractInstancesPlugin, ExtractedInstances},
extract_resource::ExtractResource,
mesh::{Mesh, MeshVertexBufferLayout},
prelude::Image,
render_asset::{prepare_assets, RenderAssets},
render_phase::*,
render_resource::*,
renderer::RenderDevice,
texture::FallbackImage,
view::{ExtractedView, Msaa, VisibleEntities},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_utils::{tracing::error, HashMap, HashSet};
use std::marker::PhantomData;
use std::sync::atomic::{AtomicU32, Ordering};
use std::{hash::Hash, num::NonZeroU32};
use self::{irradiance_volume::IrradianceVolume, prelude::EnvironmentMapLight};
/// Materials are used alongside [`MaterialPlugin`] and [`MaterialMeshBundle`]
/// to spawn entities that are rendered with a specific [`Material`] type. They serve as an easy to use high level
/// way to render [`Mesh`] entities with custom shader logic.
///
/// Materials must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
///
/// # Example
///
/// Here is a simple Material implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
/// check out the [`AsBindGroup`] documentation.
/// ```
/// # use bevy_pbr::{Material, MaterialMeshBundle};
/// # use bevy_ecs::prelude::*;
/// # use bevy_reflect::TypePath;
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::Color};
/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
///
/// #[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
/// pub struct CustomMaterial {
/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
/// #[uniform(0)]
/// color: Color,
/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
/// // add the sampler attribute with a different binding index.
/// #[texture(1)]
/// #[sampler(2)]
/// color_texture: Handle<Image>,
/// }
///
/// // All functions on `Material` have default impls. You only need to implement the
/// // functions that are relevant for your material.
/// impl Material for CustomMaterial {
/// fn fragment_shader() -> ShaderRef {
/// "shaders/custom_material.wgsl".into()
/// }
/// }
///
/// // Spawn an entity using `CustomMaterial`.
/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
/// commands.spawn(MaterialMeshBundle {
/// material: materials.add(CustomMaterial {
/// color: Color::RED,
/// color_texture: asset_server.load("some_image.png"),
/// }),
/// ..Default::default()
/// });
/// }
/// ```
/// In WGSL shaders, the material's binding would look like this:
///
/// ```wgsl
/// @group(2) @binding(0) var<uniform> color: vec4<f32>;
/// @group(2) @binding(1) var color_texture: texture_2d<f32>;
/// @group(2) @binding(2) var color_sampler: sampler;
/// ```
pub trait Material: Asset + AsBindGroup + Clone + Sized {
/// Returns this material's vertex shader. If [`ShaderRef::Default`] is returned, the default mesh vertex shader
/// will be used.
fn vertex_shader() -> ShaderRef {
ShaderRef::Default
}
/// Returns this material's fragment shader. If [`ShaderRef::Default`] is returned, the default mesh fragment shader
/// will be used.
#[allow(unused_variables)]
fn fragment_shader() -> ShaderRef {
ShaderRef::Default
}
/// Returns this material's [`AlphaMode`]. Defaults to [`AlphaMode::Opaque`].
#[inline]
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Opaque
}
/// Returns if this material should be rendered by the deferred or forward renderer.
/// for `AlphaMode::Opaque` or `AlphaMode::Mask` materials.
/// If `OpaqueRendererMethod::Auto`, it will default to what is selected in the `DefaultOpaqueRendererMethod` resource.
#[inline]
fn opaque_render_method(&self) -> OpaqueRendererMethod {
OpaqueRendererMethod::Forward
}
#[inline]
/// Add a bias to the view depth of the mesh which can be used to force a specific render order.
/// for meshes with similar depth, to avoid z-fighting.
/// The bias is in depth-texture units so large values may be needed to overcome small depth differences.
fn depth_bias(&self) -> f32 {
0.0
}
#[inline]
/// Returns whether the material would like to read from [`ViewTransmissionTexture`](bevy_core_pipeline::core_3d::ViewTransmissionTexture).
///
/// This allows taking color output from the [`Opaque3d`] pass as an input, (for screen-space transmission) but requires
/// rendering to take place in a separate [`Transmissive3d`] pass.
fn reads_view_transmission_texture(&self) -> bool {
false
}
/// Returns this material's prepass vertex shader. If [`ShaderRef::Default`] is returned, the default prepass vertex shader
/// will be used.
///
/// This is used for the various [prepasses](bevy_core_pipeline::prepass) as well as for generating the depth maps
/// required for shadow mapping.
fn prepass_vertex_shader() -> ShaderRef {
ShaderRef::Default
}
/// Returns this material's prepass fragment shader. If [`ShaderRef::Default`] is returned, the default prepass fragment shader
/// will be used.
///
/// This is used for the various [prepasses](bevy_core_pipeline::prepass) as well as for generating the depth maps
/// required for shadow mapping.
#[allow(unused_variables)]
fn prepass_fragment_shader() -> ShaderRef {
ShaderRef::Default
}
/// Returns this material's deferred vertex shader. If [`ShaderRef::Default`] is returned, the default deferred vertex shader
/// will be used.
fn deferred_vertex_shader() -> ShaderRef {
ShaderRef::Default
}
/// Returns this material's deferred fragment shader. If [`ShaderRef::Default`] is returned, the default deferred fragment shader
/// will be used.
#[allow(unused_variables)]
fn deferred_fragment_shader() -> ShaderRef {
ShaderRef::Default
}
/// Customizes the default [`RenderPipelineDescriptor`] for a specific entity using the entity's
/// [`MaterialPipelineKey`] and [`MeshVertexBufferLayout`] as input.
#[allow(unused_variables)]
#[inline]
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
Ok(())
}
}
/// Adds the necessary ECS resources and render logic to enable rendering entities using the given [`Material`]
/// asset type.
pub struct MaterialPlugin<M: Material> {
/// Controls if the prepass is enabled for the Material.
/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
///
/// When it is enabled, it will automatically add the [`PrepassPlugin`]
/// required to make the prepass work on this Material.
pub prepass_enabled: bool,
pub _marker: PhantomData<M>,
}
impl<M: Material> Default for MaterialPlugin<M> {
fn default() -> Self {
Self {
prepass_enabled: true,
_marker: Default::default(),
}
}
}
impl<M: Material> Plugin for MaterialPlugin<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut App) {
app.init_asset::<M>()
.add_plugins(ExtractInstancesPlugin::<AssetId<M>>::extract_visible());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<DrawFunctions<Shadow>>()
.add_render_command::<Shadow, DrawPrepass<M>>()
.add_render_command::<Transmissive3d, DrawMaterial<M>>()
.add_render_command::<Transparent3d, DrawMaterial<M>>()
.add_render_command::<Opaque3d, DrawMaterial<M>>()
.add_render_command::<AlphaMask3d, DrawMaterial<M>>()
.init_resource::<ExtractedMaterials<M>>()
.init_resource::<RenderMaterials<M>>()
.init_resource::<SpecializedMeshPipelines<MaterialPipeline<M>>>()
.add_systems(ExtractSchedule, extract_materials::<M>)
.add_systems(
Render,
(
prepare_materials::<M>
.in_set(RenderSet::PrepareAssets)
.after(prepare_assets::<Image>),
queue_shadows::<M>
.in_set(RenderSet::QueueMeshes)
.after(prepare_materials::<M>),
queue_material_meshes::<M>
.in_set(RenderSet::QueueMeshes)
.after(prepare_materials::<M>),
),
);
}
// PrepassPipelinePlugin is required for shadow mapping and the optional PrepassPlugin
app.add_plugins(PrepassPipelinePlugin::<M>::default());
if self.prepass_enabled {
app.add_plugins(PrepassPlugin::<M>::default());
}
}
fn finish(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.init_resource::<MaterialPipeline<M>>();
}
}
}
/// A key uniquely identifying a specialized [`MaterialPipeline`].
pub struct MaterialPipelineKey<M: Material> {
pub mesh_key: MeshPipelineKey,
pub bind_group_data: M::Data,
}
impl<M: Material> Eq for MaterialPipelineKey<M> where M::Data: PartialEq {}
impl<M: Material> PartialEq for MaterialPipelineKey<M>
where
M::Data: PartialEq,
{
fn eq(&self, other: &Self) -> bool {
self.mesh_key == other.mesh_key && self.bind_group_data == other.bind_group_data
}
}
impl<M: Material> Clone for MaterialPipelineKey<M>
where
M::Data: Clone,
{
fn clone(&self) -> Self {
Self {
mesh_key: self.mesh_key,
bind_group_data: self.bind_group_data.clone(),
}
}
}
impl<M: Material> Hash for MaterialPipelineKey<M>
where
M::Data: Hash,
{
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.mesh_key.hash(state);
self.bind_group_data.hash(state);
}
}
/// Render pipeline data for a given [`Material`].
#[derive(Resource)]
pub struct MaterialPipeline<M: Material> {
pub mesh_pipeline: MeshPipeline,
pub material_layout: BindGroupLayout,
pub vertex_shader: Option<Handle<Shader>>,
pub fragment_shader: Option<Handle<Shader>>,
pub marker: PhantomData<M>,
}
impl<M: Material> Clone for MaterialPipeline<M> {
fn clone(&self) -> Self {
Self {
mesh_pipeline: self.mesh_pipeline.clone(),
material_layout: self.material_layout.clone(),
vertex_shader: self.vertex_shader.clone(),
fragment_shader: self.fragment_shader.clone(),
marker: PhantomData,
}
}
}
impl<M: Material> SpecializedMeshPipeline for MaterialPipeline<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
type Key = MaterialPipelineKey<M>;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut descriptor = self.mesh_pipeline.specialize(key.mesh_key, layout)?;
if let Some(vertex_shader) = &self.vertex_shader {
descriptor.vertex.shader = vertex_shader.clone();
}
if let Some(fragment_shader) = &self.fragment_shader {
descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
}
descriptor.layout.insert(2, self.material_layout.clone());
M::specialize(self, &mut descriptor, layout, key)?;
Ok(descriptor)
}
}
impl<M: Material> FromWorld for MaterialPipeline<M> {
fn from_world(world: &mut World) -> Self {
let asset_server = world.resource::<AssetServer>();
let render_device = world.resource::<RenderDevice>();
MaterialPipeline {
mesh_pipeline: world.resource::<MeshPipeline>().clone(),
material_layout: M::bind_group_layout(render_device),
vertex_shader: match M::vertex_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
fragment_shader: match M::fragment_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
marker: PhantomData,
}
}
}
type DrawMaterial<M> = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshBindGroup<1>,
SetMaterialBindGroup<M, 2>,
DrawMesh,
);
/// Sets the bind group for a given [`Material`] at the configured `I` index.
pub struct SetMaterialBindGroup<M: Material, const I: usize>(PhantomData<M>);
impl<P: PhaseItem, M: Material, const I: usize> RenderCommand<P> for SetMaterialBindGroup<M, I> {
type Param = (SRes<RenderMaterials<M>>, SRes<RenderMaterialInstances<M>>);
type ViewQuery = ();
type ItemQuery = ();
#[inline]
fn render<'w>(
item: &P,
_view: (),
_item_query: Option<()>,
(materials, material_instances): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let materials = materials.into_inner();
let material_instances = material_instances.into_inner();
let Some(material_asset_id) = material_instances.get(&item.entity()) else {
return RenderCommandResult::Failure;
};
let Some(material) = materials.get(material_asset_id) else {
return RenderCommandResult::Failure;
};
pass.set_bind_group(I, &material.bind_group, &[]);
RenderCommandResult::Success
}
}
pub type RenderMaterialInstances<M> = ExtractedInstances<AssetId<M>>;
pub const fn alpha_mode_pipeline_key(alpha_mode: AlphaMode) -> MeshPipelineKey {
match alpha_mode {
// Premultiplied and Add share the same pipeline key
// They're made distinct in the PBR shader, via `premultiply_alpha()`
AlphaMode::Premultiplied | AlphaMode::Add => MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA,
AlphaMode::Blend => MeshPipelineKey::BLEND_ALPHA,
AlphaMode::Multiply => MeshPipelineKey::BLEND_MULTIPLY,
AlphaMode::Mask(_) => MeshPipelineKey::MAY_DISCARD,
_ => MeshPipelineKey::NONE,
}
}
pub const fn tonemapping_pipeline_key(tonemapping: Tonemapping) -> MeshPipelineKey {
match tonemapping {
Tonemapping::None => MeshPipelineKey::TONEMAP_METHOD_NONE,
Tonemapping::Reinhard => MeshPipelineKey::TONEMAP_METHOD_REINHARD,
Tonemapping::ReinhardLuminance => MeshPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE,
Tonemapping::AcesFitted => MeshPipelineKey::TONEMAP_METHOD_ACES_FITTED,
Tonemapping::AgX => MeshPipelineKey::TONEMAP_METHOD_AGX,
Tonemapping::SomewhatBoringDisplayTransform => {
MeshPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
}
Tonemapping::TonyMcMapface => MeshPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
Tonemapping::BlenderFilmic => MeshPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
}
}
pub const fn screen_space_specular_transmission_pipeline_key(
screen_space_transmissive_blur_quality: ScreenSpaceTransmissionQuality,
) -> MeshPipelineKey {
match screen_space_transmissive_blur_quality {
ScreenSpaceTransmissionQuality::Low => {
MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_LOW
}
ScreenSpaceTransmissionQuality::Medium => {
MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_MEDIUM
}
ScreenSpaceTransmissionQuality::High => {
MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_HIGH
}
ScreenSpaceTransmissionQuality::Ultra => {
MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_ULTRA
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn queue_material_meshes<M: Material>(
opaque_draw_functions: Res<DrawFunctions<Opaque3d>>,
alpha_mask_draw_functions: Res<DrawFunctions<AlphaMask3d>>,
transmissive_draw_functions: Res<DrawFunctions<Transmissive3d>>,
transparent_draw_functions: Res<DrawFunctions<Transparent3d>>,
material_pipeline: Res<MaterialPipeline<M>>,
mut pipelines: ResMut<SpecializedMeshPipelines<MaterialPipeline<M>>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<Mesh>>,
render_materials: Res<RenderMaterials<M>>,
render_mesh_instances: Res<RenderMeshInstances>,
render_material_instances: Res<RenderMaterialInstances<M>>,
render_lightmaps: Res<RenderLightmaps>,
mut views: Query<(
&ExtractedView,
&VisibleEntities,
Option<&Tonemapping>,
Option<&DebandDither>,
Option<&ShadowFilteringMethod>,
Has<ScreenSpaceAmbientOcclusionSettings>,
(
Has<NormalPrepass>,
Has<DepthPrepass>,
Has<MotionVectorPrepass>,
Has<DeferredPrepass>,
),
Option<&Camera3d>,
Has<TemporalJitter>,
Option<&Projection>,
&mut RenderPhase<Opaque3d>,
&mut RenderPhase<AlphaMask3d>,
&mut RenderPhase<Transmissive3d>,
&mut RenderPhase<Transparent3d>,
(
Has<RenderViewLightProbes<EnvironmentMapLight>>,
Has<RenderViewLightProbes<IrradianceVolume>>,
),
)>,
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
for (
view,
visible_entities,
tonemapping,
dither,
shadow_filter_method,
ssao,
(normal_prepass, depth_prepass, motion_vector_prepass, deferred_prepass),
camera_3d,
temporal_jitter,
projection,
mut opaque_phase,
mut alpha_mask_phase,
mut transmissive_phase,
mut transparent_phase,
(has_environment_maps, has_irradiance_volumes),
) in &mut views
{
let draw_opaque_pbr = opaque_draw_functions.read().id::<DrawMaterial<M>>();
let draw_alpha_mask_pbr = alpha_mask_draw_functions.read().id::<DrawMaterial<M>>();
let draw_transmissive_pbr = transmissive_draw_functions.read().id::<DrawMaterial<M>>();
let draw_transparent_pbr = transparent_draw_functions.read().id::<DrawMaterial<M>>();
let mut view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
| MeshPipelineKey::from_hdr(view.hdr);
if normal_prepass {
view_key |= MeshPipelineKey::NORMAL_PREPASS;
}
if depth_prepass {
view_key |= MeshPipelineKey::DEPTH_PREPASS;
}
if motion_vector_prepass {
view_key |= MeshPipelineKey::MOTION_VECTOR_PREPASS;
}
if deferred_prepass {
view_key |= MeshPipelineKey::DEFERRED_PREPASS;
}
if temporal_jitter {
view_key |= MeshPipelineKey::TEMPORAL_JITTER;
}
if has_environment_maps {
view_key |= MeshPipelineKey::ENVIRONMENT_MAP;
}
if has_irradiance_volumes {
view_key |= MeshPipelineKey::IRRADIANCE_VOLUME;
}
if let Some(projection) = projection {
view_key |= match projection {
Projection::Perspective(_) => MeshPipelineKey::VIEW_PROJECTION_PERSPECTIVE,
Projection::Orthographic(_) => MeshPipelineKey::VIEW_PROJECTION_ORTHOGRAPHIC,
};
}
match shadow_filter_method.unwrap_or(&ShadowFilteringMethod::default()) {
ShadowFilteringMethod::Hardware2x2 => {
view_key |= MeshPipelineKey::SHADOW_FILTER_METHOD_HARDWARE_2X2;
}
ShadowFilteringMethod::Castano13 => {
view_key |= MeshPipelineKey::SHADOW_FILTER_METHOD_CASTANO_13;
}
ShadowFilteringMethod::Jimenez14 => {
view_key |= MeshPipelineKey::SHADOW_FILTER_METHOD_JIMENEZ_14;
}
}
if !view.hdr {
if let Some(tonemapping) = tonemapping {
view_key |= MeshPipelineKey::TONEMAP_IN_SHADER;
view_key |= tonemapping_pipeline_key(*tonemapping);
}
if let Some(DebandDither::Enabled) = dither {
view_key |= MeshPipelineKey::DEBAND_DITHER;
}
}
if ssao {
view_key |= MeshPipelineKey::SCREEN_SPACE_AMBIENT_OCCLUSION;
}
if let Some(camera_3d) = camera_3d {
view_key |= screen_space_specular_transmission_pipeline_key(
camera_3d.screen_space_specular_transmission_quality,
);
}
let rangefinder = view.rangefinder3d();
for visible_entity in &visible_entities.entities {
let Some(material_asset_id) = render_material_instances.get(visible_entity) else {
continue;
};
let Some(mesh_instance) = render_mesh_instances.get(visible_entity) else {
continue;
};
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
let Some(material) = render_materials.get(material_asset_id) else {
continue;
};
let forward = match material.properties.render_method {
OpaqueRendererMethod::Forward => true,
OpaqueRendererMethod::Deferred => false,
OpaqueRendererMethod::Auto => unreachable!(),
};
let mut mesh_key = view_key;
mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
if mesh.morph_targets.is_some() {
mesh_key |= MeshPipelineKey::MORPH_TARGETS;
}
if material.properties.reads_view_transmission_texture {
mesh_key |= MeshPipelineKey::READS_VIEW_TRANSMISSION_TEXTURE;
}
mesh_key |= alpha_mode_pipeline_key(material.properties.alpha_mode);
if render_lightmaps
.render_lightmaps
.contains_key(visible_entity)
{
mesh_key |= MeshPipelineKey::LIGHTMAPPED;
}
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&material_pipeline,
MaterialPipelineKey {
mesh_key,
bind_group_data: material.key.clone(),
},
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
continue;
}
};
mesh_instance
.material_bind_group_id
.set(material.get_bind_group_id());
match material.properties.alpha_mode {
AlphaMode::Opaque => {
if material.properties.reads_view_transmission_texture {
let distance = rangefinder
.distance_translation(&mesh_instance.transforms.transform.translation)
+ material.properties.depth_bias;
transmissive_phase.add(Transmissive3d {
entity: *visible_entity,
draw_function: draw_transmissive_pbr,
pipeline: pipeline_id,
distance,
batch_range: 0..1,
dynamic_offset: None,
});
} else if forward {
opaque_phase.add(Opaque3d {
entity: *visible_entity,
draw_function: draw_opaque_pbr,
pipeline: pipeline_id,
asset_id: mesh_instance.mesh_asset_id,
batch_range: 0..1,
dynamic_offset: None,
});
}
}
AlphaMode::Mask(_) => {
let distance = rangefinder
.distance_translation(&mesh_instance.transforms.transform.translation)
+ material.properties.depth_bias;
if material.properties.reads_view_transmission_texture {
transmissive_phase.add(Transmissive3d {
entity: *visible_entity,
draw_function: draw_transmissive_pbr,
pipeline: pipeline_id,
distance,
batch_range: 0..1,
dynamic_offset: None,
});
} else if forward {
alpha_mask_phase.add(AlphaMask3d {
entity: *visible_entity,
draw_function: draw_alpha_mask_pbr,
pipeline: pipeline_id,
distance,
batch_range: 0..1,
dynamic_offset: None,
});
}
}
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => {
let distance = rangefinder
.distance_translation(&mesh_instance.transforms.transform.translation)
+ material.properties.depth_bias;
transparent_phase.add(Transparent3d {
entity: *visible_entity,
draw_function: draw_transparent_pbr,
pipeline: pipeline_id,
distance,
batch_range: 0..1,
dynamic_offset: None,
});
}
}
}
}
}
/// Default render method used for opaque materials.
#[derive(Default, Resource, Clone, Debug, ExtractResource, Reflect)]
pub struct DefaultOpaqueRendererMethod(OpaqueRendererMethod);
impl DefaultOpaqueRendererMethod {
pub fn forward() -> Self {
DefaultOpaqueRendererMethod(OpaqueRendererMethod::Forward)
}
pub fn deferred() -> Self {
DefaultOpaqueRendererMethod(OpaqueRendererMethod::Deferred)
}
pub fn set_to_forward(&mut self) {
self.0 = OpaqueRendererMethod::Forward;
}
pub fn set_to_deferred(&mut self) {
self.0 = OpaqueRendererMethod::Deferred;
}
}
/// Render method used for opaque materials.
///
/// The forward rendering main pass draws each mesh entity and shades it according to its
/// corresponding material and the lights that affect it. Some render features like Screen Space
/// Ambient Occlusion require running depth and normal prepasses, that are 'deferred'-like
/// prepasses over all mesh entities to populate depth and normal textures. This means that when
/// using render features that require running prepasses, multiple passes over all visible geometry
/// are required. This can be slow if there is a lot of geometry that cannot be batched into few
/// draws.
///
/// Deferred rendering runs a prepass to gather not only geometric information like depth and
/// normals, but also all the material properties like base color, emissive color, reflectance,
/// metalness, etc, and writes them into a deferred 'g-buffer' texture. The deferred main pass is
/// then a fullscreen pass that reads data from these textures and executes shading. This allows
/// for one pass over geometry, but is at the cost of not being able to use MSAA, and has heavier
/// bandwidth usage which can be unsuitable for low end mobile or other bandwidth-constrained devices.
///
/// If a material indicates `OpaqueRendererMethod::Auto`, `DefaultOpaqueRendererMethod` will be used.
#[derive(Default, Clone, Copy, Debug, Reflect)]
pub enum OpaqueRendererMethod {
#[default]
Forward,
Deferred,
Auto,
}
/// Common [`Material`] properties, calculated for a specific material instance.
pub struct MaterialProperties {
/// Is this material should be rendered by the deferred renderer when.
/// AlphaMode::Opaque or AlphaMode::Mask
pub render_method: OpaqueRendererMethod,
/// The [`AlphaMode`] of this material.
pub alpha_mode: AlphaMode,
/// Add a bias to the view depth of the mesh which can be used to force a specific render order
/// for meshes with equal depth, to avoid z-fighting.
/// The bias is in depth-texture units so large values may be needed to overcome small depth differences.
pub depth_bias: f32,
/// Whether the material would like to read from [`ViewTransmissionTexture`](bevy_core_pipeline::core_3d::ViewTransmissionTexture).
///
/// This allows taking color output from the [`Opaque3d`] pass as an input, (for screen-space transmission) but requires
/// rendering to take place in a separate [`Transmissive3d`] pass.
pub reads_view_transmission_texture: bool,
}
/// Data prepared for a [`Material`] instance.
pub struct PreparedMaterial<T: Material> {
pub bindings: Vec<(u32, OwnedBindingResource)>,
pub bind_group: BindGroup,
pub key: T::Data,
pub properties: MaterialProperties,
}
#[derive(Component, Clone, Copy, Default, PartialEq, Eq, Deref, DerefMut)]
pub struct MaterialBindGroupId(Option<BindGroupId>);
/// An atomic version of [`MaterialBindGroupId`] that can be read from and written to
/// safely from multiple threads.
#[derive(Default)]
pub struct AtomicMaterialBindGroupId(AtomicU32);
impl AtomicMaterialBindGroupId {
/// Stores a value atomically. Uses [`Ordering::Relaxed`] so there is zero guarantee of ordering
/// relative to other operations.
///
/// See also: [`AtomicU32::store`].
pub fn set(&self, id: MaterialBindGroupId) {
let id = if let Some(id) = id.0 {
NonZeroU32::from(id).get()
} else {
0
};
self.0.store(id, Ordering::Relaxed);
}
/// Loads a value atomically. Uses [`Ordering::Relaxed`] so there is zero guarantee of ordering
/// relative to other operations.
///
/// See also: [`AtomicU32::load`].
pub fn get(&self) -> MaterialBindGroupId {
MaterialBindGroupId(NonZeroU32::new(self.0.load(Ordering::Relaxed)).map(BindGroupId::from))
}
}
impl<T: Material> PreparedMaterial<T> {
pub fn get_bind_group_id(&self) -> MaterialBindGroupId {
MaterialBindGroupId(Some(self.bind_group.id()))
}
}
#[derive(Resource)]
pub struct ExtractedMaterials<M: Material> {
extracted: Vec<(AssetId<M>, M)>,
removed: Vec<AssetId<M>>,
}
impl<M: Material> Default for ExtractedMaterials<M> {
fn default() -> Self {
Self {
extracted: Default::default(),
removed: Default::default(),
}
}
}
/// Stores all prepared representations of [`Material`] assets for as long as they exist.
#[derive(Resource, Deref, DerefMut)]
pub struct RenderMaterials<T: Material>(pub HashMap<AssetId<T>, PreparedMaterial<T>>);
impl<T: Material> Default for RenderMaterials<T> {
fn default() -> Self {
Self(Default::default())
}
}
/// This system extracts all created or modified assets of the corresponding [`Material`] type
/// into the "render world".
pub fn extract_materials<M: Material>(
mut commands: Commands,
mut events: Extract<EventReader<AssetEvent<M>>>,
assets: Extract<Res<Assets<M>>>,
) {
let mut changed_assets = HashSet::default();
let mut removed = Vec::new();
for event in events.read() {
#[allow(clippy::match_same_arms)]
match event {
AssetEvent::Added { id } | AssetEvent::Modified { id } => {
changed_assets.insert(*id);
}
AssetEvent::Removed { id } => {
changed_assets.remove(id);
removed.push(*id);
}
AssetEvent::Unused { .. } => {}
AssetEvent::LoadedWithDependencies { .. } => {
// TODO: handle this
}
}
}
let mut extracted_assets = Vec::new();
for id in changed_assets.drain() {
if let Some(asset) = assets.get(id) {
extracted_assets.push((id, asset.clone()));
}
}
commands.insert_resource(ExtractedMaterials {
extracted: extracted_assets,
removed,
});
}
/// All [`Material`] values of a given type that should be prepared next frame.
pub struct PrepareNextFrameMaterials<M: Material> {
assets: Vec<(AssetId<M>, M)>,
}
impl<M: Material> Default for PrepareNextFrameMaterials<M> {
fn default() -> Self {
Self {
assets: Default::default(),
}
}
}
/// This system prepares all assets of the corresponding [`Material`] type
/// which where extracted this frame for the GPU.
#[allow(clippy::too_many_arguments)]
pub fn prepare_materials<M: Material>(
mut prepare_next_frame: Local<PrepareNextFrameMaterials<M>>,
mut extracted_assets: ResMut<ExtractedMaterials<M>>,
mut render_materials: ResMut<RenderMaterials<M>>,
render_device: Res<RenderDevice>,
images: Res<RenderAssets<Image>>,
fallback_image: Res<FallbackImage>,
pipeline: Res<MaterialPipeline<M>>,
default_opaque_render_method: Res<DefaultOpaqueRendererMethod>,
) {
let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
for (id, material) in queued_assets.into_iter() {
match prepare_material(
&material,
&render_device,
&images,
&fallback_image,
&pipeline,
default_opaque_render_method.0,
) {
Ok(prepared_asset) => {
render_materials.insert(id, prepared_asset);
}
Err(AsBindGroupError::RetryNextUpdate) => {
prepare_next_frame.assets.push((id, material));
}
}
}
for removed in std::mem::take(&mut extracted_assets.removed) {
render_materials.remove(&removed);
}
for (id, material) in std::mem::take(&mut extracted_assets.extracted) {
match prepare_material(
&material,
&render_device,
&images,
&fallback_image,
&pipeline,
default_opaque_render_method.0,
) {
Ok(prepared_asset) => {
render_materials.insert(id, prepared_asset);
}
Err(AsBindGroupError::RetryNextUpdate) => {
prepare_next_frame.assets.push((id, material));
}
}
}
}
fn prepare_material<M: Material>(
material: &M,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage,
pipeline: &MaterialPipeline<M>,
default_opaque_render_method: OpaqueRendererMethod,
) -> Result<PreparedMaterial<M>, AsBindGroupError> {
let prepared = material.as_bind_group(
&pipeline.material_layout,
render_device,
images,
fallback_image,
)?;
let method = match material.opaque_render_method() {
OpaqueRendererMethod::Forward => OpaqueRendererMethod::Forward,
OpaqueRendererMethod::Deferred => OpaqueRendererMethod::Deferred,
OpaqueRendererMethod::Auto => default_opaque_render_method,
};
Ok(PreparedMaterial {
bindings: prepared.bindings,
bind_group: prepared.bind_group,
key: prepared.data,
properties: MaterialProperties {
alpha_mode: material.alpha_mode(),
depth_bias: material.depth_bias(),
reads_view_transmission_texture: material.reads_view_transmission_texture(),
render_method: method,
},
})
}