mirror of
https://github.com/bevyengine/bevy
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a788e31ad5
# Objective [Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is now stable. # Notes - `let-else` formatting has arrived! - I chose to allow `explicit_iter_loop` due to https://github.com/rust-lang/rust-clippy/issues/11074. We didn't hit any of the false positives that prevent compilation, but fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for image in &mut *image_events {`. Happy to undo this if there's consensus the other way. --------- Co-authored-by: François <mockersf@gmail.com>
405 lines
16 KiB
Rust
405 lines
16 KiB
Rust
//! This example shows how to create a custom render pass that runs after the main pass
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//! and reads the texture generated by the main pass.
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//!
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//! The example shader is a very simple implementation of chromatic aberration.
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//!
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//! This is a fairly low level example and assumes some familiarity with rendering concepts and wgpu.
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use bevy::{
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asset::ChangeWatcher,
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core_pipeline::{
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clear_color::ClearColorConfig, core_3d,
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fullscreen_vertex_shader::fullscreen_shader_vertex_state,
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},
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ecs::query::QueryItem,
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prelude::*,
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render::{
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extract_component::{
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ComponentUniforms, ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin,
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},
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render_graph::{
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NodeRunError, RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner,
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},
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render_resource::{
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BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor,
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BindGroupLayoutEntry, BindingResource, BindingType, CachedRenderPipelineId,
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ColorTargetState, ColorWrites, FragmentState, MultisampleState, Operations,
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PipelineCache, PrimitiveState, RenderPassColorAttachment, RenderPassDescriptor,
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RenderPipelineDescriptor, Sampler, SamplerBindingType, SamplerDescriptor, ShaderStages,
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ShaderType, TextureFormat, TextureSampleType, TextureViewDimension,
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},
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renderer::{RenderContext, RenderDevice},
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texture::BevyDefault,
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view::ViewTarget,
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RenderApp,
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},
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utils::Duration,
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(AssetPlugin {
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// Hot reloading the shader works correctly
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watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(200)),
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..default()
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}),
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PostProcessPlugin,
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))
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.add_systems(Startup, setup)
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.add_systems(Update, (rotate, update_settings))
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.run();
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}
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/// It is generally encouraged to set up post processing effects as a plugin
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struct PostProcessPlugin;
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impl Plugin for PostProcessPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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// The settings will be a component that lives in the main world but will
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// be extracted to the render world every frame.
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// This makes it possible to control the effect from the main world.
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// This plugin will take care of extracting it automatically.
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// It's important to derive [`ExtractComponent`] on [`PostProcessingSettings`]
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// for this plugin to work correctly.
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ExtractComponentPlugin::<PostProcessSettings>::default(),
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// The settings will also be the data used in the shader.
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// This plugin will prepare the component for the GPU by creating a uniform buffer
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// and writing the data to that buffer every frame.
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UniformComponentPlugin::<PostProcessSettings>::default(),
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));
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// We need to get the render app from the main app
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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// Bevy's renderer uses a render graph which is a collection of nodes in a directed acyclic graph.
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// It currently runs on each view/camera and executes each node in the specified order.
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// It will make sure that any node that needs a dependency from another node
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// only runs when that dependency is done.
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//
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// Each node can execute arbitrary work, but it generally runs at least one render pass.
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// A node only has access to the render world, so if you need data from the main world
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// you need to extract it manually or with the plugin like above.
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// Add a [`Node`] to the [`RenderGraph`]
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// The Node needs to impl FromWorld
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//
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// The [`ViewNodeRunner`] is a special [`Node`] that will automatically run the node for each view
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// matching the [`ViewQuery`]
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.add_render_graph_node::<ViewNodeRunner<PostProcessNode>>(
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// Specify the name of the graph, in this case we want the graph for 3d
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core_3d::graph::NAME,
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// It also needs the name of the node
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PostProcessNode::NAME,
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)
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.add_render_graph_edges(
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core_3d::graph::NAME,
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// Specify the node ordering.
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// This will automatically create all required node edges to enforce the given ordering.
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&[
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core_3d::graph::node::TONEMAPPING,
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PostProcessNode::NAME,
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core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
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],
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);
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}
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fn finish(&self, app: &mut App) {
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// We need to get the render app from the main app
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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// Initialize the pipeline
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.init_resource::<PostProcessPipeline>();
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}
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}
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// The post process node used for the render graph
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#[derive(Default)]
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struct PostProcessNode;
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impl PostProcessNode {
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pub const NAME: &str = "post_process";
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}
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// The ViewNode trait is required by the ViewNodeRunner
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impl ViewNode for PostProcessNode {
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// The node needs a query to gather data from the ECS in order to do its rendering,
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// but it's not a normal system so we need to define it manually.
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//
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// This query will only run on the view entity
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type ViewQuery = &'static ViewTarget;
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// Runs the node logic
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// This is where you encode draw commands.
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//
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// This will run on every view on which the graph is running.
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// If you don't want your effect to run on every camera,
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// you'll need to make sure you have a marker component as part of [`ViewQuery`]
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// to identify which camera(s) should run the effect.
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fn run(
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&self,
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_graph: &mut RenderGraphContext,
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render_context: &mut RenderContext,
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view_target: QueryItem<Self::ViewQuery>,
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world: &World,
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) -> Result<(), NodeRunError> {
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// Get the pipeline resource that contains the global data we need
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// to create the render pipeline
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let post_process_pipeline = world.resource::<PostProcessPipeline>();
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// The pipeline cache is a cache of all previously created pipelines.
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// It is required to avoid creating a new pipeline each frame,
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// which is expensive due to shader compilation.
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let pipeline_cache = world.resource::<PipelineCache>();
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// Get the pipeline from the cache
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let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
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else {
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return Ok(());
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};
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// Get the settings uniform binding
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let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>();
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let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
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return Ok(());
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};
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// This will start a new "post process write", obtaining two texture
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// views from the view target - a `source` and a `destination`.
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// `source` is the "current" main texture and you _must_ write into
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// `destination` because calling `post_process_write()` on the
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// [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
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// texture to the `destination` texture. Failing to do so will cause
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// the current main texture information to be lost.
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let post_process = view_target.post_process_write();
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// The bind_group gets created each frame.
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//
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// Normally, you would create a bind_group in the Queue set,
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// but this doesn't work with the post_process_write().
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// The reason it doesn't work is because each post_process_write will alternate the source/destination.
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// The only way to have the correct source/destination for the bind_group
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// is to make sure you get it during the node execution.
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let bind_group = render_context
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.render_device()
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.create_bind_group(&BindGroupDescriptor {
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label: Some("post_process_bind_group"),
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layout: &post_process_pipeline.layout,
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// It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
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entries: &[
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BindGroupEntry {
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binding: 0,
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// Make sure to use the source view
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resource: BindingResource::TextureView(post_process.source),
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},
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BindGroupEntry {
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binding: 1,
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// Use the sampler created for the pipeline
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resource: BindingResource::Sampler(&post_process_pipeline.sampler),
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},
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BindGroupEntry {
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binding: 2,
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// Set the settings binding
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resource: settings_binding.clone(),
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},
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],
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});
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// Begin the render pass
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("post_process_pass"),
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color_attachments: &[Some(RenderPassColorAttachment {
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// We need to specify the post process destination view here
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// to make sure we write to the appropriate texture.
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view: post_process.destination,
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resolve_target: None,
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ops: Operations::default(),
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})],
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depth_stencil_attachment: None,
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});
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// This is mostly just wgpu boilerplate for drawing a fullscreen triangle,
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// using the pipeline/bind_group created above
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render_pass.set_render_pipeline(pipeline);
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render_pass.set_bind_group(0, &bind_group, &[]);
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render_pass.draw(0..3, 0..1);
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Ok(())
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}
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}
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// This contains global data used by the render pipeline. This will be created once on startup.
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#[derive(Resource)]
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struct PostProcessPipeline {
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layout: BindGroupLayout,
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sampler: Sampler,
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pipeline_id: CachedRenderPipelineId,
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}
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impl FromWorld for PostProcessPipeline {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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// We need to define the bind group layout used for our pipeline
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let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: Some("post_process_bind_group_layout"),
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entries: &[
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// The screen texture
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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// The sampler that will be used to sample the screen texture
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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// The settings uniform that will control the effect
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BindGroupLayoutEntry {
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binding: 2,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: bevy::render::render_resource::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: Some(PostProcessSettings::min_size()),
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},
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count: None,
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},
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],
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});
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// We can create the sampler here since it won't change at runtime and doesn't depend on the view
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let sampler = render_device.create_sampler(&SamplerDescriptor::default());
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// Get the shader handle
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let shader = world
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.resource::<AssetServer>()
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.load("shaders/post_processing.wgsl");
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let pipeline_id = world
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.resource_mut::<PipelineCache>()
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// This will add the pipeline to the cache and queue it's creation
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.queue_render_pipeline(RenderPipelineDescriptor {
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label: Some("post_process_pipeline".into()),
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layout: vec![layout.clone()],
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// This will setup a fullscreen triangle for the vertex state
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vertex: fullscreen_shader_vertex_state(),
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fragment: Some(FragmentState {
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shader,
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shader_defs: vec![],
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// Make sure this matches the entry point of your shader.
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// It can be anything as long as it matches here and in the shader.
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::bevy_default(),
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blend: None,
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write_mask: ColorWrites::ALL,
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})],
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}),
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// All of the following properties are not important for this effect so just use the default values.
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// This struct doesn't have the Default trait implemented because not all field can have a default value.
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primitive: PrimitiveState::default(),
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depth_stencil: None,
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multisample: MultisampleState::default(),
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push_constant_ranges: vec![],
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});
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Self {
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layout,
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sampler,
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pipeline_id,
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}
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}
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}
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// This is the component that will get passed to the shader
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#[derive(Component, Default, Clone, Copy, ExtractComponent, ShaderType)]
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struct PostProcessSettings {
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intensity: f32,
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// WebGL2 structs must be 16 byte aligned.
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#[cfg(feature = "webgl2")]
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_webgl2_padding: Vec3,
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}
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 5.0))
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.looking_at(Vec3::default(), Vec3::Y),
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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..default()
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},
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// Add the setting to the camera.
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// This component is also used to determine on which camera to run the post processing effect.
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PostProcessSettings {
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intensity: 0.02,
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..default()
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},
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));
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// cube
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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},
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Rotates,
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));
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..default()
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});
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}
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#[derive(Component)]
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struct Rotates;
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/// Rotates any entity around the x and y axis
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fn rotate(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
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for mut transform in &mut query {
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transform.rotate_x(0.55 * time.delta_seconds());
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transform.rotate_z(0.15 * time.delta_seconds());
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}
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}
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// Change the intensity over time to show that the effect is controlled from the main world
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fn update_settings(mut settings: Query<&mut PostProcessSettings>, time: Res<Time>) {
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for mut setting in &mut settings {
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let mut intensity = time.elapsed_seconds().sin();
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// Make it loop periodically
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intensity = intensity.sin();
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// Remap it to 0..1 because the intensity can't be negative
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intensity = intensity * 0.5 + 0.5;
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// Scale it to a more reasonable level
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intensity *= 0.015;
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// Set the intensity.
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// This will then be extracted to the render world and uploaded to the gpu automatically by the [`UniformComponentPlugin`]
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setting.intensity = intensity;
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}
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}
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