mirror of
https://github.com/bevyengine/bevy
synced 2024-12-26 04:53:07 +00:00
b3224e135b
# Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
294 lines
11 KiB
Rust
294 lines
11 KiB
Rust
pub mod wireframe;
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mod alpha;
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mod bundle;
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mod light;
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mod material;
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mod pbr_material;
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mod prepass;
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mod render;
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pub use alpha::*;
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use bevy_utils::default;
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pub use bundle::*;
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pub use light::*;
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pub use material::*;
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pub use pbr_material::*;
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pub use prepass::*;
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pub use render::*;
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use bevy_window::ModifiesWindows;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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alpha::AlphaMode,
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bundle::{
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DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
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SpotLightBundle,
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},
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light::{AmbientLight, DirectionalLight, PointLight, SpotLight},
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material::{Material, MaterialPlugin},
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pbr_material::StandardMaterial,
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};
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}
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pub mod draw_3d_graph {
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pub mod node {
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/// Label for the shadow pass node.
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pub const SHADOW_PASS: &str = "shadow_pass";
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}
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}
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AddAsset, Assets, Handle, HandleUntyped};
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use bevy_ecs::prelude::*;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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camera::CameraUpdateSystem,
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extract_resource::ExtractResourcePlugin,
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prelude::Color,
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render_graph::RenderGraph,
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render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions},
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render_resource::{Shader, SpecializedMeshPipelines},
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view::VisibilitySystems,
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RenderApp, RenderStage,
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};
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use bevy_transform::TransformSystem;
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pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744);
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pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186);
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pub const UTILS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1900548483293416725);
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pub const CLUSTERED_FORWARD_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 166852093121196815);
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pub const PBR_LIGHTING_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 14170772752254856967);
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pub const SHADOWS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 11350275143789590502);
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pub const PBR_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
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pub const PBR_PREPASS_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9407115064344201137);
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pub const PBR_FUNCTIONS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16550102964439850292);
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pub const SHADOW_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1836745567947005696);
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/// Sets up the entire PBR infrastructure of bevy.
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pub struct PbrPlugin {
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/// Controls if the prepass is enabled for the StandardMaterial.
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/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
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pub prepass_enabled: bool,
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}
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impl Default for PbrPlugin {
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fn default() -> Self {
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Self {
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prepass_enabled: true,
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}
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}
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}
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impl Plugin for PbrPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(
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app,
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PBR_TYPES_SHADER_HANDLE,
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"render/pbr_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_BINDINGS_SHADER_HANDLE,
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"render/pbr_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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CLUSTERED_FORWARD_HANDLE,
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"render/clustered_forward.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_LIGHTING_HANDLE,
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"render/pbr_lighting.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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SHADOWS_HANDLE,
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"render/shadows.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_FUNCTIONS_HANDLE,
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"render/pbr_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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SHADOW_SHADER_HANDLE,
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"render/depth.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PBR_PREPASS_SHADER_HANDLE,
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"render/pbr_prepass.wgsl",
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Shader::from_wgsl
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);
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app.register_type::<CubemapVisibleEntities>()
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.register_type::<DirectionalLight>()
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.register_type::<PointLight>()
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.register_type::<SpotLight>()
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.register_asset_reflect::<StandardMaterial>()
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.register_type::<AmbientLight>()
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.register_type::<DirectionalLightShadowMap>()
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.register_type::<ClusterConfig>()
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.register_type::<ClusterZConfig>()
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.register_type::<ClusterFarZMode>()
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.register_type::<PointLightShadowMap>()
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.add_plugin(MeshRenderPlugin)
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.add_plugin(MaterialPlugin::<StandardMaterial> {
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prepass_enabled: self.prepass_enabled,
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..default()
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})
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.init_resource::<AmbientLight>()
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.init_resource::<GlobalVisiblePointLights>()
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.init_resource::<DirectionalLightShadowMap>()
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.init_resource::<PointLightShadowMap>()
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.add_plugin(ExtractResourcePlugin::<AmbientLight>::default())
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.add_system_to_stage(
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CoreStage::PostUpdate,
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// NOTE: Clusters need to have been added before update_clusters is run so
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// add as an exclusive system
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add_clusters
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.at_start()
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.label(SimulationLightSystems::AddClusters),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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assign_lights_to_clusters
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.label(SimulationLightSystems::AssignLightsToClusters)
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.after(TransformSystem::TransformPropagate)
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.after(VisibilitySystems::CheckVisibility)
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.after(CameraUpdateSystem)
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.after(ModifiesWindows),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_directional_light_frusta
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.label(SimulationLightSystems::UpdateLightFrusta)
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// This must run after CheckVisibility because it relies on ComputedVisibility::is_visible()
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.after(VisibilitySystems::CheckVisibility)
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.after(TransformSystem::TransformPropagate)
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// We assume that no entity will be both a directional light and a spot light,
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// so these systems will run independently of one another.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(update_spot_light_frusta),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_point_light_frusta
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.label(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_spot_light_frusta
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.label(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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check_light_mesh_visibility
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.label(SimulationLightSystems::CheckLightVisibility)
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.after(TransformSystem::TransformPropagate)
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.after(SimulationLightSystems::UpdateLightFrusta)
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// NOTE: This MUST be scheduled AFTER the core renderer visibility check
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// because that resets entity ComputedVisibility for the first view
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// which would override any results from this otherwise
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.after(VisibilitySystems::CheckVisibility),
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);
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app.world
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.resource_mut::<Assets<StandardMaterial>>()
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.set_untracked(
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Handle::<StandardMaterial>::default(),
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StandardMaterial {
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base_color: Color::rgb(1.0, 0.0, 0.5),
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unlit: true,
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..Default::default()
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},
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);
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let render_app = match app.get_sub_app_mut(RenderApp) {
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Ok(render_app) => render_app,
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Err(_) => return,
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};
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render_app
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.add_system_to_stage(
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RenderStage::Extract,
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render::extract_clusters.label(RenderLightSystems::ExtractClusters),
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)
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.add_system_to_stage(
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RenderStage::Extract,
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render::extract_lights.label(RenderLightSystems::ExtractLights),
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)
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.add_system_to_stage(
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RenderStage::Prepare,
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// this is added as an exclusive system because it contributes new views. it must run (and have Commands applied)
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// _before_ the `prepare_views()` system is run. ideally this becomes a normal system when "stageless" features come out
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render::prepare_lights
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.at_start()
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.label(RenderLightSystems::PrepareLights),
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)
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.add_system_to_stage(
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RenderStage::Prepare,
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// NOTE: This needs to run after prepare_lights. As prepare_lights is an exclusive system,
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// just adding it to the non-exclusive systems in the Prepare stage means it runs after
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// prepare_lights.
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render::prepare_clusters.label(RenderLightSystems::PrepareClusters),
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)
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.add_system_to_stage(
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RenderStage::Queue,
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render::queue_shadows.label(RenderLightSystems::QueueShadows),
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)
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.add_system_to_stage(RenderStage::Queue, render::queue_shadow_view_bind_group)
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.add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<Shadow>)
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.init_resource::<ShadowPipeline>()
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.init_resource::<DrawFunctions<Shadow>>()
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.init_resource::<LightMeta>()
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.init_resource::<GlobalLightMeta>()
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.init_resource::<SpecializedMeshPipelines<ShadowPipeline>>();
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let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
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render_app.add_render_command::<Shadow, DrawShadowMesh>();
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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let draw_3d_graph = graph
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.get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME)
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.unwrap();
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draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node);
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draw_3d_graph.add_node_edge(
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draw_3d_graph::node::SHADOW_PASS,
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bevy_core_pipeline::core_3d::graph::node::MAIN_PASS,
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);
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draw_3d_graph.add_slot_edge(
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draw_3d_graph.input_node().id,
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bevy_core_pipeline::core_3d::graph::input::VIEW_ENTITY,
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draw_3d_graph::node::SHADOW_PASS,
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ShadowPassNode::IN_VIEW,
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);
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}
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}
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