bevy/crates/bevy_pbr/src/lib.rs
Joona Aalto afbbbd7335
Rename rendering components for improved consistency and clarity (#15035)
# Objective

The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:

- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`

Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.

Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.

## Solution

Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.

- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`

I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)

I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.

## Discussion

- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)

---

## Migration Guide

Many rendering components have been renamed for improved consistency and
clarity.

- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00

475 lines
18 KiB
Rust

// FIXME(3492): remove once docs are ready
#![allow(missing_docs)]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![deny(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
#[cfg(feature = "meshlet")]
mod meshlet;
pub mod wireframe;
/// Experimental features that are not yet finished. Please report any issues you encounter!
///
/// Expect bugs, missing features, compatibility issues, low performance, and/or future breaking changes.
#[cfg(feature = "meshlet")]
pub mod experimental {
/// Render high-poly 3d meshes using an efficient GPU-driven method.
/// See [`MeshletPlugin`](meshlet::MeshletPlugin) and [`MeshletMesh`](meshlet::MeshletMesh) for details.
pub mod meshlet {
pub use crate::meshlet::*;
}
}
mod bundle;
mod cluster;
pub mod deferred;
mod extended_material;
mod fog;
mod light;
mod light_probe;
mod lightmap;
mod material;
mod parallax;
mod pbr_material;
mod prepass;
mod render;
mod ssao;
mod ssr;
mod volumetric_fog;
use bevy_color::{Color, LinearRgba};
use std::marker::PhantomData;
pub use bundle::*;
pub use cluster::*;
pub use extended_material::*;
pub use fog::*;
pub use light::*;
pub use light_probe::*;
pub use lightmap::*;
pub use material::*;
pub use parallax::*;
pub use pbr_material::*;
pub use prepass::*;
pub use render::*;
pub use ssao::*;
pub use ssr::*;
#[allow(deprecated)]
pub use volumetric_fog::{
FogVolume, FogVolumeBundle, VolumetricFog, VolumetricFogPlugin, VolumetricFogSettings,
VolumetricLight,
};
/// The PBR prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
bundle::{
DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
SpotLightBundle,
},
fog::{DistanceFog, FogFalloff},
light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
light_probe::{
environment_map::{EnvironmentMapLight, ReflectionProbeBundle},
LightProbe,
},
material::{Material, MaterialPlugin},
parallax::ParallaxMappingMethod,
pbr_material::StandardMaterial,
ssao::ScreenSpaceAmbientOcclusionPlugin,
};
}
pub mod graph {
use bevy_render::render_graph::RenderLabel;
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub enum NodePbr {
/// Label for the shadow pass node.
ShadowPass,
/// Label for the screen space ambient occlusion render node.
ScreenSpaceAmbientOcclusion,
DeferredLightingPass,
/// Label for the volumetric lighting pass.
VolumetricFog,
/// Label for the compute shader instance data building pass.
GpuPreprocess,
/// Label for the screen space reflections pass.
ScreenSpaceReflections,
}
}
use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
use bevy_ecs::prelude::*;
use bevy_render::{
alpha::AlphaMode,
camera::{
CameraProjection, CameraUpdateSystem, OrthographicProjection, PerspectiveProjection,
Projection,
},
extract_component::ExtractComponentPlugin,
extract_resource::ExtractResourcePlugin,
render_asset::prepare_assets,
render_graph::RenderGraph,
render_resource::Shader,
texture::{GpuImage, Image},
view::{check_visibility, VisibilitySystems},
ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_transform::TransformSystem;
pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1708015359337029744);
pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(5635987986427308186);
pub const UTILS_HANDLE: Handle<Shader> = Handle::weak_from_u128(1900548483293416725);
pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> = Handle::weak_from_u128(166852093121196815);
pub const PBR_LIGHTING_HANDLE: Handle<Shader> = Handle::weak_from_u128(14170772752254856967);
pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> = Handle::weak_from_u128(77319684653223658032);
pub const SHADOWS_HANDLE: Handle<Shader> = Handle::weak_from_u128(11350275143789590502);
pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> = Handle::weak_from_u128(3145627513789590502);
pub const PBR_FRAGMENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2295049283805286543);
pub const PBR_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4805239651767701046);
pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(9407115064344201137);
pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16550102964439850292);
pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(17035894873630133905);
pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(2098345702398750291);
pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(73204817249182637);
pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(72019026415438599);
pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(2659010996143919192);
const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(2325134235233421);
/// Sets up the entire PBR infrastructure of bevy.
pub struct PbrPlugin {
/// Controls if the prepass is enabled for the [`StandardMaterial`].
/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
pub prepass_enabled: bool,
/// Controls if [`DeferredPbrLightingPlugin`] is added.
pub add_default_deferred_lighting_plugin: bool,
/// Controls if GPU [`MeshUniform`] building is enabled.
///
/// This requires compute shader support and so will be forcibly disabled if
/// the platform doesn't support those.
pub use_gpu_instance_buffer_builder: bool,
}
impl Default for PbrPlugin {
fn default() -> Self {
Self {
prepass_enabled: true,
add_default_deferred_lighting_plugin: true,
use_gpu_instance_buffer_builder: true,
}
}
}
impl Plugin for PbrPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
PBR_TYPES_SHADER_HANDLE,
"render/pbr_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_BINDINGS_SHADER_HANDLE,
"render/pbr_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
CLUSTERED_FORWARD_HANDLE,
"render/clustered_forward.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_LIGHTING_HANDLE,
"render/pbr_lighting.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_TRANSMISSION_HANDLE,
"render/pbr_transmission.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOWS_HANDLE,
"render/shadows.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_DEFERRED_TYPES_HANDLE,
"deferred/pbr_deferred_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_DEFERRED_FUNCTIONS_HANDLE,
"deferred/pbr_deferred_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOW_SAMPLING_HANDLE,
"render/shadow_sampling.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FUNCTIONS_HANDLE,
"render/pbr_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
RGB9E5_FUNCTIONS_HANDLE,
"render/rgb9e5.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_AMBIENT_HANDLE,
"render/pbr_ambient.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FRAGMENT_HANDLE,
"render/pbr_fragment.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
"render/pbr_prepass_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_PREPASS_SHADER_HANDLE,
"render/pbr_prepass.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PARALLAX_MAPPING_SHADER_HANDLE,
"render/parallax_mapping.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
VIEW_TRANSFORMATIONS_SHADER_HANDLE,
"render/view_transformations.wgsl",
Shader::from_wgsl
);
// Setup dummy shaders for when MeshletPlugin is not used to prevent shader import errors.
load_internal_asset!(
app,
MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
"meshlet/dummy_visibility_buffer_resolve.wgsl",
Shader::from_wgsl
);
app.register_asset_reflect::<StandardMaterial>()
.register_type::<AmbientLight>()
.register_type::<CascadeShadowConfig>()
.register_type::<Cascades>()
.register_type::<CascadesVisibleEntities>()
.register_type::<VisibleMeshEntities>()
.register_type::<ClusterConfig>()
.register_type::<CubemapVisibleEntities>()
.register_type::<DirectionalLight>()
.register_type::<DirectionalLightShadowMap>()
.register_type::<NotShadowCaster>()
.register_type::<NotShadowReceiver>()
.register_type::<PointLight>()
.register_type::<PointLightShadowMap>()
.register_type::<SpotLight>()
.register_type::<DistanceFog>()
.register_type::<ShadowFilteringMethod>()
.init_resource::<AmbientLight>()
.init_resource::<GlobalVisibleClusterableObjects>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.register_type::<DefaultOpaqueRendererMethod>()
.init_resource::<DefaultOpaqueRendererMethod>()
.add_plugins((
MeshRenderPlugin {
use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
},
MaterialPlugin::<StandardMaterial> {
prepass_enabled: self.prepass_enabled,
..Default::default()
},
ScreenSpaceAmbientOcclusionPlugin,
ExtractResourcePlugin::<AmbientLight>::default(),
FogPlugin,
ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
LightmapPlugin,
LightProbePlugin,
PbrProjectionPlugin::<Projection>::default(),
PbrProjectionPlugin::<PerspectiveProjection>::default(),
PbrProjectionPlugin::<OrthographicProjection>::default(),
GpuMeshPreprocessPlugin {
use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
},
VolumetricFogPlugin,
ScreenSpaceReflectionsPlugin,
))
.configure_sets(
PostUpdate,
(
SimulationLightSystems::AddClusters,
SimulationLightSystems::AssignLightsToClusters,
)
.chain(),
)
.configure_sets(
PostUpdate,
SimulationLightSystems::UpdateDirectionalLightCascades
.ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
)
.configure_sets(
PostUpdate,
SimulationLightSystems::CheckLightVisibility
.ambiguous_with(SimulationLightSystems::CheckLightVisibility),
)
.add_systems(
PostUpdate,
(
add_clusters
.in_set(SimulationLightSystems::AddClusters)
.after(CameraUpdateSystem),
assign_objects_to_clusters
.in_set(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CheckVisibility)
.after(CameraUpdateSystem),
clear_directional_light_cascades
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(TransformSystem::TransformPropagate)
.after(CameraUpdateSystem),
update_directional_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
// This must run after CheckVisibility because it relies on `ViewVisibility`
.after(VisibilitySystems::CheckVisibility)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateDirectionalLightCascades)
// We assume that no entity will be both a directional light and a spot light,
// so these systems will run independently of one another.
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(update_spot_light_frusta),
update_point_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
update_spot_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
check_visibility::<WithLight>.in_set(VisibilitySystems::CheckVisibility),
(
check_dir_light_mesh_visibility,
check_point_light_mesh_visibility,
)
.in_set(SimulationLightSystems::CheckLightVisibility)
.after(VisibilitySystems::CalculateBounds)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateLightFrusta)
// NOTE: This MUST be scheduled AFTER the core renderer visibility check
// because that resets entity `ViewVisibility` for the first view
// which would override any results from this otherwise
.after(VisibilitySystems::CheckVisibility),
),
);
if self.add_default_deferred_lighting_plugin {
app.add_plugins(DeferredPbrLightingPlugin);
}
app.world_mut()
.resource_mut::<Assets<StandardMaterial>>()
.insert(
&Handle::<StandardMaterial>::default(),
StandardMaterial {
base_color: Color::srgb(1.0, 0.0, 0.5),
unlit: true,
..Default::default()
},
);
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Extract the required data from the main world
render_app
.add_systems(ExtractSchedule, (extract_clusters, extract_lights))
.add_systems(
Render,
(
prepare_lights
.in_set(RenderSet::ManageViews)
.after(prepare_assets::<GpuImage>),
prepare_clusters.in_set(RenderSet::PrepareResources),
),
)
.init_resource::<LightMeta>();
let shadow_pass_node = ShadowPassNode::new(render_app.world_mut());
let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
draw_3d_graph.add_node(NodePbr::ShadowPass, shadow_pass_node);
draw_3d_graph.add_node_edge(NodePbr::ShadowPass, Node3d::StartMainPass);
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Extract the required data from the main world
render_app
.init_resource::<ShadowSamplers>()
.init_resource::<GlobalClusterableObjectMeta>();
}
}
/// [`CameraProjection`] specific PBR functionality.
pub struct PbrProjectionPlugin<T: CameraProjection + Component>(PhantomData<T>);
impl<T: CameraProjection + Component> Plugin for PbrProjectionPlugin<T> {
fn build(&self, app: &mut App) {
app.add_systems(
PostUpdate,
build_directional_light_cascades::<T>
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(clear_directional_light_cascades),
);
}
}
impl<T: CameraProjection + Component> Default for PbrProjectionPlugin<T> {
fn default() -> Self {
Self(Default::default())
}
}