bevy/examples/shader/shader_prepass.rs
MiniaczQ f602edad09
Text Rework cleanup (#15887)
# Objective

Cleanup naming and docs, add missing migration guide after #15591 

All text root nodes now use `Text` (UI) / `Text2d`.
All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer`
convention.

---

## Migration Guide

Doubles as #15591 migration guide.

Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of
`Text` and `Text2d`.
Shared configuration fields were replaced with `TextLayout`, `TextFont`
and `TextColor` components.
Just `TextBundle`'s additional field turned into `TextNodeFlags`
component,
while `Text2dBundle`'s additional fields turned into `TextBounds` and
`Anchor` components.

Text sections were removed in favor of hierarchy-based approach.
For root text entities with `Text` or `Text2d` components, child
entities with `TextSpan` will act as additional text sections.
To still access text spans by index, use the new `TextUiReader`,
`Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
2024-10-15 02:32:34 +00:00

241 lines
8.1 KiB
Rust

//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
//! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
//! The textures are not generated for any material using alpha blending.
use bevy::{
core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
pbr::{NotShadowCaster, PbrPlugin},
prelude::*,
reflect::TypePath,
render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
};
/// This example uses a shader source file from the assets subdirectory
const PREPASS_SHADER_ASSET_PATH: &str = "shaders/show_prepass.wgsl";
const MATERIAL_SHADER_ASSET_PATH: &str = "shaders/custom_material.wgsl";
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(PbrPlugin {
// The prepass is enabled by default on the StandardMaterial,
// but you can disable it if you need to.
//
// prepass_enabled: false,
..default()
}),
MaterialPlugin::<CustomMaterial>::default(),
MaterialPlugin::<PrepassOutputMaterial> {
// This material only needs to read the prepass textures,
// but the meshes using it should not contribute to the prepass render, so we can disable it.
prepass_enabled: false,
..default()
},
))
.add_systems(Startup, setup)
.add_systems(Update, (rotate, toggle_prepass_view))
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
mut std_materials: ResMut<Assets<StandardMaterial>>,
mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
asset_server: Res<AssetServer>,
) {
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
// Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING
Msaa::Off,
// To enable the prepass you need to add the components associated with the ones you need
// This will write the depth buffer to a texture that you can use in the main pass
DepthPrepass,
// This will generate a texture containing world normals (with normal maps applied)
NormalPrepass,
// This will generate a texture containing screen space pixel motion vectors
MotionVectorPrepass,
));
// plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(std_materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// A quad that shows the outputs of the prepass
// To make it easy, we just draw a big quad right in front of the camera.
// For a real application, this isn't ideal.
commands.spawn((
Mesh3d(meshes.add(Rectangle::new(20.0, 20.0))),
MeshMaterial3d(depth_materials.add(PrepassOutputMaterial {
settings: ShowPrepassSettings::default(),
})),
Transform::from_xyz(-0.75, 1.25, 3.0).looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
NotShadowCaster,
));
// Opaque cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(CustomMaterial {
color: LinearRgba::WHITE,
color_texture: Some(asset_server.load("branding/icon.png")),
alpha_mode: AlphaMode::Opaque,
})),
Transform::from_xyz(-1.0, 0.5, 0.0),
Rotates,
));
// Cube with alpha mask
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(std_materials.add(StandardMaterial {
alpha_mode: AlphaMode::Mask(1.0),
base_color_texture: Some(asset_server.load("branding/icon.png")),
..default()
})),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// Cube with alpha blending.
// Transparent materials are ignored by the prepass
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(CustomMaterial {
color: LinearRgba::WHITE,
color_texture: Some(asset_server.load("branding/icon.png")),
alpha_mode: AlphaMode::Blend,
})),
Transform::from_xyz(1.0, 0.5, 0.0),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands
.spawn((
Text::default(),
Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
))
.with_children(|p| {
p.spawn(TextSpan::new("Prepass Output: transparent\n"));
p.spawn(TextSpan::new("\n\n"));
p.spawn(TextSpan::new("Controls\n"));
p.spawn(TextSpan::new("---------------\n"));
p.spawn(TextSpan::new("Space - Change output\n"));
});
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
#[uniform(0)]
color: LinearRgba,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
/// Not shown in this example, but if you need to specialize your material, the specialize
/// function will also be used by the prepass
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
MATERIAL_SHADER_ASSET_PATH.into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
// You can override the default shaders used in the prepass if your material does
// anything not supported by the default prepass
// fn prepass_fragment_shader() -> ShaderRef {
// "shaders/custom_material.wgsl".into()
// }
}
#[derive(Component)]
struct Rotates;
fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
for mut t in q.iter_mut() {
let rot = (ops::sin(time.elapsed_seconds()) * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
t.rotation = Quat::from_rotation_z(rot);
}
}
#[derive(Debug, Clone, Default, ShaderType)]
struct ShowPrepassSettings {
show_depth: u32,
show_normals: u32,
show_motion_vectors: u32,
padding_1: u32,
padding_2: u32,
}
// This shader simply loads the prepass texture and outputs it directly
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct PrepassOutputMaterial {
#[uniform(0)]
settings: ShowPrepassSettings,
}
impl Material for PrepassOutputMaterial {
fn fragment_shader() -> ShaderRef {
PREPASS_SHADER_ASSET_PATH.into()
}
// This needs to be transparent in order to show the scene behind the mesh
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
}
/// Every time you press space, it will cycle between transparent, depth and normals view
fn toggle_prepass_view(
mut prepass_view: Local<u32>,
keycode: Res<ButtonInput<KeyCode>>,
material_handle: Single<&MeshMaterial3d<PrepassOutputMaterial>>,
mut materials: ResMut<Assets<PrepassOutputMaterial>>,
text: Single<Entity, With<Text>>,
mut writer: TextUiWriter,
) {
if keycode.just_pressed(KeyCode::Space) {
*prepass_view = (*prepass_view + 1) % 4;
let label = match *prepass_view {
0 => "transparent",
1 => "depth",
2 => "normals",
3 => "motion vectors",
_ => unreachable!(),
};
let text = *text;
*writer.text(text, 1) = format!("Prepass Output: {label}\n");
writer.for_each_color(text, |mut color| {
color.0 = Color::WHITE;
});
let mat = materials.get_mut(*material_handle).unwrap();
mat.settings.show_depth = (*prepass_view == 1) as u32;
mat.settings.show_normals = (*prepass_view == 2) as u32;
mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
}
}