bevy/crates/bevy_pbr/src/lib.rs
Carter Anderson dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00

314 lines
12 KiB
Rust

pub mod wireframe;
mod alpha;
mod bundle;
mod fog;
mod light;
mod material;
mod pbr_material;
mod prepass;
mod render;
pub use alpha::*;
use bevy_transform::TransformSystem;
use bevy_window::ModifiesWindows;
pub use bundle::*;
pub use fog::*;
pub use light::*;
pub use material::*;
pub use pbr_material::*;
pub use prepass::*;
pub use render::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
alpha::AlphaMode,
bundle::{
DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
SpotLightBundle,
},
fog::{FogFalloff, FogSettings},
light::{AmbientLight, DirectionalLight, PointLight, SpotLight},
material::{Material, MaterialPlugin},
pbr_material::StandardMaterial,
};
}
pub mod draw_3d_graph {
pub mod node {
/// Label for the shadow pass node.
pub const SHADOW_PASS: &str = "shadow_pass";
}
}
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AddAsset, Assets, Handle, HandleUntyped};
use bevy_ecs::prelude::*;
use bevy_reflect::TypeUuid;
use bevy_render::{
camera::CameraUpdateSystem,
extract_resource::ExtractResourcePlugin,
prelude::Color,
render_graph::RenderGraph,
render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions},
render_resource::{Shader, SpecializedMeshPipelines},
view::{ViewSet, VisibilitySystems},
ExtractSchedule, RenderApp, RenderSet,
};
pub const PBR_TYPES_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1708015359337029744);
pub const PBR_BINDINGS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5635987986427308186);
pub const UTILS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1900548483293416725);
pub const CLUSTERED_FORWARD_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 166852093121196815);
pub const PBR_LIGHTING_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 14170772752254856967);
pub const SHADOWS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 11350275143789590502);
pub const PBR_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
pub const PBR_PREPASS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9407115064344201137);
pub const PBR_FUNCTIONS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16550102964439850292);
pub const SHADOW_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1836745567947005696);
/// 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,
}
impl Default for PbrPlugin {
fn default() -> Self {
Self {
prepass_enabled: 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,
SHADOWS_HANDLE,
"render/shadows.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FUNCTIONS_HANDLE,
"render/pbr_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
SHADOW_SHADER_HANDLE,
"render/depth.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_PREPASS_SHADER_HANDLE,
"render/pbr_prepass.wgsl",
Shader::from_wgsl
);
app.register_asset_reflect::<StandardMaterial>()
.register_type::<AmbientLight>()
.register_type::<CascadeShadowConfig>()
.register_type::<Cascades>()
.register_type::<CascadesVisibleEntities>()
.register_type::<ClusterConfig>()
.register_type::<ClusterFarZMode>()
.register_type::<ClusterZConfig>()
.register_type::<CubemapVisibleEntities>()
.register_type::<DirectionalLight>()
.register_type::<DirectionalLightShadowMap>()
.register_type::<PointLight>()
.register_type::<PointLightShadowMap>()
.register_type::<SpotLight>()
.add_plugin(MeshRenderPlugin)
.add_plugin(MaterialPlugin::<StandardMaterial> {
prepass_enabled: self.prepass_enabled,
..Default::default()
})
.init_resource::<AmbientLight>()
.init_resource::<GlobalVisiblePointLights>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.add_plugin(ExtractResourcePlugin::<AmbientLight>::default())
.configure_sets(
(
SimulationLightSystems::AddClusters,
SimulationLightSystems::AddClustersFlush
.after(SimulationLightSystems::AddClusters)
.before(SimulationLightSystems::AssignLightsToClusters),
SimulationLightSystems::AssignLightsToClusters,
SimulationLightSystems::CheckLightVisibility,
SimulationLightSystems::UpdateDirectionalLightCascades,
SimulationLightSystems::UpdateLightFrusta,
)
.in_base_set(CoreSet::PostUpdate),
)
.add_plugin(FogPlugin)
.add_system(add_clusters.in_set(SimulationLightSystems::AddClusters))
.add_system(apply_system_buffers.in_set(SimulationLightSystems::AddClustersFlush))
.add_system(
assign_lights_to_clusters
.in_set(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CheckVisibility)
.after(CameraUpdateSystem)
.after(ModifiesWindows),
)
.add_system(
update_directional_light_cascades
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(TransformSystem::TransformPropagate)
.after(CameraUpdateSystem),
)
.add_system(
update_directional_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
// This must run after CheckVisibility because it relies on ComputedVisibility::is_visible()
.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),
)
.add_system(
update_point_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
)
.add_system(
update_spot_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
)
.add_system(
check_light_mesh_visibility
.in_set(SimulationLightSystems::CheckLightVisibility)
.after(VisibilitySystems::CalculateBoundsFlush)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateLightFrusta)
// NOTE: This MUST be scheduled AFTER the core renderer visibility check
// because that resets entity ComputedVisibility for the first view
// which would override any results from this otherwise
.after(VisibilitySystems::CheckVisibility),
);
app.world
.resource_mut::<Assets<StandardMaterial>>()
.set_untracked(
Handle::<StandardMaterial>::default(),
StandardMaterial {
base_color: Color::rgb(1.0, 0.0, 0.5),
unlit: true,
..Default::default()
},
);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
// Extract the required data from the main world
render_app
.add_systems_to_schedule(
ExtractSchedule,
(
render::extract_clusters.in_set(RenderLightSystems::ExtractClusters),
render::extract_lights.in_set(RenderLightSystems::ExtractLights),
),
)
.add_system(
render::prepare_lights
.before(ViewSet::PrepareUniforms)
.in_set(RenderLightSystems::PrepareLights)
.in_set(RenderSet::Prepare),
)
// A sync is needed after prepare_lights, before prepare_view_uniforms,
// because prepare_lights creates new views for shadow mapping
.add_system(
apply_system_buffers
.after(RenderLightSystems::PrepareLights)
.before(ViewSet::PrepareUniforms),
)
.add_system(
render::prepare_clusters
.after(render::prepare_lights)
.in_set(RenderLightSystems::PrepareClusters)
.in_set(RenderSet::Prepare),
)
.add_system(
render::queue_shadows
.in_set(RenderLightSystems::QueueShadows)
.in_set(RenderSet::Queue),
)
.add_system(render::queue_shadow_view_bind_group.in_set(RenderSet::Queue))
.add_system(sort_phase_system::<Shadow>.in_set(RenderSet::PhaseSort))
.init_resource::<ShadowPipeline>()
.init_resource::<DrawFunctions<Shadow>>()
.init_resource::<LightMeta>()
.init_resource::<GlobalLightMeta>()
.init_resource::<SpecializedMeshPipelines<ShadowPipeline>>();
let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
render_app.add_render_command::<Shadow, DrawShadowMesh>();
let mut graph = render_app.world.resource_mut::<RenderGraph>();
let draw_3d_graph = graph
.get_sub_graph_mut(bevy_core_pipeline::core_3d::graph::NAME)
.unwrap();
draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node);
draw_3d_graph.add_node_edge(
draw_3d_graph::node::SHADOW_PASS,
bevy_core_pipeline::core_3d::graph::node::MAIN_PASS,
);
draw_3d_graph.add_slot_edge(
draw_3d_graph.input_node().id,
bevy_core_pipeline::core_3d::graph::input::VIEW_ENTITY,
draw_3d_graph::node::SHADOW_PASS,
ShadowPassNode::IN_VIEW,
);
}
}