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https://github.com/bevyengine/bevy
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0166db33f7
# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
372 lines
15 KiB
Rust
372 lines
15 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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core_pipeline::{
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core_3d::graph::{Labels3d, SubGraph3d},
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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, RenderLabel, ViewNode, ViewNodeRunner,
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},
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render_resource::{
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binding_types::{sampler, texture_2d, uniform_buffer},
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*,
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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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};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, PostProcessPlugin))
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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 label of the graph, in this case we want the graph for 3d
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SubGraph3d,
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// It also needs the label of the node
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PostProcessLabel,
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)
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.add_render_graph_edges(
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SubGraph3d,
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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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Labels3d::Tonemapping,
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PostProcessLabel,
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Labels3d::EndMainPassPostProcessing,
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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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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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struct PostProcessLabel;
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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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// 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 = (
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&'static ViewTarget,
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// This makes sure the node only runs on cameras with the PostProcessSettings component
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&'static PostProcessSettings,
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);
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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, _post_process_settings): 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.render_device().create_bind_group(
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"post_process_bind_group",
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&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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&BindGroupEntries::sequential((
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// Make sure to use the source view
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post_process.source,
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// Use the sampler created for the pipeline
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&post_process_pipeline.sampler,
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// Set the settings binding
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settings_binding.clone(),
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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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timestamp_writes: None,
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occlusion_query_set: 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(
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"post_process_bind_group_layout",
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&BindGroupLayoutEntries::sequential(
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// The layout entries will only be visible in the fragment stage
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ShaderStages::FRAGMENT,
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(
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// The screen texture
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texture_2d(TextureSampleType::Float { filterable: true }),
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// The sampler that will be used to sample the screen texture
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sampler(SamplerBindingType::Filtering),
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// The settings uniform that will control the effect
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uniform_buffer::<PostProcessSettings>(false),
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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: Camera {
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clear_color: Color::WHITE.into(),
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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(Cuboid::default()),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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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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point_light: PointLight {
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intensity: 150_000.0,
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..default()
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},
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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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