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https://github.com/bevyengine/bevy
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599e5e4e76
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
369 lines
15 KiB
Rust
369 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::{Core3d, Node3d},
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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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Core3d,
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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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Core3d,
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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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Node3d::Tonemapping,
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PostProcessLabel,
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Node3d::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.load_asset("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::srgb(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(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 1_000.,
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..default()
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},
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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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