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//! Run a prepass before the main pass to generate depth, normals, and/or motion vectors textures, sometimes called a thin g-buffer.
//! These textures are useful for various screen-space effects and reducing overdraw in the main pass.
//!
//! The prepass only runs for opaque meshes or meshes with an alpha mask. Transparent meshes are ignored.
//!
//! To enable the prepass, you need to add a prepass component to a [`crate::prelude::Camera3d`].
//!
//! [`DepthPrepass`]
//! [`NormalPrepass`]
//! [`MotionVectorPrepass`]
//!
//! The textures are automatically added to the default mesh view bindings. You can also get the raw textures
//! by querying the [`ViewPrepassTextures`] component on any camera with a prepass component.
//!
//! The depth prepass will always run and generate the depth buffer as a side effect, but it won't copy it
//! to a separate texture unless the [`DepthPrepass`] is activated. This means that if any prepass component is present
//! it will always create a depth buffer that will be used by the main pass.
//!
//! When using the default mesh view bindings you should be able to use `prepass_depth()`,
//! `prepass_normal()`, and `prepass_motion_vector()` to load the related textures.
//! These functions are defined in `bevy_pbr::prepass_utils`. See the `shader_prepass` example that shows how to use them.
//!
//! The prepass runs for each `Material`. You can control if the prepass should run per-material by setting the `prepass_enabled`
//! flag on the `MaterialPlugin`.
//!
//! Currently only works for 3D.
pub mod node;
use std::{cmp::Reverse, ops::Range};
use bevy_asset::AssetId;
use bevy_ecs::prelude::*;
use bevy_reflect::Reflect;
use bevy_render::{
mesh::Mesh,
render_phase::{CachedRenderPipelinePhaseItem, DrawFunctionId, PhaseItem},
render_resource::{CachedRenderPipelineId, Extent3d, TextureFormat, TextureView},
texture::ColorAttachment,
};
use bevy_utils::{nonmax::NonMaxU32, FloatOrd};
pub const NORMAL_PREPASS_FORMAT: TextureFormat = TextureFormat::Rgb10a2Unorm;
pub const MOTION_VECTOR_PREPASS_FORMAT: TextureFormat = TextureFormat::Rg16Float;
/// If added to a [`crate::prelude::Camera3d`] then depth values will be copied to a separate texture available to the main pass.
#[derive(Component, Default, Reflect)]
pub struct DepthPrepass;
/// If added to a [`crate::prelude::Camera3d`] then vertex world normals will be copied to a separate texture available to the main pass.
/// Normals will have normal map textures already applied.
#[derive(Component, Default, Reflect)]
pub struct NormalPrepass;
/// If added to a [`crate::prelude::Camera3d`] then screen space motion vectors will be copied to a separate texture available to the main pass.
#[derive(Component, Default, Reflect)]
pub struct MotionVectorPrepass;
/// If added to a [`crate::prelude::Camera3d`] then deferred materials will be rendered to the deferred gbuffer texture and will be available to subsequent passes.
/// Note the default deferred lighting plugin also requires `DepthPrepass` to work correctly.
#[derive(Component, Default, Reflect)]
pub struct DeferredPrepass;
/// Textures that are written to by the prepass.
///
/// This component will only be present if any of the relevant prepass components are also present.
#[derive(Component)]
pub struct ViewPrepassTextures {
/// The depth texture generated by the prepass.
/// Exists only if [`DepthPrepass`] is added to the [`ViewTarget`](bevy_render::view::ViewTarget)
pub depth: Option<ColorAttachment>,
/// The normals texture generated by the prepass.
/// Exists only if [`NormalPrepass`] is added to the [`ViewTarget`](bevy_render::view::ViewTarget)
pub normal: Option<ColorAttachment>,
/// The motion vectors texture generated by the prepass.
/// Exists only if [`MotionVectorPrepass`] is added to the `ViewTarget`
pub motion_vectors: Option<ColorAttachment>,
/// The deferred gbuffer generated by the deferred pass.
/// Exists only if [`DeferredPrepass`] is added to the `ViewTarget`
pub deferred: Option<ColorAttachment>,
/// A texture that specifies the deferred lighting pass id for a material.
/// Exists only if [`DeferredPrepass`] is added to the `ViewTarget`
pub deferred_lighting_pass_id: Option<ColorAttachment>,
/// The size of the textures.
pub size: Extent3d,
}
impl ViewPrepassTextures {
pub fn depth_view(&self) -> Option<&TextureView> {
self.depth.as_ref().map(|t| &t.texture.default_view)
}
pub fn normal_view(&self) -> Option<&TextureView> {
self.normal.as_ref().map(|t| &t.texture.default_view)
}
pub fn motion_vectors_view(&self) -> Option<&TextureView> {
self.motion_vectors
.as_ref()
.map(|t| &t.texture.default_view)
}
pub fn deferred_view(&self) -> Option<&TextureView> {
self.deferred.as_ref().map(|t| &t.texture.default_view)
}
}
/// Opaque phase of the 3D prepass.
///
/// Sorted front-to-back by the z-distance in front of the camera.
///
/// Used to render all 3D meshes with materials that have no transparency.
pub struct Opaque3dPrepass {
pub entity: Entity,
pub asset_id: AssetId<Mesh>,
pub pipeline_id: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub batch_range: Range<u32>,
pub dynamic_offset: Option<NonMaxU32>,
}
impl PhaseItem for Opaque3dPrepass {
type SortKey = (usize, AssetId<Mesh>);
#[inline]
fn entity(&self) -> Entity {
self.entity
}
#[inline]
fn sort_key(&self) -> Self::SortKey {
// Sort by pipeline, then by mesh to massively decrease drawcall counts in real scenes.
(self.pipeline_id.id(), self.asset_id)
}
#[inline]
fn draw_function(&self) -> DrawFunctionId {
self.draw_function
}
#[inline]
fn sort(items: &mut [Self]) {
items.sort_unstable_by_key(Self::sort_key);
}
#[inline]
fn batch_range(&self) -> &Range<u32> {
&self.batch_range
}
#[inline]
fn batch_range_mut(&mut self) -> &mut Range<u32> {
&mut self.batch_range
}
#[inline]
fn dynamic_offset(&self) -> Option<NonMaxU32> {
self.dynamic_offset
}
#[inline]
fn dynamic_offset_mut(&mut self) -> &mut Option<NonMaxU32> {
&mut self.dynamic_offset
}
}
impl CachedRenderPipelinePhaseItem for Opaque3dPrepass {
#[inline]
fn cached_pipeline(&self) -> CachedRenderPipelineId {
self.pipeline_id
}
}
/// Alpha mask phase of the 3D prepass.
///
/// Sorted front-to-back by the z-distance in front of the camera.
///
/// Used to render all meshes with a material with an alpha mask.
pub struct AlphaMask3dPrepass {
pub distance: f32,
pub entity: Entity,
pub pipeline_id: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub batch_range: Range<u32>,
pub dynamic_offset: Option<NonMaxU32>,
}
impl PhaseItem for AlphaMask3dPrepass {
// NOTE: Values increase towards the camera. Front-to-back ordering for opaque means we need a descending sort.
type SortKey = Reverse<FloatOrd>;
#[inline]
fn entity(&self) -> Entity {
self.entity
}
#[inline]
fn sort_key(&self) -> Self::SortKey {
Reverse(FloatOrd(self.distance))
}
#[inline]
fn draw_function(&self) -> DrawFunctionId {
self.draw_function
}
#[inline]
fn sort(items: &mut [Self]) {
// Key negated to match reversed SortKey ordering
radsort::sort_by_key(items, |item| -item.distance);
}
#[inline]
fn batch_range(&self) -> &Range<u32> {
&self.batch_range
}
#[inline]
fn batch_range_mut(&mut self) -> &mut Range<u32> {
&mut self.batch_range
}
#[inline]
fn dynamic_offset(&self) -> Option<NonMaxU32> {
self.dynamic_offset
}
#[inline]
fn dynamic_offset_mut(&mut self) -> &mut Option<NonMaxU32> {
&mut self.dynamic_offset
}
}
impl CachedRenderPipelinePhaseItem for AlphaMask3dPrepass {
#[inline]
fn cached_pipeline(&self) -> CachedRenderPipelineId {
self.pipeline_id
}
}