Apply additional renames for consistency

This commit is contained in:
Marco Buono 2023-10-08 18:39:08 -03:00
parent 5fe0258e79
commit e4d133a420
3 changed files with 29 additions and 30 deletions

View File

@ -40,14 +40,13 @@ pub struct Camera3d {
/// Setting this to `0` disables the screen-space refraction effect entirely, and falls
/// back to refracting only the environment map light's texture.
pub screen_space_transmission_steps: usize,
/// Controls the quality of the blur effect applied to the background refracted through
/// specular transmissive materials. (The blur effect kicks in when a material's `roughness` > `0.0`
/// and `screen_space_transmission_steps` > `0`, producing a "frosted glass" look.)
/// The quality of the screen space transmission blur effect, applied to the whatever's “behind” transmissive
/// objects when their `roughness` is greater than `0.0`.
///
/// Higher qualities are more GPU-intensive.
///
/// **Note:** You can get better-looking results at any quality level by enabling TAA. See: [`TemporalAntiAliasPlugin`](crate::experimental::taa::TemporalAntiAliasPlugin).
pub screen_space_transmission_blur_quality: ScreenSpaceTransmissiveBlurQuality,
pub screen_space_transmission_quality: ScreenSpaceTransmissionQuality,
}
impl Default for Camera3d {
@ -57,7 +56,7 @@ impl Default for Camera3d {
depth_load_op: Default::default(),
depth_texture_usages: TextureUsages::RENDER_ATTACHMENT.into(),
screen_space_transmission_steps: 1,
screen_space_transmission_blur_quality: Default::default(),
screen_space_transmission_quality: Default::default(),
}
}
}
@ -102,7 +101,7 @@ impl From<Camera3dDepthLoadOp> for LoadOp<f32> {
}
}
/// The quality of the transmissive blur effect, applied to the whatever's “behind” transmissive
/// The quality of the screen space transmission blur effect, applied to the whatever's “behind” transmissive
/// objects when their `roughness` is greater than `0.0`.
///
/// Higher qualities are more GPU-intensive.
@ -110,7 +109,7 @@ impl From<Camera3dDepthLoadOp> for LoadOp<f32> {
/// **Note:** You can get better-looking results at any quality level by enabling TAA. See: [`TemporalAntiAliasPlugin`](crate::experimental::taa::TemporalAntiAliasPlugin).
#[derive(Resource, Default, Clone, Copy, Reflect, PartialEq, PartialOrd, Debug)]
#[reflect(Resource)]
pub enum ScreenSpaceTransmissiveBlurQuality {
pub enum ScreenSpaceTransmissionQuality {
/// Best performance at the cost of quality. Suitable for lower end GPUs. (e.g. Mobile)
///
/// `num_taps` = 4

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@ -7,7 +7,7 @@ use bevy_app::{App, Plugin};
use bevy_asset::{Asset, AssetApp, AssetEvent, AssetId, AssetServer, Assets, Handle};
use bevy_core_pipeline::{
core_3d::{
AlphaMask3d, Camera3d, Opaque3d, ScreenSpaceTransmissiveBlurQuality, Transmissive3d,
AlphaMask3d, Camera3d, Opaque3d, ScreenSpaceTransmissionQuality, Transmissive3d,
Transparent3d,
},
prepass::NormalPrepass,
@ -426,14 +426,14 @@ const fn tonemapping_pipeline_key(tonemapping: Tonemapping) -> MeshPipelineKey {
}
}
const fn transmissive_quality_pipeline_key(
transmissive_quality: ScreenSpaceTransmissiveBlurQuality,
const fn screen_space_transmission_pipeline_key(
screen_space_transmissive_blur_quality: ScreenSpaceTransmissionQuality,
) -> MeshPipelineKey {
match transmissive_quality {
ScreenSpaceTransmissiveBlurQuality::Low => MeshPipelineKey::TRANSMISSIVE_QUALITY_LOW,
ScreenSpaceTransmissiveBlurQuality::Medium => MeshPipelineKey::TRANSMISSIVE_QUALITY_MEDIUM,
ScreenSpaceTransmissiveBlurQuality::High => MeshPipelineKey::TRANSMISSIVE_QUALITY_HIGH,
ScreenSpaceTransmissiveBlurQuality::Ultra => MeshPipelineKey::TRANSMISSIVE_QUALITY_ULTRA,
match screen_space_transmissive_blur_quality {
ScreenSpaceTransmissionQuality::Low => MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_LOW,
ScreenSpaceTransmissionQuality::Medium => MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_MEDIUM,
ScreenSpaceTransmissionQuality::High => MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_HIGH,
ScreenSpaceTransmissionQuality::Ultra => MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_ULTRA,
}
}
@ -520,7 +520,7 @@ pub fn queue_material_meshes<M: Material>(
}
if let Some(camera_3d) = camera_3d {
view_key |=
transmissive_quality_pipeline_key(camera_3d.screen_space_transmission_blur_quality);
screen_space_transmission_pipeline_key(camera_3d.screen_space_transmission_quality);
}
let rangefinder = view.rangefinder3d();
for visible_entity in &visible_entities.entities {

View File

@ -729,11 +729,11 @@ bitflags::bitflags! {
const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_TONY_MC_MAPFACE = 6 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_BLENDER_FILMIC = 7 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TRANSMISSIVE_QUALITY_RESERVED_BITS = Self::TRANSMISSIVE_QUALITY_MASK_BITS << Self::TRANSMISSIVE_QUALITY_SHIFT_BITS;
const TRANSMISSIVE_QUALITY_LOW = 0 << Self::TRANSMISSIVE_QUALITY_SHIFT_BITS;
const TRANSMISSIVE_QUALITY_MEDIUM = 1 << Self::TRANSMISSIVE_QUALITY_SHIFT_BITS;
const TRANSMISSIVE_QUALITY_HIGH = 2 << Self::TRANSMISSIVE_QUALITY_SHIFT_BITS;
const TRANSMISSIVE_QUALITY_ULTRA = 3 << Self::TRANSMISSIVE_QUALITY_SHIFT_BITS;
const SCREEN_SPACE_TRANSMISSION_RESERVED_BITS = Self::SCREEN_SPACE_TRANSMISSION_MASK_BITS << Self::SCREEN_SPACE_TRANSMISSION_SHIFT_BITS;
const SCREEN_SPACE_TRANSMISSION_LOW = 0 << Self::SCREEN_SPACE_TRANSMISSION_SHIFT_BITS;
const SCREEN_SPACE_TRANSMISSION_MEDIUM = 1 << Self::SCREEN_SPACE_TRANSMISSION_SHIFT_BITS;
const SCREEN_SPACE_TRANSMISSION_HIGH = 2 << Self::SCREEN_SPACE_TRANSMISSION_SHIFT_BITS;
const SCREEN_SPACE_TRANSMISSION_ULTRA = 3 << Self::SCREEN_SPACE_TRANSMISSION_SHIFT_BITS;
}
}
@ -749,9 +749,9 @@ impl MeshPipelineKey {
const TONEMAP_METHOD_MASK_BITS: u32 = 0b111;
const TONEMAP_METHOD_SHIFT_BITS: u32 =
Self::BLEND_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones();
const TRANSMISSIVE_QUALITY_MASK_BITS: u32 = 0b11;
const TRANSMISSIVE_QUALITY_SHIFT_BITS: u32 =
Self::TONEMAP_METHOD_SHIFT_BITS - Self::TRANSMISSIVE_QUALITY_MASK_BITS.count_ones();
const SCREEN_SPACE_TRANSMISSION_MASK_BITS: u32 = 0b11;
const SCREEN_SPACE_TRANSMISSION_SHIFT_BITS: u32 =
Self::TONEMAP_METHOD_SHIFT_BITS - Self::SCREEN_SPACE_TRANSMISSION_MASK_BITS.count_ones();
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
let msaa_bits =
@ -983,16 +983,16 @@ impl SpecializedMeshPipeline for MeshPipeline {
shader_defs.push("TEMPORAL_JITTER".into());
}
let transmissive_quality =
key.intersection(MeshPipelineKey::TRANSMISSIVE_QUALITY_RESERVED_BITS);
let blur_quality =
key.intersection(MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_RESERVED_BITS);
if transmissive_quality == MeshPipelineKey::TRANSMISSIVE_QUALITY_LOW {
if blur_quality == MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_LOW {
shader_defs.push(ShaderDefVal::Int("TRANSMISSIVE_TAPS".into(), 4));
} else if transmissive_quality == MeshPipelineKey::TRANSMISSIVE_QUALITY_MEDIUM {
} else if blur_quality == MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_MEDIUM {
shader_defs.push(ShaderDefVal::Int("TRANSMISSIVE_TAPS".into(), 8));
} else if transmissive_quality == MeshPipelineKey::TRANSMISSIVE_QUALITY_HIGH {
} else if blur_quality == MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_HIGH {
shader_defs.push(ShaderDefVal::Int("TRANSMISSIVE_TAPS".into(), 16));
} else if transmissive_quality == MeshPipelineKey::TRANSMISSIVE_QUALITY_ULTRA {
} else if blur_quality == MeshPipelineKey::SCREEN_SPACE_TRANSMISSION_ULTRA {
shader_defs.push(ShaderDefVal::Int("TRANSMISSIVE_TAPS".into(), 32));
}