From e4d133a420344a235c9c1eec8f10496f656331de Mon Sep 17 00:00:00 2001 From: Marco Buono Date: Sun, 8 Oct 2023 18:39:08 -0300 Subject: [PATCH] Apply additional renames for consistency --- .../src/core_3d/camera_3d.rs | 13 ++++----- crates/bevy_pbr/src/material.rs | 18 ++++++------ crates/bevy_pbr/src/render/mesh.rs | 28 +++++++++---------- 3 files changed, 29 insertions(+), 30 deletions(-) diff --git a/crates/bevy_core_pipeline/src/core_3d/camera_3d.rs b/crates/bevy_core_pipeline/src/core_3d/camera_3d.rs index b0d3bc38cb..c8806de2af 100644 --- a/crates/bevy_core_pipeline/src/core_3d/camera_3d.rs +++ b/crates/bevy_core_pipeline/src/core_3d/camera_3d.rs @@ -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 for LoadOp { } } -/// 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 for LoadOp { /// **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 diff --git a/crates/bevy_pbr/src/material.rs b/crates/bevy_pbr/src/material.rs index 6d99de22ac..f3d550abda 100644 --- a/crates/bevy_pbr/src/material.rs +++ b/crates/bevy_pbr/src/material.rs @@ -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( } 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 { diff --git a/crates/bevy_pbr/src/render/mesh.rs b/crates/bevy_pbr/src/render/mesh.rs index 8919a367d6..87c48bebcb 100644 --- a/crates/bevy_pbr/src/render/mesh.rs +++ b/crates/bevy_pbr/src/render/mesh.rs @@ -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)); }