
# Objective - Get in-engine shader hot reloading working ## Solution - Adopt #12009 - Cut back on everything possible to land an MVP: we only hot-reload PBR in deferred shading mode. This is to minimize the diff and avoid merge hell. The rest shall come in followups. ## Testing - `cargo run --example pbr --features="embedded_watcher"` and edit some pbr shader code
423 lines
17 KiB
Rust
423 lines
17 KiB
Rust
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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extern crate alloc;
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#[cfg(feature = "meshlet")]
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mod meshlet;
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pub mod wireframe;
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/// Experimental features that are not yet finished. Please report any issues you encounter!
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///
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/// Expect bugs, missing features, compatibility issues, low performance, and/or future breaking changes.
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#[cfg(feature = "meshlet")]
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pub mod experimental {
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/// Render high-poly 3d meshes using an efficient GPU-driven method.
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/// See [`MeshletPlugin`](meshlet::MeshletPlugin) and [`MeshletMesh`](meshlet::MeshletMesh) for details.
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pub mod meshlet {
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pub use crate::meshlet::*;
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}
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}
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mod atmosphere;
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mod cluster;
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mod components;
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pub mod decal;
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pub mod deferred;
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mod extended_material;
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mod fog;
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mod light;
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mod light_probe;
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mod lightmap;
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mod material;
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mod material_bind_groups;
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mod mesh_material;
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mod parallax;
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mod pbr_material;
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mod prepass;
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mod render;
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mod ssao;
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mod ssr;
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mod volumetric_fog;
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use bevy_color::{Color, LinearRgba};
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pub use atmosphere::*;
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pub use cluster::*;
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pub use components::*;
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pub use decal::clustered::ClusteredDecalPlugin;
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pub use extended_material::*;
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pub use fog::*;
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pub use light::*;
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pub use light_probe::*;
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pub use lightmap::*;
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pub use material::*;
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pub use material_bind_groups::*;
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pub use mesh_material::*;
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pub use parallax::*;
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pub use pbr_material::*;
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pub use prepass::*;
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pub use render::*;
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pub use ssao::*;
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pub use ssr::*;
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pub use volumetric_fog::{FogVolume, VolumetricFog, VolumetricFogPlugin, VolumetricLight};
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/// The PBR prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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fog::{DistanceFog, FogFalloff},
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light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
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light_probe::{environment_map::EnvironmentMapLight, LightProbe},
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material::{Material, MaterialPlugin},
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mesh_material::MeshMaterial3d,
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parallax::ParallaxMappingMethod,
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pbr_material::StandardMaterial,
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ssao::ScreenSpaceAmbientOcclusionPlugin,
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};
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}
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pub mod graph {
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use bevy_render::render_graph::RenderLabel;
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/// Render graph nodes specific to 3D PBR rendering.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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pub enum NodePbr {
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/// Label for the shadow pass node that draws meshes that were visible
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/// from the light last frame.
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EarlyShadowPass,
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/// Label for the shadow pass node that draws meshes that became visible
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/// from the light this frame.
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LateShadowPass,
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/// Label for the screen space ambient occlusion render node.
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ScreenSpaceAmbientOcclusion,
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DeferredLightingPass,
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/// Label for the volumetric lighting pass.
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VolumetricFog,
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/// Label for the shader that transforms and culls meshes that were
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/// visible last frame.
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EarlyGpuPreprocess,
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/// Label for the shader that transforms and culls meshes that became
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/// visible this frame.
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LateGpuPreprocess,
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/// Label for the screen space reflections pass.
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ScreenSpaceReflections,
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/// Label for the node that builds indirect draw parameters for meshes
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/// that were visible last frame.
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EarlyPrepassBuildIndirectParameters,
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/// Label for the node that builds indirect draw parameters for meshes
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/// that became visible this frame.
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LatePrepassBuildIndirectParameters,
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/// Label for the node that builds indirect draw parameters for the main
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/// rendering pass, containing all meshes that are visible this frame.
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MainBuildIndirectParameters,
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ClearIndirectParametersMetadata,
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}
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}
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use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, weak_handle, AssetApp, AssetPath, Assets, Handle};
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use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
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use bevy_ecs::prelude::*;
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use bevy_image::Image;
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use bevy_render::{
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alpha::AlphaMode,
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camera::{sort_cameras, CameraUpdateSystems, Projection},
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extract_component::ExtractComponentPlugin,
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extract_resource::ExtractResourcePlugin,
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load_shader_library,
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render_graph::RenderGraph,
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render_resource::{Shader, ShaderRef},
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sync_component::SyncComponentPlugin,
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view::VisibilitySystems,
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ExtractSchedule, Render, RenderApp, RenderDebugFlags, RenderSystems,
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};
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use bevy_transform::TransformSystems;
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use std::path::PathBuf;
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fn shader_ref(path: PathBuf) -> ShaderRef {
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ShaderRef::Path(AssetPath::from_path_buf(path).with_source("embedded"))
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}
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const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("69187376-3dea-4d0f-b3f5-185bde63d6a2");
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pub const TONEMAPPING_LUT_TEXTURE_BINDING_INDEX: u32 = 26;
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pub const TONEMAPPING_LUT_SAMPLER_BINDING_INDEX: u32 = 27;
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/// Sets up the entire PBR infrastructure of bevy.
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pub struct PbrPlugin {
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/// Controls if the prepass is enabled for the [`StandardMaterial`].
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/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
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pub prepass_enabled: bool,
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/// Controls if [`DeferredPbrLightingPlugin`] is added.
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pub add_default_deferred_lighting_plugin: bool,
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/// Controls if GPU [`MeshUniform`] building is enabled.
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///
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/// This requires compute shader support and so will be forcibly disabled if
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/// the platform doesn't support those.
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pub use_gpu_instance_buffer_builder: bool,
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/// Debugging flags that can optionally be set when constructing the renderer.
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pub debug_flags: RenderDebugFlags,
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}
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impl Default for PbrPlugin {
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fn default() -> Self {
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Self {
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prepass_enabled: true,
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add_default_deferred_lighting_plugin: true,
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use_gpu_instance_buffer_builder: true,
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debug_flags: RenderDebugFlags::default(),
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}
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}
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}
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impl Plugin for PbrPlugin {
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fn build(&self, app: &mut App) {
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load_shader_library!(app, "render/pbr_types.wgsl");
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load_shader_library!(app, "render/pbr_bindings.wgsl");
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load_shader_library!(app, "render/utils.wgsl");
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load_shader_library!(app, "render/clustered_forward.wgsl");
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load_shader_library!(app, "render/pbr_lighting.wgsl");
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load_shader_library!(app, "render/pbr_transmission.wgsl");
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load_shader_library!(app, "render/shadows.wgsl");
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load_shader_library!(app, "deferred/pbr_deferred_types.wgsl");
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load_shader_library!(app, "deferred/pbr_deferred_functions.wgsl");
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load_shader_library!(app, "render/shadow_sampling.wgsl");
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load_shader_library!(app, "render/pbr_functions.wgsl");
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load_shader_library!(app, "render/rgb9e5.wgsl");
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load_shader_library!(app, "render/pbr_ambient.wgsl");
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load_shader_library!(app, "render/pbr_fragment.wgsl");
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load_shader_library!(app, "render/pbr.wgsl");
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load_shader_library!(app, "render/pbr_prepass_functions.wgsl");
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load_shader_library!(app, "render/pbr_prepass.wgsl");
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load_shader_library!(app, "render/parallax_mapping.wgsl");
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load_shader_library!(app, "render/view_transformations.wgsl");
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// Setup dummy shaders for when MeshletPlugin is not used to prevent shader import errors.
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load_internal_asset!(
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app,
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MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
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"meshlet/dummy_visibility_buffer_resolve.wgsl",
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Shader::from_wgsl
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);
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app.register_asset_reflect::<StandardMaterial>()
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.register_type::<AmbientLight>()
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.register_type::<CascadeShadowConfig>()
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.register_type::<Cascades>()
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.register_type::<CascadesVisibleEntities>()
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.register_type::<VisibleMeshEntities>()
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.register_type::<ClusterConfig>()
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.register_type::<CubemapVisibleEntities>()
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.register_type::<DirectionalLight>()
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.register_type::<DirectionalLightShadowMap>()
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.register_type::<NotShadowCaster>()
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.register_type::<NotShadowReceiver>()
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.register_type::<PointLight>()
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.register_type::<PointLightShadowMap>()
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.register_type::<SpotLight>()
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.register_type::<ShadowFilteringMethod>()
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.init_resource::<AmbientLight>()
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.init_resource::<GlobalVisibleClusterableObjects>()
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.init_resource::<DirectionalLightShadowMap>()
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.init_resource::<PointLightShadowMap>()
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.register_type::<DefaultOpaqueRendererMethod>()
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.init_resource::<DefaultOpaqueRendererMethod>()
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.add_plugins((
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MeshRenderPlugin {
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use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
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debug_flags: self.debug_flags,
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},
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MaterialPlugin::<StandardMaterial> {
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prepass_enabled: self.prepass_enabled,
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debug_flags: self.debug_flags,
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..Default::default()
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},
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ScreenSpaceAmbientOcclusionPlugin,
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ExtractResourcePlugin::<AmbientLight>::default(),
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FogPlugin,
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ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
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ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
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LightmapPlugin,
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LightProbePlugin,
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PbrProjectionPlugin,
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GpuMeshPreprocessPlugin {
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use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
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},
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VolumetricFogPlugin,
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ScreenSpaceReflectionsPlugin,
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ClusteredDecalPlugin,
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))
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.add_plugins((
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decal::ForwardDecalPlugin,
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SyncComponentPlugin::<DirectionalLight>::default(),
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SyncComponentPlugin::<PointLight>::default(),
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SyncComponentPlugin::<SpotLight>::default(),
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ExtractComponentPlugin::<AmbientLight>::default(),
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))
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.add_plugins(AtmospherePlugin)
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.configure_sets(
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PostUpdate,
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(
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SimulationLightSystems::AddClusters,
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SimulationLightSystems::AssignLightsToClusters,
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)
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.chain(),
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)
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.configure_sets(
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PostUpdate,
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SimulationLightSystems::UpdateDirectionalLightCascades
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.ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
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)
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.configure_sets(
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PostUpdate,
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SimulationLightSystems::CheckLightVisibility
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.ambiguous_with(SimulationLightSystems::CheckLightVisibility),
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)
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.add_systems(
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PostUpdate,
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(
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add_clusters
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.in_set(SimulationLightSystems::AddClusters)
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.after(CameraUpdateSystems),
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assign_objects_to_clusters
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.in_set(SimulationLightSystems::AssignLightsToClusters)
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.after(TransformSystems::Propagate)
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.after(VisibilitySystems::CheckVisibility)
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.after(CameraUpdateSystems),
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clear_directional_light_cascades
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.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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.after(TransformSystems::Propagate)
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.after(CameraUpdateSystems),
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update_directional_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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// This must run after CheckVisibility because it relies on `ViewVisibility`
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.after(VisibilitySystems::CheckVisibility)
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.after(TransformSystems::Propagate)
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.after(SimulationLightSystems::UpdateDirectionalLightCascades)
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// We assume that no entity will be both a directional light and a spot light,
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// so these systems will run independently of one another.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(update_spot_light_frusta),
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update_point_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystems::Propagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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update_spot_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystems::Propagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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(
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check_dir_light_mesh_visibility,
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check_point_light_mesh_visibility,
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)
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.in_set(SimulationLightSystems::CheckLightVisibility)
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.after(VisibilitySystems::CalculateBounds)
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.after(TransformSystems::Propagate)
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.after(SimulationLightSystems::UpdateLightFrusta)
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// NOTE: This MUST be scheduled AFTER the core renderer visibility check
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// because that resets entity `ViewVisibility` for the first view
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// which would override any results from this otherwise
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.after(VisibilitySystems::CheckVisibility)
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.before(VisibilitySystems::MarkNewlyHiddenEntitiesInvisible),
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),
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);
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if self.add_default_deferred_lighting_plugin {
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app.add_plugins(DeferredPbrLightingPlugin);
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}
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// Initialize the default material handle.
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app.world_mut()
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.resource_mut::<Assets<StandardMaterial>>()
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.insert(
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&Handle::<StandardMaterial>::default(),
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StandardMaterial {
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base_color: Color::srgb(1.0, 0.0, 0.5),
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..Default::default()
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},
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);
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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// Extract the required data from the main world
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render_app
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.add_systems(
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ExtractSchedule,
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(
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extract_clusters,
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extract_lights,
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late_sweep_material_instances,
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),
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)
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.add_systems(
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Render,
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(
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prepare_lights
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.in_set(RenderSystems::ManageViews)
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.after(sort_cameras),
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prepare_clusters.in_set(RenderSystems::PrepareResources),
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),
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)
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.init_resource::<LightMeta>()
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.init_resource::<RenderMaterialBindings>();
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render_app.world_mut().add_observer(add_light_view_entities);
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render_app
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.world_mut()
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.add_observer(remove_light_view_entities);
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render_app.world_mut().add_observer(extracted_light_removed);
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let early_shadow_pass_node = EarlyShadowPassNode::from_world(render_app.world_mut());
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let late_shadow_pass_node = LateShadowPassNode::from_world(render_app.world_mut());
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let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
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let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
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draw_3d_graph.add_node(NodePbr::EarlyShadowPass, early_shadow_pass_node);
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draw_3d_graph.add_node(NodePbr::LateShadowPass, late_shadow_pass_node);
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draw_3d_graph.add_node_edges((
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NodePbr::EarlyShadowPass,
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NodePbr::LateShadowPass,
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Node3d::StartMainPass,
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));
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}
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fn finish(&self, app: &mut App) {
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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// Extract the required data from the main world
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render_app
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.init_resource::<ShadowSamplers>()
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.init_resource::<GlobalClusterableObjectMeta>()
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.init_resource::<FallbackBindlessResources>();
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}
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}
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/// Camera projection PBR functionality.
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#[derive(Default)]
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pub struct PbrProjectionPlugin;
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impl Plugin for PbrProjectionPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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PostUpdate,
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build_directional_light_cascades
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.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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.after(clear_directional_light_cascades),
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);
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}
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}
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