bevy/crates/bevy_pbr/src/render/mesh_bindings.rs
Patrick Walton dd14f3a477
Implement lightmaps. (#10231)
![Screenshot](https://i.imgur.com/A4KzWFq.png)

# Objective

Lightmaps, textures that store baked global illumination, have been a
mainstay of real-time graphics for decades. Bevy currently has no
support for them, so this pull request implements them.

## Solution

The new `Lightmap` component can be attached to any entity that contains
a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be
applied in the PBR shader. Because multiple lightmaps are frequently
packed into atlases, each lightmap may have its own UV boundaries within
its texture. An `exposure` field is also provided, to control the
brightness of the lightmap.

Note that this PR doesn't provide any way to bake the lightmaps. That
can be done with [The Lightmapper] or another solution, such as Unity's
Bakery.

---

## Changelog

### Added
* A new component, `Lightmap`, is available, for baked global
illumination. If your mesh has a second UV channel (UV1), and you attach
this component to the entity with that mesh, Bevy will apply the texture
referenced in the lightmap.

[The Lightmapper]: https://github.com/Naxela/The_Lightmapper

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-01-02 20:38:47 +00:00

273 lines
9.3 KiB
Rust

//! Bind group layout related definitions for the mesh pipeline.
use bevy_math::Mat4;
use bevy_render::{
mesh::morph::MAX_MORPH_WEIGHTS, render_resource::*, renderer::RenderDevice, texture::GpuImage,
};
use crate::render::skin::MAX_JOINTS;
const MORPH_WEIGHT_SIZE: usize = std::mem::size_of::<f32>();
pub const MORPH_BUFFER_SIZE: usize = MAX_MORPH_WEIGHTS * MORPH_WEIGHT_SIZE;
const JOINT_SIZE: usize = std::mem::size_of::<Mat4>();
pub(crate) const JOINT_BUFFER_SIZE: usize = MAX_JOINTS * JOINT_SIZE;
/// Individual layout entries.
mod layout_entry {
use super::{JOINT_BUFFER_SIZE, MORPH_BUFFER_SIZE};
use crate::MeshUniform;
use bevy_render::{
render_resource::{
binding_types::{sampler, texture_2d, texture_3d, uniform_buffer_sized},
BindGroupLayoutEntryBuilder, BufferSize, GpuArrayBuffer, SamplerBindingType,
ShaderStages, TextureSampleType,
},
renderer::RenderDevice,
};
pub(super) fn model(render_device: &RenderDevice) -> BindGroupLayoutEntryBuilder {
GpuArrayBuffer::<MeshUniform>::binding_layout(render_device)
.visibility(ShaderStages::VERTEX_FRAGMENT)
}
pub(super) fn skinning() -> BindGroupLayoutEntryBuilder {
uniform_buffer_sized(true, BufferSize::new(JOINT_BUFFER_SIZE as u64))
}
pub(super) fn weights() -> BindGroupLayoutEntryBuilder {
uniform_buffer_sized(true, BufferSize::new(MORPH_BUFFER_SIZE as u64))
}
pub(super) fn targets() -> BindGroupLayoutEntryBuilder {
texture_3d(TextureSampleType::Float { filterable: false })
}
pub(super) fn lightmaps_texture_view() -> BindGroupLayoutEntryBuilder {
texture_2d(TextureSampleType::Float { filterable: true }).visibility(ShaderStages::FRAGMENT)
}
pub(super) fn lightmaps_sampler() -> BindGroupLayoutEntryBuilder {
sampler(SamplerBindingType::Filtering).visibility(ShaderStages::FRAGMENT)
}
}
/// Individual [`BindGroupEntry`]
/// for bind groups.
mod entry {
use super::{JOINT_BUFFER_SIZE, MORPH_BUFFER_SIZE};
use bevy_render::render_resource::{
BindGroupEntry, BindingResource, Buffer, BufferBinding, BufferSize, Sampler, TextureView,
};
fn entry(binding: u32, size: u64, buffer: &Buffer) -> BindGroupEntry {
BindGroupEntry {
binding,
resource: BindingResource::Buffer(BufferBinding {
buffer,
offset: 0,
size: Some(BufferSize::new(size).unwrap()),
}),
}
}
pub(super) fn model(binding: u32, resource: BindingResource) -> BindGroupEntry {
BindGroupEntry { binding, resource }
}
pub(super) fn skinning(binding: u32, buffer: &Buffer) -> BindGroupEntry {
entry(binding, JOINT_BUFFER_SIZE as u64, buffer)
}
pub(super) fn weights(binding: u32, buffer: &Buffer) -> BindGroupEntry {
entry(binding, MORPH_BUFFER_SIZE as u64, buffer)
}
pub(super) fn targets(binding: u32, texture: &TextureView) -> BindGroupEntry {
BindGroupEntry {
binding,
resource: BindingResource::TextureView(texture),
}
}
pub(super) fn lightmaps_texture_view(binding: u32, texture: &TextureView) -> BindGroupEntry {
BindGroupEntry {
binding,
resource: BindingResource::TextureView(texture),
}
}
pub(super) fn lightmaps_sampler(binding: u32, sampler: &Sampler) -> BindGroupEntry {
BindGroupEntry {
binding,
resource: BindingResource::Sampler(sampler),
}
}
}
/// All possible [`BindGroupLayout`]s in bevy's default mesh shader (`mesh.wgsl`).
#[derive(Clone)]
pub struct MeshLayouts {
/// The mesh model uniform (transform) and nothing else.
pub model_only: BindGroupLayout,
/// Includes the lightmap texture and uniform.
pub lightmapped: BindGroupLayout,
/// Also includes the uniform for skinning
pub skinned: BindGroupLayout,
/// Also includes the uniform and [`MorphAttributes`] for morph targets.
///
/// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes
pub morphed: BindGroupLayout,
/// Also includes both uniforms for skinning and morph targets, also the
/// morph target [`MorphAttributes`] binding.
///
/// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes
pub morphed_skinned: BindGroupLayout,
}
impl MeshLayouts {
/// Prepare the layouts used by the default bevy [`Mesh`].
///
/// [`Mesh`]: bevy_render::prelude::Mesh
pub fn new(render_device: &RenderDevice) -> Self {
MeshLayouts {
model_only: Self::model_only_layout(render_device),
lightmapped: Self::lightmapped_layout(render_device),
skinned: Self::skinned_layout(render_device),
morphed: Self::morphed_layout(render_device),
morphed_skinned: Self::morphed_skinned_layout(render_device),
}
}
// ---------- create individual BindGroupLayouts ----------
fn model_only_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"mesh_layout",
&BindGroupLayoutEntries::single(
ShaderStages::empty(),
layout_entry::model(render_device),
),
)
}
fn skinned_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"skinned_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
(1, layout_entry::skinning()),
),
),
)
}
fn morphed_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"morphed_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
(2, layout_entry::weights()),
(3, layout_entry::targets()),
),
),
)
}
fn morphed_skinned_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"morphed_skinned_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
(1, layout_entry::skinning()),
(2, layout_entry::weights()),
(3, layout_entry::targets()),
),
),
)
}
fn lightmapped_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(
"lightmapped_mesh_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::VERTEX,
(
(0, layout_entry::model(render_device)),
(4, layout_entry::lightmaps_texture_view()),
(5, layout_entry::lightmaps_sampler()),
),
),
)
}
// ---------- BindGroup methods ----------
pub fn model_only(&self, render_device: &RenderDevice, model: &BindingResource) -> BindGroup {
render_device.create_bind_group(
"model_only_mesh_bind_group",
&self.model_only,
&[entry::model(0, model.clone())],
)
}
pub fn lightmapped(
&self,
render_device: &RenderDevice,
model: &BindingResource,
lightmap: &GpuImage,
) -> BindGroup {
render_device.create_bind_group(
"lightmapped_mesh_bind_group",
&self.lightmapped,
&[
entry::model(0, model.clone()),
entry::lightmaps_texture_view(4, &lightmap.texture_view),
entry::lightmaps_sampler(5, &lightmap.sampler),
],
)
}
pub fn skinned(
&self,
render_device: &RenderDevice,
model: &BindingResource,
skin: &Buffer,
) -> BindGroup {
render_device.create_bind_group(
"skinned_mesh_bind_group",
&self.skinned,
&[entry::model(0, model.clone()), entry::skinning(1, skin)],
)
}
pub fn morphed(
&self,
render_device: &RenderDevice,
model: &BindingResource,
weights: &Buffer,
targets: &TextureView,
) -> BindGroup {
render_device.create_bind_group(
"morphed_mesh_bind_group",
&self.morphed,
&[
entry::model(0, model.clone()),
entry::weights(2, weights),
entry::targets(3, targets),
],
)
}
pub fn morphed_skinned(
&self,
render_device: &RenderDevice,
model: &BindingResource,
skin: &Buffer,
weights: &Buffer,
targets: &TextureView,
) -> BindGroup {
render_device.create_bind_group(
"morphed_skinned_mesh_bind_group",
&self.morphed_skinned,
&[
entry::model(0, model.clone()),
entry::skinning(1, skin),
entry::weights(2, weights),
entry::targets(3, targets),
],
)
}
}