bevy/crates/bevy_pbr/src/pbr_material.rs
Nicola Papale 4b1f6f4ebb Add some documentation to standard material fields (#5323)
# Objective

the bevy pbr shader doesn't handle at all normal maps
if a mesh doesn't have backed tangents. This is a pitfall
(that I fell into) and needs to be documented.

# Solution

Document the behavior. (Also document a few other
`StandardMaterial` fields)

## Changelog

* Add documentation to `emissive`, `normal_map_texture` and `occlusion_texture` fields of `StandardMaterial`.
2022-07-20 22:00:59 +00:00

332 lines
12 KiB
Rust

use crate::{AlphaMode, Material, MaterialPipeline, MaterialPipelineKey, PBR_SHADER_HANDLE};
use bevy_asset::Handle;
use bevy_math::Vec4;
use bevy_reflect::TypeUuid;
use bevy_render::{
color::Color, mesh::MeshVertexBufferLayout, render_asset::RenderAssets, render_resource::*,
texture::Image,
};
/// A material with "standard" properties used in PBR lighting
/// Standard property values with pictures here
/// <https://google.github.io/filament/Material%20Properties.pdf>.
///
/// May be created directly from a [`Color`] or an [`Image`].
#[derive(AsBindGroup, Debug, Clone, TypeUuid)]
#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
#[bind_group_data(StandardMaterialKey)]
#[uniform(0, StandardMaterialUniform)]
pub struct StandardMaterial {
/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
/// in between. If used together with a base_color_texture, this is factored into the final
/// base color as `base_color * base_color_texture_value`
pub base_color: Color,
#[texture(1)]
#[sampler(2)]
pub base_color_texture: Option<Handle<Image>>,
// Use a color for user friendliness even though we technically don't use the alpha channel
// Might be used in the future for exposure correction in HDR
/// Color the material "emits" to the camera.
///
/// This is typically used for monitor screens or LED lights.
/// Anything that can be visible even in darkness.
///
/// The emissive color is added to what would otherwise be the material's visible color.
/// This means that for a light emissive value, in darkness,
/// you will mostly see the emissive component.
///
/// The default emissive color is black, which doesn't add anything to the material color.
///
/// Note that **an emissive material won't light up surrounding areas like a light source**,
/// it just adds a value to the color seen on screen.
pub emissive: Color,
#[texture(3)]
#[sampler(4)]
pub emissive_texture: Option<Handle<Image>>,
/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
/// Defaults to minimum of 0.089
/// If used together with a roughness/metallic texture, this is factored into the final base
/// color as `roughness * roughness_texture_value`
pub perceptual_roughness: f32,
/// From [0.0, 1.0], dielectric to pure metallic
/// If used together with a roughness/metallic texture, this is factored into the final base
/// color as `metallic * metallic_texture_value`
pub metallic: f32,
#[texture(5)]
#[sampler(6)]
pub metallic_roughness_texture: Option<Handle<Image>>,
/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
/// defaults to 0.5 which is mapped to 4% reflectance in the shader
pub reflectance: f32,
/// Used to fake the lighting of bumps and dents on a material.
///
/// A typical usage would be faking cobblestones on a flat plane mesh in 3D.
///
/// # Notes
///
///
/// Normal mapping with `StandardMaterial` and the core bevy PBR shaders requires:
/// - A normal map texture
/// - Vertex UVs
/// - Vertex tangents
/// - Vertex normals
///
/// Tangents do not have to be stored in your model,
/// they can be generated using the [`Mesh::generate_tangents`] method.
/// If your material has a normal map, but still renders as a flat surface,
/// make sure your meshes have their tangents set.
///
/// [`Mesh::generate_tangents`]: bevy_render::mesh::Mesh::generate_tangents
#[texture(9)]
#[sampler(10)]
pub normal_map_texture: Option<Handle<Image>>,
/// Normal map textures authored for DirectX have their y-component flipped. Set this to flip
/// it to right-handed conventions.
pub flip_normal_map_y: bool,
/// Specifies the level of exposure to ambient light.
///
/// This is usually generated and stored automatically ("baked") by 3D-modelling software.
///
/// Typically, steep concave parts of a model (such as the armpit of a shirt) are darker,
/// because they have little exposed to light.
/// An occlusion map specifies those parts of the model that light doesn't reach well.
///
/// The material will be less lit in places where this texture is dark.
/// This is similar to ambient occlusion, but built into the model.
#[texture(7)]
#[sampler(8)]
pub occlusion_texture: Option<Handle<Image>>,
/// Support two-sided lighting by automatically flipping the normals for "back" faces
/// within the PBR lighting shader.
/// Defaults to false.
/// This does not automatically configure backface culling, which can be done via
/// `cull_mode`.
pub double_sided: bool,
/// Whether to cull the "front", "back" or neither side of a mesh
/// defaults to `Face::Back`
pub cull_mode: Option<Face>,
pub unlit: bool,
pub alpha_mode: AlphaMode,
pub depth_bias: f32,
}
impl Default for StandardMaterial {
fn default() -> Self {
StandardMaterial {
base_color: Color::rgb(1.0, 1.0, 1.0),
base_color_texture: None,
emissive: Color::BLACK,
emissive_texture: None,
// This is the minimum the roughness is clamped to in shader code
// See <https://google.github.io/filament/Filament.html#materialsystem/parameterization/>
// It's the minimum floating point value that won't be rounded down to 0 in the
// calculations used. Although technically for 32-bit floats, 0.045 could be
// used.
perceptual_roughness: 0.089,
// Few materials are purely dielectric or metallic
// This is just a default for mostly-dielectric
metallic: 0.01,
metallic_roughness_texture: None,
// Minimum real-world reflectance is 2%, most materials between 2-5%
// Expressed in a linear scale and equivalent to 4% reflectance see
// <https://google.github.io/filament/Material%20Properties.pdf>
reflectance: 0.5,
occlusion_texture: None,
normal_map_texture: None,
flip_normal_map_y: false,
double_sided: false,
cull_mode: Some(Face::Back),
unlit: false,
alpha_mode: AlphaMode::Opaque,
depth_bias: 0.0,
}
}
}
impl From<Color> for StandardMaterial {
fn from(color: Color) -> Self {
StandardMaterial {
base_color: color,
alpha_mode: if color.a() < 1.0 {
AlphaMode::Blend
} else {
AlphaMode::Opaque
},
..Default::default()
}
}
}
impl From<Handle<Image>> for StandardMaterial {
fn from(texture: Handle<Image>) -> Self {
StandardMaterial {
base_color_texture: Some(texture),
..Default::default()
}
}
}
// NOTE: These must match the bit flags in bevy_pbr/src/render/pbr_types.wgsl!
bitflags::bitflags! {
#[repr(transparent)]
pub struct StandardMaterialFlags: u32 {
const BASE_COLOR_TEXTURE = (1 << 0);
const EMISSIVE_TEXTURE = (1 << 1);
const METALLIC_ROUGHNESS_TEXTURE = (1 << 2);
const OCCLUSION_TEXTURE = (1 << 3);
const DOUBLE_SIDED = (1 << 4);
const UNLIT = (1 << 5);
const ALPHA_MODE_OPAQUE = (1 << 6);
const ALPHA_MODE_MASK = (1 << 7);
const ALPHA_MODE_BLEND = (1 << 8);
const TWO_COMPONENT_NORMAL_MAP = (1 << 9);
const FLIP_NORMAL_MAP_Y = (1 << 10);
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
/// The GPU representation of the uniform data of a [`StandardMaterial`].
#[derive(Clone, Default, ShaderType)]
pub struct StandardMaterialUniform {
/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
/// in between.
pub base_color: Vec4,
// Use a color for user friendliness even though we technically don't use the alpha channel
// Might be used in the future for exposure correction in HDR
pub emissive: Vec4,
/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
/// Defaults to minimum of 0.089
pub roughness: f32,
/// From [0.0, 1.0], dielectric to pure metallic
pub metallic: f32,
/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
/// defaults to 0.5 which is mapped to 4% reflectance in the shader
pub reflectance: f32,
pub flags: u32,
/// When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque,
/// and any below means fully transparent.
pub alpha_cutoff: f32,
}
impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
fn as_bind_group_shader_type(&self, images: &RenderAssets<Image>) -> StandardMaterialUniform {
let mut flags = StandardMaterialFlags::NONE;
if self.base_color_texture.is_some() {
flags |= StandardMaterialFlags::BASE_COLOR_TEXTURE;
}
if self.emissive_texture.is_some() {
flags |= StandardMaterialFlags::EMISSIVE_TEXTURE;
}
if self.metallic_roughness_texture.is_some() {
flags |= StandardMaterialFlags::METALLIC_ROUGHNESS_TEXTURE;
}
if self.occlusion_texture.is_some() {
flags |= StandardMaterialFlags::OCCLUSION_TEXTURE;
}
if self.double_sided {
flags |= StandardMaterialFlags::DOUBLE_SIDED;
}
if self.unlit {
flags |= StandardMaterialFlags::UNLIT;
}
let has_normal_map = self.normal_map_texture.is_some();
if has_normal_map {
if let Some(texture) = images.get(self.normal_map_texture.as_ref().unwrap()) {
match texture.texture_format {
// All 2-component unorm formats
TextureFormat::Rg8Unorm
| TextureFormat::Rg16Unorm
| TextureFormat::Bc5RgUnorm
| TextureFormat::EacRg11Unorm => {
flags |= StandardMaterialFlags::TWO_COMPONENT_NORMAL_MAP;
}
_ => {}
}
}
if self.flip_normal_map_y {
flags |= StandardMaterialFlags::FLIP_NORMAL_MAP_Y;
}
}
// NOTE: 0.5 is from the glTF default - do we want this?
let mut alpha_cutoff = 0.5;
match self.alpha_mode {
AlphaMode::Opaque => flags |= StandardMaterialFlags::ALPHA_MODE_OPAQUE,
AlphaMode::Mask(c) => {
alpha_cutoff = c;
flags |= StandardMaterialFlags::ALPHA_MODE_MASK;
}
AlphaMode::Blend => flags |= StandardMaterialFlags::ALPHA_MODE_BLEND,
};
StandardMaterialUniform {
base_color: self.base_color.as_linear_rgba_f32().into(),
emissive: self.emissive.into(),
roughness: self.perceptual_roughness,
metallic: self.metallic,
reflectance: self.reflectance,
flags: flags.bits(),
alpha_cutoff,
}
}
}
#[derive(Clone, PartialEq, Eq, Hash)]
pub struct StandardMaterialKey {
normal_map: bool,
cull_mode: Option<Face>,
}
impl From<&StandardMaterial> for StandardMaterialKey {
fn from(material: &StandardMaterial) -> Self {
StandardMaterialKey {
normal_map: material.normal_map_texture.is_some(),
cull_mode: material.cull_mode,
}
}
}
impl Material for StandardMaterial {
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
if key.bind_group_data.normal_map {
descriptor
.fragment
.as_mut()
.unwrap()
.shader_defs
.push(String::from("STANDARDMATERIAL_NORMAL_MAP"));
}
descriptor.primitive.cull_mode = key.bind_group_data.cull_mode;
if let Some(label) = &mut descriptor.label {
*label = format!("pbr_{}", *label).into();
}
Ok(())
}
fn fragment_shader() -> ShaderRef {
PBR_SHADER_HANDLE.typed().into()
}
#[inline]
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
#[inline]
fn depth_bias(&self) -> f32 {
self.depth_bias
}
}