bevy/crates/bevy_pbr/src/lib.rs
Patrick Walton 4880a231de
Implement occlusion culling for directional light shadow maps. (#17951)
Two-phase occlusion culling can be helpful for shadow maps just as it
can for a prepass, in order to reduce vertex and alpha mask fragment
shading overhead. This patch implements occlusion culling for shadow
maps from directional lights, when the `OcclusionCulling` component is
present on the entities containing the lights. Shadow maps from point
lights are deferred to a follow-up patch. Much of this patch involves
expanding the hierarchical Z-buffer to cover shadow maps in addition to
standard view depth buffers.

The `scene_viewer` example has been updated to add `OcclusionCulling` to
the directional light that it creates.

This improved the performance of the rend3 sci-fi test scene when
enabling shadows.
2025-02-21 05:56:15 +00:00

529 lines
20 KiB
Rust

#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
extern crate alloc;
#[cfg(feature = "meshlet")]
mod meshlet;
pub mod wireframe;
/// Experimental features that are not yet finished. Please report any issues you encounter!
///
/// Expect bugs, missing features, compatibility issues, low performance, and/or future breaking changes.
#[cfg(feature = "meshlet")]
pub mod experimental {
/// Render high-poly 3d meshes using an efficient GPU-driven method.
/// See [`MeshletPlugin`](meshlet::MeshletPlugin) and [`MeshletMesh`](meshlet::MeshletMesh) for details.
pub mod meshlet {
pub use crate::meshlet::*;
}
}
mod atmosphere;
mod cluster;
mod components;
pub mod decal;
pub mod deferred;
mod extended_material;
mod fog;
mod light;
mod light_probe;
mod lightmap;
mod material;
mod material_bind_groups;
mod mesh_material;
mod parallax;
mod pbr_material;
mod prepass;
mod render;
mod ssao;
mod ssr;
mod volumetric_fog;
use bevy_color::{Color, LinearRgba};
pub use atmosphere::*;
pub use cluster::*;
pub use components::*;
pub use decal::clustered::ClusteredDecalPlugin;
pub use extended_material::*;
pub use fog::*;
pub use light::*;
pub use light_probe::*;
pub use lightmap::*;
pub use material::*;
pub use material_bind_groups::*;
pub use mesh_material::*;
pub use parallax::*;
pub use pbr_material::*;
pub use prepass::*;
pub use render::*;
pub use ssao::*;
pub use ssr::*;
pub use volumetric_fog::{FogVolume, VolumetricFog, VolumetricFogPlugin, VolumetricLight};
/// The PBR prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
fog::{DistanceFog, FogFalloff},
light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
light_probe::{environment_map::EnvironmentMapLight, LightProbe},
material::{Material, MaterialPlugin},
mesh_material::MeshMaterial3d,
parallax::ParallaxMappingMethod,
pbr_material::StandardMaterial,
ssao::ScreenSpaceAmbientOcclusionPlugin,
};
}
pub mod graph {
use bevy_render::render_graph::RenderLabel;
/// Render graph nodes specific to 3D PBR rendering.
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub enum NodePbr {
/// Label for the shadow pass node that draws meshes that were visible
/// from the light last frame.
EarlyShadowPass,
/// Label for the shadow pass node that draws meshes that became visible
/// from the light this frame.
LateShadowPass,
/// Label for the screen space ambient occlusion render node.
ScreenSpaceAmbientOcclusion,
DeferredLightingPass,
/// Label for the volumetric lighting pass.
VolumetricFog,
/// Label for the shader that transforms and culls meshes that were
/// visible last frame.
EarlyGpuPreprocess,
/// Label for the shader that transforms and culls meshes that became
/// visible this frame.
LateGpuPreprocess,
/// Label for the screen space reflections pass.
ScreenSpaceReflections,
/// Label for the node that builds indirect draw parameters for meshes
/// that were visible last frame.
EarlyPrepassBuildIndirectParameters,
/// Label for the node that builds indirect draw parameters for meshes
/// that became visible this frame.
LatePrepassBuildIndirectParameters,
/// Label for the node that builds indirect draw parameters for the main
/// rendering pass, containing all meshes that are visible this frame.
MainBuildIndirectParameters,
ClearIndirectParametersMetadata,
}
}
use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, weak_handle, AssetApp, Assets, Handle};
use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
use bevy_ecs::prelude::*;
use bevy_image::Image;
use bevy_render::{
alpha::AlphaMode,
camera::{CameraUpdateSystem, Projection},
extract_component::ExtractComponentPlugin,
extract_resource::ExtractResourcePlugin,
render_asset::prepare_assets,
render_graph::RenderGraph,
render_resource::Shader,
sync_component::SyncComponentPlugin,
texture::GpuImage,
view::VisibilitySystems,
ExtractSchedule, Render, RenderApp, RenderDebugFlags, RenderSet,
};
use bevy_transform::TransformSystem;
pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> =
weak_handle!("b0330585-2335-4268-9032-a6c4c2d932f6");
pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> =
weak_handle!("13834c18-c7ec-4c4b-bbbd-432c3ba4cace");
pub const UTILS_HANDLE: Handle<Shader> = weak_handle!("0a32978f-2744-4608-98b6-4c3000a0638d");
pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> =
weak_handle!("f8e3b4c6-60b7-4b23-8b2e-a6b27bb4ddce");
pub const PBR_LIGHTING_HANDLE: Handle<Shader> =
weak_handle!("de0cf697-2876-49a0-aa0f-f015216f70c2");
pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> =
weak_handle!("22482185-36bb-4c16-9b93-a20e6d4a2725");
pub const SHADOWS_HANDLE: Handle<Shader> = weak_handle!("ff758c5a-3927-4a15-94c3-3fbdfc362590");
pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> =
weak_handle!("f6bf5843-54bc-4e39-bd9d-56bfcd77b033");
pub const PBR_FRAGMENT_HANDLE: Handle<Shader> =
weak_handle!("1bd3c10d-851b-400c-934a-db489d99cc50");
pub const PBR_SHADER_HANDLE: Handle<Shader> = weak_handle!("0eba65ed-3e5b-4752-93ed-e8097e7b0c84");
pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> =
weak_handle!("9afeaeab-7c45-43ce-b322-4b97799eaeb9");
pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> =
weak_handle!("815b8618-f557-4a96-91a5-a2fb7e249fb0");
pub const PBR_AMBIENT_HANDLE: Handle<Shader> = weak_handle!("4a90b95b-112a-4a10-9145-7590d6f14260");
pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
weak_handle!("6cf57d9f-222a-429a-bba4-55ba9586e1d4");
pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
weak_handle!("ec047703-cde3-4876-94df-fed121544abb");
pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
weak_handle!("77b1bd3a-877c-4b2c-981b-b9c68d1b774a");
pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> =
weak_handle!("43060da7-a717-4240-80a8-dbddd92bd25d");
pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> =
weak_handle!("9dc46746-c51d-45e3-a321-6a50c3963420");
pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> =
weak_handle!("90c19aa3-6a11-4252-8586-d9299352e94f");
const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
weak_handle!("69187376-3dea-4d0f-b3f5-185bde63d6a2");
pub const TONEMAPPING_LUT_TEXTURE_BINDING_INDEX: u32 = 26;
pub const TONEMAPPING_LUT_SAMPLER_BINDING_INDEX: u32 = 27;
/// Sets up the entire PBR infrastructure of bevy.
pub struct PbrPlugin {
/// Controls if the prepass is enabled for the [`StandardMaterial`].
/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
pub prepass_enabled: bool,
/// Controls if [`DeferredPbrLightingPlugin`] is added.
pub add_default_deferred_lighting_plugin: bool,
/// Controls if GPU [`MeshUniform`] building is enabled.
///
/// This requires compute shader support and so will be forcibly disabled if
/// the platform doesn't support those.
pub use_gpu_instance_buffer_builder: bool,
/// Debugging flags that can optionally be set when constructing the renderer.
pub debug_flags: RenderDebugFlags,
}
impl Default for PbrPlugin {
fn default() -> Self {
Self {
prepass_enabled: true,
add_default_deferred_lighting_plugin: true,
use_gpu_instance_buffer_builder: true,
debug_flags: RenderDebugFlags::default(),
}
}
}
impl Plugin for PbrPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
PBR_TYPES_SHADER_HANDLE,
"render/pbr_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_BINDINGS_SHADER_HANDLE,
"render/pbr_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
CLUSTERED_FORWARD_HANDLE,
"render/clustered_forward.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_LIGHTING_HANDLE,
"render/pbr_lighting.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_TRANSMISSION_HANDLE,
"render/pbr_transmission.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOWS_HANDLE,
"render/shadows.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_DEFERRED_TYPES_HANDLE,
"deferred/pbr_deferred_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_DEFERRED_FUNCTIONS_HANDLE,
"deferred/pbr_deferred_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOW_SAMPLING_HANDLE,
"render/shadow_sampling.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FUNCTIONS_HANDLE,
"render/pbr_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
RGB9E5_FUNCTIONS_HANDLE,
"render/rgb9e5.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_AMBIENT_HANDLE,
"render/pbr_ambient.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FRAGMENT_HANDLE,
"render/pbr_fragment.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
"render/pbr_prepass_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_PREPASS_SHADER_HANDLE,
"render/pbr_prepass.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PARALLAX_MAPPING_SHADER_HANDLE,
"render/parallax_mapping.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
VIEW_TRANSFORMATIONS_SHADER_HANDLE,
"render/view_transformations.wgsl",
Shader::from_wgsl
);
// Setup dummy shaders for when MeshletPlugin is not used to prevent shader import errors.
load_internal_asset!(
app,
MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
"meshlet/dummy_visibility_buffer_resolve.wgsl",
Shader::from_wgsl
);
app.register_asset_reflect::<StandardMaterial>()
.register_type::<AmbientLight>()
.register_type::<CascadeShadowConfig>()
.register_type::<Cascades>()
.register_type::<CascadesVisibleEntities>()
.register_type::<VisibleMeshEntities>()
.register_type::<ClusterConfig>()
.register_type::<CubemapVisibleEntities>()
.register_type::<DirectionalLight>()
.register_type::<DirectionalLightShadowMap>()
.register_type::<NotShadowCaster>()
.register_type::<NotShadowReceiver>()
.register_type::<PointLight>()
.register_type::<PointLightShadowMap>()
.register_type::<SpotLight>()
.register_type::<ShadowFilteringMethod>()
.init_resource::<AmbientLight>()
.init_resource::<GlobalVisibleClusterableObjects>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.register_type::<DefaultOpaqueRendererMethod>()
.init_resource::<DefaultOpaqueRendererMethod>()
.add_plugins((
MeshRenderPlugin {
use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
debug_flags: self.debug_flags,
},
MaterialPlugin::<StandardMaterial> {
prepass_enabled: self.prepass_enabled,
debug_flags: self.debug_flags,
..Default::default()
},
ScreenSpaceAmbientOcclusionPlugin,
ExtractResourcePlugin::<AmbientLight>::default(),
FogPlugin,
ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
LightmapPlugin,
LightProbePlugin,
PbrProjectionPlugin,
GpuMeshPreprocessPlugin {
use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
},
VolumetricFogPlugin,
ScreenSpaceReflectionsPlugin,
ClusteredDecalPlugin,
))
.add_plugins((
decal::ForwardDecalPlugin,
SyncComponentPlugin::<DirectionalLight>::default(),
SyncComponentPlugin::<PointLight>::default(),
SyncComponentPlugin::<SpotLight>::default(),
ExtractComponentPlugin::<AmbientLight>::default(),
))
.add_plugins(AtmospherePlugin)
.configure_sets(
PostUpdate,
(
SimulationLightSystems::AddClusters,
SimulationLightSystems::AssignLightsToClusters,
)
.chain(),
)
.configure_sets(
PostUpdate,
SimulationLightSystems::UpdateDirectionalLightCascades
.ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
)
.configure_sets(
PostUpdate,
SimulationLightSystems::CheckLightVisibility
.ambiguous_with(SimulationLightSystems::CheckLightVisibility),
)
.add_systems(
PostUpdate,
(
add_clusters
.in_set(SimulationLightSystems::AddClusters)
.after(CameraUpdateSystem),
assign_objects_to_clusters
.in_set(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CheckVisibility)
.after(CameraUpdateSystem),
clear_directional_light_cascades
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(TransformSystem::TransformPropagate)
.after(CameraUpdateSystem),
update_directional_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
// This must run after CheckVisibility because it relies on `ViewVisibility`
.after(VisibilitySystems::CheckVisibility)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateDirectionalLightCascades)
// We assume that no entity will be both a directional light and a spot light,
// so these systems will run independently of one another.
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(update_spot_light_frusta),
update_point_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
update_spot_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
(
check_dir_light_mesh_visibility,
check_point_light_mesh_visibility,
)
.in_set(SimulationLightSystems::CheckLightVisibility)
.after(VisibilitySystems::CalculateBounds)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateLightFrusta)
// NOTE: This MUST be scheduled AFTER the core renderer visibility check
// because that resets entity `ViewVisibility` for the first view
// which would override any results from this otherwise
.after(VisibilitySystems::CheckVisibility)
.before(VisibilitySystems::MarkNewlyHiddenEntitiesInvisible),
),
);
if self.add_default_deferred_lighting_plugin {
app.add_plugins(DeferredPbrLightingPlugin);
}
// Initialize the default material handle.
app.world_mut()
.resource_mut::<Assets<StandardMaterial>>()
.insert(
&Handle::<StandardMaterial>::default(),
StandardMaterial {
base_color: Color::srgb(1.0, 0.0, 0.5),
..Default::default()
},
);
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Extract the required data from the main world
render_app
.add_systems(ExtractSchedule, (extract_clusters, extract_lights))
.add_systems(
Render,
(
prepare_lights
.in_set(RenderSet::ManageViews)
.after(prepare_assets::<GpuImage>),
prepare_clusters.in_set(RenderSet::PrepareResources),
),
)
.init_resource::<LightMeta>()
.init_resource::<RenderMaterialBindings>();
render_app.world_mut().add_observer(add_light_view_entities);
render_app
.world_mut()
.add_observer(remove_light_view_entities);
render_app.world_mut().add_observer(extracted_light_removed);
let early_shadow_pass_node = EarlyShadowPassNode::from_world(render_app.world_mut());
let late_shadow_pass_node = LateShadowPassNode::from_world(render_app.world_mut());
let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
draw_3d_graph.add_node(NodePbr::EarlyShadowPass, early_shadow_pass_node);
draw_3d_graph.add_node(NodePbr::LateShadowPass, late_shadow_pass_node);
draw_3d_graph.add_node_edges((
NodePbr::EarlyShadowPass,
NodePbr::LateShadowPass,
Node3d::StartMainPass,
));
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Extract the required data from the main world
render_app
.init_resource::<ShadowSamplers>()
.init_resource::<GlobalClusterableObjectMeta>()
.init_resource::<FallbackBindlessResources>();
}
}
/// Camera projection PBR functionality.
#[derive(Default)]
pub struct PbrProjectionPlugin;
impl Plugin for PbrProjectionPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
PostUpdate,
build_directional_light_cascades
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(clear_directional_light_cascades),
);
}
}