 1918608b02
			
		
	
	
		1918608b02
		
			
		
	
	
	
	
		
			
			# Objective - Changes the default clear color to match the code block color on Bevy's website. ## Solution - Changed the clear color, updated text in examples to ensure adequate contrast. Inconsistent usage of white text color set to use the default color instead, which is already white. - Additionally, updated the `3d_scene` example to make it look a bit better, and use bevy's branding colors. 
		
			
				
	
	
		
			255 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			255 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
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| //! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
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| //! The textures are not generated for any material using alpha blending.
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| 
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| use bevy::{
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|     core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
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|     pbr::{NotShadowCaster, PbrPlugin},
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|     prelude::*,
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|     reflect::TypePath,
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|     render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((
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|             DefaultPlugins.set(PbrPlugin {
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|                 // The prepass is enabled by default on the StandardMaterial,
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|                 // but you can disable it if you need to.
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|                 //
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|                 // prepass_enabled: false,
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|                 ..default()
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|             }),
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|             MaterialPlugin::<CustomMaterial>::default(),
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|             MaterialPlugin::<PrepassOutputMaterial> {
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|                 // This material only needs to read the prepass textures,
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|                 // but the meshes using it should not contribute to the prepass render, so we can disable it.
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|                 prepass_enabled: false,
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|                 ..default()
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|             },
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|         ))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (rotate, toggle_prepass_view))
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|         // Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING
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|         .insert_resource(Msaa::Off)
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|         .run();
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<CustomMaterial>>,
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|     mut std_materials: ResMut<Assets<StandardMaterial>>,
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|     mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     // camera
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         },
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|         // To enable the prepass you need to add the components associated with the ones you need
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|         // This will write the depth buffer to a texture that you can use in the main pass
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|         DepthPrepass,
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|         // This will generate a texture containing world normals (with normal maps applied)
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|         NormalPrepass,
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|         // This will generate a texture containing screen space pixel motion vectors
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|         MotionVectorPrepass,
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|     ));
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| 
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|     // plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(shape::Plane::from_size(5.0).into()),
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|         material: std_materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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|         ..default()
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|     });
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| 
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|     // A quad that shows the outputs of the prepass
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|     // To make it easy, we just draw a big quad right in front of the camera.
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|     // For a real application, this isn't ideal.
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|     commands.spawn((
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|         MaterialMeshBundle {
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|             mesh: meshes.add(shape::Quad::new(Vec2::new(20.0, 20.0)).into()),
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|             material: depth_materials.add(PrepassOutputMaterial {
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|                 settings: ShowPrepassSettings::default(),
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|             }),
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|             transform: Transform::from_xyz(-0.75, 1.25, 3.0)
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|                 .looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
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|             ..default()
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|         },
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|         NotShadowCaster,
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|     ));
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| 
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|     // Opaque cube
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|     commands.spawn((
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|         MaterialMeshBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|             material: materials.add(CustomMaterial {
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|                 color: Color::WHITE,
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|                 color_texture: Some(asset_server.load("branding/icon.png")),
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|                 alpha_mode: AlphaMode::Opaque,
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|             }),
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|             transform: Transform::from_xyz(-1.0, 0.5, 0.0),
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|             ..default()
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|         },
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|         Rotates,
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|     ));
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| 
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|     // Cube with alpha mask
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|         material: std_materials.add(StandardMaterial {
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|             alpha_mode: AlphaMode::Mask(1.0),
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|             base_color_texture: Some(asset_server.load("branding/icon.png")),
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|             ..default()
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|         }),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|         ..default()
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|     });
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| 
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|     // Cube with alpha blending.
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|     // Transparent materials are ignored by the prepass
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|     commands.spawn(MaterialMeshBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|         material: materials.add(CustomMaterial {
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|             color: Color::WHITE,
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|             color_texture: Some(asset_server.load("branding/icon.png")),
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|             alpha_mode: AlphaMode::Blend,
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|         }),
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|         transform: Transform::from_xyz(1.0, 0.5, 0.0),
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|         ..default()
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|     });
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| 
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|     // light
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|     commands.spawn(PointLightBundle {
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|         point_light: PointLight {
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|             intensity: 1500.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         ..default()
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|     });
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| 
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|     let style = TextStyle {
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|         font_size: 18.0,
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|         ..default()
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|     };
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| 
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|     commands.spawn(
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|         TextBundle::from_sections(vec![
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|             TextSection::new("Prepass Output: transparent\n", style.clone()),
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|             TextSection::new("\n\n", style.clone()),
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|             TextSection::new("Controls\n", style.clone()),
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|             TextSection::new("---------------\n", style.clone()),
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|             TextSection::new("Space - Change output\n", style),
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|         ])
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(10.0),
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|             left: Val::Px(10.0),
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|             ..default()
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|         }),
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|     );
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| }
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| 
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| // This is the struct that will be passed to your shader
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| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| pub struct CustomMaterial {
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|     #[uniform(0)]
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|     color: Color,
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|     #[texture(1)]
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|     #[sampler(2)]
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|     color_texture: Option<Handle<Image>>,
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|     alpha_mode: AlphaMode,
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| }
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| 
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| /// Not shown in this example, but if you need to specialize your material, the specialize
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| /// function will also be used by the prepass
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| impl Material for CustomMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/custom_material.wgsl".into()
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|     }
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| 
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|     fn alpha_mode(&self) -> AlphaMode {
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|         self.alpha_mode
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|     }
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| 
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|     // You can override the default shaders used in the prepass if your material does
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|     // anything not supported by the default prepass
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|     // fn prepass_fragment_shader() -> ShaderRef {
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|     //     "shaders/custom_material.wgsl".into()
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|     // }
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| }
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| 
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| #[derive(Component)]
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| struct Rotates;
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| 
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| fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
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|     for mut t in q.iter_mut() {
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|         let rot = (time.elapsed_seconds().sin() * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
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|         t.rotation = Quat::from_rotation_z(rot);
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|     }
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| }
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| 
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| #[derive(Debug, Clone, Default, ShaderType)]
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| struct ShowPrepassSettings {
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|     show_depth: u32,
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|     show_normals: u32,
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|     show_motion_vectors: u32,
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|     padding_1: u32,
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|     padding_2: u32,
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| }
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| 
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| // This shader simply loads the prepass texture and outputs it directly
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| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| pub struct PrepassOutputMaterial {
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|     #[uniform(0)]
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|     settings: ShowPrepassSettings,
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| }
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| 
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| impl Material for PrepassOutputMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/show_prepass.wgsl".into()
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|     }
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| 
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|     // This needs to be transparent in order to show the scene behind the mesh
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|     fn alpha_mode(&self) -> AlphaMode {
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|         AlphaMode::Blend
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|     }
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| }
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| 
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| /// Every time you press space, it will cycle between transparent, depth and normals view
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| fn toggle_prepass_view(
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|     mut prepass_view: Local<u32>,
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|     keycode: Res<Input<KeyCode>>,
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|     material_handle: Query<&Handle<PrepassOutputMaterial>>,
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|     mut materials: ResMut<Assets<PrepassOutputMaterial>>,
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|     mut text: Query<&mut Text>,
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| ) {
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|     if keycode.just_pressed(KeyCode::Space) {
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|         *prepass_view = (*prepass_view + 1) % 4;
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| 
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|         let label = match *prepass_view {
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|             0 => "transparent",
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|             1 => "depth",
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|             2 => "normals",
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|             3 => "motion vectors",
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|             _ => unreachable!(),
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|         };
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|         let mut text = text.single_mut();
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|         text.sections[0].value = format!("Prepass Output: {label}\n");
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|         for section in &mut text.sections {
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|             section.style.color = Color::WHITE;
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|         }
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| 
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|         let handle = material_handle.single();
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|         let mat = materials.get_mut(handle).unwrap();
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|         mat.settings.show_depth = (*prepass_view == 1) as u32;
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|         mat.settings.show_normals = (*prepass_view == 2) as u32;
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|         mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
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|     }
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| }
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