bevy/crates/bevy_pbr/src/volumetric_fog/render.rs
andriyDev 6e3739ac96
Use RenderStartup for bevy_pbr for some basic cases. (#19999)
# Objective

- Progress towards #19887.

## Solution

- For cases that don't need to conditionally add systems, we can just
replace FromWorld impls with systems and then add those systems to
`RenderStartup`.

## Testing

- I ran the `lightmaps`, `reflection_probes`, `deferred_rendering`,
`volumetric_fog`, and `wireframe` examples.
2025-07-14 20:28:03 +00:00

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//! Rendering of fog volumes.
use core::array;
use bevy_asset::{load_embedded_asset, AssetId, AssetServer, Handle};
use bevy_color::ColorToComponents as _;
use bevy_core_pipeline::{
core_3d::Camera3d,
prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
component::Component,
entity::Entity,
query::{Has, QueryItem, With},
resource::Resource,
system::{lifetimeless::Read, Commands, Local, Query, Res, ResMut},
world::World,
};
use bevy_image::{BevyDefault, Image};
use bevy_math::{vec4, Mat3A, Mat4, Vec3, Vec3A, Vec4, Vec4Swizzles as _};
use bevy_render::{
mesh::{
allocator::MeshAllocator, Mesh, MeshVertexBufferLayoutRef, RenderMesh, RenderMeshBufferInfo,
},
render_asset::RenderAssets,
render_graph::{NodeRunError, RenderGraphContext, ViewNode},
render_resource::{
binding_types::{
sampler, texture_3d, texture_depth_2d, texture_depth_2d_multisampled, uniform_buffer,
},
BindGroupLayout, BindGroupLayoutEntries, BindingResource, BlendComponent, BlendFactor,
BlendOperation, BlendState, CachedRenderPipelineId, ColorTargetState, ColorWrites,
DynamicBindGroupEntries, DynamicUniformBuffer, Face, FragmentState, LoadOp, Operations,
PipelineCache, PrimitiveState, RenderPassColorAttachment, RenderPassDescriptor,
RenderPipelineDescriptor, SamplerBindingType, Shader, ShaderStages, ShaderType,
SpecializedRenderPipeline, SpecializedRenderPipelines, StoreOp, TextureFormat,
TextureSampleType, TextureUsages, VertexState,
},
renderer::{RenderContext, RenderDevice, RenderQueue},
sync_world::RenderEntity,
texture::GpuImage,
view::{ExtractedView, Msaa, ViewDepthTexture, ViewTarget, ViewUniformOffset},
Extract,
};
use bevy_transform::components::GlobalTransform;
use bevy_utils::prelude::default;
use bitflags::bitflags;
use crate::{
FogVolume, MeshPipelineViewLayoutKey, MeshPipelineViewLayouts, MeshViewBindGroup,
ViewEnvironmentMapUniformOffset, ViewFogUniformOffset, ViewLightProbesUniformOffset,
ViewLightsUniformOffset, ViewScreenSpaceReflectionsUniformOffset, VolumetricFog,
VolumetricLight,
};
use super::FogAssets;
bitflags! {
/// Flags that describe the bind group layout used to render volumetric fog.
#[derive(Clone, Copy, PartialEq)]
struct VolumetricFogBindGroupLayoutKey: u8 {
/// The framebuffer is multisampled.
const MULTISAMPLED = 0x1;
/// The volumetric fog has a 3D voxel density texture.
const DENSITY_TEXTURE = 0x2;
}
}
bitflags! {
/// Flags that describe the rasterization pipeline used to render volumetric
/// fog.
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
struct VolumetricFogPipelineKeyFlags: u8 {
/// The view's color format has high dynamic range.
const HDR = 0x1;
/// The volumetric fog has a 3D voxel density texture.
const DENSITY_TEXTURE = 0x2;
}
}
/// The total number of bind group layouts.
///
/// This is the total number of combinations of all
/// [`VolumetricFogBindGroupLayoutKey`] flags.
const VOLUMETRIC_FOG_BIND_GROUP_LAYOUT_COUNT: usize =
VolumetricFogBindGroupLayoutKey::all().bits() as usize + 1;
/// A matrix that converts from local 1×1×1 space to UVW 3D density texture
/// space.
static UVW_FROM_LOCAL: Mat4 = Mat4::from_cols(
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.5, 0.5, 0.5, 1.0),
);
/// The GPU pipeline for the volumetric fog postprocessing effect.
#[derive(Resource)]
pub struct VolumetricFogPipeline {
/// A reference to the shared set of mesh pipeline view layouts.
mesh_view_layouts: MeshPipelineViewLayouts,
/// All bind group layouts.
///
/// Since there aren't too many of these, we precompile them all.
volumetric_view_bind_group_layouts: [BindGroupLayout; VOLUMETRIC_FOG_BIND_GROUP_LAYOUT_COUNT],
// The shader asset handle.
shader: Handle<Shader>,
}
/// The two render pipelines that we use for fog volumes: one for when a 3D
/// density texture is present and one for when it isn't.
#[derive(Component)]
pub struct ViewVolumetricFogPipelines {
/// The render pipeline that we use when no density texture is present, and
/// the density distribution is uniform.
pub textureless: CachedRenderPipelineId,
/// The render pipeline that we use when a density texture is present.
pub textured: CachedRenderPipelineId,
}
/// The node in the render graph, part of the postprocessing stack, that
/// implements volumetric fog.
#[derive(Default)]
pub struct VolumetricFogNode;
/// Identifies a single specialization of the volumetric fog shader.
#[derive(PartialEq, Eq, Hash, Clone)]
pub struct VolumetricFogPipelineKey {
/// The layout of the view, which is needed for the raymarching.
mesh_pipeline_view_key: MeshPipelineViewLayoutKey,
/// The vertex buffer layout of the primitive.
///
/// Both planes (used when the camera is inside the fog volume) and cubes
/// (used when the camera is outside the fog volume) use identical vertex
/// buffer layouts, so we only need one of them.
vertex_buffer_layout: MeshVertexBufferLayoutRef,
/// Flags that specify features on the pipeline key.
flags: VolumetricFogPipelineKeyFlags,
}
/// The same as [`VolumetricFog`] and [`FogVolume`], but formatted for
/// the GPU.
///
/// See the documentation of those structures for more information on these
/// fields.
#[derive(ShaderType)]
pub struct VolumetricFogUniform {
clip_from_local: Mat4,
/// The transform from world space to 3D density texture UVW space.
uvw_from_world: Mat4,
/// View-space plane equations of the far faces of the fog volume cuboid.
///
/// The vector takes the form V = (N, -N⋅Q), where N is the normal of the
/// plane and Q is any point in it, in view space. The equation of the plane
/// for homogeneous point P = (Px, Py, Pz, Pw) is V⋅P = 0.
far_planes: [Vec4; 3],
fog_color: Vec3,
light_tint: Vec3,
ambient_color: Vec3,
ambient_intensity: f32,
step_count: u32,
/// The radius of a sphere that bounds the fog volume in view space.
bounding_radius: f32,
absorption: f32,
scattering: f32,
density: f32,
density_texture_offset: Vec3,
scattering_asymmetry: f32,
light_intensity: f32,
jitter_strength: f32,
}
/// Specifies the offset within the [`VolumetricFogUniformBuffer`] of the
/// [`VolumetricFogUniform`] for a specific view.
#[derive(Component, Deref, DerefMut)]
pub struct ViewVolumetricFog(Vec<ViewFogVolume>);
/// Information that the render world needs to maintain about each fog volume.
pub struct ViewFogVolume {
/// The 3D voxel density texture for this volume, if present.
density_texture: Option<AssetId<Image>>,
/// The offset of this view's [`VolumetricFogUniform`] structure within the
/// [`VolumetricFogUniformBuffer`].
uniform_buffer_offset: u32,
/// True if the camera is outside the fog volume; false if it's inside the
/// fog volume.
exterior: bool,
}
/// The GPU buffer that stores the [`VolumetricFogUniform`] data.
#[derive(Resource, Default, Deref, DerefMut)]
pub struct VolumetricFogUniformBuffer(pub DynamicUniformBuffer<VolumetricFogUniform>);
pub fn init_volumetric_fog_pipeline(
mut commands: Commands,
render_device: Res<RenderDevice>,
mesh_view_layouts: Res<MeshPipelineViewLayouts>,
asset_server: Res<AssetServer>,
) {
// Create the bind group layout entries common to all bind group
// layouts.
let base_bind_group_layout_entries = &BindGroupLayoutEntries::single(
ShaderStages::VERTEX_FRAGMENT,
// `volumetric_fog`
uniform_buffer::<VolumetricFogUniform>(true),
);
// For every combination of `VolumetricFogBindGroupLayoutKey` bits,
// create a bind group layout.
let bind_group_layouts = array::from_fn(|bits| {
let flags = VolumetricFogBindGroupLayoutKey::from_bits_retain(bits as u8);
let mut bind_group_layout_entries = base_bind_group_layout_entries.to_vec();
// `depth_texture`
bind_group_layout_entries.extend_from_slice(&BindGroupLayoutEntries::with_indices(
ShaderStages::FRAGMENT,
((
1,
if flags.contains(VolumetricFogBindGroupLayoutKey::MULTISAMPLED) {
texture_depth_2d_multisampled()
} else {
texture_depth_2d()
},
),),
));
// `density_texture` and `density_sampler`
if flags.contains(VolumetricFogBindGroupLayoutKey::DENSITY_TEXTURE) {
bind_group_layout_entries.extend_from_slice(&BindGroupLayoutEntries::with_indices(
ShaderStages::FRAGMENT,
(
(2, texture_3d(TextureSampleType::Float { filterable: true })),
(3, sampler(SamplerBindingType::Filtering)),
),
));
}
// Create the bind group layout.
let description = flags.bind_group_layout_description();
render_device.create_bind_group_layout(&*description, &bind_group_layout_entries)
});
commands.insert_resource(VolumetricFogPipeline {
mesh_view_layouts: mesh_view_layouts.clone(),
volumetric_view_bind_group_layouts: bind_group_layouts,
shader: load_embedded_asset!(asset_server.as_ref(), "volumetric_fog.wgsl"),
});
}
/// Extracts [`VolumetricFog`], [`FogVolume`], and [`VolumetricLight`]s
/// from the main world to the render world.
pub fn extract_volumetric_fog(
mut commands: Commands,
view_targets: Extract<Query<(RenderEntity, &VolumetricFog)>>,
fog_volumes: Extract<Query<(RenderEntity, &FogVolume, &GlobalTransform)>>,
volumetric_lights: Extract<Query<(RenderEntity, &VolumetricLight)>>,
) {
if volumetric_lights.is_empty() {
// TODO: needs better way to handle clean up in render world
for (entity, ..) in view_targets.iter() {
commands
.entity(entity)
.remove::<(VolumetricFog, ViewVolumetricFogPipelines, ViewVolumetricFog)>();
}
for (entity, ..) in fog_volumes.iter() {
commands.entity(entity).remove::<FogVolume>();
}
return;
}
for (entity, volumetric_fog) in view_targets.iter() {
commands
.get_entity(entity)
.expect("Volumetric fog entity wasn't synced.")
.insert(*volumetric_fog);
}
for (entity, fog_volume, fog_transform) in fog_volumes.iter() {
commands
.get_entity(entity)
.expect("Fog volume entity wasn't synced.")
.insert((*fog_volume).clone())
.insert(*fog_transform);
}
for (entity, volumetric_light) in volumetric_lights.iter() {
commands
.get_entity(entity)
.expect("Volumetric light entity wasn't synced.")
.insert(*volumetric_light);
}
}
impl ViewNode for VolumetricFogNode {
type ViewQuery = (
Read<ViewTarget>,
Read<ViewDepthTexture>,
Read<ViewVolumetricFogPipelines>,
Read<ViewUniformOffset>,
Read<ViewLightsUniformOffset>,
Read<ViewFogUniformOffset>,
Read<ViewLightProbesUniformOffset>,
Read<ViewVolumetricFog>,
Read<MeshViewBindGroup>,
Read<ViewScreenSpaceReflectionsUniformOffset>,
Read<Msaa>,
Read<ViewEnvironmentMapUniformOffset>,
);
fn run<'w>(
&self,
_: &mut RenderGraphContext,
render_context: &mut RenderContext<'w>,
(
view_target,
view_depth_texture,
view_volumetric_lighting_pipelines,
view_uniform_offset,
view_lights_offset,
view_fog_offset,
view_light_probes_offset,
view_fog_volumes,
view_bind_group,
view_ssr_offset,
msaa,
view_environment_map_offset,
): QueryItem<'w, '_, Self::ViewQuery>,
world: &'w World,
) -> Result<(), NodeRunError> {
let pipeline_cache = world.resource::<PipelineCache>();
let volumetric_lighting_pipeline = world.resource::<VolumetricFogPipeline>();
let volumetric_lighting_uniform_buffers = world.resource::<VolumetricFogUniformBuffer>();
let image_assets = world.resource::<RenderAssets<GpuImage>>();
let mesh_allocator = world.resource::<MeshAllocator>();
// Fetch the uniform buffer and binding.
let (
Some(textureless_pipeline),
Some(textured_pipeline),
Some(volumetric_lighting_uniform_buffer_binding),
) = (
pipeline_cache.get_render_pipeline(view_volumetric_lighting_pipelines.textureless),
pipeline_cache.get_render_pipeline(view_volumetric_lighting_pipelines.textured),
volumetric_lighting_uniform_buffers.binding(),
)
else {
return Ok(());
};
let fog_assets = world.resource::<FogAssets>();
let render_meshes = world.resource::<RenderAssets<RenderMesh>>();
for view_fog_volume in view_fog_volumes.iter() {
// If the camera is outside the fog volume, pick the cube mesh;
// otherwise, pick the plane mesh. In the latter case we'll be
// effectively rendering a full-screen quad.
let mesh_handle = if view_fog_volume.exterior {
fog_assets.cube_mesh.clone()
} else {
fog_assets.plane_mesh.clone()
};
let Some(vertex_buffer_slice) = mesh_allocator.mesh_vertex_slice(&mesh_handle.id())
else {
continue;
};
let density_image = view_fog_volume
.density_texture
.and_then(|density_texture| image_assets.get(density_texture));
// Pick the right pipeline, depending on whether a density texture
// is present or not.
let pipeline = if density_image.is_some() {
textured_pipeline
} else {
textureless_pipeline
};
// This should always succeed, but if the asset was unloaded don't
// panic.
let Some(render_mesh) = render_meshes.get(&mesh_handle) else {
return Ok(());
};
// Create the bind group for the view.
//
// TODO: Cache this.
let mut bind_group_layout_key = VolumetricFogBindGroupLayoutKey::empty();
bind_group_layout_key.set(
VolumetricFogBindGroupLayoutKey::MULTISAMPLED,
!matches!(*msaa, Msaa::Off),
);
// Create the bind group entries. The ones relating to the density
// texture will only be filled in if that texture is present.
let mut bind_group_entries = DynamicBindGroupEntries::sequential((
volumetric_lighting_uniform_buffer_binding.clone(),
BindingResource::TextureView(view_depth_texture.view()),
));
if let Some(density_image) = density_image {
bind_group_layout_key.insert(VolumetricFogBindGroupLayoutKey::DENSITY_TEXTURE);
bind_group_entries = bind_group_entries.extend_sequential((
BindingResource::TextureView(&density_image.texture_view),
BindingResource::Sampler(&density_image.sampler),
));
}
let volumetric_view_bind_group_layout = &volumetric_lighting_pipeline
.volumetric_view_bind_group_layouts[bind_group_layout_key.bits() as usize];
let volumetric_view_bind_group = render_context.render_device().create_bind_group(
None,
volumetric_view_bind_group_layout,
&bind_group_entries,
);
let render_pass_descriptor = RenderPassDescriptor {
label: Some("volumetric lighting pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: view_target.main_texture_view(),
resolve_target: None,
ops: Operations {
load: LoadOp::Load,
store: StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
};
let mut render_pass = render_context
.command_encoder()
.begin_render_pass(&render_pass_descriptor);
render_pass.set_vertex_buffer(0, *vertex_buffer_slice.buffer.slice(..));
render_pass.set_pipeline(pipeline);
render_pass.set_bind_group(
0,
&view_bind_group.main,
&[
view_uniform_offset.offset,
view_lights_offset.offset,
view_fog_offset.offset,
**view_light_probes_offset,
**view_ssr_offset,
**view_environment_map_offset,
],
);
render_pass.set_bind_group(
1,
&volumetric_view_bind_group,
&[view_fog_volume.uniform_buffer_offset],
);
// Draw elements or arrays, as appropriate.
match &render_mesh.buffer_info {
RenderMeshBufferInfo::Indexed {
index_format,
count,
} => {
let Some(index_buffer_slice) =
mesh_allocator.mesh_index_slice(&mesh_handle.id())
else {
continue;
};
render_pass
.set_index_buffer(*index_buffer_slice.buffer.slice(..), *index_format);
render_pass.draw_indexed(
index_buffer_slice.range.start..(index_buffer_slice.range.start + count),
vertex_buffer_slice.range.start as i32,
0..1,
);
}
RenderMeshBufferInfo::NonIndexed => {
render_pass.draw(vertex_buffer_slice.range, 0..1);
}
}
}
Ok(())
}
}
impl SpecializedRenderPipeline for VolumetricFogPipeline {
type Key = VolumetricFogPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
// We always use hardware 2x2 filtering for sampling the shadow map; the
// more accurate versions with percentage-closer filtering aren't worth
// the overhead.
let mut shader_defs = vec!["SHADOW_FILTER_METHOD_HARDWARE_2X2".into()];
// We need a separate layout for MSAA and non-MSAA, as well as one for
// the presence or absence of the density texture.
let mut bind_group_layout_key = VolumetricFogBindGroupLayoutKey::empty();
bind_group_layout_key.set(
VolumetricFogBindGroupLayoutKey::MULTISAMPLED,
key.mesh_pipeline_view_key
.contains(MeshPipelineViewLayoutKey::MULTISAMPLED),
);
bind_group_layout_key.set(
VolumetricFogBindGroupLayoutKey::DENSITY_TEXTURE,
key.flags
.contains(VolumetricFogPipelineKeyFlags::DENSITY_TEXTURE),
);
let volumetric_view_bind_group_layout =
self.volumetric_view_bind_group_layouts[bind_group_layout_key.bits() as usize].clone();
// Both the cube and plane have the same vertex layout, so we don't need
// to distinguish between the two.
let vertex_format = key
.vertex_buffer_layout
.0
.get_layout(&[Mesh::ATTRIBUTE_POSITION.at_shader_location(0)])
.expect("Failed to get vertex layout for volumetric fog hull");
if key
.mesh_pipeline_view_key
.contains(MeshPipelineViewLayoutKey::MULTISAMPLED)
{
shader_defs.push("MULTISAMPLED".into());
}
if key
.flags
.contains(VolumetricFogPipelineKeyFlags::DENSITY_TEXTURE)
{
shader_defs.push("DENSITY_TEXTURE".into());
}
let layout = self
.mesh_view_layouts
.get_view_layout(key.mesh_pipeline_view_key);
let layout = vec![
layout.main_layout.clone(),
volumetric_view_bind_group_layout.clone(),
];
RenderPipelineDescriptor {
label: Some("volumetric lighting pipeline".into()),
layout,
vertex: VertexState {
shader: self.shader.clone(),
shader_defs: shader_defs.clone(),
buffers: vec![vertex_format],
..default()
},
primitive: PrimitiveState {
cull_mode: Some(Face::Back),
..default()
},
fragment: Some(FragmentState {
shader: self.shader.clone(),
shader_defs,
targets: vec![Some(ColorTargetState {
format: if key.flags.contains(VolumetricFogPipelineKeyFlags::HDR) {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
},
// Blend on top of what's already in the framebuffer. Doing
// the alpha blending with the hardware blender allows us to
// avoid having to use intermediate render targets.
blend: Some(BlendState {
color: BlendComponent {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha: BlendComponent {
src_factor: BlendFactor::Zero,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
}),
write_mask: ColorWrites::ALL,
})],
..default()
}),
..default()
}
}
}
/// Specializes volumetric fog pipelines for all views with that effect enabled.
pub fn prepare_volumetric_fog_pipelines(
mut commands: Commands,
pipeline_cache: Res<PipelineCache>,
mut pipelines: ResMut<SpecializedRenderPipelines<VolumetricFogPipeline>>,
volumetric_lighting_pipeline: Res<VolumetricFogPipeline>,
fog_assets: Res<FogAssets>,
view_targets: Query<
(
Entity,
&ExtractedView,
&Msaa,
Has<NormalPrepass>,
Has<DepthPrepass>,
Has<MotionVectorPrepass>,
Has<DeferredPrepass>,
),
With<VolumetricFog>,
>,
meshes: Res<RenderAssets<RenderMesh>>,
) {
let Some(plane_mesh) = meshes.get(&fog_assets.plane_mesh) else {
// There's an off chance that the mesh won't be prepared yet if `RenderAssetBytesPerFrame` limiting is in use.
return;
};
for (
entity,
view,
msaa,
normal_prepass,
depth_prepass,
motion_vector_prepass,
deferred_prepass,
) in view_targets.iter()
{
// Create a mesh pipeline view layout key corresponding to the view.
let mut mesh_pipeline_view_key = MeshPipelineViewLayoutKey::from(*msaa);
mesh_pipeline_view_key.set(MeshPipelineViewLayoutKey::NORMAL_PREPASS, normal_prepass);
mesh_pipeline_view_key.set(MeshPipelineViewLayoutKey::DEPTH_PREPASS, depth_prepass);
mesh_pipeline_view_key.set(
MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS,
motion_vector_prepass,
);
mesh_pipeline_view_key.set(
MeshPipelineViewLayoutKey::DEFERRED_PREPASS,
deferred_prepass,
);
let mut textureless_flags = VolumetricFogPipelineKeyFlags::empty();
textureless_flags.set(VolumetricFogPipelineKeyFlags::HDR, view.hdr);
// Specialize the pipeline.
let textureless_pipeline_key = VolumetricFogPipelineKey {
mesh_pipeline_view_key,
vertex_buffer_layout: plane_mesh.layout.clone(),
flags: textureless_flags,
};
let textureless_pipeline_id = pipelines.specialize(
&pipeline_cache,
&volumetric_lighting_pipeline,
textureless_pipeline_key.clone(),
);
let textured_pipeline_id = pipelines.specialize(
&pipeline_cache,
&volumetric_lighting_pipeline,
VolumetricFogPipelineKey {
flags: textureless_pipeline_key.flags
| VolumetricFogPipelineKeyFlags::DENSITY_TEXTURE,
..textureless_pipeline_key
},
);
commands.entity(entity).insert(ViewVolumetricFogPipelines {
textureless: textureless_pipeline_id,
textured: textured_pipeline_id,
});
}
}
/// A system that converts [`VolumetricFog`] into [`VolumetricFogUniform`]s.
pub fn prepare_volumetric_fog_uniforms(
mut commands: Commands,
mut volumetric_lighting_uniform_buffer: ResMut<VolumetricFogUniformBuffer>,
view_targets: Query<(Entity, &ExtractedView, &VolumetricFog)>,
fog_volumes: Query<(Entity, &FogVolume, &GlobalTransform)>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut local_from_world_matrices: Local<Vec<Mat4>>,
) {
// Do this up front to avoid O(n^2) matrix inversion.
local_from_world_matrices.clear();
for (_, _, fog_transform) in fog_volumes.iter() {
local_from_world_matrices.push(fog_transform.to_matrix().inverse());
}
let uniform_count = view_targets.iter().len() * local_from_world_matrices.len();
let Some(mut writer) =
volumetric_lighting_uniform_buffer.get_writer(uniform_count, &render_device, &render_queue)
else {
return;
};
for (view_entity, extracted_view, volumetric_fog) in view_targets.iter() {
let world_from_view = extracted_view.world_from_view.to_matrix();
let mut view_fog_volumes = vec![];
for ((_, fog_volume, _), local_from_world) in
fog_volumes.iter().zip(local_from_world_matrices.iter())
{
// Calculate the transforms to and from 1×1×1 local space.
let local_from_view = *local_from_world * world_from_view;
let view_from_local = local_from_view.inverse();
// Determine whether the camera is inside or outside the volume, and
// calculate the clip space transform.
let interior = camera_is_inside_fog_volume(&local_from_view);
let hull_clip_from_local = calculate_fog_volume_clip_from_local_transforms(
interior,
&extracted_view.clip_from_view,
&view_from_local,
);
// Calculate the radius of the sphere that bounds the fog volume.
let bounding_radius = (Mat3A::from_mat4(view_from_local) * Vec3A::splat(0.5)).length();
// Write out our uniform.
let uniform_buffer_offset = writer.write(&VolumetricFogUniform {
clip_from_local: hull_clip_from_local,
uvw_from_world: UVW_FROM_LOCAL * *local_from_world,
far_planes: get_far_planes(&view_from_local),
fog_color: fog_volume.fog_color.to_linear().to_vec3(),
light_tint: fog_volume.light_tint.to_linear().to_vec3(),
ambient_color: volumetric_fog.ambient_color.to_linear().to_vec3(),
ambient_intensity: volumetric_fog.ambient_intensity,
step_count: volumetric_fog.step_count,
bounding_radius,
absorption: fog_volume.absorption,
scattering: fog_volume.scattering,
density: fog_volume.density_factor,
density_texture_offset: fog_volume.density_texture_offset,
scattering_asymmetry: fog_volume.scattering_asymmetry,
light_intensity: fog_volume.light_intensity,
jitter_strength: volumetric_fog.jitter,
});
view_fog_volumes.push(ViewFogVolume {
uniform_buffer_offset,
exterior: !interior,
density_texture: fog_volume.density_texture.as_ref().map(Handle::id),
});
}
commands
.entity(view_entity)
.insert(ViewVolumetricFog(view_fog_volumes));
}
}
/// A system that marks all view depth textures as readable in shaders.
///
/// The volumetric lighting pass needs to do this, and it doesn't happen by
/// default.
pub fn prepare_view_depth_textures_for_volumetric_fog(
mut view_targets: Query<&mut Camera3d>,
fog_volumes: Query<&VolumetricFog>,
) {
if fog_volumes.is_empty() {
return;
}
for mut camera in view_targets.iter_mut() {
camera.depth_texture_usages.0 |= TextureUsages::TEXTURE_BINDING.bits();
}
}
fn get_far_planes(view_from_local: &Mat4) -> [Vec4; 3] {
let (mut far_planes, mut next_index) = ([Vec4::ZERO; 3], 0);
let view_from_normal_local = Mat3A::from_mat4(*view_from_local);
for &local_normal in &[
Vec3A::X,
Vec3A::NEG_X,
Vec3A::Y,
Vec3A::NEG_Y,
Vec3A::Z,
Vec3A::NEG_Z,
] {
let view_normal = (view_from_normal_local * local_normal).normalize_or_zero();
if view_normal.z <= 0.0 {
continue;
}
let view_position = *view_from_local * (-local_normal * 0.5).extend(1.0);
let plane_coords = view_normal.extend(-view_normal.dot(view_position.xyz().into()));
far_planes[next_index] = plane_coords;
next_index += 1;
if next_index == far_planes.len() {
continue;
}
}
far_planes
}
impl VolumetricFogBindGroupLayoutKey {
/// Creates an appropriate debug description for the bind group layout with
/// these flags.
fn bind_group_layout_description(&self) -> String {
if self.is_empty() {
return "volumetric lighting view bind group layout".to_owned();
}
format!(
"volumetric lighting view bind group layout ({})",
self.iter()
.filter_map(|flag| {
if flag == VolumetricFogBindGroupLayoutKey::DENSITY_TEXTURE {
Some("density texture")
} else if flag == VolumetricFogBindGroupLayoutKey::MULTISAMPLED {
Some("multisampled")
} else {
None
}
})
.collect::<Vec<_>>()
.join(", ")
)
}
}
/// Given the transform from the view to the 1×1×1 cube in local fog volume
/// space, returns true if the camera is inside the volume.
fn camera_is_inside_fog_volume(local_from_view: &Mat4) -> bool {
Vec3A::from(local_from_view.col(3).xyz())
.abs()
.cmple(Vec3A::splat(0.5))
.all()
}
/// Given the local transforms, returns the matrix that transforms model space
/// to clip space.
fn calculate_fog_volume_clip_from_local_transforms(
interior: bool,
clip_from_view: &Mat4,
view_from_local: &Mat4,
) -> Mat4 {
if !interior {
return *clip_from_view * *view_from_local;
}
// If the camera is inside the fog volume, then we'll be rendering a full
// screen quad. The shader will start its raymarch at the fragment depth
// value, however, so we need to make sure that the depth of the full screen
// quad is at the near clip plane `z_near`.
let z_near = clip_from_view.w_axis[2];
Mat4::from_cols(
vec4(z_near, 0.0, 0.0, 0.0),
vec4(0.0, z_near, 0.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, z_near, z_near),
)
}