 1efc762924
			
		
	
	
		1efc762924
		
			
		
	
	
	
	
		
			
			# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](2afbd85532 (r961067892))
		
	
			
		
			
				
	
	
		
			262 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			262 lines
		
	
	
		
			8.7 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, TypeUuid},
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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(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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|         .add_plugin(MaterialPlugin::<CustomMaterial>::default())
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|         .add_plugin(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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|         .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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|         color: Color::WHITE,
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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(AsBindGroup, TypePath, TypeUuid, Debug, Clone)]
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| #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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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(AsBindGroup, TypePath, TypeUuid, Debug, Clone)]
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| #[uuid = "0af99895-b96e-4451-bc12-c6b1c1c52750"]
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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 text_color = if *prepass_view == 3 {
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|             Color::BLACK
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|         } else {
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|             Color::WHITE
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|         };
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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 = text_color;
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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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