
Unfortunately, Apple platforms don't have enough texture bindings to properly support clustered decals. This should be fixed once `wgpu` has first-class bindless texture support. In the meantime, we disable them. Closes #17553. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
386 lines
14 KiB
Rust
386 lines
14 KiB
Rust
//! Clustered decals, bounding regions that project textures onto surfaces.
|
||
//!
|
||
//! A *clustered decal* is a bounding box that projects a texture onto any
|
||
//! surface within its bounds along the positive Z axis. In Bevy, clustered
|
||
//! decals use the *clustered forward* rendering technique.
|
||
//!
|
||
//! Clustered decals are the highest-quality types of decals that Bevy supports,
|
||
//! but they require bindless textures. This means that they presently can't be
|
||
//! used on WebGL 2, WebGPU, macOS, or iOS. Bevy's clustered decals can be used
|
||
//! with forward or deferred rendering and don't require a prepass.
|
||
//!
|
||
//! On their own, clustered decals only project the base color of a texture. You
|
||
//! can, however, use the built-in *tag* field to customize the appearance of a
|
||
//! clustered decal arbitrarily. See the documentation in `clustered.wgsl` for
|
||
//! more information and the `clustered_decals` example for an example of use.
|
||
|
||
use core::{num::NonZero, ops::Deref};
|
||
|
||
use bevy_app::{App, Plugin};
|
||
use bevy_asset::{load_internal_asset, AssetId, Handle};
|
||
use bevy_derive::{Deref, DerefMut};
|
||
use bevy_ecs::{
|
||
component::{require, Component},
|
||
entity::{hash_map::EntityHashMap, Entity},
|
||
prelude::ReflectComponent,
|
||
query::With,
|
||
resource::Resource,
|
||
schedule::IntoSystemConfigs as _,
|
||
system::{Query, Res, ResMut},
|
||
};
|
||
use bevy_image::Image;
|
||
use bevy_math::Mat4;
|
||
use bevy_platform_support::collections::HashMap;
|
||
use bevy_reflect::Reflect;
|
||
use bevy_render::{
|
||
extract_component::{ExtractComponent, ExtractComponentPlugin},
|
||
render_asset::RenderAssets,
|
||
render_resource::{
|
||
binding_types, BindGroupLayoutEntryBuilder, Buffer, BufferUsages, RawBufferVec, Sampler,
|
||
SamplerBindingType, Shader, ShaderType, TextureSampleType, TextureView,
|
||
},
|
||
renderer::{RenderAdapter, RenderDevice, RenderQueue},
|
||
sync_world::RenderEntity,
|
||
texture::{FallbackImage, GpuImage},
|
||
view::{self, ViewVisibility, Visibility, VisibilityClass},
|
||
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
|
||
};
|
||
use bevy_transform::{components::GlobalTransform, prelude::Transform};
|
||
use bytemuck::{Pod, Zeroable};
|
||
|
||
use crate::{
|
||
binding_arrays_are_usable, prepare_lights, GlobalClusterableObjectMeta, LightVisibilityClass,
|
||
};
|
||
|
||
/// The handle to the `clustered.wgsl` shader.
|
||
pub(crate) const CLUSTERED_DECAL_SHADER_HANDLE: Handle<Shader> =
|
||
Handle::weak_from_u128(2881025580737984685);
|
||
|
||
/// The maximum number of decals that can be present in a view.
|
||
///
|
||
/// This number is currently relatively low in order to work around the lack of
|
||
/// first-class binding arrays in `wgpu`. When that feature is implemented, this
|
||
/// limit can be increased.
|
||
pub(crate) const MAX_VIEW_DECALS: usize = 8;
|
||
|
||
/// A plugin that adds support for clustered decals.
|
||
///
|
||
/// In environments where bindless textures aren't available, clustered decals
|
||
/// can still be added to a scene, but they won't project any decals.
|
||
pub struct ClusteredDecalPlugin;
|
||
|
||
/// An object that projects a decal onto surfaces within its bounds.
|
||
///
|
||
/// Conceptually, a clustered decal is a 1×1×1 cube centered on its origin. It
|
||
/// projects the given [`Self::image`] onto surfaces in the +Z direction (thus
|
||
/// you may find [`Transform::looking_at`] useful).
|
||
///
|
||
/// Clustered decals are the highest-quality types of decals that Bevy supports,
|
||
/// but they require bindless textures. This means that they presently can't be
|
||
/// used on WebGL 2, WebGPU, macOS, or iOS. Bevy's clustered decals can be used
|
||
/// with forward or deferred rendering and don't require a prepass.
|
||
#[derive(Component, Debug, Clone, Reflect, ExtractComponent)]
|
||
#[reflect(Component, Debug)]
|
||
#[require(Transform, Visibility, VisibilityClass)]
|
||
#[component(on_add = view::add_visibility_class::<LightVisibilityClass>)]
|
||
pub struct ClusteredDecal {
|
||
/// The image that the clustered decal projects.
|
||
///
|
||
/// This must be a 2D image. If it has an alpha channel, it'll be alpha
|
||
/// blended with the underlying surface and/or other decals. All decal
|
||
/// images in the scene must use the same sampler.
|
||
pub image: Handle<Image>,
|
||
|
||
/// An application-specific tag you can use for any purpose you want.
|
||
///
|
||
/// See the `clustered_decals` example for an example of use.
|
||
pub tag: u32,
|
||
}
|
||
|
||
/// Stores information about all the clustered decals in the scene.
|
||
#[derive(Resource, Default)]
|
||
pub struct RenderClusteredDecals {
|
||
/// Maps an index in the shader binding array to the associated decal image.
|
||
///
|
||
/// [`Self::texture_to_binding_index`] holds the inverse mapping.
|
||
binding_index_to_textures: Vec<AssetId<Image>>,
|
||
/// Maps a decal image to the shader binding array.
|
||
///
|
||
/// [`Self::binding_index_to_textures`] holds the inverse mapping.
|
||
texture_to_binding_index: HashMap<AssetId<Image>, u32>,
|
||
/// The information concerning each decal that we provide to the shader.
|
||
decals: Vec<RenderClusteredDecal>,
|
||
/// Maps the [`bevy_render::sync_world::RenderEntity`] of each decal to the
|
||
/// index of that decal in the [`Self::decals`] list.
|
||
entity_to_decal_index: EntityHashMap<usize>,
|
||
}
|
||
|
||
impl RenderClusteredDecals {
|
||
/// Clears out this [`RenderClusteredDecals`] in preparation for a new
|
||
/// frame.
|
||
fn clear(&mut self) {
|
||
self.binding_index_to_textures.clear();
|
||
self.texture_to_binding_index.clear();
|
||
self.decals.clear();
|
||
self.entity_to_decal_index.clear();
|
||
}
|
||
}
|
||
|
||
/// The per-view bind group entries pertaining to decals.
|
||
pub(crate) struct RenderViewClusteredDecalBindGroupEntries<'a> {
|
||
/// The list of decals, corresponding to `mesh_view_bindings::decals` in the
|
||
/// shader.
|
||
pub(crate) decals: &'a Buffer,
|
||
/// The list of textures, corresponding to
|
||
/// `mesh_view_bindings::decal_textures` in the shader.
|
||
pub(crate) texture_views: Vec<&'a <TextureView as Deref>::Target>,
|
||
/// The sampler that the shader uses to sample decals, corresponding to
|
||
/// `mesh_view_bindings::decal_sampler` in the shader.
|
||
pub(crate) sampler: &'a Sampler,
|
||
}
|
||
|
||
/// A render-world resource that holds the buffer of [`ClusteredDecal`]s ready
|
||
/// to upload to the GPU.
|
||
#[derive(Resource, Deref, DerefMut)]
|
||
pub struct DecalsBuffer(RawBufferVec<RenderClusteredDecal>);
|
||
|
||
impl Default for DecalsBuffer {
|
||
fn default() -> Self {
|
||
DecalsBuffer(RawBufferVec::new(BufferUsages::STORAGE))
|
||
}
|
||
}
|
||
|
||
impl Plugin for ClusteredDecalPlugin {
|
||
fn build(&self, app: &mut App) {
|
||
load_internal_asset!(
|
||
app,
|
||
CLUSTERED_DECAL_SHADER_HANDLE,
|
||
"clustered.wgsl",
|
||
Shader::from_wgsl
|
||
);
|
||
|
||
app.add_plugins(ExtractComponentPlugin::<ClusteredDecal>::default())
|
||
.register_type::<ClusteredDecal>();
|
||
|
||
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
|
||
return;
|
||
};
|
||
|
||
render_app
|
||
.init_resource::<DecalsBuffer>()
|
||
.init_resource::<RenderClusteredDecals>()
|
||
.add_systems(ExtractSchedule, extract_decals)
|
||
.add_systems(
|
||
Render,
|
||
prepare_decals
|
||
.in_set(RenderSet::ManageViews)
|
||
.after(prepare_lights),
|
||
)
|
||
.add_systems(Render, upload_decals.in_set(RenderSet::PrepareResources));
|
||
}
|
||
}
|
||
|
||
/// The GPU data structure that stores information about each decal.
|
||
#[derive(Clone, Copy, Default, ShaderType, Pod, Zeroable)]
|
||
#[repr(C)]
|
||
pub struct RenderClusteredDecal {
|
||
/// The inverse of the model matrix.
|
||
///
|
||
/// The shader uses this in order to back-transform world positions into
|
||
/// model space.
|
||
local_from_world: Mat4,
|
||
/// The index of the decal texture in the binding array.
|
||
image_index: u32,
|
||
/// A custom tag available for application-defined purposes.
|
||
tag: u32,
|
||
/// Padding.
|
||
pad_a: u32,
|
||
/// Padding.
|
||
pad_b: u32,
|
||
}
|
||
|
||
/// Extracts decals from the main world into the render world.
|
||
pub fn extract_decals(
|
||
decals: Extract<
|
||
Query<(
|
||
RenderEntity,
|
||
&ClusteredDecal,
|
||
&GlobalTransform,
|
||
&ViewVisibility,
|
||
)>,
|
||
>,
|
||
mut render_decals: ResMut<RenderClusteredDecals>,
|
||
) {
|
||
// Clear out the `RenderDecals` in preparation for a new frame.
|
||
render_decals.clear();
|
||
|
||
// Loop over each decal.
|
||
for (decal_entity, clustered_decal, global_transform, view_visibility) in &decals {
|
||
// If the decal is invisible, skip it.
|
||
if !view_visibility.get() {
|
||
continue;
|
||
}
|
||
|
||
// Insert or add the image.
|
||
let image_index = render_decals.get_or_insert_image(&clustered_decal.image.id());
|
||
|
||
// Record the decal.
|
||
let decal_index = render_decals.decals.len();
|
||
render_decals
|
||
.entity_to_decal_index
|
||
.insert(decal_entity, decal_index);
|
||
|
||
render_decals.decals.push(RenderClusteredDecal {
|
||
local_from_world: global_transform.affine().inverse().into(),
|
||
image_index,
|
||
tag: clustered_decal.tag,
|
||
pad_a: 0,
|
||
pad_b: 0,
|
||
});
|
||
}
|
||
}
|
||
|
||
/// Adds all decals in the scene to the [`GlobalClusterableObjectMeta`] table.
|
||
fn prepare_decals(
|
||
decals: Query<Entity, With<ClusteredDecal>>,
|
||
mut global_clusterable_object_meta: ResMut<GlobalClusterableObjectMeta>,
|
||
render_decals: Res<RenderClusteredDecals>,
|
||
) {
|
||
for decal_entity in &decals {
|
||
if let Some(index) = render_decals.entity_to_decal_index.get(&decal_entity) {
|
||
global_clusterable_object_meta
|
||
.entity_to_index
|
||
.insert(decal_entity, *index);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Returns the layout for the clustered-decal-related bind group entries for a
|
||
/// single view.
|
||
pub(crate) fn get_bind_group_layout_entries(
|
||
render_device: &RenderDevice,
|
||
render_adapter: &RenderAdapter,
|
||
) -> Option<[BindGroupLayoutEntryBuilder; 3]> {
|
||
// If binding arrays aren't supported on the current platform, we have no
|
||
// bind group layout entries.
|
||
if !clustered_decals_are_usable(render_device, render_adapter) {
|
||
return None;
|
||
}
|
||
|
||
Some([
|
||
// `decals`
|
||
binding_types::storage_buffer_read_only::<RenderClusteredDecal>(false),
|
||
// `decal_textures`
|
||
binding_types::texture_2d(TextureSampleType::Float { filterable: true })
|
||
.count(NonZero::<u32>::new(MAX_VIEW_DECALS as u32).unwrap()),
|
||
// `decal_sampler`
|
||
binding_types::sampler(SamplerBindingType::Filtering),
|
||
])
|
||
}
|
||
|
||
impl<'a> RenderViewClusteredDecalBindGroupEntries<'a> {
|
||
/// Creates and returns the bind group entries for clustered decals for a
|
||
/// single view.
|
||
pub(crate) fn get(
|
||
render_decals: &RenderClusteredDecals,
|
||
decals_buffer: &'a DecalsBuffer,
|
||
images: &'a RenderAssets<GpuImage>,
|
||
fallback_image: &'a FallbackImage,
|
||
render_device: &RenderDevice,
|
||
render_adapter: &RenderAdapter,
|
||
) -> Option<RenderViewClusteredDecalBindGroupEntries<'a>> {
|
||
// Skip the entries if decals are unsupported on the current platform.
|
||
if !clustered_decals_are_usable(render_device, render_adapter) {
|
||
return None;
|
||
}
|
||
|
||
// We use the first sampler among all the images. This assumes that all
|
||
// images use the same sampler, which is a documented restriction. If
|
||
// there's no sampler, we just use the one from the fallback image.
|
||
let sampler = match render_decals
|
||
.binding_index_to_textures
|
||
.iter()
|
||
.filter_map(|image_id| images.get(*image_id))
|
||
.next()
|
||
{
|
||
Some(gpu_image) => &gpu_image.sampler,
|
||
None => &fallback_image.d2.sampler,
|
||
};
|
||
|
||
// Gather up the decal textures.
|
||
let mut texture_views = vec![];
|
||
for image_id in &render_decals.binding_index_to_textures {
|
||
match images.get(*image_id) {
|
||
None => texture_views.push(&*fallback_image.d2.texture_view),
|
||
Some(gpu_image) => texture_views.push(&*gpu_image.texture_view),
|
||
}
|
||
}
|
||
|
||
// Pad out the binding array to its maximum length, which is
|
||
// required on some platforms.
|
||
while texture_views.len() < MAX_VIEW_DECALS {
|
||
texture_views.push(&*fallback_image.d2.texture_view);
|
||
}
|
||
|
||
Some(RenderViewClusteredDecalBindGroupEntries {
|
||
decals: decals_buffer.buffer()?,
|
||
texture_views,
|
||
sampler,
|
||
})
|
||
}
|
||
}
|
||
|
||
impl RenderClusteredDecals {
|
||
/// Returns the index of the given image in the decal texture binding array,
|
||
/// adding it to the list if necessary.
|
||
fn get_or_insert_image(&mut self, image_id: &AssetId<Image>) -> u32 {
|
||
*self
|
||
.texture_to_binding_index
|
||
.entry(*image_id)
|
||
.or_insert_with(|| {
|
||
let index = self.binding_index_to_textures.len() as u32;
|
||
self.binding_index_to_textures.push(*image_id);
|
||
index
|
||
})
|
||
}
|
||
}
|
||
|
||
/// Uploads the list of decals from [`RenderClusteredDecals::decals`] to the
|
||
/// GPU.
|
||
fn upload_decals(
|
||
render_decals: Res<RenderClusteredDecals>,
|
||
mut decals_buffer: ResMut<DecalsBuffer>,
|
||
render_device: Res<RenderDevice>,
|
||
render_queue: Res<RenderQueue>,
|
||
) {
|
||
decals_buffer.clear();
|
||
|
||
for &decal in &render_decals.decals {
|
||
decals_buffer.push(decal);
|
||
}
|
||
|
||
// Make sure the buffer is non-empty.
|
||
// Otherwise there won't be a buffer to bind.
|
||
if decals_buffer.is_empty() {
|
||
decals_buffer.push(RenderClusteredDecal::default());
|
||
}
|
||
|
||
decals_buffer.write_buffer(&render_device, &render_queue);
|
||
}
|
||
|
||
/// Returns true if clustered decals are usable on the current platform or false
|
||
/// otherwise.
|
||
///
|
||
/// Clustered decals are currently disabled on macOS and iOS due to insufficient
|
||
/// texture bindings and limited bindless support in `wgpu`.
|
||
pub fn clustered_decals_are_usable(
|
||
render_device: &RenderDevice,
|
||
render_adapter: &RenderAdapter,
|
||
) -> bool {
|
||
// Disable binding arrays on Metal. There aren't enough texture bindings available.
|
||
// See issue #17553.
|
||
// Re-enable this when `wgpu` has first-class bindless.
|
||
binding_arrays_are_usable(render_device, render_adapter)
|
||
&& cfg!(not(any(target_os = "macos", target_os = "ios")))
|
||
}
|