 b506c30cd3
			
		
	
	
		b506c30cd3
		
	
	
	
	
		
			
			# Objective `PbrPlugin` calls `app.init_resource::<AmbientLight>()` twice. The second call won't do anything. ## Solution Remove the second call.
		
			
				
	
	
		
			206 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| pub mod wireframe;
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| 
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| mod alpha;
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| mod bundle;
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| mod light;
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| mod material;
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| mod pbr_material;
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| mod render;
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| 
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| pub use alpha::*;
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| pub use bundle::*;
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| pub use light::*;
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| pub use material::*;
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| pub use pbr_material::*;
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| pub use render::*;
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| 
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| pub mod prelude {
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|     #[doc(hidden)]
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|     pub use crate::{
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|         alpha::AlphaMode,
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|         bundle::{DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle},
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|         light::{AmbientLight, DirectionalLight, PointLight},
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|         material::{Material, MaterialPlugin},
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|         pbr_material::StandardMaterial,
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|     };
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| }
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| 
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| pub mod draw_3d_graph {
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|     pub mod node {
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|         /// Label for the shadow pass node.
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|         pub const SHADOW_PASS: &str = "shadow_pass";
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|     }
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| }
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| 
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| use bevy_app::prelude::*;
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| use bevy_asset::{Assets, Handle, HandleUntyped};
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| use bevy_ecs::prelude::*;
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| use bevy_reflect::TypeUuid;
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| use bevy_render::{
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|     prelude::Color,
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|     render_graph::RenderGraph,
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|     render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions},
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|     render_resource::{Shader, SpecializedPipelines},
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|     view::VisibilitySystems,
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|     RenderApp, RenderStage,
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| };
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| use bevy_transform::TransformSystem;
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| 
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| pub const PBR_SHADER_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4805239651767701046);
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| pub const SHADOW_SHADER_HANDLE: HandleUntyped =
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|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 1836745567947005696);
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| 
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| /// Sets up the entire PBR infrastructure of bevy.
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| #[derive(Default)]
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| pub struct PbrPlugin;
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| 
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| impl Plugin for PbrPlugin {
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|     fn build(&self, app: &mut App) {
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|         let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
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|         shaders.set_untracked(
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|             PBR_SHADER_HANDLE,
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|             Shader::from_wgsl(include_str!("render/pbr.wgsl")),
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|         );
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|         shaders.set_untracked(
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|             SHADOW_SHADER_HANDLE,
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|             Shader::from_wgsl(include_str!("render/depth.wgsl")),
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|         );
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| 
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|         app.register_type::<CubemapVisibleEntities>()
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|             .register_type::<DirectionalLight>()
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|             .register_type::<PointLight>()
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|             .add_plugin(MeshRenderPlugin)
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|             .add_plugin(MaterialPlugin::<StandardMaterial>::default())
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|             .init_resource::<AmbientLight>()
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|             .init_resource::<DirectionalLightShadowMap>()
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|             .init_resource::<PointLightShadowMap>()
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|             .init_resource::<VisiblePointLights>()
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|             .add_system_to_stage(
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|                 CoreStage::PostUpdate,
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|                 // NOTE: Clusters need to have been added before update_clusters is run so
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|                 // add as an exclusive system
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|                 add_clusters
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|                     .exclusive_system()
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|                     .label(SimulationLightSystems::AddClusters),
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|             )
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|             .add_system_to_stage(
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|                 CoreStage::PostUpdate,
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|                 // NOTE: Must come after add_clusters!
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|                 update_clusters
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|                     .label(SimulationLightSystems::UpdateClusters)
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|                     .after(TransformSystem::TransformPropagate),
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|             )
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|             .add_system_to_stage(
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|                 CoreStage::PostUpdate,
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|                 assign_lights_to_clusters
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|                     .label(SimulationLightSystems::AssignLightsToClusters)
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|                     .after(TransformSystem::TransformPropagate)
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|                     .after(SimulationLightSystems::UpdateClusters),
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|             )
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|             .add_system_to_stage(
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|                 CoreStage::PostUpdate,
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|                 update_directional_light_frusta
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|                     .label(SimulationLightSystems::UpdateDirectionalLightFrusta)
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|                     .after(TransformSystem::TransformPropagate),
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|             )
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|             .add_system_to_stage(
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|                 CoreStage::PostUpdate,
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|                 update_point_light_frusta
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|                     .label(SimulationLightSystems::UpdatePointLightFrusta)
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|                     .after(TransformSystem::TransformPropagate)
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|                     .after(SimulationLightSystems::AssignLightsToClusters),
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|             )
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|             .add_system_to_stage(
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|                 CoreStage::PostUpdate,
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|                 check_light_mesh_visibility
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|                     .label(SimulationLightSystems::CheckLightVisibility)
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|                     .after(TransformSystem::TransformPropagate)
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|                     .after(VisibilitySystems::CalculateBounds)
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|                     .after(SimulationLightSystems::UpdateDirectionalLightFrusta)
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|                     .after(SimulationLightSystems::UpdatePointLightFrusta)
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|                     // NOTE: This MUST be scheduled AFTER the core renderer visibility check
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|                     // because that resets entity ComputedVisibility for the first view
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|                     // which would override any results from this otherwise
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|                     .after(VisibilitySystems::CheckVisibility),
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|             );
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| 
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|         app.world
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|             .get_resource_mut::<Assets<StandardMaterial>>()
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|             .unwrap()
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|             .set_untracked(
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|                 Handle::<StandardMaterial>::default(),
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|                 StandardMaterial {
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|                     base_color: Color::rgb(1.0, 0.0, 0.5),
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|                     unlit: true,
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|                     ..Default::default()
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|                 },
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|             );
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| 
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|         let render_app = match app.get_sub_app_mut(RenderApp) {
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|             Ok(render_app) => render_app,
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|             Err(_) => return,
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|         };
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| 
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|         render_app
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|             .add_system_to_stage(
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|                 RenderStage::Extract,
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|                 render::extract_clusters.label(RenderLightSystems::ExtractClusters),
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|             )
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|             .add_system_to_stage(
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|                 RenderStage::Extract,
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|                 render::extract_lights.label(RenderLightSystems::ExtractLights),
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|             )
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|             .add_system_to_stage(
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|                 RenderStage::Prepare,
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|                 // this is added as an exclusive system because it contributes new views. it must run (and have Commands applied)
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|                 // _before_ the `prepare_views()` system is run. ideally this becomes a normal system when "stageless" features come out
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|                 render::prepare_lights
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|                     .exclusive_system()
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|                     .label(RenderLightSystems::PrepareLights),
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|             )
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|             .add_system_to_stage(
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|                 RenderStage::Prepare,
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|                 // this is added as an exclusive system because it contributes new views. it must run (and have Commands applied)
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|                 // _before_ the `prepare_views()` system is run. ideally this becomes a normal system when "stageless" features come out
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|                 render::prepare_clusters
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|                     .exclusive_system()
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|                     .label(RenderLightSystems::PrepareClusters)
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|                     .after(RenderLightSystems::PrepareLights),
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|             )
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|             .add_system_to_stage(
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|                 RenderStage::Queue,
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|                 render::queue_shadows.label(RenderLightSystems::QueueShadows),
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|             )
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|             .add_system_to_stage(RenderStage::Queue, render::queue_shadow_view_bind_group)
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|             .add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<Shadow>)
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|             .init_resource::<ShadowPipeline>()
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|             .init_resource::<DrawFunctions<Shadow>>()
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|             .init_resource::<LightMeta>()
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|             .init_resource::<GlobalLightMeta>()
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|             .init_resource::<SpecializedPipelines<ShadowPipeline>>();
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| 
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|         let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
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|         render_app.add_render_command::<Shadow, DrawShadowMesh>();
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|         let mut graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap();
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|         let draw_3d_graph = graph
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|             .get_sub_graph_mut(bevy_core_pipeline::draw_3d_graph::NAME)
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|             .unwrap();
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|         draw_3d_graph.add_node(draw_3d_graph::node::SHADOW_PASS, shadow_pass_node);
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|         draw_3d_graph
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|             .add_node_edge(
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|                 draw_3d_graph::node::SHADOW_PASS,
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|                 bevy_core_pipeline::draw_3d_graph::node::MAIN_PASS,
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|             )
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|             .unwrap();
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|         draw_3d_graph
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|             .add_slot_edge(
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|                 draw_3d_graph.input_node().unwrap().id,
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|                 bevy_core_pipeline::draw_3d_graph::input::VIEW_ENTITY,
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|                 draw_3d_graph::node::SHADOW_PASS,
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|                 ShadowPassNode::IN_VIEW,
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|             )
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|             .unwrap();
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|     }
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| }
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