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Bevy post processing with prepass 0.10
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// License: Apache-2.0 / MIT | |
// Adapted from https://gist.github.com/IceSentry/3949ee344857c2745dc961a64e6fc28f | |
//! This example shows how to create a custom render pass that runs after the main pass | |
//! and reads the color texture generated by the main pass, and also the prepass textures. | |
//! | |
//! This is a fairly low level example and assumes some familiarity with rendering concepts and wgpu. | |
use bevy::{ | |
core_pipeline::{ | |
clear_color::ClearColorConfig, | |
core_3d, | |
fullscreen_vertex_shader::fullscreen_shader_vertex_state, | |
prepass::{DepthPrepass, NormalPrepass, ViewPrepassTextures}, | |
}, | |
pbr::{MAX_CASCADES_PER_LIGHT, MAX_DIRECTIONAL_LIGHTS}, | |
prelude::*, | |
render::{ | |
extract_component::{ | |
ComponentUniforms, ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin, | |
}, | |
render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotInfo, SlotType}, | |
render_resource::{ | |
BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor, | |
BindGroupLayoutEntry, BindingResource, BindingType, BufferBindingType, | |
CachedRenderPipelineId, ColorTargetState, ColorWrites, FragmentState, MultisampleState, | |
Operations, PipelineCache, PrimitiveState, RenderPassColorAttachment, | |
RenderPassDescriptor, RenderPipelineDescriptor, Sampler, SamplerBindingType, | |
SamplerDescriptor, ShaderDefVal, ShaderStages, ShaderType, TextureFormat, | |
TextureSampleType, TextureViewDimension, | |
}, | |
renderer::{RenderContext, RenderDevice}, | |
texture::BevyDefault, | |
view::{ExtractedView, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms}, | |
RenderApp, | |
}, | |
}; | |
fn main() { | |
App::new() | |
// For simplicity, this example is not setup for multisample prepass | |
.insert_resource(Msaa::Off) | |
.add_plugins(DefaultPlugins.set(AssetPlugin { | |
watch_for_changes: true, | |
..default() | |
})) | |
.add_plugin(PostProcessPlugin) | |
.add_startup_system(setup) | |
.add_system(rotate) | |
.add_system(update_settings) | |
.run(); | |
} | |
/// It is generally encouraged to set up post processing effects as a plugin | |
struct PostProcessPlugin; | |
impl Plugin for PostProcessPlugin { | |
fn build(&self, app: &mut App) { | |
app | |
// The settings will be a component that lives in the main world but will | |
// be extracted to the render world every frame. | |
// This makes it possible to control the effect from the main world. | |
// This plugin will take care of extracting it automatically. | |
// It's important to derive [`ExtractComponent`] on [`PostProcessingSettings`] for this plugin to work correctly. | |
.add_plugin(ExtractComponentPlugin::<PostProcessSettings>::default()) | |
// The settings will also be the data used in the shader. | |
// This plugin will prepare the component for the GPU by creating a uniform buffer | |
// and writing the data to that buffer every frame. | |
.add_plugin(UniformComponentPlugin::<PostProcessSettings>::default()); | |
// We need to get the render app from the main app | |
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { | |
return; | |
}; | |
// Initialize the pipeline | |
render_app.init_resource::<PostProcessPipeline>(); | |
// Bevy's renderer uses a render graph which is a collection of nodes in a directed acyclic graph. | |
// It currently runs on each view/camera and executes each node in the specified order. | |
// It will make sure that any node that needs a dependency from another node only runs when that dependency is done. | |
// | |
// Each node can execute arbitrary work, but it generally runs at least one render pass. | |
// A node only has access to the render world, so if you need data from the main world | |
// you need to extract it manually or with the plugin like above. | |
// Create the node with the render world | |
let node = PostProcessNode::new(&mut render_app.world); | |
// Get the render graph for the entire app | |
let mut graph = render_app.world.resource_mut::<RenderGraph>(); | |
// Get the render graph for 3d cameras/views | |
let core_3d_graph = graph.get_sub_graph_mut(core_3d::graph::NAME).unwrap(); | |
// Register the post process node in the 3d render graph | |
core_3d_graph.add_node(PostProcessNode::NAME, node); | |
// A slot edge tells the render graph which input/output value should be passed to the node. | |
// In this case, the view entity, which is the entity associated with the | |
// camera on which the graph is running. | |
core_3d_graph.add_slot_edge( | |
core_3d_graph.input_node().id, | |
core_3d::graph::input::VIEW_ENTITY, | |
PostProcessNode::NAME, | |
PostProcessNode::IN_VIEW, | |
); | |
// We now need to add an edge between our node and the nodes from bevy | |
// to make sure our node is ordered correctly relative to other nodes. | |
// | |
// Here we want our effect to run after tonemapping and before the end of the main pass post processing | |
core_3d_graph.add_node_edge(core_3d::graph::node::TONEMAPPING, PostProcessNode::NAME); | |
core_3d_graph.add_node_edge( | |
PostProcessNode::NAME, | |
core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING, | |
); | |
} | |
} | |
/// The post process node used for the render graph | |
struct PostProcessNode { | |
// The node needs a query to gather data from the ECS in order to do its rendering, | |
// but it's not a normal system so we need to define it manually. | |
query: QueryState< | |
( | |
&'static ViewUniformOffset, | |
&'static ViewTarget, | |
&'static ViewPrepassTextures, | |
), | |
With<ExtractedView>, | |
>, | |
} | |
impl PostProcessNode { | |
pub const IN_VIEW: &str = "view"; | |
pub const NAME: &str = "post_process"; | |
fn new(world: &mut World) -> Self { | |
Self { | |
query: QueryState::new(world), | |
} | |
} | |
} | |
impl Node for PostProcessNode { | |
// This defines the input slot of the node and tells the render graph what | |
// we will need when running the node. | |
fn input(&self) -> Vec<SlotInfo> { | |
// In this case we tell the graph that our node will use the view entity. | |
// Currently, every node in bevy uses this pattern, so it's safe to just copy it. | |
vec![SlotInfo::new(PostProcessNode::IN_VIEW, SlotType::Entity)] | |
} | |
// This will run every frame before the run() method | |
// The important difference is that `self` is `mut` here | |
fn update(&mut self, world: &mut World) { | |
// Since this is not a system we need to update the query manually. | |
// This is mostly boilerplate. There are plans to remove this in the future. | |
// For now, you can just copy it. | |
self.query.update_archetypes(world); | |
} | |
// Runs the node logic | |
// This is where you encode draw commands. | |
// | |
// This will run on every view on which the graph is running. If you don't want your effect to run on every camera, | |
// you'll need to make sure you have a marker component to identify which camera(s) should run the effect. | |
fn run( | |
&self, | |
graph_context: &mut RenderGraphContext, | |
render_context: &mut RenderContext, | |
world: &World, | |
) -> Result<(), NodeRunError> { | |
// Get the entity of the view for the render graph where this node is running | |
let view_entity = graph_context.get_input_entity(PostProcessNode::IN_VIEW)?; | |
let view_uniforms = world.resource::<ViewUniforms>(); | |
let view_uniforms = view_uniforms.uniforms.binding().unwrap(); | |
// We get the data we need from the world based on the view entity passed to the node. | |
// The data is the query that was defined earlier in the [`PostProcessNode`] | |
let Ok((view_uniform_offset, view_target, prepass_textures)) = self.query.get_manual(world, view_entity) else { | |
return Ok(()); | |
}; | |
// Get the pipeline resource that contains the global data we need to create the render pipeline | |
let post_process_pipeline = world.resource::<PostProcessPipeline>(); | |
// The pipeline cache is a cache of all previously created pipelines. | |
// It is required to avoid creating a new pipeline each frame, which is expensive due to shader compilation. | |
let pipeline_cache = world.resource::<PipelineCache>(); | |
// Get the pipeline from the cache | |
let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id) else { | |
return Ok(()); | |
}; | |
// Get the settings uniform binding | |
let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>(); | |
let Some(settings_binding) = settings_uniforms.uniforms().binding() else { | |
return Ok(()); | |
}; | |
// This will start a new "post process write", obtaining two texture | |
// views from the view target - a `source` and a `destination`. | |
// `source` is the "current" main texture and you _must_ write into | |
// `destination` because calling `post_process_write()` on the | |
// [`ViewTarget`] will internally flip the [`ViewTarget`]'s main | |
// texture to the `destination` texture. Failing to do so will cause | |
// the current main texture information to be lost. | |
let post_process = view_target.post_process_write(); | |
// The bind_group gets created each frame. | |
// | |
// Normally, you would create a bind_group in the Queue stage, but this doesn't work with the post_process_write(). | |
// The reason it doesn't work is because each post_process_write will alternate the source/destination. | |
// The only way to have the correct source/destination for the bind_group is to make sure you get it during the node execution. | |
let bind_group = render_context | |
.render_device() | |
.create_bind_group(&BindGroupDescriptor { | |
label: Some("post_process_bind_group"), | |
layout: &post_process_pipeline.layout, | |
// It's important for this to match the BindGroupLayout defined in the PostProcessPipeline | |
entries: &[ | |
BindGroupEntry { | |
binding: 0, | |
resource: view_uniforms.clone(), | |
}, | |
BindGroupEntry { | |
binding: 1, | |
// Make sure to use the source view | |
resource: BindingResource::TextureView(post_process.source), | |
}, | |
BindGroupEntry { | |
binding: 2, | |
// Use the sampler created for the pipeline | |
resource: BindingResource::Sampler(&post_process_pipeline.sampler), | |
}, | |
BindGroupEntry { | |
binding: 3, | |
// Set the settings binding | |
resource: settings_binding.clone(), | |
}, | |
BindGroupEntry { | |
binding: 4, | |
resource: BindingResource::TextureView( | |
&prepass_textures.depth.clone().unwrap().default_view, | |
), | |
}, | |
BindGroupEntry { | |
binding: 5, | |
resource: BindingResource::TextureView( | |
&prepass_textures.normal.clone().unwrap().default_view, | |
), | |
}, | |
], | |
}); | |
// Begin the render pass | |
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { | |
label: Some("post_process_pass"), | |
color_attachments: &[Some(RenderPassColorAttachment { | |
// We need to specify the post process destination view here | |
// to make sure we write to the appropriate texture. | |
view: post_process.destination, | |
resolve_target: None, | |
ops: Operations::default(), | |
})], | |
depth_stencil_attachment: None, | |
}); | |
// This is mostly just wgpu boilerplate for drawing a fullscreen triangle, | |
// using the pipeline/bind_group created above | |
render_pass.set_render_pipeline(pipeline); | |
render_pass.set_bind_group(0, &bind_group, &[view_uniform_offset.offset]); | |
render_pass.draw(0..3, 0..1); | |
Ok(()) | |
} | |
} | |
// This contains global data used by the render pipeline. This will be created once on startup. | |
#[derive(Resource)] | |
struct PostProcessPipeline { | |
layout: BindGroupLayout, | |
sampler: Sampler, | |
pipeline_id: CachedRenderPipelineId, | |
} | |
impl FromWorld for PostProcessPipeline { | |
fn from_world(world: &mut World) -> Self { | |
let render_device = world.resource::<RenderDevice>(); | |
// We need to define the bind group layout used for our pipeline | |
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { | |
label: Some("post_process_bind_group_layout"), | |
entries: &[ | |
// View | |
BindGroupLayoutEntry { | |
binding: 0, | |
visibility: ShaderStages::VERTEX | |
| ShaderStages::FRAGMENT | |
| ShaderStages::COMPUTE, | |
ty: BindingType::Buffer { | |
ty: BufferBindingType::Uniform, | |
has_dynamic_offset: true, | |
min_binding_size: Some(ViewUniform::min_size()), | |
}, | |
count: None, | |
}, | |
// The screen texture | |
BindGroupLayoutEntry { | |
binding: 1, | |
visibility: ShaderStages::FRAGMENT, | |
ty: BindingType::Texture { | |
sample_type: TextureSampleType::Float { filterable: true }, | |
view_dimension: TextureViewDimension::D2, | |
multisampled: false, | |
}, | |
count: None, | |
}, | |
// The sampler that will be used to sample the screen texture | |
BindGroupLayoutEntry { | |
binding: 2, | |
visibility: ShaderStages::FRAGMENT, | |
ty: BindingType::Sampler(SamplerBindingType::Filtering), | |
count: None, | |
}, | |
// The settings uniform that will control the effect | |
BindGroupLayoutEntry { | |
binding: 3, | |
visibility: ShaderStages::FRAGMENT, | |
ty: BindingType::Buffer { | |
ty: bevy::render::render_resource::BufferBindingType::Uniform, | |
has_dynamic_offset: false, | |
min_binding_size: None, | |
}, | |
count: None, | |
}, | |
// Depth texture | |
BindGroupLayoutEntry { | |
binding: 4, | |
visibility: ShaderStages::FRAGMENT, | |
ty: BindingType::Texture { | |
multisampled: false, | |
sample_type: TextureSampleType::Depth, | |
view_dimension: TextureViewDimension::D2, | |
}, | |
count: None, | |
}, | |
// Normal texture | |
BindGroupLayoutEntry { | |
binding: 5, | |
visibility: ShaderStages::FRAGMENT, | |
ty: BindingType::Texture { | |
multisampled: false, | |
sample_type: TextureSampleType::Float { filterable: true }, | |
view_dimension: TextureViewDimension::D2, | |
}, | |
count: None, | |
}, | |
], | |
}); | |
// We can create the sampler here since it won't change at runtime and doesn't depend on the view | |
let sampler = render_device.create_sampler(&SamplerDescriptor::default()); | |
// Get the shader handle | |
let shader = world | |
.resource::<AssetServer>() | |
.load("shaders/post_process_pass.wgsl"); | |
let mut shader_defs = Vec::new(); | |
shader_defs.push(ShaderDefVal::UInt( | |
"MAX_DIRECTIONAL_LIGHTS".to_string(), | |
MAX_DIRECTIONAL_LIGHTS as u32, | |
)); | |
shader_defs.push(ShaderDefVal::UInt( | |
"MAX_CASCADES_PER_LIGHT".to_string(), | |
MAX_CASCADES_PER_LIGHT as u32, | |
)); | |
let pipeline_id = world | |
.resource_mut::<PipelineCache>() | |
// This will add the pipeline to the cache and queue it's creation | |
.queue_render_pipeline(RenderPipelineDescriptor { | |
label: Some("post_process_pipeline".into()), | |
layout: vec![layout.clone()], | |
// This will setup a fullscreen triangle for the vertex state | |
vertex: fullscreen_shader_vertex_state(), | |
fragment: Some(FragmentState { | |
shader, | |
shader_defs, | |
// Make sure this matches the entry point of your shader. | |
// It can be anything as long as it matches here and in the shader. | |
entry_point: "fragment".into(), | |
targets: vec![Some(ColorTargetState { | |
format: TextureFormat::bevy_default(), | |
blend: None, | |
write_mask: ColorWrites::ALL, | |
})], | |
}), | |
// All of the following property are not important for this effect so just use the default values. | |
// This struct doesn't have the Default trai implemented because not all field can have a default value. | |
primitive: PrimitiveState::default(), | |
depth_stencil: None, | |
multisample: MultisampleState::default(), | |
push_constant_ranges: vec![], | |
}); | |
Self { | |
layout, | |
sampler, | |
pipeline_id, | |
} | |
} | |
} | |
// This is the component that will get passed to the shader | |
#[derive(Component, Default, Clone, Copy, ExtractComponent, ShaderType)] | |
struct PostProcessSettings { | |
intensity: f32, | |
} | |
/// Set up a simple 3D scene | |
fn setup( | |
mut commands: Commands, | |
mut meshes: ResMut<Assets<Mesh>>, | |
mut materials: ResMut<Assets<StandardMaterial>>, | |
) { | |
// camera | |
commands.spawn(( | |
Camera3dBundle { | |
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 5.0)) | |
.looking_at(Vec3::default(), Vec3::Y), | |
camera_3d: Camera3d { | |
clear_color: ClearColorConfig::Custom(Color::WHITE), | |
..default() | |
}, | |
..default() | |
}, | |
// Add the setting to the camera. | |
// This component is also used to determine on which camera to run the post processing effect. | |
PostProcessSettings { intensity: 0.02 }, | |
DepthPrepass, | |
NormalPrepass, | |
)); | |
// cube | |
commands.spawn(( | |
PbrBundle { | |
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), | |
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), | |
transform: Transform::from_xyz(0.0, 0.5, 0.0), | |
..default() | |
}, | |
Rotates, | |
)); | |
// light | |
commands.spawn(PointLightBundle { | |
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)), | |
..default() | |
}); | |
} | |
#[derive(Component)] | |
struct Rotates; | |
/// Rotates any entity around the x and y axis | |
fn rotate(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) { | |
for mut transform in &mut query { | |
transform.rotate_x(0.55 * time.delta_seconds()); | |
transform.rotate_z(0.15 * time.delta_seconds()); | |
} | |
} | |
// Change the intensity over time to show that the effect is controlled from the main world | |
fn update_settings(mut settings: Query<&mut PostProcessSettings>, time: Res<Time>) { | |
for mut setting in &mut settings { | |
let mut intensity = time.elapsed_seconds().sin(); | |
// Make it loop periodically | |
intensity = intensity.sin(); | |
// Remap it to 0..1 because the intensity can't be negative | |
intensity = intensity * 0.5 + 0.5; | |
// Scale it to a more reasonable level | |
intensity *= 0.015; | |
// Set the intensity. This will then be extracted to the render world and uploaded to the gpu automatically. | |
setting.intensity = intensity; | |
} | |
} |
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#import bevy_pbr::mesh_types | |
#import bevy_pbr::mesh_view_types | |
#import bevy_pbr::utils | |
#import bevy_pbr::prepass_utils | |
#import bevy_core_pipeline::fullscreen_vertex_shader | |
@group(0) @binding(0) | |
var<uniform> view: View; | |
@group(0) @binding(1) | |
var screen_texture: texture_2d<f32>; | |
@group(0) @binding(2) | |
var texture_sampler: sampler; | |
// Unused | |
struct PostProcessSettings { | |
intensity: f32, | |
} | |
@group(0) @binding(3) | |
var<uniform> settings: PostProcessSettings; | |
@group(0) @binding(4) | |
var depth_prepass_texture: texture_depth_2d; | |
@group(0) @binding(5) | |
var normal_prepass_texture: texture_2d<f32>; | |
@fragment | |
fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> { | |
let near = view.projection[3][2]; | |
let linear_depth = near / prepass_depth(in.position, 0u); | |
let ws_normals = prepass_normal(in.position, 0u); | |
if in.uv.x > 0.5 { | |
return vec4(vec3(ws_normals), 1.0); | |
} | |
return vec4(vec3(1.0/linear_depth), 1.0); | |
} |
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