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Deferred test but without deferred
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//! This example compares Forward, Forward + Prepass, and Deferred rendering. | |
use std::f32::consts::*; | |
use bevy::{ | |
core_pipeline::{ | |
fxaa::Fxaa, | |
prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass}, | |
}, | |
pbr::NotShadowCaster, | |
pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap}, | |
prelude::*, | |
render::render_resource::TextureFormat, | |
}; | |
fn main() { | |
App::new() | |
.insert_resource(Msaa::Off) | |
.insert_resource(ClearColor(Color::rgb_linear(0.05, 0.05, 0.05))) | |
.insert_resource(AmbientLight { | |
color: Color::WHITE, | |
brightness: 1.0 / 5.0f32, | |
}) | |
.insert_resource(DirectionalLightShadowMap { size: 4096 }) | |
.add_plugins(DefaultPlugins) | |
.insert_resource(Normal(None)) | |
.insert_resource(Pause(true)) | |
.add_systems(Startup, (setup, setup_parallax)) | |
.add_systems( | |
Update, | |
(animate_light_direction, switch_mode, spin, update_normal), | |
) | |
.run(); | |
} | |
fn setup( | |
mut commands: Commands, | |
asset_server: Res<AssetServer>, | |
mut materials: ResMut<Assets<StandardMaterial>>, | |
mut meshes: ResMut<Assets<Mesh>>, | |
) { | |
commands.spawn(( | |
Camera3dBundle { | |
camera: Camera { | |
//hdr: true, | |
..default() | |
}, | |
transform: Transform::from_xyz(0.7, 0.7, 1.0) | |
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y), | |
..default() | |
}, | |
FogSettings { | |
color: Color::rgba(0.05, 0.05, 0.05, 1.0), | |
falloff: FogFalloff::Linear { | |
start: 1.0, | |
end: 8.0, | |
}, | |
..default() | |
}, | |
EnvironmentMapLight { | |
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), | |
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), | |
}, | |
DepthPrepass, | |
Fxaa::default(), | |
)); | |
commands.spawn(DirectionalLightBundle { | |
directional_light: DirectionalLight { | |
shadows_enabled: true, | |
..default() | |
}, | |
cascade_shadow_config: CascadeShadowConfigBuilder { | |
num_cascades: 3, | |
maximum_distance: 10.0, | |
..default() | |
} | |
.into(), | |
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 0.0, -FRAC_PI_4)), | |
..default() | |
}); | |
// FlightHelmet | |
let helmet_scene = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"); | |
commands.spawn(SceneBundle { | |
scene: helmet_scene.clone(), | |
..default() | |
}); | |
commands.spawn(SceneBundle { | |
scene: helmet_scene, | |
transform: Transform::from_xyz(-3.0, 0.0, -3.0), | |
..default() | |
}); | |
let mut forward_mat: StandardMaterial = Color::rgb(0.1, 0.2, 0.1).into(); | |
let forward_mat_h = materials.add(forward_mat); | |
// plane | |
commands.spawn(PbrBundle { | |
mesh: meshes.add(shape::Plane::from_size(50.0).into()), | |
material: forward_mat_h.clone(), | |
..default() | |
}); | |
let cube_h = meshes.add(Mesh::from(shape::Cube { size: 0.1 })); | |
let sphere_h = meshes.add(Mesh::from(shape::UVSphere { | |
radius: 0.125, | |
sectors: 128, | |
stacks: 128, | |
})); | |
// cubes | |
commands.spawn(PbrBundle { | |
mesh: cube_h.clone(), | |
material: forward_mat_h.clone(), | |
transform: Transform::from_xyz(-0.3, 0.5, -0.2), | |
..default() | |
}); | |
commands.spawn(PbrBundle { | |
mesh: cube_h.clone(), | |
material: forward_mat_h, | |
transform: Transform::from_xyz(0.2, 0.5, 0.2), | |
..default() | |
}); | |
let sphere_color = Color::rgb(10.0, 4.0, 1.0); | |
let sphere_pos = Transform::from_xyz(0.4, 0.5, -0.8); | |
// emissive sphere | |
let mut unlit_mat: StandardMaterial = sphere_color.into(); | |
unlit_mat.unlit = true; | |
commands.spawn(( | |
PbrBundle { | |
mesh: sphere_h.clone(), | |
material: materials.add(unlit_mat), | |
transform: sphere_pos, | |
..default() | |
}, | |
NotShadowCaster, | |
)); | |
// light | |
commands.spawn(PointLightBundle { | |
point_light: PointLight { | |
intensity: 1.0, | |
radius: 0.125, | |
shadows_enabled: true, | |
color: sphere_color, | |
..default() | |
}, | |
transform: sphere_pos, | |
..default() | |
}); | |
// spheres | |
for i in 0..6 { | |
let j = i % 3; | |
let s_val = if i < 3 { 0.0 } else { 0.2 }; | |
let material = if j == 0 { | |
materials.add(StandardMaterial { | |
base_color: Color::rgb(s_val, s_val, 1.0), | |
perceptual_roughness: 0.089, | |
metallic: 0.0, | |
..default() | |
}) | |
} else if j == 1 { | |
materials.add(StandardMaterial { | |
base_color: Color::rgb(s_val, 1.0, s_val), | |
perceptual_roughness: 0.089, | |
metallic: 0.0, | |
..default() | |
}) | |
} else { | |
materials.add(StandardMaterial { | |
base_color: Color::rgb(1.0, s_val, s_val), | |
perceptual_roughness: 0.089, | |
metallic: 0.0, | |
..default() | |
}) | |
}; | |
commands.spawn(PbrBundle { | |
mesh: sphere_h.clone(), | |
material, | |
transform: Transform::from_xyz( | |
j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4, | |
0.125, | |
-j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4, | |
), | |
..default() | |
}); | |
} | |
// example instructions | |
commands.spawn( | |
TextBundle::from_section( | |
"", | |
TextStyle { | |
font_size: 18.0, | |
color: Color::WHITE, | |
..default() | |
}, | |
) | |
.with_style(Style { | |
position_type: PositionType::Absolute, | |
top: Val::Px(10.0), | |
left: Val::Px(10.0), | |
..default() | |
}), | |
); | |
} | |
#[derive(Resource)] | |
struct Pause(bool); | |
fn animate_light_direction( | |
time: Res<Time>, | |
mut query: Query<&mut Transform, With<DirectionalLight>>, | |
pause: Res<Pause>, | |
) { | |
if pause.0 { | |
return; | |
} | |
for mut transform in &mut query { | |
transform.rotation = Quat::from_euler( | |
EulerRot::ZYX, | |
0.0, | |
time.elapsed_seconds() * PI / 5.0, | |
-FRAC_PI_4, | |
); | |
} | |
} | |
fn setup_parallax( | |
mut commands: Commands, | |
mut materials: ResMut<Assets<StandardMaterial>>, | |
mut meshes: ResMut<Assets<Mesh>>, | |
mut normal: ResMut<Normal>, | |
asset_server: Res<AssetServer>, | |
) { | |
// The normal map. Note that to generate it in the GIMP image editor, you should | |
// open the depth map, and do Filters → Generic → Normal Map | |
// You should enable the "flip X" checkbox. | |
let normal_handle = asset_server.load("textures/parallax_example/cube_normal.png"); | |
normal.0 = Some(normal_handle); | |
let mut cube: Mesh = shape::Cube { size: 0.15 }.into(); | |
// NOTE: for normal maps and depth maps to work, the mesh | |
// needs tangents generated. | |
cube.generate_tangents().unwrap(); | |
let parallax_material = materials.add(StandardMaterial { | |
perceptual_roughness: 0.4, | |
base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")), | |
normal_map_texture: normal.0.clone(), | |
// The depth map is a greyscale texture where black is the highest level and | |
// white the lowest. | |
depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")), | |
parallax_depth_scale: 0.09, | |
parallax_mapping_method: ParallaxMappingMethod::Relief { max_steps: 4 }, | |
max_parallax_layer_count: 5.0f32.exp2(), | |
..default() | |
}); | |
commands.spawn(( | |
PbrBundle { | |
mesh: meshes.add(cube), | |
material: parallax_material.clone(), | |
transform: Transform::from_xyz(0.4, 0.2, -0.8), | |
..default() | |
}, | |
Spin { speed: 0.3 }, | |
)); | |
} | |
/// Store handle of the normal to later modify its format in [`update_normal`]. | |
#[derive(Resource)] | |
struct Normal(Option<Handle<Image>>); | |
/// See parallax_mapping.rs for reasoning | |
fn update_normal( | |
mut already_ran: Local<bool>, | |
mut images: ResMut<Assets<Image>>, | |
normal: Res<Normal>, | |
) { | |
if *already_ran { | |
return; | |
} | |
if let Some(normal) = normal.0.as_ref() { | |
if let Some(image) = images.get_mut(normal) { | |
image.texture_descriptor.format = TextureFormat::Rgba8Unorm; | |
*already_ran = true; | |
} | |
} | |
} | |
#[derive(Component)] | |
struct Spin { | |
speed: f32, | |
} | |
fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) { | |
if pause.0 { | |
return; | |
} | |
for (mut transform, spin) in query.iter_mut() { | |
transform.rotate_local_y(spin.speed * time.delta_seconds()); | |
transform.rotate_local_x(spin.speed * time.delta_seconds()); | |
transform.rotate_local_z(-spin.speed * time.delta_seconds()); | |
} | |
} | |
#[derive(Resource, Default)] | |
enum DefaultRenderMode { | |
#[default] | |
Deferred, | |
Forward, | |
ForwardPrepass, | |
} | |
fn switch_mode( | |
mut text: Query<&mut Text>, | |
mut commands: Commands, | |
keys: Res<Input<KeyCode>>, | |
mut materials: ResMut<Assets<StandardMaterial>>, | |
cameras: Query<Entity, With<Camera>>, | |
mut pause: ResMut<Pause>, | |
mut hide_ui: Local<bool>, | |
mut mode: Local<DefaultRenderMode>, | |
) { | |
let mut text = text.single_mut(); | |
let text = &mut text.sections[0].value; | |
text.clear(); | |
if keys.just_pressed(KeyCode::Space) { | |
pause.0 = !pause.0; | |
} | |
if keys.just_pressed(KeyCode::Key2) { | |
*mode = DefaultRenderMode::Forward; | |
println!("DefaultOpaqueRendererMethod: Forward"); | |
for _ in materials.iter_mut() {} | |
for camera in &cameras { | |
commands.entity(camera).remove::<NormalPrepass>(); | |
commands.entity(camera).remove::<DepthPrepass>(); | |
} | |
} | |
if keys.just_pressed(KeyCode::Key3) { | |
*mode = DefaultRenderMode::ForwardPrepass; | |
println!("DefaultOpaqueRendererMethod: Forward + Prepass"); | |
for _ in materials.iter_mut() {} | |
for camera in &cameras { | |
commands.entity(camera).insert(NormalPrepass); | |
commands.entity(camera).insert(DepthPrepass); | |
} | |
} | |
if keys.just_pressed(KeyCode::H) { | |
*hide_ui = !*hide_ui; | |
} | |
if !*hide_ui { | |
text.push_str("(H) Hide UI\n"); | |
text.push_str("(Space) Play/Pause\n\n"); | |
text.push_str("Rendering Method:\n"); | |
text.push_str(&format!( | |
"(1) {} Deferred\n", | |
if let DefaultRenderMode::Deferred = *mode { | |
">" | |
} else { | |
"" | |
} | |
)); | |
text.push_str(&format!( | |
"(2) {} Forward\n", | |
if let DefaultRenderMode::Forward = *mode { | |
">" | |
} else { | |
"" | |
} | |
)); | |
text.push_str(&format!( | |
"(3) {} Forward + Prepass\n", | |
if let DefaultRenderMode::ForwardPrepass = *mode { | |
">" | |
} else { | |
"" | |
} | |
)); | |
} | |
} |
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