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custom_post_processing.rs
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303 lines (276 loc) · 11.5 KB
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//! This example shows how to create a custom post-processing effect that runs after the main pass
//! and reads the texture generated by the main pass.
//!
//! The example shader is a very simple implementation of chromatic aberration.
//! To adapt this example for 2D, replace all instances of 3D structures (such as `Core3d`, etc.) with their corresponding 2D counterparts.
//!
//! This is a fairly low level example and assumes some familiarity with rendering concepts and wgpu.
use bevy::{
core_pipeline::{schedule::Core3d, Core3dSystems, FullscreenShader},
prelude::*,
render::{
extract_component::{
ComponentUniforms, DynamicUniformIndex, ExtractComponent, ExtractComponentPlugin,
UniformComponentPlugin,
},
render_resource::{
binding_types::{sampler, texture_2d, uniform_buffer},
*,
},
renderer::{RenderContext, RenderDevice, ViewQuery},
view::ViewTarget,
RenderApp, RenderStartup,
},
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/post_processing.wgsl";
fn main() {
App::new()
.add_plugins((DefaultPlugins, PostProcessPlugin))
.add_systems(Startup, setup)
.add_systems(Update, (rotate, 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.add_plugins((
// 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 [`PostProcessSettings`]
// for this plugin to work correctly.
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.
UniformComponentPlugin::<PostProcessSettings>::default(),
));
// We need to get the render app from the main app
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.add_systems(RenderStartup, init_post_process_pipeline);
render_app.add_systems(
Core3d,
post_process_system.in_set(Core3dSystems::PostProcess),
);
}
}
#[derive(Default)]
struct PostProcessBindGroupCache {
cached: Option<(TextureViewId, BindGroup)>,
}
fn post_process_system(
view: ViewQuery<(
&ViewTarget,
&PostProcessSettings,
&DynamicUniformIndex<PostProcessSettings>,
)>,
post_process_pipeline: Option<Res<PostProcessPipeline>>,
pipeline_cache: Res<PipelineCache>,
settings_uniforms: Res<ComponentUniforms<PostProcessSettings>>,
mut cache: Local<PostProcessBindGroupCache>,
mut ctx: RenderContext,
) {
let Some(post_process_pipeline) = post_process_pipeline else {
return;
};
let (view_target, _post_process_settings, settings_index) = view.into_inner();
let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
else {
return;
};
let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
return;
};
// 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();
let bind_group = match &mut cache.cached {
Some((texture_id, bind_group)) if post_process.source.id() == *texture_id => bind_group,
cached => {
// The bind_group gets created each frame.
//
// Normally, you would create a bind_group in the Queue set,
// 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 = ctx.render_device().create_bind_group(
"post_process_bind_group",
&pipeline_cache.get_bind_group_layout(&post_process_pipeline.layout),
// It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
&BindGroupEntries::sequential((
// Make sure to use the source view
post_process.source,
// Use the sampler created for the pipeline
&post_process_pipeline.sampler,
// Set the settings binding
settings_binding.clone(),
)),
);
let (_, bind_group) = cached.insert((post_process.source.id(), bind_group));
bind_group
}
};
let mut render_pass = ctx
.command_encoder()
.begin_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,
depth_slice: None,
resolve_target: None,
ops: Operations::default(),
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(pipeline);
// By passing in the index of the post process settings on this view, we ensure
// that in the event that multiple settings were sent to the GPU (as would be the
// case with multiple cameras), we use the correct one.
render_pass.set_bind_group(0, bind_group, &[settings_index.index()]);
render_pass.draw(0..3, 0..1);
}
// This contains global data used by the render pipeline. This will be created once on startup.
#[derive(Resource)]
struct PostProcessPipeline {
layout: BindGroupLayoutDescriptor,
sampler: Sampler,
pipeline_id: CachedRenderPipelineId,
}
fn init_post_process_pipeline(
mut commands: Commands,
render_device: Res<RenderDevice>,
asset_server: Res<AssetServer>,
fullscreen_shader: Res<FullscreenShader>,
pipeline_cache: Res<PipelineCache>,
) {
// We need to define the bind group layout used for our pipeline
let layout = BindGroupLayoutDescriptor::new(
"post_process_bind_group_layout",
&BindGroupLayoutEntries::sequential(
// The layout entries will only be visible in the fragment stage
ShaderStages::FRAGMENT,
(
// The screen texture
texture_2d(TextureSampleType::Float { filterable: true }),
// The sampler that will be used to sample the screen texture
sampler(SamplerBindingType::Filtering),
// The settings uniform that will control the effect
uniform_buffer::<PostProcessSettings>(true),
),
),
);
// 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 = asset_server.load(SHADER_ASSET_PATH);
// This will setup a fullscreen triangle for the vertex state.
let vertex_state = fullscreen_shader.to_vertex_state();
let pipeline_id = pipeline_cache
// This will add the pipeline to the cache and queue its creation
.queue_render_pipeline(RenderPipelineDescriptor {
label: Some("post_process_pipeline".into()),
layout: vec![layout.clone()],
vertex: vertex_state,
fragment: Some(FragmentState {
shader,
// Make sure this matches the entry point of your shader.
// It can be anything as long as it matches here and in the shader.
targets: vec![Some(ColorTargetState {
format: TextureFormat::Rgba8UnormSrgb,
blend: None,
write_mask: ColorWrites::ALL,
})],
..default()
}),
..default()
});
commands.insert_resource(PostProcessPipeline {
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,
// WebGL2 structs must be 16 byte aligned.
#[cfg(feature = "webgl2")]
_webgl2_padding: Vec3,
}
/// Set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// camera
// Make sure you change the TextureFormat of the ColorTargetState
// if you enable Hdr directly or through features like Bloom.
commands.spawn((
Camera3d::default(),
Transform::from_translation(Vec3::new(0.0, 0.0, 5.0)).looking_at(Vec3::default(), Vec3::Y),
Camera {
clear_color: Color::WHITE.into(),
..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,
..default()
},
));
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::from_xyz(0.0, 0.5, 0.0),
Rotates,
));
// light
commands.spawn(DirectionalLight {
illuminance: 1_000.,
..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_secs());
transform.rotate_z(0.15 * time.delta_secs());
}
}
// 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 = ops::sin(time.elapsed_secs());
// Make it loop periodically
intensity = ops::sin(intensity);
// 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 by the [`UniformComponentPlugin`]
setting.intensity = intensity;
}
}