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/* Ported from: https://github.com/bevyengine/bevy/blob/main/examples/shader/post_processing.rs */ | ||
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use bevy::{ | ||
core_pipeline::{core_2d, fullscreen_vertex_shader::fullscreen_shader_vertex_state}, | ||
ecs::query::QueryItem, | ||
prelude::*, | ||
render::{ | ||
extract_component::{ | ||
ComponentUniforms, ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin, | ||
}, | ||
render_graph::{ | ||
NodeRunError, RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner, | ||
}, | ||
render_resource::{ | ||
BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor, | ||
BindGroupLayoutEntry, BindingResource, BindingType, CachedRenderPipelineId, | ||
ColorTargetState, ColorWrites, FragmentState, MultisampleState, Operations, | ||
PipelineCache, PrimitiveState, RenderPassColorAttachment, RenderPassDescriptor, | ||
RenderPipelineDescriptor, Sampler, SamplerBindingType, SamplerDescriptor, ShaderStages, | ||
ShaderType, TextureFormat, TextureSampleType, TextureViewDimension, | ||
}, | ||
renderer::{RenderContext, RenderDevice}, | ||
texture::BevyDefault, | ||
view::ViewTarget, | ||
RenderApp, | ||
}, | ||
}; | ||
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pub struct ChromaticAberrationPlugin; | ||
impl Plugin for ChromaticAberrationPlugin { | ||
fn build(&self, app: &mut App) { | ||
app.add_plugins(PostProcessPlugin); | ||
} | ||
} | ||
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/// It is generally encouraged to set up post processing effects as a plugin | ||
struct PostProcessPlugin; | ||
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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 [`PostProcessingSettings`] | ||
// for this plugin to work correctly. | ||
ExtractComponentPlugin::<ChromaticAberrationSettings>::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::<ChromaticAberrationSettings>::default(), | ||
)); | ||
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// We need to get the render app from the main app | ||
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { | ||
return; | ||
}; | ||
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render_app | ||
// 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. | ||
// Add a [`Node`] to the [`RenderGraph`] | ||
// The Node needs to impl FromWorld | ||
// | ||
// The [`ViewNodeRunner`] is a special [`Node`] that will automatically run the node for each view | ||
// matching the [`ViewQuery`] | ||
.add_render_graph_node::<ViewNodeRunner<PostProcessNode>>( | ||
// Specify the name of the graph, in this case we want the graph for 3d | ||
core_2d::graph::NAME, | ||
// It also needs the name of the node | ||
PostProcessNode::NAME, | ||
) | ||
.add_render_graph_edges( | ||
core_2d::graph::NAME, | ||
// Specify the node ordering. | ||
// This will automatically create all required node edges to enforce the given ordering. | ||
&[ | ||
core_2d::graph::node::TONEMAPPING, | ||
PostProcessNode::NAME, | ||
core_2d::graph::node::END_MAIN_PASS_POST_PROCESSING, | ||
], | ||
); | ||
} | ||
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fn finish(&self, app: &mut App) { | ||
// We need to get the render app from the main app | ||
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { | ||
return; | ||
}; | ||
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render_app | ||
// Initialize the pipeline | ||
.init_resource::<PostProcessPipeline>(); | ||
} | ||
} | ||
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// The post process node used for the render graph | ||
#[derive(Default)] | ||
struct PostProcessNode; | ||
impl PostProcessNode { | ||
pub const NAME: &str = "post_process"; | ||
} | ||
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// The ViewNode trait is required by the ViewNodeRunner | ||
impl ViewNode for 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. | ||
// | ||
// This query will only run on the view entity | ||
type ViewQuery = &'static ViewTarget; | ||
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// 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 as part of [`ViewQuery`] | ||
// to identify which camera(s) should run the effect. | ||
fn run( | ||
&self, | ||
_graph: &mut RenderGraphContext, | ||
render_context: &mut RenderContext, | ||
view_target: QueryItem<Self::ViewQuery>, | ||
world: &World, | ||
) -> Result<(), NodeRunError> { | ||
// Get the pipeline resource that contains the global data we need | ||
// to create the render pipeline | ||
let post_process_pipeline = world.resource::<PostProcessPipeline>(); | ||
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// 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>(); | ||
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// Get the pipeline from the cache | ||
let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id) | ||
else { | ||
return Ok(()); | ||
}; | ||
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// Get the settings uniform binding | ||
let settings_uniforms = world.resource::<ComponentUniforms<ChromaticAberrationSettings>>(); | ||
let Some(settings_binding) = settings_uniforms.uniforms().binding() else { | ||
return Ok(()); | ||
}; | ||
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// 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(); | ||
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// 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 = 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, | ||
// Make sure to use the source view | ||
resource: BindingResource::TextureView(post_process.source), | ||
}, | ||
BindGroupEntry { | ||
binding: 1, | ||
// Use the sampler created for the pipeline | ||
resource: BindingResource::Sampler(&post_process_pipeline.sampler), | ||
}, | ||
BindGroupEntry { | ||
binding: 2, | ||
// Set the settings binding | ||
resource: settings_binding.clone(), | ||
}, | ||
], | ||
}); | ||
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// 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, | ||
}); | ||
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// 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, &[]); | ||
render_pass.draw(0..3, 0..1); | ||
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Ok(()) | ||
} | ||
} | ||
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// 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, | ||
} | ||
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impl FromWorld for PostProcessPipeline { | ||
fn from_world(world: &mut World) -> Self { | ||
let render_device = world.resource::<RenderDevice>(); | ||
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// 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: &[ | ||
// The screen texture | ||
BindGroupLayoutEntry { | ||
binding: 0, | ||
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: 1, | ||
visibility: ShaderStages::FRAGMENT, | ||
ty: BindingType::Sampler(SamplerBindingType::Filtering), | ||
count: None, | ||
}, | ||
// The settings uniform that will control the effect | ||
BindGroupLayoutEntry { | ||
binding: 2, | ||
visibility: ShaderStages::FRAGMENT, | ||
ty: BindingType::Buffer { | ||
ty: bevy::render::render_resource::BufferBindingType::Uniform, | ||
has_dynamic_offset: false, | ||
min_binding_size: Some(ChromaticAberrationSettings::min_size()), | ||
}, | ||
count: None, | ||
}, | ||
], | ||
}); | ||
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// 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()); | ||
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// Get the shader handle | ||
let shader = world | ||
.resource::<AssetServer>() | ||
.load("shaders/chromatic_aberration.wgsl"); | ||
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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: vec![], | ||
// 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 properties are not important for this effect so just use the default values. | ||
// This struct doesn't have the Default trait implemented because not all field can have a default value. | ||
primitive: PrimitiveState::default(), | ||
depth_stencil: None, | ||
multisample: MultisampleState::default(), | ||
push_constant_ranges: vec![], | ||
}); | ||
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Self { | ||
layout, | ||
sampler, | ||
pipeline_id, | ||
} | ||
} | ||
} | ||
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// This is the component that will get passed to the shader | ||
#[derive(Component, Default, Clone, Copy, ExtractComponent, ShaderType)] | ||
pub struct ChromaticAberrationSettings { | ||
pub intensity: f32, | ||
// WebGL2 structs must be 16 byte aligned. | ||
#[cfg(feature = "webgl2")] | ||
_webgl2_padding: Vec3, | ||
} |
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pub mod chromatic_aberration; | ||
pub mod pixelate; |
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