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Copy pathcamera.rs
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1203 lines (1114 loc) · 47.5 KB
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use core::mem;
use crate::{
batching::gpu_preprocessing::{GpuPreprocessingMode, GpuPreprocessingSupport},
extract_component::{ExtractComponent, ExtractComponentPlugin},
extract_resource::{extract_resource, ExtractResource, ExtractResourcePlugin},
render_asset::RenderAssets,
render_resource::TextureView,
sync_component::SyncComponent,
sync_world::{MainEntity, MainEntityHashSet, RenderEntity, SyncToRenderWorld},
texture::{GpuImage, ManualTextureViews},
view::{
ColorGrading, ExtractedPrimaryCamera, ExtractedView, ExtractedWindows, Msaa,
NoIndirectDrawing, RenderExtractedVisibleEntities, RenderVisibleEntities,
RenderVisibleEntitiesClass, RetainedViewEntity, ViewUniformOffset,
VisibilityExtractionSystemParam,
},
Extract, ExtractSchedule, Render, RenderApp, RenderSystems,
};
use bevy_app::{App, Plugin, PostStartup, PostUpdate};
use bevy_asset::{AssetEvent, AssetEventSystems, AssetId, Assets};
use bevy_camera::{
primitives::Frustum,
visibility::{self, RenderLayers, VisibleEntities},
Camera, Camera2d, Camera3d, CameraMainTextureUsages, CameraOutputMode, CameraUpdateSystems,
ClearColor, ClearColorConfig, CompositingSpace, Exposure, Hdr, ManualTextureViewHandle,
MsaaWriteback, NormalizedRenderTarget, PrimaryCamera, Projection, RenderTarget,
RenderTargetInfo, Viewport,
};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
change_detection::DetectChanges,
component::Component,
entity::{ContainsEntity, Entity, EntityHashMap, EntityHashSet},
error::BevyError,
lifecycle::HookContext,
message::MessageReader,
prelude::With,
query::{Has, QueryItem},
reflect::ReflectComponent,
resource::Resource,
schedule::{InternedScheduleLabel, IntoScheduleConfigs, ScheduleLabel, SystemSet},
system::{Commands, Query, Res, ResMut},
world::DeferredWorld,
};
use bevy_image::Image;
use bevy_log::warn;
use bevy_log::warn_once;
use bevy_math::{uvec2, vec2, Mat4, URect, UVec2, UVec4, Vec2};
use bevy_platform::collections::{HashMap, HashSet};
use bevy_reflect::prelude::*;
use bevy_transform::components::GlobalTransform;
use bevy_window::{PrimaryWindow, Window, WindowCreated, WindowResized, WindowScaleFactorChanged};
use itertools::Either;
use wgpu::TextureFormat;
/// Main-pass color [`TextureFormat`] keyed by camera render entity.
#[derive(Resource, Default, Deref, DerefMut)]
pub struct CameraMainPassTextureFormats(pub EntityHashMap<TextureFormat>);
#[derive(Default)]
pub struct CameraPlugin;
impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
app.register_required_components::<Camera, Msaa>()
.register_required_components::<Camera, SyncToRenderWorld>()
.register_required_components::<Camera3d, ColorGrading>()
.register_required_components::<Camera3d, Exposure>()
.add_plugins((
ExtractResourcePlugin::<ClearColor>::default(),
ExtractComponentPlugin::<CameraMainTextureUsages>::default(),
))
.add_systems(PostStartup, camera_system.in_set(CameraUpdateSystems))
.add_systems(
PostUpdate,
camera_system
.in_set(CameraUpdateSystems)
.before(AssetEventSystems)
.before(visibility::update_frusta),
);
app.world_mut()
.register_component_hooks::<Camera>()
.on_add(warn_on_no_render_graph);
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<CameraMainPassTextureFormats>()
.init_resource::<SortedCameras>()
.init_resource::<DirtySpecializations>()
.init_resource::<DirtyWireframeSpecializations>()
.allow_ambiguous_resource::<DirtySpecializations>()
.allow_ambiguous_resource::<DirtyWireframeSpecializations>()
.configure_sets(
ExtractSchedule,
(
DirtySpecializationSystems::Clear
.before(DirtySpecializationSystems::CheckForChanges),
DirtySpecializationSystems::CheckForChanges
.before(DirtySpecializationSystems::CheckForRemovals),
),
)
.add_systems(
ExtractSchedule,
(
extract_cameras.after(extract_resource::<ManualTextureViews, ()>),
clear_dirty_specializations.in_set(DirtySpecializationSystems::Clear),
clear_dirty_wireframe_specializations
.in_set(DirtySpecializationSystems::Clear),
expire_specializations_for_views.in_set(RenderSystems::Cleanup),
expire_wireframe_specializations_for_views.in_set(RenderSystems::Cleanup),
),
)
.add_systems(Render, sort_cameras.in_set(RenderSystems::CreateViews));
}
}
}
fn warn_on_no_render_graph(world: DeferredWorld, HookContext { entity, caller, .. }: HookContext) {
if !world.entity(entity).contains::<CameraRenderGraph>() {
warn!("{}Entity {entity} has a `Camera` component, but it doesn't have a render graph configured. Usually, adding a `Camera2d` or `Camera3d` component will work.
However, you may instead need to enable `bevy_core_pipeline`, or may want to manually add a `CameraRenderGraph` component to create a custom render graph.", caller.map(|location|format!("{location}: ")).unwrap_or_default());
}
}
impl ExtractResource for ClearColor {
type Source = Self;
fn extract_resource(source: &Self::Source) -> Self {
source.clone()
}
}
impl SyncComponent for CameraMainTextureUsages {
type Target = Self;
}
impl ExtractComponent for CameraMainTextureUsages {
type QueryData = &'static Self;
type QueryFilter = ();
type Out = Self;
fn extract_component(item: QueryItem<Self::QueryData>) -> Option<Self::Out> {
Some(*item)
}
}
impl SyncComponent for Camera2d {
type Target = Self;
}
impl ExtractComponent for Camera2d {
type QueryData = &'static Self;
type QueryFilter = With<Camera>;
type Out = Self;
fn extract_component(item: QueryItem<Self::QueryData>) -> Option<Self::Out> {
Some(item.clone())
}
}
impl SyncComponent for Camera3d {
type Target = Self;
}
impl ExtractComponent for Camera3d {
type QueryData = &'static Self;
type QueryFilter = With<Camera>;
type Out = Self;
fn extract_component(item: QueryItem<Self::QueryData>) -> Option<Self::Out> {
Some(item.clone())
}
}
/// Configures the render schedule to be run for a given [`Camera`] entity.
#[derive(Component, Debug, Deref, DerefMut, Reflect, Clone)]
#[reflect(opaque)]
#[reflect(Component, Debug, Clone)]
pub struct CameraRenderGraph(pub InternedScheduleLabel);
impl CameraRenderGraph {
/// Creates a new [`CameraRenderGraph`] from a schedule label.
#[inline]
pub fn new<T: ScheduleLabel>(schedule: T) -> Self {
Self(schedule.intern())
}
/// Sets the schedule.
#[inline]
pub fn set<T: ScheduleLabel>(&mut self, schedule: T) {
self.0 = schedule.intern();
}
}
pub trait NormalizedRenderTargetExt {
fn get_texture_view<'a>(
&self,
windows: &'a ExtractedWindows,
images: &'a RenderAssets<GpuImage>,
manual_texture_views: &'a ManualTextureViews,
) -> Option<&'a TextureView>;
/// Retrieves the [`TextureFormat`] of this render target, if it exists.
fn get_texture_view_format<'a>(
&self,
windows: &'a ExtractedWindows,
images: &'a RenderAssets<GpuImage>,
manual_texture_views: &'a ManualTextureViews,
) -> Option<TextureFormat>;
fn get_render_target_info<'a>(
&self,
resolutions: impl IntoIterator<Item = (Entity, &'a Window)>,
images: &Assets<Image>,
manual_texture_views: &ManualTextureViews,
) -> Result<RenderTargetInfo, MissingRenderTargetInfoError>;
// Check if this render target is contained in the given changed windows or images.
fn is_changed(
&self,
changed_window_ids: &EntityHashSet,
changed_image_handles: &HashSet<&AssetId<Image>>,
) -> bool;
}
impl NormalizedRenderTargetExt for NormalizedRenderTarget {
fn get_texture_view<'a>(
&self,
windows: &'a ExtractedWindows,
images: &'a RenderAssets<GpuImage>,
manual_texture_views: &'a ManualTextureViews,
) -> Option<&'a TextureView> {
match self {
NormalizedRenderTarget::Window(window_ref) => windows
.get(&window_ref.entity())
.and_then(|window| window.swap_chain_texture_view.as_ref()),
NormalizedRenderTarget::Image(image_target) => images
.get(&image_target.handle)
.map(|image| &image.texture_view),
NormalizedRenderTarget::TextureView(id) => {
manual_texture_views.get(id).map(|tex| &tex.texture_view)
}
NormalizedRenderTarget::None { .. } => None,
}
}
/// Retrieves the texture view's [`TextureFormat`] of this render target, if it exists.
fn get_texture_view_format<'a>(
&self,
windows: &'a ExtractedWindows,
images: &'a RenderAssets<GpuImage>,
manual_texture_views: &'a ManualTextureViews,
) -> Option<TextureFormat> {
match self {
NormalizedRenderTarget::Window(window_ref) => windows
.get(&window_ref.entity())
.and_then(|window| window.swap_chain_texture_view_format),
NormalizedRenderTarget::Image(image_target) => {
images.get(&image_target.handle).map(GpuImage::view_format)
}
NormalizedRenderTarget::TextureView(id) => {
manual_texture_views.get(id).map(|tex| tex.view_format)
}
NormalizedRenderTarget::None { .. } => None,
}
}
fn get_render_target_info<'a>(
&self,
resolutions: impl IntoIterator<Item = (Entity, &'a Window)>,
images: &Assets<Image>,
manual_texture_views: &ManualTextureViews,
) -> Result<RenderTargetInfo, MissingRenderTargetInfoError> {
match self {
NormalizedRenderTarget::Window(window_ref) => resolutions
.into_iter()
.find(|(entity, _)| *entity == window_ref.entity())
.map(|(_, window)| RenderTargetInfo {
physical_size: window.physical_size(),
scale_factor: window.resolution.scale_factor(),
})
.ok_or(MissingRenderTargetInfoError::Window {
window: window_ref.entity(),
}),
NormalizedRenderTarget::Image(image_target) => images
.get(&image_target.handle)
.map(|image| RenderTargetInfo {
physical_size: image.size(),
scale_factor: image_target.scale_factor,
})
.ok_or(MissingRenderTargetInfoError::Image {
image: image_target.handle.id(),
}),
NormalizedRenderTarget::TextureView(id) => manual_texture_views
.get(id)
.map(|tex| RenderTargetInfo {
physical_size: tex.size,
scale_factor: 1.0,
})
.ok_or(MissingRenderTargetInfoError::TextureView { texture_view: *id }),
NormalizedRenderTarget::None { width, height } => Ok(RenderTargetInfo {
physical_size: uvec2(*width, *height),
scale_factor: 1.0,
}),
}
}
// Check if this render target is contained in the given changed windows or images.
fn is_changed(
&self,
changed_window_ids: &EntityHashSet,
changed_image_handles: &HashSet<&AssetId<Image>>,
) -> bool {
match self {
NormalizedRenderTarget::Window(window_ref) => {
changed_window_ids.contains(&window_ref.entity())
}
NormalizedRenderTarget::Image(image_target) => {
changed_image_handles.contains(&image_target.handle.id())
}
NormalizedRenderTarget::TextureView(_) => true,
NormalizedRenderTarget::None { .. } => false,
}
}
}
#[derive(Debug, thiserror::Error)]
pub enum MissingRenderTargetInfoError {
#[error("RenderTarget::Window missing ({window:?}): Make sure the provided entity has a Window component.")]
Window { window: Entity },
#[error("RenderTarget::Image missing ({image:?}): Make sure the Image's usages include RenderAssetUsages::MAIN_WORLD.")]
Image { image: AssetId<Image> },
#[error("RenderTarget::TextureView missing ({texture_view:?}): make sure the texture view handle was not removed.")]
TextureView {
texture_view: ManualTextureViewHandle,
},
}
/// System in charge of updating a [`Camera`] when its window or projection changes.
///
/// The system detects window creation, resize, and scale factor change events to update the camera
/// [`Projection`] if needed.
///
/// ## World Resources
///
/// [`Res<Assets<Image>>`](Assets<Image>) -- For cameras that render to an image, this resource is used to
/// inspect information about the render target. This system will not access any other image assets.
///
/// [`OrthographicProjection`]: bevy_camera::OrthographicProjection
/// [`PerspectiveProjection`]: bevy_camera::PerspectiveProjection
pub fn camera_system(
mut window_resized_reader: MessageReader<WindowResized>,
mut window_created_reader: MessageReader<WindowCreated>,
mut window_scale_factor_changed_reader: MessageReader<WindowScaleFactorChanged>,
mut image_asset_event_reader: MessageReader<AssetEvent<Image>>,
primary_window: Query<Entity, With<PrimaryWindow>>,
windows: Query<(Entity, &Window)>,
images: Res<Assets<Image>>,
manual_texture_views: Res<ManualTextureViews>,
mut cameras: Query<(&mut Camera, &RenderTarget, &mut Projection)>,
) -> Result<(), BevyError> {
let primary_window = primary_window.iter().next();
let mut changed_window_ids = EntityHashSet::default();
changed_window_ids.extend(window_created_reader.read().map(|event| event.window));
changed_window_ids.extend(window_resized_reader.read().map(|event| event.window));
let scale_factor_changed_window_ids: EntityHashSet = window_scale_factor_changed_reader
.read()
.map(|event| event.window)
.collect();
changed_window_ids.extend(scale_factor_changed_window_ids.clone());
let changed_image_handles: HashSet<&AssetId<Image>> = image_asset_event_reader
.read()
.filter_map(|event| match event {
AssetEvent::Modified { id } | AssetEvent::Added { id } => Some(id),
_ => None,
})
.collect();
for (mut camera, render_target, mut camera_projection) in &mut cameras {
let mut viewport_size = camera
.viewport
.as_ref()
.map(|viewport| viewport.physical_size);
if let Some(normalized_target) = render_target.normalize(primary_window)
&& (normalized_target.is_changed(&changed_window_ids, &changed_image_handles)
|| camera.is_added()
|| camera_projection.is_changed()
|| camera.computed.old_viewport_size != viewport_size
|| camera.computed.old_sub_camera_view != camera.sub_camera_view)
{
let new_computed_target_info = normalized_target.get_render_target_info(
windows,
&images,
&manual_texture_views,
)?;
// Check for the scale factor changing, and resize the viewport if needed.
// This can happen when the window is moved between monitors with different DPIs.
// Without this, the viewport will take a smaller portion of the window moved to
// a higher DPI monitor.
if normalized_target.is_changed(&scale_factor_changed_window_ids, &HashSet::default())
&& let Some(old_scale_factor) = camera
.computed
.target_info
.as_ref()
.map(|info| info.scale_factor)
{
let resize_factor = new_computed_target_info.scale_factor / old_scale_factor;
if let Some(ref mut viewport) = camera.viewport {
let resize = |vec: UVec2| (vec.as_vec2() * resize_factor).as_uvec2();
viewport.physical_position = resize(viewport.physical_position);
viewport.physical_size = resize(viewport.physical_size);
viewport_size = Some(viewport.physical_size);
}
}
// This check is needed because when changing WindowMode to Fullscreen, the viewport may have invalid
// arguments due to a sudden change on the window size to a lower value.
// If the size of the window is lower, the viewport will match that lower value.
if let Some(viewport) = &mut camera.viewport {
viewport.clamp_to_size(new_computed_target_info.physical_size);
}
camera.computed.target_info = Some(new_computed_target_info);
if let Some(size) = camera.logical_viewport_size()
&& size.x != 0.0
&& size.y != 0.0
{
camera_projection.update(size.x, size.y);
camera.computed.clip_from_view = match &camera.sub_camera_view {
Some(sub_view) => camera_projection.get_clip_from_view_for_sub(sub_view),
None => camera_projection.get_clip_from_view(),
}
}
}
if camera.computed.old_viewport_size != viewport_size {
camera.computed.old_viewport_size = viewport_size;
}
if camera.computed.old_sub_camera_view != camera.sub_camera_view {
camera.computed.old_sub_camera_view = camera.sub_camera_view;
}
}
Ok(())
}
/// Describes a [`Camera`] in the render world.
///
/// Every `ExtractedCamera` also has an [`ExtractedView`], but not every
/// view comes from a camera. For example, views can come from lights,
/// for drawing shadow maps.
#[derive(Component, Debug)]
#[require(RenderVisibleEntities)]
pub struct ExtractedCamera {
pub target: Option<NormalizedRenderTarget>,
pub physical_viewport_size: Option<UVec2>,
pub physical_target_size: Option<UVec2>,
pub viewport: Option<Viewport>,
pub schedule: InternedScheduleLabel,
pub order: isize,
pub output_mode: CameraOutputMode,
pub msaa_writeback: MsaaWriteback,
pub clear_color: ClearColorConfig,
pub sorted_camera_index_for_target: usize,
pub exposure: f32,
pub hdr: bool,
/// When [`CompositingSpace::Srgb`], the main texture uses linear storage (`Rgba8Unorm`)
/// and shaders output sRGB-encoded values for gamma-encoded blending.
pub compositing_space: Option<CompositingSpace>,
}
pub fn extract_cameras(
mut commands: Commands,
mut main_pass_formats: ResMut<CameraMainPassTextureFormats>,
query: Extract<
Query<(
Entity,
RenderEntity,
&Camera,
&RenderTarget,
&CameraRenderGraph,
&GlobalTransform,
&VisibleEntities,
&Frustum,
(
Has<Hdr>,
Option<&CompositingSpace>,
Option<&ColorGrading>,
Option<&Exposure>,
Option<&TemporalJitter>,
Option<&MipBias>,
Option<&RenderLayers>,
Option<&Projection>,
Has<NoIndirectDrawing>,
),
)>,
>,
primary_window: Extract<Query<Entity, With<PrimaryWindow>>>,
primary_camera: Extract<Query<Entity, With<PrimaryCamera>>>,
extracted_windows: Res<ExtractedWindows>,
manual_texture_views: Res<ManualTextureViews>,
images: Res<RenderAssets<GpuImage>>,
mut existing_render_visible_entities_cpu_culling: Query<
&mut RenderExtractedVisibleEntities,
With<RenderVisibleEntities>,
>,
gpu_preprocessing_support: Res<GpuPreprocessingSupport>,
visibility_extraction_system_param: VisibilityExtractionSystemParam,
) {
main_pass_formats.clear();
let primary_window = primary_window.iter().next();
type ExtractedCameraComponents = (
ExtractedCamera,
ExtractedView,
RenderVisibleEntities,
TemporalJitter,
MipBias,
RenderLayers,
Projection,
NoIndirectDrawing,
ViewUniformOffset,
);
// Determine the primary camera. The selection priority is, from highest to
// lowest:
//
// 1. A camera explicitly marked with the `PrimaryCamera` component.
//
// 2. A camera that renders to a window.
//
// 3. Any camera.
let mut primary_camera = primary_camera.iter().next();
if primary_camera.is_none() {
primary_camera =
query
.iter()
.find_map(
|(main_entity, _, _, render_target, _, _, _, _, _)| match *render_target {
RenderTarget::Window(_) => Some(main_entity),
_ => None,
},
);
}
if primary_camera.is_none() {
primary_camera = query
.iter()
.map(|(main_entity, _, _, _, _, _, _, _, _)| main_entity)
.next();
}
for (
main_entity,
render_entity,
camera,
render_target,
camera_render_graph,
transform,
visible_entities,
frustum,
(
hdr,
compositing_space,
color_grading,
exposure,
temporal_jitter,
mip_bias,
render_layers,
projection,
no_indirect_drawing,
),
) in query.iter()
{
if !camera.is_active {
commands
.entity(render_entity)
.remove::<ExtractedCameraComponents>();
continue;
}
let color_grading = color_grading.unwrap_or(&ColorGrading::default()).clone();
if let (
Some(URect {
min: viewport_origin,
..
}),
Some(viewport_size),
Some(target_size),
) = (
camera.physical_viewport_rect(),
camera.physical_viewport_size(),
camera.physical_target_size(),
) {
if target_size.x == 0 || target_size.y == 0 {
commands
.entity(render_entity)
.remove::<ExtractedCameraComponents>();
continue;
}
let mut render_visible_entities_cpu_culling =
match existing_render_visible_entities_cpu_culling.get_mut(render_entity) {
Ok(ref mut existing_render_visible_entities_cpu_culling) => {
mem::take(&mut **existing_render_visible_entities_cpu_culling)
}
Err(_) => RenderExtractedVisibleEntities::default(),
};
for (visibility_class, visible_mesh_entities) in visible_entities.entities.iter() {
let render_view_visible_entities = render_visible_entities_cpu_culling
.classes
.entry(*visibility_class)
.or_default();
render_view_visible_entities.entities.clear();
for main_entity in visible_mesh_entities {
let render_entity =
match visibility_extraction_system_param.mapper.get(*main_entity) {
Ok(render_entity) => render_entity.entity(),
Err(_) => Entity::PLACEHOLDER,
};
render_view_visible_entities
.entities
.push((render_entity, MainEntity::from(*main_entity)));
}
}
// Don't delete "unused" visibility classes from
// `RenderVisibleEntities`. Even if a visibility class seems empty
// *now*, phases need to be able to find the entities that were just
// removed from it.
let target = render_target.normalize(primary_window);
let output_texture_format = target
.as_ref()
.and_then(|target| {
target
.get_texture_view_format(&extracted_windows, &images, &manual_texture_views)
.map(|format| normalize_bgra8(target, format))
})
.unwrap_or(TextureFormat::Rgba8UnormSrgb);
let target_format = if hdr {
TextureFormat::Rgba16Float
} else if compositing_space.is_some_and(|s| *s == CompositingSpace::Srgb) {
TextureFormat::Rgba8Unorm
} else {
output_texture_format
};
main_pass_formats.insert(render_entity, target_format);
let mut commands = commands.entity(render_entity);
commands.insert((
ExtractedCamera {
target,
viewport: camera.viewport.clone(),
physical_viewport_size: Some(viewport_size),
physical_target_size: Some(target_size),
schedule: camera_render_graph.0,
order: camera.order,
output_mode: camera.output_mode,
msaa_writeback: camera.msaa_writeback,
clear_color: camera.clear_color,
// this will be set in sort_cameras
sorted_camera_index_for_target: 0,
exposure: exposure
.map(Exposure::exposure)
.unwrap_or_else(|| Exposure::default().exposure()),
hdr,
compositing_space: compositing_space.copied(),
},
ExtractedView {
retained_view_entity: RetainedViewEntity::new(main_entity.into(), None, 0),
clip_from_view: camera.clip_from_view(),
world_from_view: *transform,
clip_from_world: None,
target_format,
viewport: UVec4::new(
viewport_origin.x,
viewport_origin.y,
viewport_size.x,
viewport_size.y,
),
color_grading,
invert_culling: camera.invert_culling,
},
render_visible_entities_cpu_culling,
*frustum,
));
if let Some(temporal_jitter) = temporal_jitter {
commands.insert(temporal_jitter.clone());
} else {
commands.remove::<TemporalJitter>();
}
if let Some(mip_bias) = mip_bias {
commands.insert(mip_bias.clone());
} else {
commands.remove::<MipBias>();
}
if let Some(render_layers) = render_layers {
commands.insert(render_layers.clone());
} else {
commands.remove::<RenderLayers>();
}
if let Some(projection) = projection {
commands.insert(projection.clone());
} else {
commands.remove::<Projection>();
}
if primary_camera == Some(main_entity) {
commands.insert(ExtractedPrimaryCamera);
} else {
commands.remove::<ExtractedPrimaryCamera>();
}
if no_indirect_drawing
|| !matches!(
gpu_preprocessing_support.max_supported_mode,
GpuPreprocessingMode::Culling
)
{
commands.insert(NoIndirectDrawing);
} else {
commands.remove::<NoIndirectDrawing>();
}
};
}
}
/// Bgra8 needs an optional feature to support storage binding, and only supports write-only.
/// We force Rgba8 so that we can always use storage bindings, and rely on the final blit to
/// convert at the end if needed. See <https://github.com/gpuweb/gpuweb/issues/2748>
/// Checking just `Bgra8UnormSrgb` and not `Bgra8Unorm` is fine here, because this is the texture
/// view we already guaranteed to be srgb space if possible. See `ExtractedWindow::set_swapchain_texture`
fn normalize_bgra8(target: &NormalizedRenderTarget, format: TextureFormat) -> TextureFormat {
if matches!(target, NormalizedRenderTarget::Window(_))
&& format == TextureFormat::Bgra8UnormSrgb
{
return TextureFormat::Rgba8UnormSrgb;
}
format
}
/// Cameras sorted by their order field. This is updated in the [`sort_cameras`] system.
#[derive(Resource, Default)]
pub struct SortedCameras(pub Vec<SortedCamera>);
pub struct SortedCamera {
pub entity: Entity,
pub order: isize,
pub target: Option<NormalizedRenderTarget>,
pub hdr: bool,
pub output_mode: CameraOutputMode,
}
pub fn sort_cameras(
mut sorted_cameras: ResMut<SortedCameras>,
mut cameras: Query<(Entity, &mut ExtractedCamera)>,
) {
sorted_cameras.0.clear();
for (entity, camera) in cameras.iter() {
sorted_cameras.0.push(SortedCamera {
entity,
order: camera.order,
target: camera.target.clone(),
hdr: camera.hdr,
output_mode: camera.output_mode,
});
}
// sort by order and ensure within an order, RenderTargets of the same type are packed together
sorted_cameras
.0
.sort_by(|c1, c2| (c1.order, &c1.target).cmp(&(c2.order, &c2.target)));
let mut previous_order_target = None;
let mut ambiguities = <HashSet<_>>::default();
let mut target_counts = <HashMap<_, _>>::default();
for sorted_camera in &mut sorted_cameras.0 {
let new_order_target = (sorted_camera.order, sorted_camera.target.clone());
if let Some(previous_order_target) = previous_order_target
&& previous_order_target == new_order_target
{
ambiguities.insert(new_order_target.clone());
}
if let Some(target) = &sorted_camera.target {
let count = target_counts
.entry((target.clone(), sorted_camera.hdr))
.or_insert(0usize);
let (_, mut camera) = cameras.get_mut(sorted_camera.entity).unwrap();
camera.sorted_camera_index_for_target = *count;
*count += 1;
}
previous_order_target = Some(new_order_target);
}
if !ambiguities.is_empty() {
warn_once!(
"Camera order ambiguities detected for active cameras with the following priorities: {:?}. \
To fix this, ensure there is exactly one Camera entity spawned with a given order for a given RenderTarget. \
Ambiguities should be resolved because either (1) multiple active cameras were spawned accidentally, which will \
result in rendering multiple instances of the scene or (2) for cases where multiple active cameras is intentional, \
ambiguities could result in unpredictable render results.",
ambiguities
);
}
}
/// A subpixel offset to jitter a perspective camera's frustum by.
///
/// Useful for temporal rendering techniques.
#[derive(Component, Clone, Default, Reflect)]
#[reflect(Default, Component, Clone)]
pub struct TemporalJitter {
/// Offset is in range [-0.5, 0.5].
pub offset: Vec2,
}
impl TemporalJitter {
pub fn jitter_projection(&self, clip_from_view: &mut Mat4, view_size: Vec2) {
// https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/d7531ae47d8b36a5d4025663e731a47a38be882f/docs/techniques/media/super-resolution-temporal/jitter-space.svg
let mut jitter = (self.offset * vec2(2.0, -2.0)) / view_size;
// orthographic
if clip_from_view.w_axis.w == 1.0 {
jitter *= vec2(clip_from_view.x_axis.x, clip_from_view.y_axis.y) * 0.5;
}
clip_from_view.z_axis.x += jitter.x;
clip_from_view.z_axis.y += jitter.y;
}
}
/// Camera component specifying a mip bias to apply when sampling from material textures.
///
/// Often used in conjunction with antialiasing post-process effects to reduce textures blurriness.
#[derive(Component, Reflect, Clone)]
#[reflect(Default, Component)]
pub struct MipBias(pub f32);
impl Default for MipBias {
fn default() -> Self {
Self(-1.0)
}
}
/// Stores information about all entities that have changed in such a way as to
/// potentially require their pipelines to be re-specialized.
///
/// This is conservative; there's no harm, other than performance, in having an
/// entity in this list that doesn't actually need to be re-specialized. Note
/// that the presence of an entity in this list doesn't mean that a new shader
/// will necessarily be compiled; the pipeline cache is checked first.
///
/// This handles 2D meshes, 3D meshes, and sprites. For 2D and 3D wireframes,
/// see [`DirtyWireframeSpecializations`]. The reason for having two separate
/// lists is that a single entity can have both a mesh and a wireframe.
#[derive(Clone, Resource, Default)]
pub struct DirtySpecializations {
/// All renderable objects that must be re-specialized this frame.
pub changed_renderables: MainEntityHashSet,
/// All renderable objects that need their specializations removed this
/// frame.
///
/// Note that this may include entities in [`Self::changed_renderables`].
/// This is fine, as old specializations are removed before new ones are
/// added.
pub removed_renderables: MainEntityHashSet,
/// Views that must be respecialized this frame.
///
/// The presence of a view in this list causes all entities that it renders
/// to be re-specialized.
pub views: HashSet<RetainedViewEntity>,
}
impl DirtySpecializations {
/// Returns true if the view has changed in such a way that all specialized
/// pipelines for entities visible from it must be regenerated.
pub fn must_wipe_specializations_for_view(&self, view: RetainedViewEntity) -> bool {
self.views.contains(&view)
}
/// Given a main entity known to be visible, returns it alongside any render
/// entity it corresponds to.
///
/// If no render entity corresponds to the given main entity, the render
/// entity returned will be [`Entity::PLACEHOLDER`].
fn entity_pair_from_visible_main_entity<'a>(
&'a self,
render_visible_mesh_entities: &'a RenderVisibleEntitiesClass,
main_entity: &'a MainEntity,
) -> Option<(&'a Entity, &'a MainEntity)> {
// Check entities with CPU culling.
if let Ok(index) = render_visible_mesh_entities
.entities_cpu_culling
.binary_search_by_key(main_entity, |(_, main_entity)| *main_entity)
{
let (key, value) = &render_visible_mesh_entities.entities_cpu_culling[index];
return Some((key, value));
}
// Check entities that opted out of CPU culling.
if let Some(entity) = render_visible_mesh_entities
.entities_gpu_culling
.get(main_entity)
{
return Some((entity, main_entity));
}
// We didn't find the entity, so return `None`.
None
}
/// Iterates over all entities that need their specializations cleared in
/// this frame.
pub fn iter_to_despecialize<'a>(&'a self) -> impl Iterator<Item = &'a MainEntity> {
// Entities that changed or were removed must be
// de-specialized.
self.changed_renderables
.iter()
.chain(self.removed_renderables.iter())
}
/// Iterates over all entities that need to have their pipelines
/// re-specialized this frame.
///
/// `last_frame_view_pending_queues` should be the contents of the
/// [`ViewPendingQueues::prev_frame`] list.
pub fn iter_to_specialize<'a>(
&'a self,
view: RetainedViewEntity,
render_view_visible_mesh_entities: &'a RenderVisibleEntitiesClass,
last_frame_view_pending_queues: &'a HashSet<(Entity, MainEntity)>,
) -> impl Iterator<Item = (&'a Entity, &'a MainEntity)> {
(if self.must_wipe_specializations_for_view(view) {
Either::Left(render_view_visible_mesh_entities.iter_visible())
} else {
Either::Right(
render_view_visible_mesh_entities
.added_entities()
.iter()
.map(|(entity, main_entity)| (entity, main_entity))
.chain(self.changed_renderables.iter().filter_map(|main_entity| {
self.entity_pair_from_visible_main_entity(
render_view_visible_mesh_entities,
main_entity,
)
})),
)
})
.chain(last_frame_view_pending_queues.iter().filter_map(
|(entity, main_entity)| {
if render_view_visible_mesh_entities.entity_pair_is_visible(*entity, *main_entity) {
Some((entity, main_entity))
} else {
None
}
},
))
}
/// Iterates over all renderables that should be removed from the phase.
///
/// This includes renderables that became invisible this frame, renderables
/// that are in [`DirtySpecializations::changed_renderables`], and
/// renderables that are in [`DirtySpecializations::removed_renderables`].
/// If this view must itself be re-specialized, this will iterate over all
/// visible entities in addition to those that became invisible.
pub fn iter_to_dequeue<'a>(
&'a self,
view: RetainedViewEntity,
render_visible_mesh_entities: &'a RenderVisibleEntitiesClass,
) -> impl Iterator<Item = &'a MainEntity> {
render_visible_mesh_entities
.removed_entities
.iter()
.map(|(_, main_entity)| main_entity)
.chain(if self.must_wipe_specializations_for_view(view) {
// All visible entities must be removed.
// Note that this includes potentially-invisible entities, but
// that's OK as they shouldn't be in the caller's bins in the
// first place.
Either::Left(
render_visible_mesh_entities
.iter_visible()
.map(|(_, main_entity)| main_entity),
)
} else {
// Only entities that changed must be removed.
Either::Right(
self.changed_renderables
.iter()
.chain(self.removed_renderables.iter()),
)