Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_post_process/src/motion_blur/pipeline.rs
9414 views
1
use bevy_asset::{load_embedded_asset, AssetServer, Handle};
2
use bevy_core_pipeline::FullscreenShader;
3
use bevy_ecs::{
4
component::Component,
5
entity::Entity,
6
query::With,
7
resource::Resource,
8
system::{Commands, Query, Res, ResMut},
9
};
10
use bevy_image::BevyDefault as _;
11
use bevy_render::{
12
globals::GlobalsUniform,
13
render_resource::{
14
binding_types::{
15
sampler, texture_2d, texture_2d_multisampled, texture_depth_2d,
16
texture_depth_2d_multisampled, uniform_buffer_sized,
17
},
18
BindGroupLayoutDescriptor, BindGroupLayoutEntries, CachedRenderPipelineId,
19
ColorTargetState, ColorWrites, FragmentState, PipelineCache, RenderPipelineDescriptor,
20
Sampler, SamplerBindingType, SamplerDescriptor, ShaderStages, ShaderType,
21
SpecializedRenderPipeline, SpecializedRenderPipelines, TextureFormat, TextureSampleType,
22
},
23
renderer::RenderDevice,
24
view::{ExtractedView, Msaa, ViewTarget},
25
};
26
use bevy_shader::{Shader, ShaderDefVal};
27
use bevy_utils::default;
28
29
use super::MotionBlurUniform;
30
31
#[derive(Resource)]
32
pub struct MotionBlurPipeline {
33
pub(crate) sampler: Sampler,
34
pub(crate) layout: BindGroupLayoutDescriptor,
35
pub(crate) layout_msaa: BindGroupLayoutDescriptor,
36
pub(crate) fullscreen_shader: FullscreenShader,
37
pub(crate) fragment_shader: Handle<Shader>,
38
}
39
40
impl MotionBlurPipeline {
41
pub(crate) fn new(
42
render_device: &RenderDevice,
43
fullscreen_shader: FullscreenShader,
44
fragment_shader: Handle<Shader>,
45
) -> Self {
46
let mb_layout = &BindGroupLayoutEntries::sequential(
47
ShaderStages::FRAGMENT,
48
(
49
// View target (read)
50
texture_2d(TextureSampleType::Float { filterable: true }),
51
// Motion Vectors
52
texture_2d(TextureSampleType::Float { filterable: true }),
53
// Depth
54
texture_depth_2d(),
55
// Linear Sampler
56
sampler(SamplerBindingType::Filtering),
57
// Motion blur settings uniform input
58
uniform_buffer_sized(false, Some(MotionBlurUniform::min_size())),
59
// Globals uniform input
60
uniform_buffer_sized(false, Some(GlobalsUniform::min_size())),
61
),
62
);
63
64
let mb_layout_msaa = &BindGroupLayoutEntries::sequential(
65
ShaderStages::FRAGMENT,
66
(
67
// View target (read)
68
texture_2d(TextureSampleType::Float { filterable: true }),
69
// Motion Vectors
70
texture_2d_multisampled(TextureSampleType::Float { filterable: false }),
71
// Depth
72
texture_depth_2d_multisampled(),
73
// Linear Sampler
74
sampler(SamplerBindingType::Filtering),
75
// Motion blur settings uniform input
76
uniform_buffer_sized(false, Some(MotionBlurUniform::min_size())),
77
// Globals uniform input
78
uniform_buffer_sized(false, Some(GlobalsUniform::min_size())),
79
),
80
);
81
82
let sampler = render_device.create_sampler(&SamplerDescriptor::default());
83
let layout = BindGroupLayoutDescriptor::new("motion_blur_layout", mb_layout);
84
let layout_msaa = BindGroupLayoutDescriptor::new("motion_blur_layout_msaa", mb_layout_msaa);
85
86
Self {
87
sampler,
88
layout,
89
layout_msaa,
90
fullscreen_shader,
91
fragment_shader,
92
}
93
}
94
}
95
96
pub fn init_motion_blur_pipeline(
97
mut commands: Commands,
98
render_device: Res<RenderDevice>,
99
fullscreen_shader: Res<FullscreenShader>,
100
asset_server: Res<AssetServer>,
101
) {
102
let fullscreen_shader = fullscreen_shader.clone();
103
let fragment_shader = load_embedded_asset!(asset_server.as_ref(), "motion_blur.wgsl");
104
commands.insert_resource(MotionBlurPipeline::new(
105
&render_device,
106
fullscreen_shader,
107
fragment_shader,
108
));
109
}
110
111
#[derive(PartialEq, Eq, Hash, Clone, Copy)]
112
pub struct MotionBlurPipelineKey {
113
hdr: bool,
114
samples: u32,
115
}
116
117
impl SpecializedRenderPipeline for MotionBlurPipeline {
118
type Key = MotionBlurPipelineKey;
119
120
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
121
let layout = match key.samples {
122
1 => vec![self.layout.clone()],
123
_ => vec![self.layout_msaa.clone()],
124
};
125
126
let mut shader_defs = vec![];
127
128
if key.samples > 1 {
129
shader_defs.push(ShaderDefVal::from("MULTISAMPLED"));
130
}
131
132
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
133
{
134
shader_defs.push("NO_DEPTH_TEXTURE_SUPPORT".into());
135
shader_defs.push("SIXTEEN_BYTE_ALIGNMENT".into());
136
}
137
138
RenderPipelineDescriptor {
139
label: Some("motion_blur_pipeline".into()),
140
layout,
141
vertex: self.fullscreen_shader.to_vertex_state(),
142
fragment: Some(FragmentState {
143
shader: self.fragment_shader.clone(),
144
shader_defs,
145
targets: vec![Some(ColorTargetState {
146
format: if key.hdr {
147
ViewTarget::TEXTURE_FORMAT_HDR
148
} else {
149
TextureFormat::bevy_default()
150
},
151
blend: None,
152
write_mask: ColorWrites::ALL,
153
})],
154
..default()
155
}),
156
..default()
157
}
158
}
159
}
160
161
#[derive(Component)]
162
pub struct MotionBlurPipelineId(pub CachedRenderPipelineId);
163
164
pub(crate) fn prepare_motion_blur_pipelines(
165
mut commands: Commands,
166
pipeline_cache: Res<PipelineCache>,
167
mut pipelines: ResMut<SpecializedRenderPipelines<MotionBlurPipeline>>,
168
pipeline: Res<MotionBlurPipeline>,
169
views: Query<(Entity, &ExtractedView, &Msaa), With<MotionBlurUniform>>,
170
) {
171
for (entity, view, msaa) in &views {
172
let pipeline_id = pipelines.specialize(
173
&pipeline_cache,
174
&pipeline,
175
MotionBlurPipelineKey {
176
hdr: view.hdr,
177
samples: msaa.samples(),
178
},
179
);
180
181
commands
182
.entity(entity)
183
.insert(MotionBlurPipelineId(pipeline_id));
184
}
185
}
186
187