1#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
2#![cfg_attr(docsrs, feature(doc_auto_cfg))]
3#![forbid(unsafe_code)]
4#![doc(
5 html_logo_url = "https://bevyengine.org/assets/icon.png",
6 html_favicon_url = "https://bevyengine.org/assets/icon.png"
7)]
8
9extern crate alloc;
10
11#[cfg(feature = "meshlet")]
12mod meshlet;
13pub mod wireframe;
14
15#[cfg(feature = "meshlet")]
19pub mod experimental {
20 pub mod meshlet {
23 pub use crate::meshlet::*;
24 }
25}
26
27mod atmosphere;
28mod cluster;
29mod components;
30pub mod decal;
31pub mod deferred;
32mod extended_material;
33mod fog;
34mod light;
35mod light_probe;
36mod lightmap;
37mod material;
38mod material_bind_groups;
39mod mesh_material;
40mod parallax;
41mod pbr_material;
42mod prepass;
43mod render;
44mod ssao;
45mod ssr;
46mod volumetric_fog;
47
48use bevy_color::{Color, LinearRgba};
49
50pub use atmosphere::*;
51pub use cluster::*;
52pub use components::*;
53pub use decal::clustered::ClusteredDecalPlugin;
54pub use extended_material::*;
55pub use fog::*;
56pub use light::*;
57pub use light_probe::*;
58pub use lightmap::*;
59pub use material::*;
60pub use material_bind_groups::*;
61pub use mesh_material::*;
62pub use parallax::*;
63pub use pbr_material::*;
64pub use prepass::*;
65pub use render::*;
66pub use ssao::*;
67pub use ssr::*;
68pub use volumetric_fog::{FogVolume, VolumetricFog, VolumetricFogPlugin, VolumetricLight};
69
70pub mod prelude {
74 #[doc(hidden)]
75 pub use crate::{
76 fog::{DistanceFog, FogFalloff},
77 light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
78 light_probe::{environment_map::EnvironmentMapLight, LightProbe},
79 material::{Material, MaterialPlugin},
80 mesh_material::MeshMaterial3d,
81 parallax::ParallaxMappingMethod,
82 pbr_material::StandardMaterial,
83 ssao::ScreenSpaceAmbientOcclusionPlugin,
84 };
85}
86
87pub mod graph {
88 use bevy_render::render_graph::RenderLabel;
89
90 #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
92 pub enum NodePbr {
93 EarlyShadowPass,
96 LateShadowPass,
99 ScreenSpaceAmbientOcclusion,
101 DeferredLightingPass,
102 VolumetricFog,
104 EarlyGpuPreprocess,
107 LateGpuPreprocess,
110 ScreenSpaceReflections,
112 EarlyPrepassBuildIndirectParameters,
115 LatePrepassBuildIndirectParameters,
118 MainBuildIndirectParameters,
121 ClearIndirectParametersMetadata,
122 }
123}
124
125use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
126use bevy_app::prelude::*;
127use bevy_asset::{load_internal_asset, weak_handle, AssetApp, Assets, Handle};
128use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
129use bevy_ecs::prelude::*;
130use bevy_image::Image;
131use bevy_render::{
132 alpha::AlphaMode,
133 camera::{sort_cameras, CameraUpdateSystem, Projection},
134 extract_component::ExtractComponentPlugin,
135 extract_resource::ExtractResourcePlugin,
136 render_graph::RenderGraph,
137 render_resource::Shader,
138 sync_component::SyncComponentPlugin,
139 view::VisibilitySystems,
140 ExtractSchedule, Render, RenderApp, RenderDebugFlags, RenderSet,
141};
142
143use bevy_transform::TransformSystem;
144
145pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> =
146 weak_handle!("b0330585-2335-4268-9032-a6c4c2d932f6");
147pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> =
148 weak_handle!("13834c18-c7ec-4c4b-bbbd-432c3ba4cace");
149pub const UTILS_HANDLE: Handle<Shader> = weak_handle!("0a32978f-2744-4608-98b6-4c3000a0638d");
150pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> =
151 weak_handle!("f8e3b4c6-60b7-4b23-8b2e-a6b27bb4ddce");
152pub const PBR_LIGHTING_HANDLE: Handle<Shader> =
153 weak_handle!("de0cf697-2876-49a0-aa0f-f015216f70c2");
154pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> =
155 weak_handle!("22482185-36bb-4c16-9b93-a20e6d4a2725");
156pub const SHADOWS_HANDLE: Handle<Shader> = weak_handle!("ff758c5a-3927-4a15-94c3-3fbdfc362590");
157pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> =
158 weak_handle!("f6bf5843-54bc-4e39-bd9d-56bfcd77b033");
159pub const PBR_FRAGMENT_HANDLE: Handle<Shader> =
160 weak_handle!("1bd3c10d-851b-400c-934a-db489d99cc50");
161pub const PBR_SHADER_HANDLE: Handle<Shader> = weak_handle!("0eba65ed-3e5b-4752-93ed-e8097e7b0c84");
162pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> =
163 weak_handle!("9afeaeab-7c45-43ce-b322-4b97799eaeb9");
164pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> =
165 weak_handle!("815b8618-f557-4a96-91a5-a2fb7e249fb0");
166pub const PBR_AMBIENT_HANDLE: Handle<Shader> = weak_handle!("4a90b95b-112a-4a10-9145-7590d6f14260");
167pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
168 weak_handle!("6cf57d9f-222a-429a-bba4-55ba9586e1d4");
169pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
170 weak_handle!("ec047703-cde3-4876-94df-fed121544abb");
171pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
172 weak_handle!("77b1bd3a-877c-4b2c-981b-b9c68d1b774a");
173pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> =
174 weak_handle!("43060da7-a717-4240-80a8-dbddd92bd25d");
175pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> =
176 weak_handle!("9dc46746-c51d-45e3-a321-6a50c3963420");
177pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> =
178 weak_handle!("90c19aa3-6a11-4252-8586-d9299352e94f");
179const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
180 weak_handle!("69187376-3dea-4d0f-b3f5-185bde63d6a2");
181
182pub const TONEMAPPING_LUT_TEXTURE_BINDING_INDEX: u32 = 26;
183pub const TONEMAPPING_LUT_SAMPLER_BINDING_INDEX: u32 = 27;
184
185pub struct PbrPlugin {
187 pub prepass_enabled: bool,
190 pub add_default_deferred_lighting_plugin: bool,
192 pub use_gpu_instance_buffer_builder: bool,
197 pub debug_flags: RenderDebugFlags,
199}
200
201impl Default for PbrPlugin {
202 fn default() -> Self {
203 Self {
204 prepass_enabled: true,
205 add_default_deferred_lighting_plugin: true,
206 use_gpu_instance_buffer_builder: true,
207 debug_flags: RenderDebugFlags::default(),
208 }
209 }
210}
211
212impl Plugin for PbrPlugin {
213 fn build(&self, app: &mut App) {
214 load_internal_asset!(
215 app,
216 PBR_TYPES_SHADER_HANDLE,
217 "render/pbr_types.wgsl",
218 Shader::from_wgsl
219 );
220 load_internal_asset!(
221 app,
222 PBR_BINDINGS_SHADER_HANDLE,
223 "render/pbr_bindings.wgsl",
224 Shader::from_wgsl
225 );
226 load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
227 load_internal_asset!(
228 app,
229 CLUSTERED_FORWARD_HANDLE,
230 "render/clustered_forward.wgsl",
231 Shader::from_wgsl
232 );
233 load_internal_asset!(
234 app,
235 PBR_LIGHTING_HANDLE,
236 "render/pbr_lighting.wgsl",
237 Shader::from_wgsl
238 );
239 load_internal_asset!(
240 app,
241 PBR_TRANSMISSION_HANDLE,
242 "render/pbr_transmission.wgsl",
243 Shader::from_wgsl
244 );
245 load_internal_asset!(
246 app,
247 SHADOWS_HANDLE,
248 "render/shadows.wgsl",
249 Shader::from_wgsl
250 );
251 load_internal_asset!(
252 app,
253 PBR_DEFERRED_TYPES_HANDLE,
254 "deferred/pbr_deferred_types.wgsl",
255 Shader::from_wgsl
256 );
257 load_internal_asset!(
258 app,
259 PBR_DEFERRED_FUNCTIONS_HANDLE,
260 "deferred/pbr_deferred_functions.wgsl",
261 Shader::from_wgsl
262 );
263 load_internal_asset!(
264 app,
265 SHADOW_SAMPLING_HANDLE,
266 "render/shadow_sampling.wgsl",
267 Shader::from_wgsl
268 );
269 load_internal_asset!(
270 app,
271 PBR_FUNCTIONS_HANDLE,
272 "render/pbr_functions.wgsl",
273 Shader::from_wgsl
274 );
275 load_internal_asset!(
276 app,
277 RGB9E5_FUNCTIONS_HANDLE,
278 "render/rgb9e5.wgsl",
279 Shader::from_wgsl
280 );
281 load_internal_asset!(
282 app,
283 PBR_AMBIENT_HANDLE,
284 "render/pbr_ambient.wgsl",
285 Shader::from_wgsl
286 );
287 load_internal_asset!(
288 app,
289 PBR_FRAGMENT_HANDLE,
290 "render/pbr_fragment.wgsl",
291 Shader::from_wgsl
292 );
293 load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
294 load_internal_asset!(
295 app,
296 PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
297 "render/pbr_prepass_functions.wgsl",
298 Shader::from_wgsl
299 );
300 load_internal_asset!(
301 app,
302 PBR_PREPASS_SHADER_HANDLE,
303 "render/pbr_prepass.wgsl",
304 Shader::from_wgsl
305 );
306 load_internal_asset!(
307 app,
308 PARALLAX_MAPPING_SHADER_HANDLE,
309 "render/parallax_mapping.wgsl",
310 Shader::from_wgsl
311 );
312 load_internal_asset!(
313 app,
314 VIEW_TRANSFORMATIONS_SHADER_HANDLE,
315 "render/view_transformations.wgsl",
316 Shader::from_wgsl
317 );
318 load_internal_asset!(
320 app,
321 MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
322 "meshlet/dummy_visibility_buffer_resolve.wgsl",
323 Shader::from_wgsl
324 );
325
326 app.register_asset_reflect::<StandardMaterial>()
327 .register_type::<AmbientLight>()
328 .register_type::<CascadeShadowConfig>()
329 .register_type::<Cascades>()
330 .register_type::<CascadesVisibleEntities>()
331 .register_type::<VisibleMeshEntities>()
332 .register_type::<ClusterConfig>()
333 .register_type::<CubemapVisibleEntities>()
334 .register_type::<DirectionalLight>()
335 .register_type::<DirectionalLightShadowMap>()
336 .register_type::<NotShadowCaster>()
337 .register_type::<NotShadowReceiver>()
338 .register_type::<PointLight>()
339 .register_type::<PointLightShadowMap>()
340 .register_type::<SpotLight>()
341 .register_type::<ShadowFilteringMethod>()
342 .init_resource::<AmbientLight>()
343 .init_resource::<GlobalVisibleClusterableObjects>()
344 .init_resource::<DirectionalLightShadowMap>()
345 .init_resource::<PointLightShadowMap>()
346 .register_type::<DefaultOpaqueRendererMethod>()
347 .init_resource::<DefaultOpaqueRendererMethod>()
348 .add_plugins((
349 MeshRenderPlugin {
350 use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
351 debug_flags: self.debug_flags,
352 },
353 MaterialPlugin::<StandardMaterial> {
354 prepass_enabled: self.prepass_enabled,
355 debug_flags: self.debug_flags,
356 ..Default::default()
357 },
358 ScreenSpaceAmbientOcclusionPlugin,
359 ExtractResourcePlugin::<AmbientLight>::default(),
360 FogPlugin,
361 ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
362 ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
363 LightmapPlugin,
364 LightProbePlugin,
365 PbrProjectionPlugin,
366 GpuMeshPreprocessPlugin {
367 use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
368 },
369 VolumetricFogPlugin,
370 ScreenSpaceReflectionsPlugin,
371 ClusteredDecalPlugin,
372 ))
373 .add_plugins((
374 decal::ForwardDecalPlugin,
375 SyncComponentPlugin::<DirectionalLight>::default(),
376 SyncComponentPlugin::<PointLight>::default(),
377 SyncComponentPlugin::<SpotLight>::default(),
378 ExtractComponentPlugin::<AmbientLight>::default(),
379 ))
380 .add_plugins(AtmospherePlugin)
381 .configure_sets(
382 PostUpdate,
383 (
384 SimulationLightSystems::AddClusters,
385 SimulationLightSystems::AssignLightsToClusters,
386 )
387 .chain(),
388 )
389 .configure_sets(
390 PostUpdate,
391 SimulationLightSystems::UpdateDirectionalLightCascades
392 .ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
393 )
394 .configure_sets(
395 PostUpdate,
396 SimulationLightSystems::CheckLightVisibility
397 .ambiguous_with(SimulationLightSystems::CheckLightVisibility),
398 )
399 .add_systems(
400 PostUpdate,
401 (
402 add_clusters
403 .in_set(SimulationLightSystems::AddClusters)
404 .after(CameraUpdateSystem),
405 assign_objects_to_clusters
406 .in_set(SimulationLightSystems::AssignLightsToClusters)
407 .after(TransformSystem::TransformPropagate)
408 .after(VisibilitySystems::CheckVisibility)
409 .after(CameraUpdateSystem),
410 clear_directional_light_cascades
411 .in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
412 .after(TransformSystem::TransformPropagate)
413 .after(CameraUpdateSystem),
414 update_directional_light_frusta
415 .in_set(SimulationLightSystems::UpdateLightFrusta)
416 .after(VisibilitySystems::CheckVisibility)
418 .after(TransformSystem::TransformPropagate)
419 .after(SimulationLightSystems::UpdateDirectionalLightCascades)
420 .ambiguous_with(update_spot_light_frusta),
424 update_point_light_frusta
425 .in_set(SimulationLightSystems::UpdateLightFrusta)
426 .after(TransformSystem::TransformPropagate)
427 .after(SimulationLightSystems::AssignLightsToClusters),
428 update_spot_light_frusta
429 .in_set(SimulationLightSystems::UpdateLightFrusta)
430 .after(TransformSystem::TransformPropagate)
431 .after(SimulationLightSystems::AssignLightsToClusters),
432 (
433 check_dir_light_mesh_visibility,
434 check_point_light_mesh_visibility,
435 )
436 .in_set(SimulationLightSystems::CheckLightVisibility)
437 .after(VisibilitySystems::CalculateBounds)
438 .after(TransformSystem::TransformPropagate)
439 .after(SimulationLightSystems::UpdateLightFrusta)
440 .after(VisibilitySystems::CheckVisibility)
444 .before(VisibilitySystems::MarkNewlyHiddenEntitiesInvisible),
445 ),
446 );
447
448 if self.add_default_deferred_lighting_plugin {
449 app.add_plugins(DeferredPbrLightingPlugin);
450 }
451
452 app.world_mut()
454 .resource_mut::<Assets<StandardMaterial>>()
455 .insert(
456 &Handle::<StandardMaterial>::default(),
457 StandardMaterial {
458 base_color: Color::srgb(1.0, 0.0, 0.5),
459 ..Default::default()
460 },
461 );
462
463 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
464 return;
465 };
466
467 render_app
469 .add_systems(
470 ExtractSchedule,
471 (
472 extract_clusters,
473 extract_lights,
474 late_sweep_material_instances,
475 ),
476 )
477 .add_systems(
478 Render,
479 (
480 prepare_lights
481 .in_set(RenderSet::ManageViews)
482 .after(sort_cameras),
483 prepare_clusters.in_set(RenderSet::PrepareResources),
484 ),
485 )
486 .init_resource::<LightMeta>()
487 .init_resource::<RenderMaterialBindings>();
488
489 render_app.world_mut().add_observer(add_light_view_entities);
490 render_app
491 .world_mut()
492 .add_observer(remove_light_view_entities);
493 render_app.world_mut().add_observer(extracted_light_removed);
494
495 let early_shadow_pass_node = EarlyShadowPassNode::from_world(render_app.world_mut());
496 let late_shadow_pass_node = LateShadowPassNode::from_world(render_app.world_mut());
497 let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
498 let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
499 draw_3d_graph.add_node(NodePbr::EarlyShadowPass, early_shadow_pass_node);
500 draw_3d_graph.add_node(NodePbr::LateShadowPass, late_shadow_pass_node);
501 draw_3d_graph.add_node_edges((
502 NodePbr::EarlyShadowPass,
503 NodePbr::LateShadowPass,
504 Node3d::StartMainPass,
505 ));
506 }
507
508 fn finish(&self, app: &mut App) {
509 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
510 return;
511 };
512
513 render_app
515 .init_resource::<ShadowSamplers>()
516 .init_resource::<GlobalClusterableObjectMeta>()
517 .init_resource::<FallbackBindlessResources>();
518 }
519}
520
521#[derive(Default)]
523pub struct PbrProjectionPlugin;
524impl Plugin for PbrProjectionPlugin {
525 fn build(&self, app: &mut App) {
526 app.add_systems(
527 PostUpdate,
528 build_directional_light_cascades
529 .in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
530 .after(clear_directional_light_cascades),
531 );
532 }
533}