bevy_pbr/
parallax.rs

1use bevy_reflect::Reflect;
2
3/// The [parallax mapping] method to use to compute depth based on the
4/// material's [`depth_map`].
5///
6/// Parallax Mapping uses a depth map texture to give the illusion of depth
7/// variation on a mesh surface that is geometrically flat.
8///
9/// See the `parallax_mapping.wgsl` shader code for implementation details
10/// and explanation of the methods used.
11///
12/// [`depth_map`]: crate::StandardMaterial::depth_map
13/// [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping
14#[derive(Debug, Copy, Clone, PartialEq, Eq, Default, Reflect)]
15pub enum ParallaxMappingMethod {
16    /// A simple linear interpolation, using a single texture sample.
17    ///
18    /// This method is named "Parallax Occlusion Mapping".
19    ///
20    /// Unlike [`ParallaxMappingMethod::Relief`], only requires a single lookup,
21    /// but may skip small details and result in writhing material artifacts.
22    #[default]
23    Occlusion,
24    /// Discovers the best depth value based on binary search.
25    ///
26    /// Each iteration incurs a texture sample.
27    /// The result has fewer visual artifacts than [`ParallaxMappingMethod::Occlusion`].
28    ///
29    /// This method is named "Relief Mapping".
30    Relief {
31        /// How many additional steps to use at most to find the depth value.
32        max_steps: u32,
33    },
34}
35impl ParallaxMappingMethod {
36    /// [`ParallaxMappingMethod::Relief`] with a 5 steps, a reasonable default.
37    pub const DEFAULT_RELIEF_MAPPING: Self = ParallaxMappingMethod::Relief { max_steps: 5 };
38
39    pub(crate) fn max_steps(&self) -> u32 {
40        match self {
41            ParallaxMappingMethod::Occlusion => 0,
42            ParallaxMappingMethod::Relief { max_steps } => *max_steps,
43        }
44    }
45}