bevy_render/view/
mod.rs

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pub mod visibility;
pub mod window;

use bevy_asset::{load_internal_asset, Handle};
pub use visibility::*;
pub use window::*;

use crate::{
    camera::{
        CameraMainTextureUsages, ClearColor, ClearColorConfig, Exposure, ExtractedCamera,
        ManualTextureViews, MipBias, TemporalJitter,
    },
    extract_resource::{ExtractResource, ExtractResourcePlugin},
    prelude::Shader,
    primitives::Frustum,
    render_asset::RenderAssets,
    render_phase::ViewRangefinder3d,
    render_resource::{DynamicUniformBuffer, ShaderType, Texture, TextureView},
    renderer::{RenderDevice, RenderQueue},
    texture::{
        BevyDefault, CachedTexture, ColorAttachment, DepthAttachment, GpuImage,
        OutputColorAttachment, TextureCache,
    },
    Render, RenderApp, RenderSet,
};
use bevy_app::{App, Plugin};
use bevy_color::LinearRgba;
use bevy_ecs::prelude::*;
use bevy_math::{mat3, vec2, vec3, Mat3, Mat4, UVec4, Vec2, Vec3, Vec4, Vec4Swizzles};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_transform::components::GlobalTransform;
use bevy_utils::HashMap;
use std::{
    ops::Range,
    sync::{
        atomic::{AtomicUsize, Ordering},
        Arc,
    },
};
use wgpu::{
    BufferUsages, Extent3d, RenderPassColorAttachment, RenderPassDepthStencilAttachment, StoreOp,
    TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
};

pub const VIEW_TYPE_HANDLE: Handle<Shader> = Handle::weak_from_u128(15421373904451797197);

/// The matrix that converts from the RGB to the LMS color space.
///
/// To derive this, first we convert from RGB to [CIE 1931 XYZ]:
///
/// ```text
/// ⎡ X ⎤   ⎡ 0.490  0.310  0.200 ⎤ ⎡ R ⎤
/// ⎢ Y ⎥ = ⎢ 0.177  0.812  0.011 ⎥ ⎢ G ⎥
/// ⎣ Z ⎦   ⎣ 0.000  0.010  0.990 ⎦ ⎣ B ⎦
/// ```
///
/// Then we convert to LMS according to the [CAM16 standard matrix]:
///
/// ```text
/// ⎡ L ⎤   ⎡  0.401   0.650  -0.051 ⎤ ⎡ X ⎤
/// ⎢ M ⎥ = ⎢ -0.250   1.204   0.046 ⎥ ⎢ Y ⎥
/// ⎣ S ⎦   ⎣ -0.002   0.049   0.953 ⎦ ⎣ Z ⎦
/// ```
///
/// The resulting matrix is just the concatenation of these two matrices, to do
/// the conversion in one step.
///
/// [CIE 1931 XYZ]: https://en.wikipedia.org/wiki/CIE_1931_color_space
/// [CAM16 standard matrix]: https://en.wikipedia.org/wiki/LMS_color_space
static RGB_TO_LMS: Mat3 = mat3(
    vec3(0.311692, 0.0905138, 0.00764433),
    vec3(0.652085, 0.901341, 0.0486554),
    vec3(0.0362225, 0.00814478, 0.943700),
);

/// The inverse of the [`RGB_TO_LMS`] matrix, converting from the LMS color
/// space back to RGB.
static LMS_TO_RGB: Mat3 = mat3(
    vec3(4.06305, -0.40791, -0.0118812),
    vec3(-2.93241, 1.40437, -0.0486532),
    vec3(-0.130646, 0.00353630, 1.0605344),
);

/// The [CIE 1931] *xy* chromaticity coordinates of the [D65 white point].
///
/// [CIE 1931]: https://en.wikipedia.org/wiki/CIE_1931_color_space
/// [D65 white point]: https://en.wikipedia.org/wiki/Standard_illuminant#D65_values
static D65_XY: Vec2 = vec2(0.31272, 0.32903);

/// The [D65 white point] in [LMS color space].
///
/// [LMS color space]: https://en.wikipedia.org/wiki/LMS_color_space
/// [D65 white point]: https://en.wikipedia.org/wiki/Standard_illuminant#D65_values
static D65_LMS: Vec3 = vec3(0.975538, 1.01648, 1.08475);

pub struct ViewPlugin;

impl Plugin for ViewPlugin {
    fn build(&self, app: &mut App) {
        load_internal_asset!(app, VIEW_TYPE_HANDLE, "view.wgsl", Shader::from_wgsl);

        app.register_type::<InheritedVisibility>()
            .register_type::<ViewVisibility>()
            .register_type::<Msaa>()
            .register_type::<NoFrustumCulling>()
            .register_type::<RenderLayers>()
            .register_type::<Visibility>()
            .register_type::<VisibleEntities>()
            .register_type::<ColorGrading>()
            .init_resource::<Msaa>()
            // NOTE: windows.is_changed() handles cases where a window was resized
            .add_plugins((
                ExtractResourcePlugin::<Msaa>::default(),
                VisibilityPlugin,
                VisibilityRangePlugin,
            ));

        if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
            render_app.add_systems(
                Render,
                (
                    prepare_view_targets
                        .in_set(RenderSet::ManageViews)
                        .after(prepare_windows)
                        .after(crate::render_asset::prepare_assets::<GpuImage>)
                        .ambiguous_with(crate::camera::sort_cameras), // doesn't use `sorted_camera_index_for_target`
                    prepare_view_uniforms.in_set(RenderSet::PrepareResources),
                ),
            );
        }
    }

    fn finish(&self, app: &mut App) {
        if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
            render_app.init_resource::<ViewUniforms>();
        }
    }
}

/// Configuration resource for [Multi-Sample Anti-Aliasing](https://en.wikipedia.org/wiki/Multisample_anti-aliasing).
///
/// The number of samples to run for Multi-Sample Anti-Aliasing. Higher numbers result in
/// smoother edges.
/// Defaults to 4 samples.
///
/// Note that web currently only supports 1 or 4 samples.
///
/// # Example
/// ```
/// # use bevy_app::prelude::App;
/// # use bevy_render::prelude::Msaa;
/// App::new()
///     .insert_resource(Msaa::default())
///     .run();
/// ```
#[derive(
    Resource, Default, Clone, Copy, ExtractResource, Reflect, PartialEq, PartialOrd, Eq, Hash, Debug,
)]
#[reflect(Resource, Default)]
pub enum Msaa {
    Off = 1,
    Sample2 = 2,
    #[default]
    Sample4 = 4,
    Sample8 = 8,
}

impl Msaa {
    #[inline]
    pub fn samples(&self) -> u32 {
        *self as u32
    }
}

#[derive(Component)]
pub struct ExtractedView {
    pub clip_from_view: Mat4,
    pub world_from_view: GlobalTransform,
    // The view-projection matrix. When provided it is used instead of deriving it from
    // `projection` and `transform` fields, which can be helpful in cases where numerical
    // stability matters and there is a more direct way to derive the view-projection matrix.
    pub clip_from_world: Option<Mat4>,
    pub hdr: bool,
    // uvec4(origin.x, origin.y, width, height)
    pub viewport: UVec4,
    pub color_grading: ColorGrading,
}

impl ExtractedView {
    /// Creates a 3D rangefinder for a view
    pub fn rangefinder3d(&self) -> ViewRangefinder3d {
        ViewRangefinder3d::from_world_from_view(&self.world_from_view.compute_matrix())
    }
}

/// Configures filmic color grading parameters to adjust the image appearance.
///
/// Color grading is applied just before tonemapping for a given
/// [`Camera`](crate::camera::Camera) entity, with the sole exception of the
/// `post_saturation` value in [`ColorGradingGlobal`], which is applied after
/// tonemapping.
#[derive(Component, Reflect, Debug, Default, Clone)]
#[reflect(Component, Default)]
pub struct ColorGrading {
    /// Filmic color grading values applied to the image as a whole (as opposed
    /// to individual sections, like shadows and highlights).
    pub global: ColorGradingGlobal,

    /// Color grading values that are applied to the darker parts of the image.
    ///
    /// The cutoff points can be customized with the
    /// [`ColorGradingGlobal::midtones_range`] field.
    pub shadows: ColorGradingSection,

    /// Color grading values that are applied to the parts of the image with
    /// intermediate brightness.
    ///
    /// The cutoff points can be customized with the
    /// [`ColorGradingGlobal::midtones_range`] field.
    pub midtones: ColorGradingSection,

    /// Color grading values that are applied to the lighter parts of the image.
    ///
    /// The cutoff points can be customized with the
    /// [`ColorGradingGlobal::midtones_range`] field.
    pub highlights: ColorGradingSection,
}

/// Filmic color grading values applied to the image as a whole (as opposed to
/// individual sections, like shadows and highlights).
#[derive(Clone, Debug, Reflect)]
#[reflect(Default)]
pub struct ColorGradingGlobal {
    /// Exposure value (EV) offset, measured in stops.
    pub exposure: f32,

    /// An adjustment made to the [CIE 1931] chromaticity *x* value.
    ///
    /// Positive values make the colors redder. Negative values make the colors
    /// bluer. This has no effect on luminance (brightness).
    ///
    /// [CIE 1931]: https://en.wikipedia.org/wiki/CIE_1931_color_space#CIE_xy_chromaticity_diagram_and_the_CIE_xyY_color_space
    pub temperature: f32,

    /// An adjustment made to the [CIE 1931] chromaticity *y* value.
    ///
    /// Positive values make the colors more magenta. Negative values make the
    /// colors greener. This has no effect on luminance (brightness).
    ///
    /// [CIE 1931]: https://en.wikipedia.org/wiki/CIE_1931_color_space#CIE_xy_chromaticity_diagram_and_the_CIE_xyY_color_space
    pub tint: f32,

    /// An adjustment to the [hue], in radians.
    ///
    /// Adjusting this value changes the perceived colors in the image: red to
    /// yellow to green to blue, etc. It has no effect on the saturation or
    /// brightness of the colors.
    ///
    /// [hue]: https://en.wikipedia.org/wiki/HSL_and_HSV#Formal_derivation
    pub hue: f32,

    /// Saturation adjustment applied after tonemapping.
    /// Values below 1.0 desaturate, with a value of 0.0 resulting in a grayscale image
    /// with luminance defined by ITU-R BT.709
    /// Values above 1.0 increase saturation.
    pub post_saturation: f32,

    /// The luminance (brightness) ranges that are considered part of the
    /// "midtones" of the image.
    ///
    /// This affects which [`ColorGradingSection`]s apply to which colors. Note
    /// that the sections smoothly blend into one another, to avoid abrupt
    /// transitions.
    ///
    /// The default value is 0.2 to 0.7.
    pub midtones_range: Range<f32>,
}

/// The [`ColorGrading`] structure, packed into the most efficient form for the
/// GPU.
#[derive(Clone, Copy, Debug, ShaderType)]
struct ColorGradingUniform {
    balance: Mat3,
    saturation: Vec3,
    contrast: Vec3,
    gamma: Vec3,
    gain: Vec3,
    lift: Vec3,
    midtone_range: Vec2,
    exposure: f32,
    hue: f32,
    post_saturation: f32,
}

/// A section of color grading values that can be selectively applied to
/// shadows, midtones, and highlights.
#[derive(Reflect, Debug, Copy, Clone, PartialEq)]
pub struct ColorGradingSection {
    /// Values below 1.0 desaturate, with a value of 0.0 resulting in a grayscale image
    /// with luminance defined by ITU-R BT.709.
    /// Values above 1.0 increase saturation.
    pub saturation: f32,

    /// Adjusts the range of colors.
    ///
    /// A value of 1.0 applies no changes. Values below 1.0 move the colors more
    /// toward a neutral gray. Values above 1.0 spread the colors out away from
    /// the neutral gray.
    pub contrast: f32,

    /// A nonlinear luminance adjustment, mainly affecting the high end of the
    /// range.
    ///
    /// This is the *n* exponent in the standard [ASC CDL] formula for color
    /// correction:
    ///
    /// ```text
    /// out = (i × s + o)ⁿ
    /// ```
    ///
    /// [ASC CDL]: https://en.wikipedia.org/wiki/ASC_CDL#Combined_Function
    pub gamma: f32,

    /// A linear luminance adjustment, mainly affecting the middle part of the
    /// range.
    ///
    /// This is the *s* factor in the standard [ASC CDL] formula for color
    /// correction:
    ///
    /// ```text
    /// out = (i × s + o)ⁿ
    /// ```
    ///
    /// [ASC CDL]: https://en.wikipedia.org/wiki/ASC_CDL#Combined_Function
    pub gain: f32,

    /// A fixed luminance adjustment, mainly affecting the lower part of the
    /// range.
    ///
    /// This is the *o* term in the standard [ASC CDL] formula for color
    /// correction:
    ///
    /// ```text
    /// out = (i × s + o)ⁿ
    /// ```
    ///
    /// [ASC CDL]: https://en.wikipedia.org/wiki/ASC_CDL#Combined_Function
    pub lift: f32,
}

impl Default for ColorGradingGlobal {
    fn default() -> Self {
        Self {
            exposure: 0.0,
            temperature: 0.0,
            tint: 0.0,
            hue: 0.0,
            post_saturation: 1.0,
            midtones_range: 0.2..0.7,
        }
    }
}

impl Default for ColorGradingSection {
    fn default() -> Self {
        Self {
            saturation: 1.0,
            contrast: 1.0,
            gamma: 1.0,
            gain: 1.0,
            lift: 0.0,
        }
    }
}

impl ColorGrading {
    /// Creates a new [`ColorGrading`] instance in which shadows, midtones, and
    /// highlights all have the same set of color grading values.
    pub fn with_identical_sections(
        global: ColorGradingGlobal,
        section: ColorGradingSection,
    ) -> ColorGrading {
        ColorGrading {
            global,
            highlights: section,
            midtones: section,
            shadows: section,
        }
    }

    /// Returns an iterator that visits the shadows, midtones, and highlights
    /// sections, in that order.
    pub fn all_sections(&self) -> impl Iterator<Item = &ColorGradingSection> {
        [&self.shadows, &self.midtones, &self.highlights].into_iter()
    }

    /// Applies the given mutating function to the shadows, midtones, and
    /// highlights sections, in that order.
    ///
    /// Returns an array composed of the results of such evaluation, in that
    /// order.
    pub fn all_sections_mut(&mut self) -> impl Iterator<Item = &mut ColorGradingSection> {
        [&mut self.shadows, &mut self.midtones, &mut self.highlights].into_iter()
    }
}

#[derive(Clone, ShaderType)]
pub struct ViewUniform {
    clip_from_world: Mat4,
    unjittered_clip_from_world: Mat4,
    world_from_clip: Mat4,
    world_from_view: Mat4,
    view_from_world: Mat4,
    clip_from_view: Mat4,
    view_from_clip: Mat4,
    world_position: Vec3,
    exposure: f32,
    // viewport(x_origin, y_origin, width, height)
    viewport: Vec4,
    frustum: [Vec4; 6],
    color_grading: ColorGradingUniform,
    mip_bias: f32,
}

#[derive(Resource)]
pub struct ViewUniforms {
    pub uniforms: DynamicUniformBuffer<ViewUniform>,
}

impl FromWorld for ViewUniforms {
    fn from_world(world: &mut World) -> Self {
        let mut uniforms = DynamicUniformBuffer::default();
        uniforms.set_label(Some("view_uniforms_buffer"));

        let render_device = world.resource::<RenderDevice>();
        if render_device.limits().max_storage_buffers_per_shader_stage > 0 {
            uniforms.add_usages(BufferUsages::STORAGE);
        }

        Self { uniforms }
    }
}

#[derive(Component)]
pub struct ViewUniformOffset {
    pub offset: u32,
}

#[derive(Component)]
pub struct ViewTarget {
    main_textures: MainTargetTextures,
    main_texture_format: TextureFormat,
    /// 0 represents `main_textures.a`, 1 represents `main_textures.b`
    /// This is shared across view targets with the same render target
    main_texture: Arc<AtomicUsize>,
    out_texture: OutputColorAttachment,
}

pub struct PostProcessWrite<'a> {
    pub source: &'a TextureView,
    pub destination: &'a TextureView,
}

impl From<ColorGrading> for ColorGradingUniform {
    fn from(component: ColorGrading) -> Self {
        // Compute the balance matrix that will be used to apply the white
        // balance adjustment to an RGB color. Our general approach will be to
        // convert both the color and the developer-supplied white point to the
        // LMS color space, apply the conversion, and then convert back.
        //
        // First, we start with the CIE 1931 *xy* values of the standard D65
        // illuminant:
        // <https://en.wikipedia.org/wiki/Standard_illuminant#D65_values>
        //
        // We then adjust them based on the developer's requested white balance.
        let white_point_xy = D65_XY + vec2(-component.global.temperature, component.global.tint);

        // Convert the white point from CIE 1931 *xy* to LMS. First, we convert to XYZ:
        //
        //                  Y          Y
        //     Y = 1    X = ─ x    Z = ─ (1 - x - y)
        //                  y          y
        //
        // Then we convert from XYZ to LMS color space, using the CAM16 matrix
        // from <https://en.wikipedia.org/wiki/LMS_color_space#Later_CIECAMs>:
        //
        //     ⎡ L ⎤   ⎡  0.401   0.650  -0.051 ⎤ ⎡ X ⎤
        //     ⎢ M ⎥ = ⎢ -0.250   1.204   0.046 ⎥ ⎢ Y ⎥
        //     ⎣ S ⎦   ⎣ -0.002   0.049   0.953 ⎦ ⎣ Z ⎦
        //
        // The following formula is just a simplification of the above.

        let white_point_lms = vec3(0.701634, 1.15856, -0.904175)
            + (vec3(-0.051461, 0.045854, 0.953127)
                + vec3(0.452749, -0.296122, -0.955206) * white_point_xy.x)
                / white_point_xy.y;

        // Now that we're in LMS space, perform the white point scaling.
        let white_point_adjustment = Mat3::from_diagonal(D65_LMS / white_point_lms);

        // Finally, combine the RGB → LMS → corrected LMS → corrected RGB
        // pipeline into a single 3×3 matrix.
        let balance = LMS_TO_RGB * white_point_adjustment * RGB_TO_LMS;

        Self {
            balance,
            saturation: vec3(
                component.shadows.saturation,
                component.midtones.saturation,
                component.highlights.saturation,
            ),
            contrast: vec3(
                component.shadows.contrast,
                component.midtones.contrast,
                component.highlights.contrast,
            ),
            gamma: vec3(
                component.shadows.gamma,
                component.midtones.gamma,
                component.highlights.gamma,
            ),
            gain: vec3(
                component.shadows.gain,
                component.midtones.gain,
                component.highlights.gain,
            ),
            lift: vec3(
                component.shadows.lift,
                component.midtones.lift,
                component.highlights.lift,
            ),
            midtone_range: vec2(
                component.global.midtones_range.start,
                component.global.midtones_range.end,
            ),
            exposure: component.global.exposure,
            hue: component.global.hue,
            post_saturation: component.global.post_saturation,
        }
    }
}

#[derive(Component)]
pub struct GpuCulling;

#[derive(Component)]
pub struct NoCpuCulling;

impl ViewTarget {
    pub const TEXTURE_FORMAT_HDR: TextureFormat = TextureFormat::Rgba16Float;

    /// Retrieve this target's main texture's color attachment.
    pub fn get_color_attachment(&self) -> RenderPassColorAttachment {
        if self.main_texture.load(Ordering::SeqCst) == 0 {
            self.main_textures.a.get_attachment()
        } else {
            self.main_textures.b.get_attachment()
        }
    }

    /// Retrieve this target's "unsampled" main texture's color attachment.
    pub fn get_unsampled_color_attachment(&self) -> RenderPassColorAttachment {
        if self.main_texture.load(Ordering::SeqCst) == 0 {
            self.main_textures.a.get_unsampled_attachment()
        } else {
            self.main_textures.b.get_unsampled_attachment()
        }
    }

    /// The "main" unsampled texture.
    pub fn main_texture(&self) -> &Texture {
        if self.main_texture.load(Ordering::SeqCst) == 0 {
            &self.main_textures.a.texture.texture
        } else {
            &self.main_textures.b.texture.texture
        }
    }

    /// The _other_ "main" unsampled texture.
    /// In most cases you should use [`Self::main_texture`] instead and never this.
    /// The textures will naturally be swapped when [`Self::post_process_write`] is called.
    ///
    /// A use case for this is to be able to prepare a bind group for all main textures
    /// ahead of time.
    pub fn main_texture_other(&self) -> &Texture {
        if self.main_texture.load(Ordering::SeqCst) == 0 {
            &self.main_textures.b.texture.texture
        } else {
            &self.main_textures.a.texture.texture
        }
    }

    /// The "main" unsampled texture.
    pub fn main_texture_view(&self) -> &TextureView {
        if self.main_texture.load(Ordering::SeqCst) == 0 {
            &self.main_textures.a.texture.default_view
        } else {
            &self.main_textures.b.texture.default_view
        }
    }

    /// The _other_ "main" unsampled texture view.
    /// In most cases you should use [`Self::main_texture_view`] instead and never this.
    /// The textures will naturally be swapped when [`Self::post_process_write`] is called.
    ///
    /// A use case for this is to be able to prepare a bind group for all main textures
    /// ahead of time.
    pub fn main_texture_other_view(&self) -> &TextureView {
        if self.main_texture.load(Ordering::SeqCst) == 0 {
            &self.main_textures.b.texture.default_view
        } else {
            &self.main_textures.a.texture.default_view
        }
    }

    /// The "main" sampled texture.
    pub fn sampled_main_texture(&self) -> Option<&Texture> {
        self.main_textures
            .a
            .resolve_target
            .as_ref()
            .map(|sampled| &sampled.texture)
    }

    /// The "main" sampled texture view.
    pub fn sampled_main_texture_view(&self) -> Option<&TextureView> {
        self.main_textures
            .a
            .resolve_target
            .as_ref()
            .map(|sampled| &sampled.default_view)
    }

    #[inline]
    pub fn main_texture_format(&self) -> TextureFormat {
        self.main_texture_format
    }

    /// Returns `true` if and only if the main texture is [`Self::TEXTURE_FORMAT_HDR`]
    #[inline]
    pub fn is_hdr(&self) -> bool {
        self.main_texture_format == ViewTarget::TEXTURE_FORMAT_HDR
    }

    /// The final texture this view will render to.
    #[inline]
    pub fn out_texture(&self) -> &TextureView {
        &self.out_texture.view
    }

    pub fn out_texture_color_attachment(
        &self,
        clear_color: Option<LinearRgba>,
    ) -> RenderPassColorAttachment {
        self.out_texture.get_attachment(clear_color)
    }

    /// The format of the final texture this view will render to
    #[inline]
    pub fn out_texture_format(&self) -> TextureFormat {
        self.out_texture.format
    }

    /// This will start a new "post process write", which assumes that the caller
    /// will write the [`PostProcessWrite`]'s `source` to the `destination`.
    ///
    /// `source` is the "current" main texture. This will internally flip this
    /// [`ViewTarget`]'s main texture to the `destination` texture, so the caller
    /// _must_ ensure `source` is copied to `destination`, with or without modifications.
    /// Failing to do so will cause the current main texture information to be lost.
    pub fn post_process_write(&self) -> PostProcessWrite {
        let old_is_a_main_texture = self.main_texture.fetch_xor(1, Ordering::SeqCst);
        // if the old main texture is a, then the post processing must write from a to b
        if old_is_a_main_texture == 0 {
            self.main_textures.b.mark_as_cleared();
            PostProcessWrite {
                source: &self.main_textures.a.texture.default_view,
                destination: &self.main_textures.b.texture.default_view,
            }
        } else {
            self.main_textures.a.mark_as_cleared();
            PostProcessWrite {
                source: &self.main_textures.b.texture.default_view,
                destination: &self.main_textures.a.texture.default_view,
            }
        }
    }
}

#[derive(Component)]
pub struct ViewDepthTexture {
    pub texture: Texture,
    attachment: DepthAttachment,
}

impl ViewDepthTexture {
    pub fn new(texture: CachedTexture, clear_value: Option<f32>) -> Self {
        Self {
            texture: texture.texture,
            attachment: DepthAttachment::new(texture.default_view, clear_value),
        }
    }

    pub fn get_attachment(&self, store: StoreOp) -> RenderPassDepthStencilAttachment {
        self.attachment.get_attachment(store)
    }

    pub fn view(&self) -> &TextureView {
        &self.attachment.view
    }
}

pub fn prepare_view_uniforms(
    mut commands: Commands,
    render_device: Res<RenderDevice>,
    render_queue: Res<RenderQueue>,
    mut view_uniforms: ResMut<ViewUniforms>,
    views: Query<(
        Entity,
        Option<&ExtractedCamera>,
        &ExtractedView,
        Option<&Frustum>,
        Option<&TemporalJitter>,
        Option<&MipBias>,
    )>,
) {
    let view_iter = views.iter();
    let view_count = view_iter.len();
    let Some(mut writer) =
        view_uniforms
            .uniforms
            .get_writer(view_count, &render_device, &render_queue)
    else {
        return;
    };
    for (entity, extracted_camera, extracted_view, frustum, temporal_jitter, mip_bias) in &views {
        let viewport = extracted_view.viewport.as_vec4();
        let unjittered_projection = extracted_view.clip_from_view;
        let mut clip_from_view = unjittered_projection;

        if let Some(temporal_jitter) = temporal_jitter {
            temporal_jitter.jitter_projection(&mut clip_from_view, viewport.zw());
        }

        let view_from_clip = clip_from_view.inverse();
        let world_from_view = extracted_view.world_from_view.compute_matrix();
        let view_from_world = world_from_view.inverse();

        let clip_from_world = if temporal_jitter.is_some() {
            clip_from_view * view_from_world
        } else {
            extracted_view
                .clip_from_world
                .unwrap_or_else(|| clip_from_view * view_from_world)
        };

        // Map Frustum type to shader array<vec4<f32>, 6>
        let frustum = frustum
            .map(|frustum| frustum.half_spaces.map(|h| h.normal_d()))
            .unwrap_or([Vec4::ZERO; 6]);

        let view_uniforms = ViewUniformOffset {
            offset: writer.write(&ViewUniform {
                clip_from_world,
                unjittered_clip_from_world: unjittered_projection * view_from_world,
                world_from_clip: world_from_view * view_from_clip,
                world_from_view,
                view_from_world,
                clip_from_view,
                view_from_clip,
                world_position: extracted_view.world_from_view.translation(),
                exposure: extracted_camera
                    .map(|c| c.exposure)
                    .unwrap_or_else(|| Exposure::default().exposure()),
                viewport,
                frustum,
                color_grading: extracted_view.color_grading.clone().into(),
                mip_bias: mip_bias.unwrap_or(&MipBias(0.0)).0,
            }),
        };

        commands.entity(entity).insert(view_uniforms);
    }
}

#[derive(Clone)]
struct MainTargetTextures {
    a: ColorAttachment,
    b: ColorAttachment,
    /// 0 represents `main_textures.a`, 1 represents `main_textures.b`
    /// This is shared across view targets with the same render target
    main_texture: Arc<AtomicUsize>,
}

#[allow(clippy::too_many_arguments)]
pub fn prepare_view_targets(
    mut commands: Commands,
    windows: Res<ExtractedWindows>,
    images: Res<RenderAssets<GpuImage>>,
    msaa: Res<Msaa>,
    clear_color_global: Res<ClearColor>,
    render_device: Res<RenderDevice>,
    mut texture_cache: ResMut<TextureCache>,
    cameras: Query<(
        Entity,
        &ExtractedCamera,
        &ExtractedView,
        &CameraMainTextureUsages,
    )>,
    manual_texture_views: Res<ManualTextureViews>,
) {
    let mut textures = HashMap::default();
    let mut output_textures = HashMap::default();
    for (entity, camera, view, texture_usage) in cameras.iter() {
        let (Some(target_size), Some(target)) = (camera.physical_target_size, &camera.target)
        else {
            continue;
        };

        let Some(out_texture) = output_textures.entry(target.clone()).or_insert_with(|| {
            target
                .get_texture_view(&windows, &images, &manual_texture_views)
                .zip(target.get_texture_format(&windows, &images, &manual_texture_views))
                .map(|(view, format)| {
                    OutputColorAttachment::new(view.clone(), format.add_srgb_suffix())
                })
        }) else {
            continue;
        };

        let size = Extent3d {
            width: target_size.x,
            height: target_size.y,
            depth_or_array_layers: 1,
        };

        let main_texture_format = if view.hdr {
            ViewTarget::TEXTURE_FORMAT_HDR
        } else {
            TextureFormat::bevy_default()
        };

        let clear_color = match camera.clear_color {
            ClearColorConfig::Custom(color) => Some(color),
            ClearColorConfig::None => None,
            _ => Some(clear_color_global.0),
        };

        let (a, b, sampled, main_texture) = textures
            .entry((camera.target.clone(), view.hdr))
            .or_insert_with(|| {
                let descriptor = TextureDescriptor {
                    label: None,
                    size,
                    mip_level_count: 1,
                    sample_count: 1,
                    dimension: TextureDimension::D2,
                    format: main_texture_format,
                    usage: texture_usage.0,
                    view_formats: match main_texture_format {
                        TextureFormat::Bgra8Unorm => &[TextureFormat::Bgra8UnormSrgb],
                        TextureFormat::Rgba8Unorm => &[TextureFormat::Rgba8UnormSrgb],
                        _ => &[],
                    },
                };
                let a = texture_cache.get(
                    &render_device,
                    TextureDescriptor {
                        label: Some("main_texture_a"),
                        ..descriptor
                    },
                );
                let b = texture_cache.get(
                    &render_device,
                    TextureDescriptor {
                        label: Some("main_texture_b"),
                        ..descriptor
                    },
                );
                let sampled = if msaa.samples() > 1 {
                    let sampled = texture_cache.get(
                        &render_device,
                        TextureDescriptor {
                            label: Some("main_texture_sampled"),
                            size,
                            mip_level_count: 1,
                            sample_count: msaa.samples(),
                            dimension: TextureDimension::D2,
                            format: main_texture_format,
                            usage: TextureUsages::RENDER_ATTACHMENT,
                            view_formats: descriptor.view_formats,
                        },
                    );
                    Some(sampled)
                } else {
                    None
                };
                let main_texture = Arc::new(AtomicUsize::new(0));
                (a, b, sampled, main_texture)
            });

        let converted_clear_color = clear_color.map(|color| color.into());

        let main_textures = MainTargetTextures {
            a: ColorAttachment::new(a.clone(), sampled.clone(), converted_clear_color),
            b: ColorAttachment::new(b.clone(), sampled.clone(), converted_clear_color),
            main_texture: main_texture.clone(),
        };

        commands.entity(entity).insert(ViewTarget {
            main_texture: main_textures.main_texture.clone(),
            main_textures,
            main_texture_format,
            out_texture: out_texture.clone(),
        });
    }
}