it heccin borken

This commit is contained in:
Nova
2025-09-01 01:19:21 -07:00
committed by Schmarni
parent a5b4939b57
commit e69d85cc56
3 changed files with 138 additions and 17 deletions

View File

@@ -0,0 +1,62 @@
#import bevy_pbr::{
pbr_fragment::pbr_input_from_standard_material,
pbr_functions::alpha_discard,
}
#ifdef PREPASS_PIPELINE
#import bevy_pbr::{
prepass_io::{VertexOutput, FragmentOutput},
pbr_deferred_functions::deferred_output,
}
#else
#import bevy_pbr::{
forward_io::{VertexOutput, FragmentOutput},
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
}
#endif
struct MyExtendedMaterial {
quantize_steps: u32,
}
@group(2) @binding(100)
var<uniform> my_extended_material: MyExtendedMaterial;
@fragment
fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
#ifdef VERTEX_COLORS
var out: FragmentOutput;
// apply lighting
out.color = in.color;
return out;
#endif
// generate a PbrInput struct from the StandardMaterial bindings
var pbr_input = pbr_input_from_standard_material(in, is_front);
#ifdef VERTEX_COLORS
// Multiply emissive color by vertex color
pbr_input.material.emissive.rgb *= in.color.rgb;
#endif
// alpha discard
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
#ifdef PREPASS_PIPELINE
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
let out = deferred_output(in, pbr_input);
#else
var out: FragmentOutput;
// apply lighting
out.color = apply_pbr_lighting(pbr_input);
// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
// note this does not include fullscreen postprocessing effects like bloom.
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
#endif
return out;
}

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@@ -11,11 +11,13 @@ use crate::{
},
};
use bevy::{
asset::RenderAssetUsages,
asset::{RenderAssetUsages, weak_handle},
pbr::{ExtendedMaterial, MaterialExtension},
prelude::*,
render::{
mesh::{Indices, MeshAabb, PrimitiveTopology},
primitives::Aabb,
render_resource::{AsBindGroup, ShaderRef},
},
};
use glam::Vec3;
@@ -25,18 +27,74 @@ use std::sync::{
atomic::{AtomicBool, Ordering},
};
pub struct LinesNodePlugin;
type LineMaterial = ExtendedMaterial<BevyMaterial, LineExtension>;
const LINE_SHADER_HANDLE: Handle<Shader> = weak_handle!("7d28aa5a-3abd-43bb-b0e9-0de8b81b650d");
// No extra data needed for a simple holdout
#[derive(Default, Asset, AsBindGroup, TypePath, Debug, Clone)]
pub struct LineExtension {
#[uniform(100)]
unused: u32,
}
impl MaterialExtension for LineExtension {
fn fragment_shader() -> ShaderRef {
LINE_SHADER_HANDLE.into()
}
impl Plugin for LinesNodePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, build_line_mesh);
fn prepass_fragment_shader() -> ShaderRef {
LINE_SHADER_HANDLE.into()
}
fn alpha_mode() -> Option<AlphaMode> {
Some(AlphaMode::Opaque)
}
}
fn build_line_mesh(
mut meshes: ResMut<Assets<Mesh>>,
pub struct LinesNodePlugin;
impl Plugin for LinesNodePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, test_cube);
app.add_systems(Update, build_line_mesh);
app.world_mut().resource_mut::<Assets<Shader>>().insert(
LINE_SHADER_HANDLE.id(),
Shader::from_wgsl(
include_str!("line.wgsl"),
std::path::Path::new(file!())
.parent()
.unwrap()
.join("line.wgsl")
.to_string_lossy(),
),
);
app.add_plugins(MaterialPlugin::<LineMaterial>::default());
}
}
fn test_cube(
mut cmds: Commands,
mut materials: ResMut<Assets<BevyMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<LineMaterial>>,
) {
cmds.spawn((
Transform::from_xyz(0.0, 0.5, 0.0),
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(ExtendedMaterial {
base: BevyMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
// TODO: this should be Blend
alpha_mode: AlphaMode::Opaque,
// emissive: Color::srgba_u8(128, 128, 128, 255).into(),
..default()
},
extension: LineExtension { unused: 0 },
})),
));
}
fn build_line_mesh(
mut cmds: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<LineMaterial>>,
) {
for lines in LINES_REGISTRY
.get_valid_contents()
@@ -189,13 +247,16 @@ fn build_line_mesh(
let e = cmds.spawn((
Name::new("LinesNode"),
SpatialNode(Arc::downgrade(&lines.spatial)),
MeshMaterial3d(materials.add(BevyMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
// TODO: this should be Blend
alpha_mode: AlphaMode::Opaque,
emissive: Color::srgba_u8(128, 128, 128, 255).into(),
..default()
MeshMaterial3d(materials.add(ExtendedMaterial {
base: BevyMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
// TODO: this should be Blend
alpha_mode: AlphaMode::Opaque,
// emissive: Color::srgba_u8(128, 128, 128, 255).into(),
..default()
},
extension: LineExtension { unused: 0 },
})),
));
_ = lines.entity.set(e.id().into());
@@ -203,7 +264,6 @@ fn build_line_mesh(
}
};
if let Some(aabb) = mesh.compute_aabb() {
info!(?aabb);
*lines.bounds.lock() = aabb;
entity.insert(aabb);
}

View File

@@ -82,7 +82,6 @@ impl DmabufBacking {
dmatexes: &ImportedDmatexs,
images: &mut Assets<Image>,
) -> Option<Handle<Image>> {
info!("updating dmabuf tex");
self.pending_imported_dmatex
.lock()
.take()