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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::{Image, Shader},
    primitives::Frustum,
    render_asset::RenderAssets,
    render_phase::ViewRangefinder3d,
    render_resource::{DynamicUniformBuffer, ShaderType, Texture, TextureView},
    renderer::{RenderDevice, RenderQueue},
    texture::{BevyDefault, CachedTexture, ColorAttachment, DepthAttachment, TextureCache},
    Render, RenderApp, RenderSet,
};
use bevy_app::{App, Plugin};
use bevy_ecs::prelude::*;
use bevy_math::{Mat4, UVec4, Vec3, Vec4, Vec4Swizzles};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_transform::components::GlobalTransform;
use bevy_utils::HashMap;
use std::sync::{
    atomic::{AtomicUsize, Ordering},
    Arc,
};
use wgpu::{
    Extent3d, RenderPassColorAttachment, RenderPassDepthStencilAttachment, StoreOp,
    TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
};

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

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));

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

/// 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, Debug,
)]
#[reflect(Resource)]
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 projection: Mat4,
    pub transform: 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 view_projection: 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_view_matrix(&self.transform.compute_matrix())
    }
}

/// Configures basic color grading parameters to adjust the image appearance. Grading is applied just before/after tonemapping for a given [`Camera`](crate::camera::Camera) entity.
#[derive(Component, Reflect, Debug, Copy, Clone, ShaderType)]
#[reflect(Component, Default)]
pub struct ColorGrading {
    /// Exposure value (EV) offset, measured in stops.
    pub exposure: f32,

    /// Non-linear luminance adjustment applied before tonemapping. y = pow(x, gamma)
    pub gamma: f32,

    /// Saturation adjustment applied before 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 pre_saturation: 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,
}

impl Default for ColorGrading {
    fn default() -> Self {
        Self {
            exposure: 0.0,
            gamma: 1.0,
            pre_saturation: 1.0,
            post_saturation: 1.0,
        }
    }
}

#[derive(Clone, ShaderType)]
pub struct ViewUniform {
    view_proj: Mat4,
    unjittered_view_proj: Mat4,
    inverse_view_proj: Mat4,
    view: Mat4,
    inverse_view: Mat4,
    projection: Mat4,
    inverse_projection: Mat4,
    world_position: Vec3,
    exposure: f32,
    // viewport(x_origin, y_origin, width, height)
    viewport: Vec4,
    frustum: [Vec4; 6],
    color_grading: ColorGrading,
    mip_bias: f32,
    render_layers: u32,
}

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

#[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: TextureView,
    out_texture_format: TextureFormat,
}

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

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
    }

    /// 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>,
        Option<&RenderLayers>,
    )>,
) {
    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,
        maybe_layers,
    ) in &views
    {
        let viewport = extracted_view.viewport.as_vec4();
        let unjittered_projection = extracted_view.projection;
        let mut projection = unjittered_projection;

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

        let inverse_projection = projection.inverse();
        let view = extracted_view.transform.compute_matrix();
        let inverse_view = view.inverse();

        let view_proj = if temporal_jitter.is_some() {
            projection * inverse_view
        } else {
            extracted_view
                .view_projection
                .unwrap_or_else(|| projection * inverse_view)
        };

        // 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 {
                view_proj,
                unjittered_view_proj: unjittered_projection * inverse_view,
                inverse_view_proj: view * inverse_projection,
                view,
                inverse_view,
                projection,
                inverse_projection,
                world_position: extracted_view.transform.translation(),
                exposure: extracted_camera
                    .map(|c| c.exposure)
                    .unwrap_or_else(|| Exposure::default().exposure()),
                viewport,
                frustum,
                color_grading: extracted_view.color_grading,
                mip_bias: mip_bias.unwrap_or(&MipBias(0.0)).0,
                render_layers: maybe_layers.copied().unwrap_or_default().bits(),
            }),
        };

        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<Image>>,
    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();
    for (entity, camera, view, texture_usage) in cameras.iter() {
        if let (Some(target_size), Some(target)) = (camera.physical_target_size, &camera.target) {
            if let (Some(out_texture_view), Some(out_texture_format)) = (
                target.get_texture_view(&windows, &images, &manual_texture_views),
                target.get_texture_format(&windows, &images, &manual_texture_views),
            ) {
                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 main_textures = MainTargetTextures {
                    a: ColorAttachment::new(a.clone(), sampled.clone(), clear_color),
                    b: ColorAttachment::new(b.clone(), sampled.clone(), 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_view.clone(),
                    out_texture_format: out_texture_format.add_srgb_suffix(),
                });
            }
        }
    }
}