1use bevy::{
6 core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
7 light::NotShadowCaster,
8 pbr::PbrPlugin,
9 prelude::*,
10 reflect::TypePath,
11 render::render_resource::{AsBindGroup, ShaderType},
12 shader::ShaderRef,
13};
14
15const PREPASS_SHADER_ASSET_PATH: &str = "shaders/show_prepass.wgsl";
17const MATERIAL_SHADER_ASSET_PATH: &str = "shaders/custom_material.wgsl";
18
19fn main() {
20 App::new()
21 .add_plugins((
22 DefaultPlugins.set(PbrPlugin {
23 ..default()
28 }),
29 MaterialPlugin::<CustomMaterial>::default(),
30 MaterialPlugin::<PrepassOutputMaterial>::default(),
31 ))
32 .add_systems(Startup, setup)
33 .add_systems(Update, (rotate, toggle_prepass_view))
34 .run();
35}
36
37fn setup(
39 mut commands: Commands,
40 mut meshes: ResMut<Assets<Mesh>>,
41 mut materials: ResMut<Assets<CustomMaterial>>,
42 mut std_materials: ResMut<Assets<StandardMaterial>>,
43 mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
44 asset_server: Res<AssetServer>,
45) {
46 commands.spawn((
48 Camera3d::default(),
49 Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
50 Msaa::Off,
52 DepthPrepass,
55 NormalPrepass,
57 MotionVectorPrepass,
59 ));
60
61 commands.spawn((
63 Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
64 MeshMaterial3d(std_materials.add(Color::srgb(0.3, 0.5, 0.3))),
65 ));
66
67 commands.spawn((
71 Mesh3d(meshes.add(Rectangle::new(20.0, 20.0))),
72 MeshMaterial3d(depth_materials.add(PrepassOutputMaterial {
73 settings: ShowPrepassSettings::default(),
74 })),
75 Transform::from_xyz(-0.75, 1.25, 3.0).looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
76 NotShadowCaster,
77 ));
78
79 commands.spawn((
81 Mesh3d(meshes.add(Cuboid::default())),
82 MeshMaterial3d(materials.add(CustomMaterial {
83 color: LinearRgba::WHITE,
84 color_texture: Some(asset_server.load("branding/icon.png")),
85 alpha_mode: AlphaMode::Opaque,
86 })),
87 Transform::from_xyz(-1.0, 0.5, 0.0),
88 Rotates,
89 ));
90
91 commands.spawn((
93 Mesh3d(meshes.add(Cuboid::default())),
94 MeshMaterial3d(std_materials.add(StandardMaterial {
95 alpha_mode: AlphaMode::Mask(1.0),
96 base_color_texture: Some(asset_server.load("branding/icon.png")),
97 ..default()
98 })),
99 Transform::from_xyz(0.0, 0.5, 0.0),
100 ));
101
102 commands.spawn((
105 Mesh3d(meshes.add(Cuboid::default())),
106 MeshMaterial3d(materials.add(CustomMaterial {
107 color: LinearRgba::WHITE,
108 color_texture: Some(asset_server.load("branding/icon.png")),
109 alpha_mode: AlphaMode::Blend,
110 })),
111 Transform::from_xyz(1.0, 0.5, 0.0),
112 ));
113
114 commands.spawn((
116 PointLight {
117 shadow_maps_enabled: true,
118 ..default()
119 },
120 Transform::from_xyz(4.0, 8.0, 4.0),
121 ));
122
123 commands.spawn((
124 Text::default(),
125 Node {
126 position_type: PositionType::Absolute,
127 top: px(12),
128 left: px(12),
129 ..default()
130 },
131 children![
132 TextSpan::new("Prepass Output: transparent\n"),
133 TextSpan::new("\n\n"),
134 TextSpan::new("Controls\n"),
135 TextSpan::new("---------------\n"),
136 TextSpan::new("Space - Change output\n"),
137 ],
138 ));
139}
140
141#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
143struct CustomMaterial {
144 #[uniform(0)]
145 color: LinearRgba,
146 #[texture(1)]
147 #[sampler(2)]
148 color_texture: Option<Handle<Image>>,
149 alpha_mode: AlphaMode,
150}
151
152impl Material for CustomMaterial {
155 fn fragment_shader() -> ShaderRef {
156 MATERIAL_SHADER_ASSET_PATH.into()
157 }
158
159 fn alpha_mode(&self) -> AlphaMode {
160 self.alpha_mode
161 }
162
163 }
169
170#[derive(Component)]
171struct Rotates;
172
173fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
174 for mut t in q.iter_mut() {
175 let rot = (ops::sin(time.elapsed_secs()) * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
176 t.rotation = Quat::from_rotation_z(rot);
177 }
178}
179
180#[derive(Debug, Clone, Default, ShaderType)]
181struct ShowPrepassSettings {
182 show_depth: u32,
183 show_normals: u32,
184 show_motion_vectors: u32,
185 padding_1: u32,
186 padding_2: u32,
187}
188
189#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
191struct PrepassOutputMaterial {
192 #[uniform(0)]
193 settings: ShowPrepassSettings,
194}
195
196impl Material for PrepassOutputMaterial {
197 fn fragment_shader() -> ShaderRef {
198 PREPASS_SHADER_ASSET_PATH.into()
199 }
200
201 fn alpha_mode(&self) -> AlphaMode {
203 AlphaMode::Blend
204 }
205
206 fn enable_prepass() -> bool {
207 false
208 }
209}
210
211fn toggle_prepass_view(
213 mut prepass_view: Local<u32>,
214 keycode: Res<ButtonInput<KeyCode>>,
215 material_handle: Single<&MeshMaterial3d<PrepassOutputMaterial>>,
216 mut materials: ResMut<Assets<PrepassOutputMaterial>>,
217 text: Single<Entity, With<Text>>,
218 mut writer: TextUiWriter,
219) {
220 if keycode.just_pressed(KeyCode::Space) {
221 *prepass_view = (*prepass_view + 1) % 4;
222
223 let label = match *prepass_view {
224 0 => "transparent",
225 1 => "depth",
226 2 => "normals",
227 3 => "motion vectors",
228 _ => unreachable!(),
229 };
230 let text = *text;
231 *writer.text(text, 1) = format!("Prepass Output: {label}\n");
232 writer.for_each_color(text, |mut color| {
233 color.0 = Color::WHITE;
234 });
235
236 let mut mat = materials.get_mut(*material_handle).unwrap();
237 mat.settings.show_depth = (*prepass_view == 1) as u32;
238 mat.settings.show_normals = (*prepass_view == 2) as u32;
239 mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
240 }
241}