volumetric changing unlighted sphere
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2 changed files with 93 additions and 42 deletions
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@ -1,30 +1,46 @@
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#import bevy_pbr::{
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forward_io::{VertexOutput, FragmentOutput},
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pbr_fragment::pbr_input_from_standard_material,
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pbr_functions::{alpha_discard, apply_pbr_lighting, main_pass_post_lighting_processing},
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mesh_view_bindings::view,
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}
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struct MyExtendedMaterial {
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quantize_steps: u32,
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struct VoluMaterial {
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mesh_translation: vec3<f32>,
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sphere_radius: f32,
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color: vec4<f32>,
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}
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@group(2) @binding(100)
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var<uniform> my_extended_material: MyExtendedMaterial;
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var<storage, read> volu_material: VoluMaterial;
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fn raymarch_hit(position_: vec3<f32>, direction: vec3<f32>) -> bool {
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var position = position_;
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for (var i = 0; i < 200; i++) {
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if sphere_hit(position) {
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return true;
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}
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position += direction * 0.01;
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}
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return false;
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}
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fn sphere_hit(p: vec3<f32>) -> bool {
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return distance(p, volu_material.mesh_translation) < volu_material.sphere_radius;
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}
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@fragment
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fn fragment(
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in: VertexOutput,
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@builtin(front_facing) is_front: bool,
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) -> FragmentOutput {
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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let view_direction = normalize(in.world_position.xyz - view.world_position);
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var out: FragmentOutput;
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out.color = apply_pbr_lighting(pbr_input);
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out.color = main_pass_post_lighting_processing(pbr_input, out.color);
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if (raymarch_hit(in.world_position.xyz, view_direction)) {
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out.color = volu_material.color;
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} else {
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out.color = vec4(1.0, 1.0, 1.0, 0.2);
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}
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return out;
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}
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95
src/main.rs
95
src/main.rs
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@ -1,53 +1,54 @@
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//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
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use bevy::{
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color::palettes::basic::RED,
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pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
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pbr::{ExtendedMaterial, MaterialExtension},
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prelude::*,
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render::render_resource::*,
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render::{render_resource::*, storage::ShaderStorageBuffer},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/material.wgsl";
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type VoluMaterial = ExtendedMaterial<StandardMaterial, VoluExtension>;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(MaterialPlugin::<
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ExtendedMaterial<StandardMaterial, MyExtension>,
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>::default())
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.add_plugins(MaterialPlugin::<VoluMaterial>::default())
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_things)
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.add_systems(Update, (rotate_things, update_volu_material))
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>,
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mut materials: ResMut<Assets<VoluMaterial>>,
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mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
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) {
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// sphere
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let transform = Transform::from_xyz(0.0, 0.0, 0.0);
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let storage = buffers.add(ShaderStorageBuffer::from(VoluStorage {
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mesh_translation: transform.translation,
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sphere_radius: 1.0,
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color: Vec4::default(),
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}));
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(1.0))),
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Mesh3d(meshes.add(Cuboid::new(2.0, 2.0, 2.0))),
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MeshMaterial3d(materials.add(ExtendedMaterial {
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base: StandardMaterial {
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base_color: RED.into(),
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opaque_render_method: OpaqueRendererMethod::Auto,
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..Default::default()
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alpha_mode: AlphaMode::Blend,
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..default()
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},
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extension: MyExtension { quantize_steps: 3 },
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extension: VoluExtension { storage },
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})),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// light
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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transform,
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Rotate,
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));
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// camera
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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@ -63,14 +64,48 @@ fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
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}
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}
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
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struct MyExtension {
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#[uniform(100)]
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quantize_steps: u32,
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fn update_volu_material(
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mut q: Query<(&mut Transform, &MeshMaterial3d<VoluMaterial>), Changed<Transform>>,
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mut volu_materials: ResMut<Assets<VoluMaterial>>,
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mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
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time: Res<Time>,
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) {
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for (mut transform, material) in q.iter_mut() {
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transform.translation.y = time.elapsed_secs().sin();
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let volu_material = volu_materials.get_mut(material.0.id()).unwrap();
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let buffer = buffers
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.get_mut(volu_material.extension.storage.id())
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.unwrap();
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let elapsed = time.elapsed_secs_wrapped();
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let volu_storage = VoluStorage {
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mesh_translation: transform.translation,
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sphere_radius: (elapsed.sin() + 3.) / 4.,
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color: vec4((elapsed.sin() + 1.) / 2., 0.0, 0.0, 1.0),
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};
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buffer.set_data(volu_storage);
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}
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}
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impl MaterialExtension for MyExtension {
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
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struct VoluExtension {
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#[storage(100, read_only)]
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storage: Handle<ShaderStorageBuffer>,
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}
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impl MaterialExtension for VoluExtension {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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#[derive(ShaderType, Clone, Default, Debug)]
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pub struct VoluStorage {
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mesh_translation: Vec3,
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sphere_radius: f32,
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color: Vec4,
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}
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