Files
marathon/crates/libmarathon/src/render/oit/mod.rs
Sienna Meridian Satterwhite b03b71c1d9 feat(rendering): Vendor Bevy rendering crates (Phase 1 complete)
Closes #6, #7, #8, #9, #10
Refs #2, #122

Vendored bevy_render, bevy_core_pipeline, and bevy_pbr from Bevy v0.17.2
(commit 566358363126dd69f6e457e47f306c68f8041d2a) into libmarathon.

- ~51K LOC vendored to crates/libmarathon/src/render/
- Merged bevy_render_macros into crates/macros/
- Fixed 773→0 compilation errors
- Updated dependencies (encase 0.10→0.11, added 4 new deps)
- Removed bevy_render/pbr/core_pipeline from app Cargo features

All builds passing, macOS smoke test successful.

Signed-off-by: Sienna Meridian Satterwhite <sienna@r3t.io>
2026-02-07 18:22:13 +00:00

298 lines
12 KiB
Rust

//! Order Independent Transparency (OIT) for 3d rendering. See [`OrderIndependentTransparencyPlugin`] for more details.
use bevy_app::prelude::*;
use bevy_camera::{Camera, Camera3d};
use bevy_ecs::{component::*, lifecycle::ComponentHook, prelude::*};
use bevy_math::UVec2;
use bevy_platform::collections::HashSet;
use bevy_platform::time::Instant;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use crate::render::{
camera::ExtractedCamera,
extract_component::{ExtractComponent, ExtractComponentPlugin},
render_graph::{RenderGraphExt, ViewNodeRunner},
render_resource::{BufferUsages, BufferVec, DynamicUniformBuffer, ShaderType, TextureUsages},
renderer::{RenderDevice, RenderQueue},
view::Msaa,
Render, RenderApp, RenderStartup, RenderSystems,
};
use bevy_shader::load_shader_library;
use bevy_window::PrimaryWindow;
use resolve::{
node::{OitResolveNode, OitResolvePass},
OitResolvePlugin,
};
use tracing::{trace, warn};
use crate::render::core_3d::graph::{Core3d, Node3d};
/// Module that defines the necessary systems to resolve the OIT buffer and render it to the screen.
pub mod resolve;
/// Used to identify which camera will use OIT to render transparent meshes
/// and to configure OIT.
// TODO consider supporting multiple OIT techniques like WBOIT, Moment Based OIT,
// depth peeling, stochastic transparency, ray tracing etc.
// This should probably be done by adding an enum to this component.
// We use the same struct to pass on the settings to the drawing shader.
#[derive(Clone, Copy, ExtractComponent, Reflect, ShaderType)]
#[reflect(Clone, Default)]
pub struct OrderIndependentTransparencySettings {
/// Controls how many layers will be used to compute the blending.
/// The more layers you use the more memory it will use but it will also give better results.
/// 8 is generally recommended, going above 32 is probably not worth it in the vast majority of cases
pub layer_count: i32,
/// Threshold for which fragments will be added to the blending layers.
/// This can be tweaked to optimize quality / layers count. Higher values will
/// allow lower number of layers and a better performance, compromising quality.
pub alpha_threshold: f32,
}
impl Default for OrderIndependentTransparencySettings {
fn default() -> Self {
Self {
layer_count: 8,
alpha_threshold: 0.0,
}
}
}
// OrderIndependentTransparencySettings is also a Component. We explicitly implement the trait so
// we can hook on_add to issue a warning in case `layer_count` is seemingly too high.
impl Component for OrderIndependentTransparencySettings {
const STORAGE_TYPE: StorageType = StorageType::SparseSet;
type Mutability = Mutable;
fn on_add() -> Option<ComponentHook> {
Some(|world, context| {
if let Some(value) = world.get::<OrderIndependentTransparencySettings>(context.entity)
&& value.layer_count > 32
{
warn!("{}OrderIndependentTransparencySettings layer_count set to {} might be too high.",
context.caller.map(|location|format!("{location}: ")).unwrap_or_default(),
value.layer_count
);
}
})
}
}
/// A plugin that adds support for Order Independent Transparency (OIT).
/// This can correctly render some scenes that would otherwise have artifacts due to alpha blending, but uses more memory.
///
/// To enable OIT for a camera you need to add the [`OrderIndependentTransparencySettings`] component to it.
///
/// If you want to use OIT for your custom material you need to call `oit_draw(position, color)` in your fragment shader.
/// You also need to make sure that your fragment shader doesn't output any colors.
///
/// # Implementation details
/// This implementation uses 2 passes.
///
/// The first pass writes the depth and color of all the fragments to a big buffer.
/// The buffer contains N layers for each pixel, where N can be set with [`OrderIndependentTransparencySettings::layer_count`].
/// This pass is essentially a forward pass.
///
/// The second pass is a single fullscreen triangle pass that sorts all the fragments then blends them together
/// and outputs the result to the screen.
pub struct OrderIndependentTransparencyPlugin;
impl Plugin for OrderIndependentTransparencyPlugin {
fn build(&self, app: &mut App) {
load_shader_library!(app, "oit_draw.wgsl");
app.add_plugins((
ExtractComponentPlugin::<OrderIndependentTransparencySettings>::default(),
OitResolvePlugin,
))
.add_systems(Update, check_msaa)
.add_systems(Last, configure_depth_texture_usages);
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.add_systems(RenderStartup, init_oit_buffers)
.add_systems(
Render,
prepare_oit_buffers.in_set(RenderSystems::PrepareResources),
);
render_app
.add_render_graph_node::<ViewNodeRunner<OitResolveNode>>(Core3d, OitResolvePass)
.add_render_graph_edges(
Core3d,
(
Node3d::MainTransparentPass,
OitResolvePass,
Node3d::EndMainPass,
),
);
}
}
// WARN This should only happen for cameras with the [`OrderIndependentTransparencySettings`] component
// but when multiple cameras are present on the same window
// bevy reuses the same depth texture so we need to set this on all cameras with the same render target.
fn configure_depth_texture_usages(
p: Query<Entity, With<PrimaryWindow>>,
cameras: Query<(&Camera, Has<OrderIndependentTransparencySettings>)>,
mut new_cameras: Query<(&mut Camera3d, &Camera), Added<Camera3d>>,
) {
if new_cameras.is_empty() {
return;
}
// Find all the render target that potentially uses OIT
let primary_window = p.single().ok();
let mut render_target_has_oit = <HashSet<_>>::default();
for (camera, has_oit) in &cameras {
if has_oit {
render_target_has_oit.insert(camera.target.normalize(primary_window));
}
}
// Update the depth texture usage for cameras with a render target that has OIT
for (mut camera_3d, camera) in &mut new_cameras {
if render_target_has_oit.contains(&camera.target.normalize(primary_window)) {
let mut usages = TextureUsages::from(camera_3d.depth_texture_usages);
usages |= TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING;
camera_3d.depth_texture_usages = usages.into();
}
}
}
fn check_msaa(cameras: Query<&Msaa, With<OrderIndependentTransparencySettings>>) {
for msaa in &cameras {
if msaa.samples() > 1 {
panic!("MSAA is not supported when using OrderIndependentTransparency");
}
}
}
/// Holds the buffers that contain the data of all OIT layers.
/// We use one big buffer for the entire app. Each camera will reuse it so it will
/// always be the size of the biggest OIT enabled camera.
#[derive(Resource)]
pub struct OitBuffers {
/// The OIT layers containing depth and color for each fragments.
/// This is essentially used as a 3d array where xy is the screen coordinate and z is
/// the list of fragments rendered with OIT.
pub layers: BufferVec<UVec2>,
/// Buffer containing the index of the last layer that was written for each fragment.
pub layer_ids: BufferVec<i32>,
pub settings: DynamicUniformBuffer<OrderIndependentTransparencySettings>,
}
pub fn init_oit_buffers(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
) {
// initialize buffers with something so there's a valid binding
let mut layers = BufferVec::new(BufferUsages::COPY_DST | BufferUsages::STORAGE);
layers.set_label(Some("oit_layers"));
layers.reserve(1, &render_device);
layers.write_buffer(&render_device, &render_queue);
let mut layer_ids = BufferVec::new(BufferUsages::COPY_DST | BufferUsages::STORAGE);
layer_ids.set_label(Some("oit_layer_ids"));
layer_ids.reserve(1, &render_device);
layer_ids.write_buffer(&render_device, &render_queue);
let mut settings = DynamicUniformBuffer::default();
settings.set_label(Some("oit_settings"));
commands.insert_resource(OitBuffers {
layers,
layer_ids,
settings,
});
}
#[derive(Component)]
pub struct OrderIndependentTransparencySettingsOffset {
pub offset: u32,
}
/// This creates or resizes the oit buffers for each camera.
/// It will always create one big buffer that's as big as the biggest buffer needed.
/// Cameras with smaller viewports or less layers will simply use the big buffer and ignore the rest.
pub fn prepare_oit_buffers(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
cameras: Query<
(&ExtractedCamera, &OrderIndependentTransparencySettings),
(
Changed<ExtractedCamera>,
Changed<OrderIndependentTransparencySettings>,
),
>,
camera_oit_uniforms: Query<(Entity, &OrderIndependentTransparencySettings)>,
mut buffers: ResMut<OitBuffers>,
) {
// Get the max buffer size for any OIT enabled camera
let mut max_layer_ids_size = usize::MIN;
let mut max_layers_size = usize::MIN;
for (camera, settings) in &cameras {
let Some(size) = camera.physical_target_size else {
continue;
};
let layer_count = settings.layer_count as usize;
let size = (size.x * size.y) as usize;
max_layer_ids_size = max_layer_ids_size.max(size);
max_layers_size = max_layers_size.max(size * layer_count);
}
// Create or update the layers buffer based on the max size
if buffers.layers.capacity() < max_layers_size {
let start = Instant::now();
buffers.layers.reserve(max_layers_size, &render_device);
let remaining = max_layers_size - buffers.layers.capacity();
for _ in 0..remaining {
buffers.layers.push(UVec2::ZERO);
}
buffers.layers.write_buffer(&render_device, &render_queue);
trace!(
"OIT layers buffer updated in {:.01}ms with total size {} MiB",
start.elapsed().as_millis(),
buffers.layers.capacity() * size_of::<UVec2>() / 1024 / 1024,
);
}
// Create or update the layer_ids buffer based on the max size
if buffers.layer_ids.capacity() < max_layer_ids_size {
let start = Instant::now();
buffers
.layer_ids
.reserve(max_layer_ids_size, &render_device);
let remaining = max_layer_ids_size - buffers.layer_ids.capacity();
for _ in 0..remaining {
buffers.layer_ids.push(0);
}
buffers
.layer_ids
.write_buffer(&render_device, &render_queue);
trace!(
"OIT layer ids buffer updated in {:.01}ms with total size {} MiB",
start.elapsed().as_millis(),
buffers.layer_ids.capacity() * size_of::<UVec2>() / 1024 / 1024,
);
}
if let Some(mut writer) = buffers.settings.get_writer(
camera_oit_uniforms.iter().len(),
&render_device,
&render_queue,
) {
for (entity, settings) in &camera_oit_uniforms {
let offset = writer.write(settings);
commands
.entity(entity)
.insert(OrderIndependentTransparencySettingsOffset { offset });
}
}
}