Files
marathon/crates/libmarathon/src/render/pbr/decal/forward.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

166 lines
6.1 KiB
Rust

use crate::render::pbr::{
ExtendedMaterial, Material, MaterialExtension, MaterialExtensionKey, MaterialExtensionPipeline,
MaterialPlugin, StandardMaterial,
};
use bevy_app::{App, Plugin};
use bevy_asset::{Asset, Assets, Handle};
use bevy_ecs::{
component::Component, lifecycle::HookContext, resource::Resource, world::DeferredWorld,
};
use bevy_math::{prelude::Rectangle, Quat, Vec2, Vec3};
use bevy_mesh::{Mesh, Mesh3d, MeshBuilder, MeshVertexBufferLayoutRef, Meshable};
use bevy_reflect::{Reflect, TypePath};
use crate::render::{
alpha::AlphaMode,
render_asset::RenderAssets,
render_resource::{
AsBindGroup, AsBindGroupShaderType, CompareFunction, RenderPipelineDescriptor, ShaderType,
SpecializedMeshPipelineError,
},
texture::GpuImage,
RenderDebugFlags,
};
use bevy_shader::load_shader_library;
/// Plugin to render [`ForwardDecal`]s.
pub struct ForwardDecalPlugin;
impl Plugin for ForwardDecalPlugin {
fn build(&self, app: &mut App) {
load_shader_library!(app, "forward_decal.wgsl");
let mesh = app.world_mut().resource_mut::<Assets<Mesh>>().add(
Rectangle::from_size(Vec2::ONE)
.mesh()
.build()
.rotated_by(Quat::from_rotation_arc(Vec3::Z, Vec3::Y))
.with_generated_tangents()
.unwrap(),
);
app.insert_resource(ForwardDecalMesh(mesh));
app.add_plugins(MaterialPlugin::<ForwardDecalMaterial<StandardMaterial>> {
prepass_enabled: false,
shadows_enabled: false,
debug_flags: RenderDebugFlags::default(),
..Default::default()
});
}
}
/// A decal that renders via a 1x1 transparent quad mesh, smoothly alpha-blending with the underlying
/// geometry towards the edges.
///
/// Because forward decals are meshes, you can use arbitrary materials to control their appearance.
///
/// # Usage Notes
///
/// * Spawn this component on an entity with a [`crate::MeshMaterial3d`] component holding a [`ForwardDecalMaterial`].
/// * Any camera rendering a forward decal must have the [`bevy_core_pipeline::prepass::DepthPrepass`] component.
/// * Looking at forward decals at a steep angle can cause distortion. This can be mitigated by padding your decal's
/// texture with extra transparent pixels on the edges.
/// * On Wasm, requires using WebGPU and disabling `Msaa` on your camera.
#[derive(Component, Reflect)]
#[require(Mesh3d)]
#[component(on_add=forward_decal_set_mesh)]
pub struct ForwardDecal;
/// Type alias for an extended material with a [`ForwardDecalMaterialExt`] extension.
///
/// Make sure to register the [`MaterialPlugin`] for this material in your app setup.
///
/// [`StandardMaterial`] comes with out of the box support for forward decals.
#[expect(type_alias_bounds, reason = "Type alias generics not yet stable")]
pub type ForwardDecalMaterial<B: Material> = ExtendedMaterial<B, ForwardDecalMaterialExt>;
/// Material extension for a [`ForwardDecal`].
///
/// In addition to wrapping your material type with this extension, your shader must use
/// the `bevy_pbr::decal::forward::get_forward_decal_info` function.
///
/// The `FORWARD_DECAL` shader define will be made available to your shader so that you can gate
/// the forward decal code behind an ifdef.
#[derive(Asset, AsBindGroup, TypePath, Clone, Debug)]
#[uniform(200, ForwardDecalMaterialExtUniform)]
pub struct ForwardDecalMaterialExt {
/// Controls the distance threshold for decal blending with surfaces.
///
/// This parameter determines how far away a surface can be before the decal no longer blends
/// with it and instead renders with full opacity.
///
/// Lower values cause the decal to only blend with close surfaces, while higher values allow
/// blending with more distant surfaces.
///
/// Units are in meters.
pub depth_fade_factor: f32,
}
#[derive(Clone, Default, ShaderType)]
pub struct ForwardDecalMaterialExtUniform {
pub inv_depth_fade_factor: f32,
}
impl AsBindGroupShaderType<ForwardDecalMaterialExtUniform> for ForwardDecalMaterialExt {
fn as_bind_group_shader_type(
&self,
_images: &RenderAssets<GpuImage>,
) -> ForwardDecalMaterialExtUniform {
ForwardDecalMaterialExtUniform {
inv_depth_fade_factor: 1.0 / self.depth_fade_factor.max(0.001),
}
}
}
impl MaterialExtension for ForwardDecalMaterialExt {
fn alpha_mode() -> Option<AlphaMode> {
Some(AlphaMode::Blend)
}
fn specialize(
_pipeline: &MaterialExtensionPipeline,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
_key: MaterialExtensionKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.depth_stencil.as_mut().unwrap().depth_compare = CompareFunction::Always;
descriptor.vertex.shader_defs.push("FORWARD_DECAL".into());
if let Some(fragment) = &mut descriptor.fragment {
fragment.shader_defs.push("FORWARD_DECAL".into());
}
if let Some(label) = &mut descriptor.label {
*label = format!("forward_decal_{label}").into();
}
Ok(())
}
}
impl Default for ForwardDecalMaterialExt {
fn default() -> Self {
Self {
depth_fade_factor: 8.0,
}
}
}
#[derive(Resource)]
struct ForwardDecalMesh(Handle<Mesh>);
// Note: We need to use a hook here instead of required components since we cannot access resources
// with required components, and we can't otherwise get a handle to the asset from a required
// component constructor, since the constructor must be a function pointer, and we intentionally do
// not want to use `uuid_handle!`.
fn forward_decal_set_mesh(mut world: DeferredWorld, HookContext { entity, .. }: HookContext) {
let decal_mesh = world.resource::<ForwardDecalMesh>().0.clone();
let mut entity = world.entity_mut(entity);
let mut entity_mesh = entity.get_mut::<Mesh3d>().unwrap();
// Only replace the mesh handle if the mesh handle is defaulted.
if **entity_mesh == Handle::default() {
entity_mesh.0 = decal_mesh;
}
}