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Add support for flat shading with indiced meshes
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Use the partial derivative (dFdx, dFdy) for computing facet normals
in the fragment shader.

I made this as an alternative for bevyengine#1808 when for example
making procedually generated terrain.
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sweepline committed Oct 22, 2021
1 parent 6a8a8c9 commit 2c11c11
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Showing 5 changed files with 86 additions and 2 deletions.
4 changes: 4 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -181,6 +181,10 @@ path = "examples/3d/wireframe.rs"
name = "z_sort_debug"
path = "examples/3d/z_sort_debug.rs"

[[example]]
name = "flat_shading"
path = "examples/3d/flat_shading.rs"

# Application
[[example]]
name = "custom_loop"
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5 changes: 5 additions & 0 deletions crates/bevy_pbr/src/material.rs
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Expand Up @@ -42,6 +42,10 @@ pub struct StandardMaterial {
#[render_resources(ignore)]
#[shader_def]
pub unlit: bool,
/// This allows for flat shading even with indiced meshes.
#[render_resources(ignore)]
#[shader_def]
pub flat_shading: bool,
}

impl Default for StandardMaterial {
Expand Down Expand Up @@ -69,6 +73,7 @@ impl Default for StandardMaterial {
emissive: Color::BLACK,
emissive_texture: None,
unlit: false,
flat_shading: false,
}
}
}
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12 changes: 10 additions & 2 deletions crates/bevy_pbr/src/render_graph/pbr_pipeline/pbr.frag
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Expand Up @@ -43,14 +43,17 @@ struct PointLight {
vec4 color;
vec4 lightParams;
};

struct DirectionalLight {
vec4 direction;
vec4 color;
};

layout(location = 0) in vec3 v_WorldPosition;

#ifndef STANDARDMATERIAL_FLAT_SHADING
layout(location = 1) in vec3 v_WorldNormal;
#endif
layout(location = 2) in vec2 v_Uv;

#ifdef STANDARDMATERIAL_NORMAL_MAP
Expand Down Expand Up @@ -368,7 +371,12 @@ void main() {

float roughness = perceptualRoughnessToRoughness(perceptual_roughness);

vec3 N = normalize(v_WorldNormal);
# ifdef STANDARDMATERIAL_FLAT_SHADING
vec3 N = normalize(cross(dFdy(v_WorldPosition), dFdx(v_WorldPosition)));
# endif
# ifndef STANDARDMATERIAL_FLAT_SHADING
vec3 N = v_WorldNormal;
# endif

# ifdef STANDARDMATERIAL_NORMAL_MAP
vec3 T = normalize(v_WorldTangent.xyz);
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4 changes: 4 additions & 0 deletions crates/bevy_pbr/src/render_graph/pbr_pipeline/pbr.vert
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Expand Up @@ -9,7 +9,9 @@ layout(location = 3) in vec4 Vertex_Tangent;
#endif

layout(location = 0) out vec3 v_WorldPosition;
#ifndef STANDARDMATERIAL_FLAT_SHADING
layout(location = 1) out vec3 v_WorldNormal;
#endif
layout(location = 2) out vec2 v_Uv;

layout(set = 0, binding = 0) uniform CameraViewProj {
Expand All @@ -27,7 +29,9 @@ layout(set = 2, binding = 0) uniform Transform {
void main() {
vec4 world_position = Model * vec4(Vertex_Position, 1.0);
v_WorldPosition = world_position.xyz;
#ifndef STANDARDMATERIAL_FLAT_SHADING
v_WorldNormal = mat3(Model) * Vertex_Normal;
#endif
v_Uv = Vertex_Uv;
#ifdef STANDARDMATERIAL_NORMAL_MAP
v_WorldTangent = vec4(mat3(Model) * Vertex_Tangent.xyz, Vertex_Tangent.w);
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63 changes: 63 additions & 0 deletions examples/3d/flat_shading.rs
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@@ -0,0 +1,63 @@
use bevy::{
prelude::*,
render::{
mesh::{Indices, VertexAttributeValues},
pipeline::PrimitiveTopology,
},
};

fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}

/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// flat
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.5,
subdivisions: 4,
})),
material: materials.add(StandardMaterial {
base_color: Color::rgb(0.8, 0.7, 0.6),
flat_shading: true,
..Default::default()
}),
transform: Transform::from_xyz(-0.55, 0.5, 0.0),
..Default::default()
});
// smooth
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.5,
subdivisions: 4,
})),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.55, 0.5, 0.0),
..Default::default()
});
// plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..Default::default()
});
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(5.0, 5.0, 5.0),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(1.0, 3.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}

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