bevy/examples/3d/parallax_mapping.rs

374 lines
12 KiB
Rust
Raw Normal View History

Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
//! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
//! Press left mouse button to cycle through different views.
use std::fmt;
use bevy::{prelude::*, render::render_resource::TextureFormat, window::close_on_esc};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(Normal(None))
.add_systems(Startup, setup)
.add_systems(
Update,
(
spin,
update_normal,
move_camera,
update_parallax_depth_scale,
update_parallax_layers,
switch_method,
close_on_esc,
),
)
.run();
}
#[derive(Component)]
struct Spin {
speed: f32,
}
/// The camera, used to move camera on click.
#[derive(Component)]
struct CameraController;
const DEPTH_CHANGE_RATE: f32 = 0.1;
const DEPTH_UPDATE_STEP: f32 = 0.03;
const MAX_DEPTH: f32 = 0.3;
struct TargetDepth(f32);
impl Default for TargetDepth {
fn default() -> Self {
TargetDepth(0.09)
}
}
struct TargetLayers(f32);
impl Default for TargetLayers {
fn default() -> Self {
TargetLayers(5.0)
}
}
struct CurrentMethod(ParallaxMappingMethod);
impl Default for CurrentMethod {
fn default() -> Self {
CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
}
}
impl fmt::Display for CurrentMethod {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
match self.0 {
ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
ParallaxMappingMethod::Relief { max_steps } => {
write!(f, "Relief Mapping with {max_steps} steps")
}
}
}
}
impl CurrentMethod {
fn next_method(&mut self) {
use ParallaxMappingMethod::*;
self.0 = match self.0 {
Occlusion => Relief { max_steps: 2 },
Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
Relief { .. } => Occlusion,
}
}
}
fn update_parallax_depth_scale(
input: Res<ButtonInput<KeyCode>>,
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
mut materials: ResMut<Assets<StandardMaterial>>,
mut target_depth: Local<TargetDepth>,
mut depth_update: Local<bool>,
mut text: Query<&mut Text>,
) {
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if input.just_pressed(KeyCode::Digit1) {
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
target_depth.0 -= DEPTH_UPDATE_STEP;
target_depth.0 = target_depth.0.max(0.0);
*depth_update = true;
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if input.just_pressed(KeyCode::Digit2) {
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
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target_depth.0 += DEPTH_UPDATE_STEP;
target_depth.0 = target_depth.0.min(MAX_DEPTH);
*depth_update = true;
}
if *depth_update {
let mut text = text.single_mut();
for (_, mat) in materials.iter_mut() {
let current_depth = mat.parallax_depth_scale;
let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
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mat.parallax_depth_scale = new_depth;
text.sections[0].value = format!("Parallax depth scale: {new_depth:.5}\n");
if (new_depth - current_depth).abs() <= 0.000000001 {
*depth_update = false;
}
}
}
}
fn switch_method(
input: Res<ButtonInput<KeyCode>>,
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
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mut materials: ResMut<Assets<StandardMaterial>>,
mut text: Query<&mut Text>,
mut current: Local<CurrentMethod>,
) {
if input.just_pressed(KeyCode::Space) {
current.next_method();
} else {
return;
}
let mut text = text.single_mut();
text.sections[2].value = format!("Method: {}\n", *current);
for (_, mat) in materials.iter_mut() {
mat.parallax_mapping_method = current.0;
}
}
fn update_parallax_layers(
input: Res<ButtonInput<KeyCode>>,
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
mut materials: ResMut<Assets<StandardMaterial>>,
mut target_layers: Local<TargetLayers>,
mut text: Query<&mut Text>,
) {
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if input.just_pressed(KeyCode::Digit3) {
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
target_layers.0 -= 1.0;
target_layers.0 = target_layers.0.max(0.0);
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
} else if input.just_pressed(KeyCode::Digit4) {
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
target_layers.0 += 1.0;
} else {
return;
}
let layer_count = target_layers.0.exp2();
let mut text = text.single_mut();
text.sections[1].value = format!("Layers: {layer_count:.0}\n");
for (_, mat) in materials.iter_mut() {
mat.max_parallax_layer_count = layer_count;
}
}
fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
for (mut transform, spin) in query.iter_mut() {
transform.rotate_local_y(spin.speed * time.delta_seconds());
transform.rotate_local_x(spin.speed * time.delta_seconds());
transform.rotate_local_z(-spin.speed * time.delta_seconds());
}
}
// Camera positions to cycle through when left-clicking.
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
const CAMERA_POSITIONS: &[Transform] = &[
Transform {
translation: Vec3::new(1.5, 1.5, 1.5),
rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
scale: Vec3::ONE,
},
Transform {
translation: Vec3::new(2.4, 0.0, 0.2),
rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
scale: Vec3::ONE,
},
Transform {
translation: Vec3::new(2.4, 2.6, -4.3),
rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
scale: Vec3::ONE,
},
Transform {
translation: Vec3::new(-1.0, 0.8, -1.2),
rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
scale: Vec3::ONE,
},
];
fn move_camera(
mut camera: Query<&mut Transform, With<CameraController>>,
mut current_view: Local<usize>,
button: Res<ButtonInput<MouseButton>>,
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
) {
let mut camera = camera.single_mut();
if button.just_pressed(MouseButton::Left) {
*current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
}
let target = CAMERA_POSITIONS[*current_view];
camera.translation = camera.translation.lerp(target.translation, 0.2);
camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
}
fn setup(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
mut normal: ResMut<Normal>,
asset_server: Res<AssetServer>,
) {
// The normal map. Note that to generate it in the GIMP image editor, you should
// open the depth map, and do Filters → Generic → Normal Map
// You should enable the "flip X" checkbox.
let normal_handle = asset_server.load("textures/parallax_example/cube_normal.png");
normal.0 = Some(normal_handle);
// Camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
CameraController,
));
// light
commands
.spawn(PointLightBundle {
New Exposure and Lighting Defaults (and calibrate examples) (#11868) # Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
2024-02-15 20:42:48 +00:00
transform: Transform::from_xyz(2.0, 1.0, -1.1),
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
point_light: PointLight {
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|commands| {
// represent the light source as a sphere
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
commands.spawn(PbrBundle { mesh, ..default() });
});
// Plane
commands.spawn(PbrBundle {
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)),
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
material: materials.add(StandardMaterial {
// standard material derived from dark green, but
// with roughness and reflectance set.
perceptual_roughness: 0.45,
reflectance: 0.18,
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
..Color::srgb_u8(0, 80, 0).into()
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
}),
transform: Transform::from_xyz(0.0, -1.0, 0.0),
..default()
});
let parallax_depth_scale = TargetDepth::default().0;
let max_parallax_layer_count = TargetLayers::default().0.exp2();
let parallax_mapping_method = CurrentMethod::default();
let parallax_material = materials.add(StandardMaterial {
perceptual_roughness: 0.4,
base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
normal_map_texture: normal.0.clone(),
// The depth map is a greyscale texture where black is the highest level and
// white the lowest.
depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
parallax_depth_scale,
parallax_mapping_method: parallax_mapping_method.0,
max_parallax_layer_count,
..default()
});
commands.spawn((
PbrBundle {
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
mesh: meshes.add(
// NOTE: for normal maps and depth maps to work, the mesh
// needs tangents generated.
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
Mesh::from(Cuboid::default())
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
.with_generated_tangents()
.unwrap(),
),
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
material: parallax_material.clone_weak(),
..default()
},
Spin { speed: 0.3 },
));
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
let background_cube = meshes.add(
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
Mesh::from(Cuboid::new(40.0, 40.0, 40.0))
Add consuming builder methods for more ergonomic `Mesh` creation (#10056) # Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
.with_generated_tangents()
.unwrap(),
);
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
let background_cube_bundle = |translation| {
(
PbrBundle {
transform: Transform::from_translation(translation),
mesh: background_cube.clone(),
material: parallax_material.clone(),
..default()
},
Spin { speed: -0.1 },
)
};
commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
let style = TextStyle {
font_size: 20.0,
..default()
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
};
// example instructions
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
commands.spawn(
TextBundle::from_sections(vec![
TextSection::new(
format!("Parallax depth scale: {parallax_depth_scale:.5}\n"),
style.clone(),
),
TextSection::new(
format!("Layers: {max_parallax_layer_count:.0}\n"),
style.clone(),
),
TextSection::new(format!("{parallax_mapping_method}\n"), style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new("Controls:\n", style.clone()),
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
TextSection::new("Left click - Change view angle\n", style.clone()),
TextSection::new(
"1/2 - Decrease/Increase parallax depth scale\n",
style.clone(),
),
TextSection::new("3/4 - Decrease/Increase layer count\n", style.clone()),
TextSection::new("Space - Switch parallaxing algorithm\n", style),
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
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..default()
}),
);
}
/// Store handle of the normal to later modify its format in [`update_normal`].
#[derive(Resource)]
struct Normal(Option<Handle<Image>>);
/// Work around the default bevy image loader.
///
/// The bevy image loader used by `AssetServer` always loads images in
/// `Srgb` mode, which is usually what it should do,
/// but is incompatible with normal maps.
///
/// Normal maps require a texture in linear color space,
/// so we overwrite the format of the normal map we loaded through `AssetServer`
/// in this system.
///
/// Note that this method of conversion is a last resort workaround. You should
/// get your normal maps from a 3d model file, like gltf.
///
/// In this system, we wait until the image is loaded, immediately
/// change its format and never run the logic afterward.
fn update_normal(
mut already_ran: Local<bool>,
mut images: ResMut<Assets<Image>>,
normal: Res<Normal>,
) {
if *already_ran {
return;
}
if let Some(normal) = normal.0.as_ref() {
if let Some(image) = images.get_mut(normal) {
Add parallax mapping to bevy PBR (#5928) # Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
image.texture_descriptor.format = TextureFormat::Rgba8Unorm;
*already_ran = true;
}
}
}