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
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//! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
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//! Press left mouse button to cycle through different views.
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use std::fmt;
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2024-11-10 06:54:38 +00:00
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use bevy::{image::ImageLoaderSettings, math::ops, prelude::*};
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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
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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spin,
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move_camera,
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update_parallax_depth_scale,
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update_parallax_layers,
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switch_method,
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),
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)
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.run();
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}
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#[derive(Component)]
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struct Spin {
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speed: f32,
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}
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/// The camera, used to move camera on click.
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#[derive(Component)]
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struct CameraController;
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const DEPTH_CHANGE_RATE: f32 = 0.1;
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const DEPTH_UPDATE_STEP: f32 = 0.03;
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const MAX_DEPTH: f32 = 0.3;
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struct TargetDepth(f32);
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impl Default for TargetDepth {
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fn default() -> Self {
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TargetDepth(0.09)
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}
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}
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struct TargetLayers(f32);
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impl Default for TargetLayers {
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fn default() -> Self {
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TargetLayers(5.0)
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}
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}
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struct CurrentMethod(ParallaxMappingMethod);
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impl Default for CurrentMethod {
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fn default() -> Self {
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CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
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}
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}
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impl fmt::Display for CurrentMethod {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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match self.0 {
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ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
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ParallaxMappingMethod::Relief { max_steps } => {
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write!(f, "Relief Mapping with {max_steps} steps")
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}
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}
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}
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}
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impl CurrentMethod {
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fn next_method(&mut self) {
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use ParallaxMappingMethod::*;
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self.0 = match self.0 {
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Occlusion => Relief { max_steps: 2 },
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Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
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Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
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Relief { .. } => Occlusion,
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}
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}
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}
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fn update_parallax_depth_scale(
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2023-12-06 20:32:34 +00:00
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input: Res<ButtonInput<KeyCode>>,
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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
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut target_depth: Local<TargetDepth>,
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mut depth_update: Local<bool>,
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2024-10-15 02:32:34 +00:00
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mut writer: TextUiWriter,
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2024-10-13 20:32:06 +00:00
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text: Single<Entity, With<Text>>,
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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
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) {
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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>
2023-04-15 10:25:14 +00:00
|
|
|
target_depth.0 += DEPTH_UPDATE_STEP;
|
|
|
|
target_depth.0 = target_depth.0.min(MAX_DEPTH);
|
|
|
|
*depth_update = true;
|
|
|
|
}
|
|
|
|
if *depth_update {
|
|
|
|
for (_, mat) in materials.iter_mut() {
|
|
|
|
let current_depth = mat.parallax_depth_scale;
|
2024-01-08 22:58:45 +00:00
|
|
|
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>
2023-04-15 10:25:14 +00:00
|
|
|
mat.parallax_depth_scale = new_depth;
|
2024-10-13 20:32:06 +00:00
|
|
|
*writer.text(*text, 1) = format!("Parallax depth scale: {new_depth:.5}\n");
|
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
|
|
|
if (new_depth - current_depth).abs() <= 0.000000001 {
|
|
|
|
*depth_update = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn switch_method(
|
2023-12-06 20:32:34 +00:00
|
|
|
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>>,
|
2024-10-13 20:32:06 +00:00
|
|
|
text: Single<Entity, With<Text>>,
|
2024-10-15 02:32:34 +00:00
|
|
|
mut writer: TextUiWriter,
|
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 current: Local<CurrentMethod>,
|
|
|
|
) {
|
|
|
|
if input.just_pressed(KeyCode::Space) {
|
|
|
|
current.next_method();
|
|
|
|
} else {
|
|
|
|
return;
|
|
|
|
}
|
2024-10-13 20:32:06 +00:00
|
|
|
let text_entity = *text;
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
*writer.text(text_entity, 3) = format!("Method: {}\n", *current);
|
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
|
|
|
|
|
|
|
for (_, mat) in materials.iter_mut() {
|
|
|
|
mat.parallax_mapping_method = current.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_parallax_layers(
|
2023-12-06 20:32:34 +00:00
|
|
|
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>,
|
2024-10-13 20:32:06 +00:00
|
|
|
text: Single<Entity, With<Text>>,
|
2024-10-15 02:32:34 +00:00
|
|
|
mut writer: TextUiWriter,
|
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
|
|
|
) {
|
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;
|
|
|
|
}
|
2024-09-16 23:28:12 +00:00
|
|
|
let layer_count = ops::exp2(target_layers.0);
|
2024-10-13 20:32:06 +00:00
|
|
|
let text_entity = *text;
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
*writer.text(text_entity, 2) = format!("Layers: {layer_count:.0}\n");
|
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
|
|
|
|
|
|
|
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() {
|
2024-10-16 21:09:32 +00:00
|
|
|
transform.rotate_local_y(spin.speed * time.delta_secs());
|
|
|
|
transform.rotate_local_x(spin.speed * time.delta_secs());
|
|
|
|
transform.rotate_local_z(-spin.speed * time.delta_secs());
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-09-26 19:46:24 +00:00
|
|
|
// 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(
|
2024-10-13 20:32:06 +00:00
|
|
|
mut camera: Single<&mut Transform, With<CameraController>>,
|
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 current_view: Local<usize>,
|
2023-12-06 20:32:34 +00:00
|
|
|
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
|
|
|
) {
|
|
|
|
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>>,
|
|
|
|
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.
|
2024-05-16 23:26:22 +00:00
|
|
|
let normal_handle = asset_server.load_with_settings(
|
|
|
|
"textures/parallax_example/cube_normal.png",
|
|
|
|
// The normal map texture is in linear color space. Lighting won't look correct
|
|
|
|
// if `is_srgb` is `true`, which is the default.
|
|
|
|
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
|
|
|
|
);
|
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
|
|
|
|
|
|
|
// Camera
|
|
|
|
commands.spawn((
|
2024-10-05 01:59:52 +00:00
|
|
|
Camera3d::default(),
|
|
|
|
Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
|
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
|
|
|
CameraController,
|
|
|
|
));
|
|
|
|
|
|
|
|
// light
|
|
|
|
commands
|
2024-10-01 03:20:43 +00:00
|
|
|
.spawn((
|
|
|
|
PointLight {
|
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
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
2024-10-01 03:20:43 +00:00
|
|
|
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
|
|
|
.with_children(|commands| {
|
|
|
|
// represent the light source as a sphere
|
2024-02-08 18:01:34 +00:00
|
|
|
let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
commands.spawn((Mesh3d(mesh), MeshMaterial3d(materials.add(Color::WHITE))));
|
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
|
|
|
});
|
|
|
|
|
|
|
|
// Plane
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
commands.spawn((
|
|
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
|
|
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
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
|
|
|
// 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()
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
})),
|
|
|
|
Transform::from_xyz(0.0, -1.0, 0.0),
|
|
|
|
));
|
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
|
|
|
|
|
|
|
let parallax_depth_scale = TargetDepth::default().0;
|
2024-09-16 23:28:12 +00:00
|
|
|
let max_parallax_layer_count = ops::exp2(TargetLayers::default().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
|
|
|
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")),
|
2024-05-16 23:26:22 +00:00
|
|
|
normal_map_texture: Some(normal_handle),
|
2024-10-16 12:30:23 +00:00
|
|
|
// The depth map is a grayscale texture where black is the highest level and
|
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
|
|
|
// 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((
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
Mesh3d(
|
|
|
|
meshes.add(
|
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
|
|
|
// NOTE: for normal maps and depth maps to work, the mesh
|
|
|
|
// needs tangents generated.
|
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(),
|
|
|
|
),
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
),
|
|
|
|
MeshMaterial3d(parallax_material.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
|
|
|
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(
|
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| {
|
|
|
|
(
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
Mesh3d(background_cube.clone()),
|
|
|
|
MeshMaterial3d(parallax_material.clone()),
|
|
|
|
Transform::from_translation(translation),
|
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
|
|
|
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.)));
|
|
|
|
|
2023-04-26 19:52:31 +00:00
|
|
|
// example instructions
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
commands
|
|
|
|
.spawn((
|
|
|
|
Text::default(),
|
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
2024-10-18 22:25:33 +00:00
|
|
|
Node {
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
top: Val::Px(12.0),
|
|
|
|
left: Val::Px(12.0),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
))
|
|
|
|
.with_children(|p| {
|
|
|
|
p.spawn(TextSpan(format!(
|
|
|
|
"Parallax depth scale: {parallax_depth_scale:.5}\n"
|
|
|
|
)));
|
|
|
|
p.spawn(TextSpan(format!("Layers: {max_parallax_layer_count:.0}\n")));
|
|
|
|
p.spawn(TextSpan(format!("{parallax_mapping_method}\n")));
|
|
|
|
p.spawn(TextSpan::new("\n\n"));
|
|
|
|
p.spawn(TextSpan::new("Controls:\n"));
|
|
|
|
p.spawn(TextSpan::new("Left click - Change view angle\n"));
|
|
|
|
p.spawn(TextSpan::new(
|
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
|
|
|
"1/2 - Decrease/Increase parallax depth scale\n",
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
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));
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p.spawn(TextSpan::new("3/4 - Decrease/Increase layer count\n"));
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p.spawn(TextSpan::new("Space - Switch parallaxing algorithm\n"));
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});
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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
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}
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