Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
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//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
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use std::f32::consts::PI;
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Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
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use std::fmt::Write;
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Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
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use bevy::{
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core_pipeline::{
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2023-04-02 20:14:01 +00:00
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contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings,
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Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
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experimental::taa::{
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TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
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},
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fxaa::{Fxaa, Sensitivity},
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Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
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smaa::{SmaaPreset, SmaaSettings},
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Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
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},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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render::{
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RenderAssetPersistencePolicy → RenderAssetUsages (#11399)
# Objective
Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:
1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.
------
* References #10520
* References #1782
## Solution
This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.
```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD
// Keep this asset in the main world and
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```
### Alternate Solution
I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
/// Keep the asset in the main world after extracting to the render world.
Keep,
/// Remove the asset from the main world after extracting to the render world.
Unload,
/// This doesn't need to be in the render world at all.
NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
/// Extract the asset and keep it in the main world.
Extract,
/// Remove the asset from the main world after extracting to the render world.
ExtractAndUnload,
/// This doesn't need to be in the render world at all.
NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.
## Migration Guide
* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00
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render_asset::RenderAssetUsages,
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2023-10-26 23:30:09 +00:00
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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texture::{ImageSampler, ImageSamplerDescriptor},
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Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
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},
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};
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fn main() {
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App::new()
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2023-06-21 20:51:03 +00:00
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.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
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Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
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.add_systems(Startup, setup)
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2023-04-02 20:14:01 +00:00
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.add_systems(Update, (modify_aa, modify_sharpening, update_ui))
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Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
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.run();
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}
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|
|
fn modify_aa(
|
2023-12-06 20:32:34 +00:00
|
|
|
keys: Res<ButtonInput<KeyCode>>,
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
mut camera: Query<
|
|
|
|
(
|
|
|
|
Entity,
|
|
|
|
Option<&mut Fxaa>,
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
Option<&mut SmaaSettings>,
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
Option<&TemporalAntiAliasSettings>,
|
2024-07-22 18:28:23 +00:00
|
|
|
&mut Msaa,
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
),
|
|
|
|
With<Camera>,
|
|
|
|
>,
|
|
|
|
mut commands: Commands,
|
|
|
|
) {
|
2024-07-22 18:28:23 +00:00
|
|
|
let (camera_entity, fxaa, smaa, taa, mut msaa) = camera.single_mut();
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
let mut camera = commands.entity(camera_entity);
|
|
|
|
|
|
|
|
// No AA
|
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 keys.just_pressed(KeyCode::Digit1) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
*msaa = Msaa::Off;
|
|
|
|
camera.remove::<Fxaa>();
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
camera.remove::<SmaaSettings>();
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
camera.remove::<TemporalAntiAliasBundle>();
|
|
|
|
}
|
|
|
|
|
|
|
|
// MSAA
|
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 keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
camera.remove::<Fxaa>();
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
camera.remove::<SmaaSettings>();
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
camera.remove::<TemporalAntiAliasBundle>();
|
|
|
|
|
|
|
|
*msaa = Msaa::Sample4;
|
|
|
|
}
|
|
|
|
|
|
|
|
// MSAA Sample Count
|
|
|
|
if *msaa != Msaa::Off {
|
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 keys.just_pressed(KeyCode::KeyQ) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
*msaa = Msaa::Sample2;
|
|
|
|
}
|
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 keys.just_pressed(KeyCode::KeyW) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
*msaa = Msaa::Sample4;
|
|
|
|
}
|
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 keys.just_pressed(KeyCode::KeyE) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
*msaa = Msaa::Sample8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// FXAA
|
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 keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
*msaa = Msaa::Off;
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
camera.remove::<SmaaSettings>();
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
camera.remove::<TemporalAntiAliasBundle>();
|
|
|
|
|
|
|
|
camera.insert(Fxaa::default());
|
|
|
|
}
|
|
|
|
|
|
|
|
// FXAA Settings
|
|
|
|
if let Some(mut fxaa) = fxaa {
|
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 keys.just_pressed(KeyCode::KeyQ) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
fxaa.edge_threshold = Sensitivity::Low;
|
|
|
|
fxaa.edge_threshold_min = Sensitivity::Low;
|
|
|
|
}
|
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 keys.just_pressed(KeyCode::KeyW) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
fxaa.edge_threshold = Sensitivity::Medium;
|
|
|
|
fxaa.edge_threshold_min = Sensitivity::Medium;
|
|
|
|
}
|
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 keys.just_pressed(KeyCode::KeyE) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
fxaa.edge_threshold = Sensitivity::High;
|
|
|
|
fxaa.edge_threshold_min = Sensitivity::High;
|
|
|
|
}
|
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 keys.just_pressed(KeyCode::KeyR) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
fxaa.edge_threshold = Sensitivity::Ultra;
|
|
|
|
fxaa.edge_threshold_min = Sensitivity::Ultra;
|
|
|
|
}
|
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 keys.just_pressed(KeyCode::KeyT) {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
fxaa.edge_threshold = Sensitivity::Extreme;
|
|
|
|
fxaa.edge_threshold_min = Sensitivity::Extreme;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
// SMAA
|
|
|
|
if keys.just_pressed(KeyCode::Digit4) && smaa.is_none() {
|
|
|
|
*msaa = Msaa::Off;
|
|
|
|
camera.remove::<Fxaa>();
|
|
|
|
camera.remove::<TemporalAntiAliasBundle>();
|
|
|
|
|
|
|
|
camera.insert(SmaaSettings::default());
|
|
|
|
}
|
|
|
|
|
|
|
|
// SMAA Settings
|
|
|
|
if let Some(mut smaa) = smaa {
|
|
|
|
if keys.just_pressed(KeyCode::KeyQ) {
|
|
|
|
smaa.preset = SmaaPreset::Low;
|
|
|
|
}
|
|
|
|
if keys.just_pressed(KeyCode::KeyW) {
|
|
|
|
smaa.preset = SmaaPreset::Medium;
|
|
|
|
}
|
|
|
|
if keys.just_pressed(KeyCode::KeyE) {
|
|
|
|
smaa.preset = SmaaPreset::High;
|
|
|
|
}
|
|
|
|
if keys.just_pressed(KeyCode::KeyR) {
|
|
|
|
smaa.preset = SmaaPreset::Ultra;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
// TAA
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
if keys.just_pressed(KeyCode::Digit5) && taa.is_none() {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
*msaa = Msaa::Off;
|
|
|
|
camera.remove::<Fxaa>();
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
camera.remove::<SmaaSettings>();
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
|
|
|
|
camera.insert(TemporalAntiAliasBundle::default());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-04-02 20:14:01 +00:00
|
|
|
fn modify_sharpening(
|
2023-12-06 20:32:34 +00:00
|
|
|
keys: Res<ButtonInput<KeyCode>>,
|
2023-04-02 20:14:01 +00:00
|
|
|
mut query: Query<&mut ContrastAdaptiveSharpeningSettings>,
|
|
|
|
) {
|
|
|
|
for mut cas in &mut query {
|
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 keys.just_pressed(KeyCode::Digit0) {
|
2023-04-02 20:14:01 +00:00
|
|
|
cas.enabled = !cas.enabled;
|
|
|
|
}
|
|
|
|
if cas.enabled {
|
|
|
|
if keys.just_pressed(KeyCode::Minus) {
|
|
|
|
cas.sharpening_strength -= 0.1;
|
|
|
|
cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
|
|
|
|
}
|
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
|
|
|
if keys.just_pressed(KeyCode::Equal) {
|
2023-04-02 20:14:01 +00:00
|
|
|
cas.sharpening_strength += 0.1;
|
|
|
|
cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
|
|
|
|
}
|
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
|
|
|
if keys.just_pressed(KeyCode::KeyD) {
|
2023-04-02 20:14:01 +00:00
|
|
|
cas.denoise = !cas.denoise;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
fn update_ui(
|
2023-04-02 20:14:01 +00:00
|
|
|
camera: Query<
|
|
|
|
(
|
|
|
|
Option<&Fxaa>,
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
Option<&SmaaSettings>,
|
2023-04-02 20:14:01 +00:00
|
|
|
Option<&TemporalAntiAliasSettings>,
|
|
|
|
&ContrastAdaptiveSharpeningSettings,
|
2024-07-22 18:28:23 +00:00
|
|
|
&Msaa,
|
2023-04-02 20:14:01 +00:00
|
|
|
),
|
|
|
|
With<Camera>,
|
|
|
|
>,
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
mut ui: Query<&mut Text>,
|
|
|
|
) {
|
2024-07-22 18:28:23 +00:00
|
|
|
let (fxaa, smaa, taa, cas_settings, msaa) = camera.single();
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
|
|
|
|
let mut ui = ui.single_mut();
|
|
|
|
let ui = &mut ui.sections[0].value;
|
|
|
|
|
|
|
|
*ui = "Antialias Method\n".to_string();
|
|
|
|
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
draw_selectable_menu_item(
|
|
|
|
ui,
|
|
|
|
"No AA",
|
|
|
|
'1',
|
|
|
|
*msaa == Msaa::Off && fxaa.is_none() && taa.is_none() && smaa.is_none(),
|
|
|
|
);
|
|
|
|
draw_selectable_menu_item(ui, "MSAA", '2', *msaa != Msaa::Off);
|
|
|
|
draw_selectable_menu_item(ui, "FXAA", '3', fxaa.is_some());
|
|
|
|
draw_selectable_menu_item(ui, "SMAA", '4', smaa.is_some());
|
|
|
|
draw_selectable_menu_item(ui, "TAA", '5', taa.is_some());
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
|
|
|
|
if *msaa != Msaa::Off {
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
ui.push_str("\n----------\n\nSample Count\n");
|
|
|
|
draw_selectable_menu_item(ui, "2", 'Q', *msaa == Msaa::Sample2);
|
|
|
|
draw_selectable_menu_item(ui, "4", 'W', *msaa == Msaa::Sample4);
|
|
|
|
draw_selectable_menu_item(ui, "8", 'E', *msaa == Msaa::Sample8);
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
}
|
|
|
|
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
if let Some(fxaa) = fxaa {
|
|
|
|
ui.push_str("\n----------\n\nSensitivity\n");
|
|
|
|
draw_selectable_menu_item(ui, "Low", 'Q', fxaa.edge_threshold == Sensitivity::Low);
|
|
|
|
draw_selectable_menu_item(
|
|
|
|
ui,
|
|
|
|
"Medium",
|
|
|
|
'W',
|
|
|
|
fxaa.edge_threshold == Sensitivity::Medium,
|
|
|
|
);
|
|
|
|
draw_selectable_menu_item(ui, "High", 'E', fxaa.edge_threshold == Sensitivity::High);
|
|
|
|
draw_selectable_menu_item(ui, "Ultra", 'R', fxaa.edge_threshold == Sensitivity::Ultra);
|
|
|
|
draw_selectable_menu_item(
|
|
|
|
ui,
|
|
|
|
"Extreme",
|
|
|
|
'T',
|
|
|
|
fxaa.edge_threshold == Sensitivity::Extreme,
|
|
|
|
);
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
}
|
|
|
|
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
if let Some(smaa) = smaa {
|
|
|
|
ui.push_str("\n----------\n\nQuality\n");
|
|
|
|
draw_selectable_menu_item(ui, "Low", 'Q', smaa.preset == SmaaPreset::Low);
|
|
|
|
draw_selectable_menu_item(ui, "Medium", 'W', smaa.preset == SmaaPreset::Medium);
|
|
|
|
draw_selectable_menu_item(ui, "High", 'E', smaa.preset == SmaaPreset::High);
|
|
|
|
draw_selectable_menu_item(ui, "Ultra", 'R', smaa.preset == SmaaPreset::Ultra);
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
}
|
|
|
|
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
ui.push_str("\n----------\n\n");
|
|
|
|
draw_selectable_menu_item(ui, "Sharpening", '0', cas_settings.enabled);
|
2023-04-02 20:14:01 +00:00
|
|
|
|
|
|
|
if cas_settings.enabled {
|
|
|
|
ui.push_str(&format!(
|
|
|
|
"(-/+) Strength: {:.1}\n",
|
|
|
|
cas_settings.sharpening_strength
|
|
|
|
));
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
draw_selectable_menu_item(ui, "Denoising", 'D', cas_settings.denoise);
|
2023-04-02 20:14:01 +00:00
|
|
|
}
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// Set up a simple 3D scene
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
|
|
mut images: ResMut<Assets<Image>>,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
) {
|
|
|
|
// Plane
|
|
|
|
commands.spawn(PbrBundle {
|
2024-02-08 18:01:34 +00:00
|
|
|
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
|
2024-05-29 13:50:28 +00:00
|
|
|
material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
let cube_material = materials.add(StandardMaterial {
|
|
|
|
base_color_texture: Some(images.add(uv_debug_texture())),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// Cubes
|
|
|
|
for i in 0..5 {
|
|
|
|
commands.spawn(PbrBundle {
|
2024-02-08 18:01:34 +00:00
|
|
|
mesh: meshes.add(Cuboid::new(0.25, 0.25, 0.25)),
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
material: cube_material.clone(),
|
|
|
|
transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
// Flight Helmet
|
|
|
|
commands.spawn(SceneBundle {
|
2024-05-31 23:25:57 +00:00
|
|
|
scene: asset_server
|
|
|
|
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// Light
|
|
|
|
commands.spawn(DirectionalLightBundle {
|
|
|
|
directional_light: DirectionalLight {
|
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# Objective
After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.
The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.
Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
Fixes #11577
---
## Changelog
- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.
## Migration Guide
- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
2024-02-15 20:42:48 +00:00
|
|
|
illuminance: light_consts::lux::FULL_DAYLIGHT,
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform: Transform::from_rotation(Quat::from_euler(
|
|
|
|
EulerRot::ZYX,
|
|
|
|
0.0,
|
|
|
|
PI * -0.15,
|
|
|
|
PI * -0.15,
|
|
|
|
)),
|
|
|
|
cascade_shadow_config: CascadeShadowConfigBuilder {
|
|
|
|
maximum_distance: 3.0,
|
|
|
|
first_cascade_far_bound: 0.9,
|
|
|
|
..default()
|
|
|
|
}
|
|
|
|
.into(),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// Camera
|
2023-04-02 20:14:01 +00:00
|
|
|
commands.spawn((
|
|
|
|
Camera3dBundle {
|
|
|
|
camera: Camera {
|
|
|
|
hdr: true,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform: Transform::from_xyz(0.7, 0.7, 1.0)
|
|
|
|
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
..default()
|
|
|
|
},
|
2023-04-02 20:14:01 +00:00
|
|
|
ContrastAdaptiveSharpeningSettings {
|
|
|
|
enabled: false,
|
|
|
|
..default()
|
|
|
|
},
|
2023-11-03 12:57:38 +00:00
|
|
|
EnvironmentMapLight {
|
|
|
|
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
|
|
|
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
2024-01-16 14:53:21 +00:00
|
|
|
intensity: 150.0,
|
2024-07-19 15:00:50 +00:00
|
|
|
..default()
|
2023-11-03 12:57:38 +00:00
|
|
|
},
|
|
|
|
FogSettings {
|
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: Color::srgba_u8(43, 44, 47, 255),
|
2023-11-03 12:57:38 +00:00
|
|
|
falloff: FogFalloff::Linear {
|
|
|
|
start: 1.0,
|
|
|
|
end: 4.0,
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
},
|
2023-04-02 20:14:01 +00:00
|
|
|
));
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
|
2023-04-26 19:52:31 +00:00
|
|
|
// example instructions
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
commands.spawn(
|
2024-05-31 16:41:27 +00:00
|
|
|
TextBundle::from_section("", TextStyle::default()).with_style(Style {
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
top: Val::Px(12.0),
|
|
|
|
left: Val::Px(12.0),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes #9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
|
|
|
/// Writes a simple menu item that can be on or off.
|
|
|
|
fn draw_selectable_menu_item(ui: &mut String, label: &str, shortcut: char, enabled: bool) {
|
|
|
|
let star = if enabled { "*" } else { "" };
|
|
|
|
let _ = writeln!(*ui, "({}) {}{}{}", shortcut, star, label, star);
|
|
|
|
}
|
|
|
|
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
/// Creates a colorful test pattern
|
|
|
|
fn uv_debug_texture() -> Image {
|
|
|
|
const TEXTURE_SIZE: usize = 8;
|
|
|
|
|
|
|
|
let mut palette: [u8; 32] = [
|
|
|
|
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
|
|
|
|
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
|
|
|
|
];
|
|
|
|
|
|
|
|
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
|
|
|
|
for y in 0..TEXTURE_SIZE {
|
|
|
|
let offset = TEXTURE_SIZE * y * 4;
|
|
|
|
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
|
|
|
|
palette.rotate_right(4);
|
|
|
|
}
|
|
|
|
|
|
|
|
let mut img = Image::new_fill(
|
|
|
|
Extent3d {
|
|
|
|
width: TEXTURE_SIZE as u32,
|
|
|
|
height: TEXTURE_SIZE as u32,
|
|
|
|
depth_or_array_layers: 1,
|
|
|
|
},
|
|
|
|
TextureDimension::D2,
|
|
|
|
&texture_data,
|
|
|
|
TextureFormat::Rgba8UnormSrgb,
|
RenderAssetPersistencePolicy → RenderAssetUsages (#11399)
# Objective
Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:
1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.
------
* References #10520
* References #1782
## Solution
This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.
```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD
// Keep this asset in the main world and
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```
### Alternate Solution
I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
/// Keep the asset in the main world after extracting to the render world.
Keep,
/// Remove the asset from the main world after extracting to the render world.
Unload,
/// This doesn't need to be in the render world at all.
NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
/// Extract the asset and keep it in the main world.
Extract,
/// Remove the asset from the main world after extracting to the render world.
ExtractAndUnload,
/// This doesn't need to be in the render world at all.
NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.
## Migration Guide
* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00
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RenderAssetUsages::RENDER_WORLD,
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
|
|
);
|
2023-10-26 23:30:09 +00:00
|
|
|
img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
|
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
|
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|
img
|
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}
|