bevy/crates/bevy_pbr/src/render/mesh_view_bindings.rs

534 lines
19 KiB
Rust
Raw Normal View History

Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
use std::{array, num::NonZeroU64};
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
use bevy_core_pipeline::{
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
core_3d::ViewTransmissionTexture,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
prepass::ViewPrepassTextures,
tonemapping::{
get_lut_bind_group_layout_entries, get_lut_bindings, Tonemapping, TonemappingLuts,
},
};
use bevy_ecs::{
component::Component,
entity::Entity,
system::{Commands, Query, Res},
};
use bevy_render::{
globals::{GlobalsBuffer, GlobalsUniform},
render_asset::RenderAssets,
render_resource::{binding_types::*, *},
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
renderer::RenderDevice,
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
texture::{BevyDefault, FallbackImage, FallbackImageMsaa, FallbackImageZero, Image},
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
view::{Msaa, ViewUniform, ViewUniforms},
};
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
use bevy_render::render_resource::binding_types::texture_cube;
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
use environment_map::EnvironmentMapLight;
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
use crate::{
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
environment_map::{self, RenderViewEnvironmentMapBindGroupEntries},
irradiance_volume::{
self, IrradianceVolume, RenderViewIrradianceVolumeBindGroupEntries,
IRRADIANCE_VOLUMES_ARE_USABLE,
},
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
prepass, FogMeta, GlobalLightMeta, GpuFog, GpuLights, GpuPointLights, LightMeta,
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
LightProbesBuffer, LightProbesUniform, MeshPipeline, MeshPipelineKey, RenderViewLightProbes,
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
ScreenSpaceAmbientOcclusionTextures, ShadowSamplers, ViewClusterBindings, ViewShadowBindings,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
};
#[derive(Clone)]
pub struct MeshPipelineViewLayout {
pub bind_group_layout: BindGroupLayout,
#[cfg(debug_assertions)]
pub texture_count: usize,
}
bitflags::bitflags! {
/// A key that uniquely identifies a [`MeshPipelineViewLayout`].
///
/// Used to generate all possible layouts for the mesh pipeline in [`generate_view_layouts`],
/// so special care must be taken to not add too many flags, as the number of possible layouts
/// will grow exponentially.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[repr(transparent)]
pub struct MeshPipelineViewLayoutKey: u32 {
const MULTISAMPLED = 1 << 0;
const DEPTH_PREPASS = 1 << 1;
const NORMAL_PREPASS = 1 << 2;
const MOTION_VECTOR_PREPASS = 1 << 3;
const DEFERRED_PREPASS = 1 << 4;
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
}
}
impl MeshPipelineViewLayoutKey {
// The number of possible layouts
pub const COUNT: usize = Self::all().bits() as usize + 1;
/// Builds a unique label for each layout based on the flags
pub fn label(&self) -> String {
use MeshPipelineViewLayoutKey as Key;
format!(
"mesh_view_layout{}{}{}{}{}",
self.contains(Key::MULTISAMPLED)
.then_some("_multisampled")
.unwrap_or_default(),
self.contains(Key::DEPTH_PREPASS)
.then_some("_depth")
.unwrap_or_default(),
self.contains(Key::NORMAL_PREPASS)
.then_some("_normal")
.unwrap_or_default(),
self.contains(Key::MOTION_VECTOR_PREPASS)
.then_some("_motion")
.unwrap_or_default(),
self.contains(Key::DEFERRED_PREPASS)
.then_some("_deferred")
.unwrap_or_default(),
)
}
}
impl From<MeshPipelineKey> for MeshPipelineViewLayoutKey {
fn from(value: MeshPipelineKey) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if value.msaa_samples() > 1 {
result |= MeshPipelineViewLayoutKey::MULTISAMPLED;
}
if value.contains(MeshPipelineKey::DEPTH_PREPASS) {
result |= MeshPipelineViewLayoutKey::DEPTH_PREPASS;
}
if value.contains(MeshPipelineKey::NORMAL_PREPASS) {
result |= MeshPipelineViewLayoutKey::NORMAL_PREPASS;
}
if value.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS) {
result |= MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS;
}
if value.contains(MeshPipelineKey::DEFERRED_PREPASS) {
result |= MeshPipelineViewLayoutKey::DEFERRED_PREPASS;
}
result
}
}
impl From<Msaa> for MeshPipelineViewLayoutKey {
fn from(value: Msaa) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if value.samples() > 1 {
result |= MeshPipelineViewLayoutKey::MULTISAMPLED;
}
result
}
}
impl From<Option<&ViewPrepassTextures>> for MeshPipelineViewLayoutKey {
fn from(value: Option<&ViewPrepassTextures>) -> Self {
let mut result = MeshPipelineViewLayoutKey::empty();
if let Some(prepass_textures) = value {
if prepass_textures.depth.is_some() {
result |= MeshPipelineViewLayoutKey::DEPTH_PREPASS;
}
if prepass_textures.normal.is_some() {
result |= MeshPipelineViewLayoutKey::NORMAL_PREPASS;
}
if prepass_textures.motion_vectors.is_some() {
result |= MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS;
}
if prepass_textures.deferred.is_some() {
result |= MeshPipelineViewLayoutKey::DEFERRED_PREPASS;
}
}
result
}
}
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
fn buffer_layout(
buffer_binding_type: BufferBindingType,
has_dynamic_offset: bool,
min_binding_size: Option<NonZeroU64>,
) -> BindGroupLayoutEntryBuilder {
match buffer_binding_type {
BufferBindingType::Uniform => uniform_buffer_sized(has_dynamic_offset, min_binding_size),
BufferBindingType::Storage { read_only } => {
if read_only {
storage_buffer_read_only_sized(has_dynamic_offset, min_binding_size)
} else {
storage_buffer_sized(has_dynamic_offset, min_binding_size)
}
}
}
}
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
/// Returns the appropriate bind group layout vec based on the parameters
fn layout_entries(
clustered_forward_buffer_binding_type: BufferBindingType,
layout_key: MeshPipelineViewLayoutKey,
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
render_device: &RenderDevice,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
) -> Vec<BindGroupLayoutEntry> {
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
let mut entries = DynamicBindGroupLayoutEntries::new_with_indices(
ShaderStages::FRAGMENT,
(
// View
(
0,
uniform_buffer::<ViewUniform>(true).visibility(ShaderStages::VERTEX_FRAGMENT),
),
// Lights
(1, uniform_buffer::<GpuLights>(true)),
// Point Shadow Texture Cube Array
(
2,
#[cfg(all(
not(feature = "ios_simulator"),
any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
)
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_cube_array(TextureSampleType::Depth),
#[cfg(any(
feature = "ios_simulator",
all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu"))
))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_cube(TextureSampleType::Depth),
),
// Point Shadow Texture Array Sampler
(3, sampler(SamplerBindingType::Comparison)),
// Directional Shadow Texture Array
(
4,
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
#[cfg(any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_2d_array(TextureSampleType::Depth),
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_2d(TextureSampleType::Depth),
),
// Directional Shadow Texture Array Sampler
(5, sampler(SamplerBindingType::Comparison)),
// PointLights
(
6,
buffer_layout(
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
clustered_forward_buffer_binding_type,
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
false,
Some(GpuPointLights::min_size(
clustered_forward_buffer_binding_type,
)),
),
),
// ClusteredLightIndexLists
(
7,
buffer_layout(
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
clustered_forward_buffer_binding_type,
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
false,
Some(ViewClusterBindings::min_size_cluster_light_index_lists(
clustered_forward_buffer_binding_type,
)),
),
),
// ClusterOffsetsAndCounts
(
8,
buffer_layout(
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
clustered_forward_buffer_binding_type,
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
false,
Some(ViewClusterBindings::min_size_cluster_offsets_and_counts(
clustered_forward_buffer_binding_type,
)),
),
),
// Globals
(
9,
uniform_buffer::<GlobalsUniform>(false).visibility(ShaderStages::VERTEX_FRAGMENT),
),
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
// Fog
(10, uniform_buffer::<GpuFog>(true)),
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
// Light probes
(11, uniform_buffer::<LightProbesUniform>(true)),
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
// Screen space ambient occlusion texture
(
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
12,
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_2d(TextureSampleType::Float { filterable: false }),
),
),
);
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
// EnvironmentMapLight
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
let environment_map_entries = environment_map::get_bind_group_layout_entries(render_device);
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
entries = entries.extend_with_indices((
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
(13, environment_map_entries[0]),
(14, environment_map_entries[1]),
(15, environment_map_entries[2]),
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
));
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
// Irradiance volumes
if IRRADIANCE_VOLUMES_ARE_USABLE {
let irradiance_volume_entries =
irradiance_volume::get_bind_group_layout_entries(render_device);
entries = entries.extend_with_indices((
(16, irradiance_volume_entries[0]),
(17, irradiance_volume_entries[1]),
));
}
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
// Tonemapping
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
entries = entries.extend_with_indices((
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
(18, tonemapping_lut_entries[0]),
(19, tonemapping_lut_entries[1]),
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
));
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
// Prepass
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
if cfg!(any(not(feature = "webgl"), not(target_arch = "wasm32")))
|| (cfg!(all(feature = "webgl", target_arch = "wasm32"))
&& !layout_key.contains(MeshPipelineViewLayoutKey::MULTISAMPLED))
{
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
for (entry, binding) in prepass::get_bind_group_layout_entries(layout_key)
.iter()
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
.zip([20, 21, 22, 23])
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
{
if let Some(entry) = entry {
entries = entries.extend_with_indices(((binding as u32, *entry),));
}
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
}
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
}
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
// View Transmission Texture
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
entries = entries.extend_with_indices((
(
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
24,
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
texture_2d(TextureSampleType::Float { filterable: true }),
),
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
(25, sampler(SamplerBindingType::Filtering)),
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
));
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
entries.to_vec()
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
}
/// Generates all possible view layouts for the mesh pipeline, based on all combinations of
/// [`MeshPipelineViewLayoutKey`] flags.
pub fn generate_view_layouts(
render_device: &RenderDevice,
clustered_forward_buffer_binding_type: BufferBindingType,
) -> [MeshPipelineViewLayout; MeshPipelineViewLayoutKey::COUNT] {
array::from_fn(|i| {
let key = MeshPipelineViewLayoutKey::from_bits_truncate(i as u32);
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
let entries = layout_entries(clustered_forward_buffer_binding_type, key, render_device);
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
#[cfg(debug_assertions)]
let texture_count: usize = entries
.iter()
.filter(|entry| matches!(entry.ty, BindingType::Texture { .. }))
.count();
MeshPipelineViewLayout {
Bind group layout entries (#10224) # Objective - Follow up to #9694 ## Solution - Same api as #9694 but adapted for `BindGroupLayoutEntry` - Use the same `ShaderStages` visibilty for all entries by default - Add `BindingType` helper function that mirror the wgsl equivalent and that make writing layouts much simpler. Before: ```rust let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { sample_type: TextureSampleType::Float { filterable: true }, view_dimension: TextureViewDimension::D2, multisampled: false, }, count: None, }, BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Filtering), count: None, }, BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: bevy::render::render_resource::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: Some(PostProcessSettings::min_size()), }, count: None, }, ], }); ``` After: ```rust let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout"), &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d_f32(), sampler(SamplerBindingType::Filtering), uniform_buffer(false, Some(PostProcessSettings::min_size())), ), ), ); ``` Here's a more extreme example in bevy_solari: https://github.com/JMS55/bevy/pull/15/commits/86dab7f5da23da45d4ab668ae30553dadb816d8f --- ## Changelog - Added `BindGroupLayoutEntries` and all `BindingType` helper functions. ## Migration Guide `RenderDevice::create_bind_group_layout()` doesn't take a `BindGroupLayoutDescriptor` anymore. You need to provide the parameters separately ```rust // 0.12 let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { label: Some("post_process_bind_group_layout"), entries: &[ BindGroupLayoutEntry { // ... }, ], }); // 0.13 let layout = render_device.create_bind_group_layout( "post_process_bind_group_layout", &[ BindGroupLayoutEntry { // ... }, ], ); ``` ## TODO - [x] implement a `Dynamic` variant - [x] update the `RenderDevice::create_bind_group_layout()` api to match the one from `RenderDevice::creat_bind_group()` - [x] docs
2023-11-28 04:00:49 +00:00
bind_group_layout: render_device
.create_bind_group_layout(key.label().as_str(), &entries),
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
#[cfg(debug_assertions)]
texture_count,
}
})
}
#[derive(Component)]
pub struct MeshViewBindGroup {
pub value: BindGroup,
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_mesh_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,
mesh_pipeline: Res<MeshPipeline>,
shadow_samplers: Res<ShadowSamplers>,
light_meta: Res<LightMeta>,
global_light_meta: Res<GlobalLightMeta>,
fog_meta: Res<FogMeta>,
view_uniforms: Res<ViewUniforms>,
views: Query<(
Entity,
&ViewShadowBindings,
&ViewClusterBindings,
Option<&ScreenSpaceAmbientOcclusionTextures>,
Option<&ViewPrepassTextures>,
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
Option<&ViewTransmissionTexture>,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
&Tonemapping,
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
Option<&RenderViewLightProbes<EnvironmentMapLight>>,
Option<&RenderViewLightProbes<IrradianceVolume>>,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
)>,
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
(images, mut fallback_images, fallback_image, fallback_image_zero): (
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
Res<RenderAssets<Image>>,
FallbackImageMsaa,
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
Res<FallbackImage>,
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
Res<FallbackImageZero>,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
),
msaa: Res<Msaa>,
globals_buffer: Res<GlobalsBuffer>,
tonemapping_luts: Res<TonemappingLuts>,
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
light_probes_buffer: Res<LightProbesBuffer>,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
) {
if let (
Some(view_binding),
Some(light_binding),
Some(point_light_binding),
Some(globals),
Some(fog_binding),
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
Some(light_probes_binding),
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
) = (
view_uniforms.uniforms.binding(),
light_meta.view_gpu_lights.binding(),
global_light_meta.gpu_point_lights.binding(),
globals_buffer.buffer.binding(),
fog_meta.gpu_fogs.binding(),
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
light_probes_buffer.binding(),
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
) {
for (
entity,
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
shadow_bindings,
cluster_bindings,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
ssao_textures,
prepass_textures,
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
transmission_texture,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
tonemapping,
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
render_view_environment_maps,
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
render_view_irradiance_volumes,
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
) in &views
{
let fallback_ssao = fallback_images
.image_for_samplecount(1, TextureFormat::bevy_default())
.texture_view
.clone();
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
let ssao_view = ssao_textures
.map(|t| &t.screen_space_ambient_occlusion_texture.default_view)
.unwrap_or(&fallback_ssao);
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
let layout = &mesh_pipeline.get_view_layout(
MeshPipelineViewLayoutKey::from(*msaa)
| MeshPipelineViewLayoutKey::from(prepass_textures),
);
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
let mut entries = DynamicBindGroupEntries::new_with_indices((
(0, view_binding.clone()),
(1, light_binding.clone()),
(2, &shadow_bindings.point_light_depth_texture_view),
(3, &shadow_samplers.point_light_sampler),
(4, &shadow_bindings.directional_light_depth_texture_view),
(5, &shadow_samplers.directional_light_sampler),
(6, point_light_binding.clone()),
(7, cluster_bindings.light_index_lists_binding().unwrap()),
(8, cluster_bindings.offsets_and_counts_binding().unwrap()),
(9, globals.clone()),
(10, fog_binding.clone()),
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
(11, light_probes_binding.clone()),
(12, ssao_view),
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
));
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
let environment_map_bind_group_entries = RenderViewEnvironmentMapBindGroupEntries::get(
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
render_view_environment_maps,
&images,
&fallback_image,
&render_device,
);
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
match environment_map_bind_group_entries {
RenderViewEnvironmentMapBindGroupEntries::Single {
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
diffuse_texture_view,
specular_texture_view,
sampler,
} => {
entries = entries.extend_with_indices((
(13, diffuse_texture_view),
(14, specular_texture_view),
(15, sampler),
));
}
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
RenderViewEnvironmentMapBindGroupEntries::Multiple {
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366) This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
ref diffuse_texture_views,
ref specular_texture_views,
sampler,
} => {
entries = entries.extend_with_indices((
(13, diffuse_texture_views.as_slice()),
(14, specular_texture_views.as_slice()),
(15, sampler),
));
}
}
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
let irradiance_volume_bind_group_entries = if IRRADIANCE_VOLUMES_ARE_USABLE {
Some(RenderViewIrradianceVolumeBindGroupEntries::get(
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
render_view_irradiance_volumes,
&images,
&fallback_image,
&render_device,
))
} else {
None
};
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
match irradiance_volume_bind_group_entries {
Some(RenderViewIrradianceVolumeBindGroupEntries::Single {
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
texture_view,
sampler,
}) => {
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
entries = entries.extend_with_indices(((16, texture_view), (17, sampler)));
}
Some(RenderViewIrradianceVolumeBindGroupEntries::Multiple {
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
ref texture_views,
sampler,
}) => {
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
entries = entries
.extend_with_indices(((16, texture_views.as_slice()), (17, sampler)));
}
None => {}
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
}
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
let lut_bindings = get_lut_bindings(&images, &tonemapping_luts, tonemapping);
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
entries = entries.extend_with_indices(((18, lut_bindings.0), (19, lut_bindings.1)));
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
// When using WebGL, we can't have a depth texture with multisampling
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
let prepass_bindings;
if cfg!(any(not(feature = "webgl"), not(target_arch = "wasm32"))) || msaa.samples() == 1
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
{
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
prepass_bindings = prepass::get_bindings(prepass_textures);
for (binding, index) in prepass_bindings
.iter()
.map(Option::as_ref)
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
.zip([20, 21, 22, 23])
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
.flat_map(|(b, i)| b.map(|b| (b, i)))
{
entries = entries.extend_with_indices(((index, binding),));
}
`StandardMaterial` Light Transmission (#8015) # Objective <img width="1920" alt="Screenshot 2023-04-26 at 01 07 34" src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png"> This PR adds both diffuse and specular light transmission capabilities to the `StandardMaterial`, with support for screen space refractions. This enables realistically representing a wide range of real-world materials, such as: - Glass; (Including frosted glass) - Transparent and translucent plastics; - Various liquids and gels; - Gemstones; - Marble; - Wax; - Paper; - Leaves; - Porcelain. Unlike existing support for transparency, light transmission does not rely on fixed function alpha blending, and therefore works with both `AlphaMode::Opaque` and `AlphaMode::Mask` materials. ## Solution - Introduces a number of transmission related fields in the `StandardMaterial`; - For specular transmission: - Adds logic to take a view main texture snapshot after the opaque phase; (in order to perform screen space refractions) - Introduces a new `Transmissive3d` phase to the renderer, to which all meshes with `transmission > 0.0` materials are sent. - Calculates a light exit point (of the approximate mesh volume) using `ior` and `thickness` properties - Samples the snapshot texture with an adaptive number of taps across a `roughness`-controlled radius enabling “blurry” refractions - For diffuse transmission: - Approximates transmitted diffuse light by using a second, flipped + displaced, diffuse-only Lambertian lobe for each light source. ## To Do - [x] Figure out where `fresnel_mix()` is taking place, if at all, and where `dielectric_specular` is being calculated, if at all, and update them to use the `ior` value (Not a blocker, just a nice-to-have for more correct BSDF) - To the _best of my knowledge, this is now taking place, after 964340cdd. The fresnel mix is actually "split" into two parts in our implementation, one `(1 - fresnel(...))` in the transmission, and `fresnel()` in the light implementations. A surface with more reflectance now will produce slightly dimmer transmission towards the grazing angle, as more of the light gets reflected. - [x] Add `transmission_texture` - [x] Add `diffuse_transmission_texture` - [x] Add `thickness_texture` - [x] Add `attenuation_distance` and `attenuation_color` - [x] Connect values to glTF loader - [x] `transmission` and `transmission_texture` - [x] `thickness` and `thickness_texture` - [x] `ior` - [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs upstream support in `gltf` crate, not a blocker) - [x] Add support for multiple screen space refraction “steps” - [x] Conditionally create no transmission snapshot texture at all if `steps == 0` - [x] Conditionally enable/disable screen space refraction transmission snapshots - [x] Read from depth pre-pass to prevent refracting pixels in front of the light exit point - [x] Use `interleaved_gradient_noise()` function for sampling blur in a way that benefits from TAA - [x] Drill down a TAA `#define`, tweak some aspects of the effect conditionally based on it - [x] Remove const array that's crashing under HLSL (unless a new `naga` release with https://github.com/gfx-rs/naga/pull/2496 comes out before we merge this) - [ ] Look into alternatives to the `switch` hack for dynamically indexing the const array (might not be needed, compilers seem to be decent at expanding it) - [ ] Add pipeline keys for gating transmission (do we really want/need this?) - [x] Tweak some material field/function names? ## A Note on Texture Packing _This was originally added as a comment to the `specular_transmission_texture`, `thickness_texture` and `diffuse_transmission_texture` documentation, I removed it since it was more confusing than helpful, and will likely be made redundant/will need to be updated once we have a better infrastructure for preprocessing assets_ Due to how channels are mapped, you can more efficiently use a single shared texture image for configuring the following: - R - `specular_transmission_texture` - G - `thickness_texture` - B - _unused_ - A - `diffuse_transmission_texture` The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`, that _we don't currently support_. One might choose to pack the intensity and color textures together, using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply. --- ## Changelog - Added a new `Transmissive3d` render phase for rendering specular transmissive materials with screen space refractions - Added rendering support for transmitted environment map light on the `StandardMaterial` as a fallback for screen space refractions - Added `diffuse_transmission`, `specular_transmission`, `thickness`, `ior`, `attenuation_distance` and `attenuation_color` to the `StandardMaterial` - Added `diffuse_transmission_texture`, `specular_transmission_texture`, `thickness_texture` to the `StandardMaterial`, gated behind a new `pbr_transmission_textures` cargo feature (off by default, for maximum hardware compatibility) - Added `Camera3d::screen_space_specular_transmission_steps` for controlling the number of “layers of transparency” rendered for transmissive objects - Added a `TransmittedShadowReceiver` component for enabling shadows in (diffusely) transmitted light. (disabled by default, as it requires carefully setting up the `thickness` to avoid self-shadow artifacts) - Added support for the `KHR_materials_transmission`, `KHR_materials_ior` and `KHR_materials_volume` glTF extensions - Renamed items related to temporal jitter for greater consistency ## Migration Guide - `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` - The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) - `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` - The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
};
let transmission_view = transmission_texture
.map(|transmission| &transmission.view)
.unwrap_or(&fallback_image_zero.texture_view);
let transmission_sampler = transmission_texture
.map(|transmission| &transmission.sampler)
.unwrap_or(&fallback_image_zero.sampler);
entries =
Implement irradiance volumes. (#10268) # Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
entries.extend_with_indices(((24, transmission_view), (25, transmission_sampler)));
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
commands.entity(entity).insert(MeshViewBindGroup {
Bind group entries (#9694) # Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
value: render_device.create_bind_group("mesh_view_bind_group", layout, &entries),
Variable `MeshPipeline` View Bind Group Layout (#10156) # Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
});
}
}
}