bevy/examples/3d/anti_aliasing.rs

387 lines
11 KiB
Rust
Raw Normal View History

Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
use std::f32::consts::PI;
use bevy::{
core_pipeline::{
contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings,
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
experimental::taa::{
TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
},
fxaa::{Fxaa, Sensitivity},
},
pbr::CascadeShadowConfigBuilder,
prelude::*,
render::{
Unload render assets from RAM (#10520) # Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`.
2024-01-03 03:31:04 +00:00
render_asset::RenderAssetPersistencePolicy,
render_resource::{Extent3d, TextureDimension, TextureFormat},
texture::{ImageSampler, ImageSamplerDescriptor},
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
},
};
fn main() {
App::new()
.insert_resource(Msaa::Off)
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
.add_systems(Startup, setup)
.add_systems(Update, (modify_aa, modify_sharpening, update_ui))
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
.run();
}
fn modify_aa(
keys: Res<ButtonInput<KeyCode>>,
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
mut camera: Query<
(
Entity,
Option<&mut Fxaa>,
Option<&TemporalAntiAliasSettings>,
),
With<Camera>,
>,
mut msaa: ResMut<Msaa>,
mut commands: Commands,
) {
let (camera_entity, fxaa, taa) = camera.single_mut();
let mut camera = commands.entity(camera_entity);
// No AA
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::Digit1) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
*msaa = Msaa::Off;
camera.remove::<Fxaa>();
camera.remove::<TemporalAntiAliasBundle>();
}
// MSAA
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
camera.remove::<Fxaa>();
camera.remove::<TemporalAntiAliasBundle>();
*msaa = Msaa::Sample4;
}
// MSAA Sample Count
if *msaa != Msaa::Off {
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyQ) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
*msaa = Msaa::Sample2;
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyW) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
*msaa = Msaa::Sample4;
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyE) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
*msaa = Msaa::Sample8;
}
}
// FXAA
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
*msaa = Msaa::Off;
camera.remove::<TemporalAntiAliasBundle>();
camera.insert(Fxaa::default());
}
// FXAA Settings
if let Some(mut fxaa) = fxaa {
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyQ) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
fxaa.edge_threshold = Sensitivity::Low;
fxaa.edge_threshold_min = Sensitivity::Low;
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyW) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
fxaa.edge_threshold = Sensitivity::Medium;
fxaa.edge_threshold_min = Sensitivity::Medium;
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyE) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
fxaa.edge_threshold = Sensitivity::High;
fxaa.edge_threshold_min = Sensitivity::High;
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyR) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
fxaa.edge_threshold = Sensitivity::Ultra;
fxaa.edge_threshold_min = Sensitivity::Ultra;
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyT) {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
fxaa.edge_threshold = Sensitivity::Extreme;
fxaa.edge_threshold_min = Sensitivity::Extreme;
}
}
// TAA
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::Digit4) && taa.is_none() {
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
*msaa = Msaa::Off;
camera.remove::<Fxaa>();
camera.insert(TemporalAntiAliasBundle::default());
}
}
fn modify_sharpening(
keys: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut ContrastAdaptiveSharpeningSettings>,
) {
for mut cas in &mut query {
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::Digit0) {
cas.enabled = !cas.enabled;
}
if cas.enabled {
if keys.just_pressed(KeyCode::Minus) {
cas.sharpening_strength -= 0.1;
cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::Equal) {
cas.sharpening_strength += 0.1;
cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keys.just_pressed(KeyCode::KeyD) {
cas.denoise = !cas.denoise;
}
}
}
}
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
fn update_ui(
camera: Query<
(
Option<&Fxaa>,
Option<&TemporalAntiAliasSettings>,
&ContrastAdaptiveSharpeningSettings,
),
With<Camera>,
>,
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
msaa: Res<Msaa>,
mut ui: Query<&mut Text>,
) {
let (fxaa, taa, cas_settings) = camera.single();
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
let mut ui = ui.single_mut();
let ui = &mut ui.sections[0].value;
*ui = "Antialias Method\n".to_string();
if *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() {
ui.push_str("(1) *No AA*\n");
} else {
ui.push_str("(1) No AA\n");
}
if *msaa != Msaa::Off {
ui.push_str("(2) *MSAA*\n");
} else {
ui.push_str("(2) MSAA\n");
}
if fxaa.is_some() {
ui.push_str("(3) *FXAA*\n");
} else {
ui.push_str("(3) FXAA\n");
}
if taa.is_some() {
ui.push_str("(4) *TAA*");
} else {
ui.push_str("(4) TAA");
}
if *msaa != Msaa::Off {
ui.push_str("\n\n----------\n\nSample Count\n");
if *msaa == Msaa::Sample2 {
ui.push_str("(Q) *2*\n");
} else {
ui.push_str("(Q) 2\n");
}
if *msaa == Msaa::Sample4 {
ui.push_str("(W) *4*\n");
} else {
ui.push_str("(W) 4\n");
}
if *msaa == Msaa::Sample8 {
ui.push_str("(E) *8*");
} else {
ui.push_str("(E) 8");
}
}
if let Some(fxaa) = fxaa {
ui.push_str("\n\n----------\n\nSensitivity\n");
if fxaa.edge_threshold == Sensitivity::Low {
ui.push_str("(Q) *Low*\n");
} else {
ui.push_str("(Q) Low\n");
}
if fxaa.edge_threshold == Sensitivity::Medium {
ui.push_str("(W) *Medium*\n");
} else {
ui.push_str("(W) Medium\n");
}
if fxaa.edge_threshold == Sensitivity::High {
ui.push_str("(E) *High*\n");
} else {
ui.push_str("(E) High\n");
}
if fxaa.edge_threshold == Sensitivity::Ultra {
ui.push_str("(R) *Ultra*\n");
} else {
ui.push_str("(R) Ultra\n");
}
if fxaa.edge_threshold == Sensitivity::Extreme {
ui.push_str("(T) *Extreme*");
} else {
ui.push_str("(T) Extreme");
}
}
if cas_settings.enabled {
ui.push_str("\n\n----------\n\n(0) Sharpening (Enabled)\n");
ui.push_str(&format!(
"(-/+) Strength: {:.1}\n",
cas_settings.sharpening_strength
));
if cas_settings.denoise {
ui.push_str("(D) Denoising (Enabled)\n");
} else {
ui.push_str("(D) Denoising (Disabled)\n");
}
} else {
ui.push_str("\n\n----------\n\n(0) Sharpening (Disabled)\n");
}
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
}
/// Set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
asset_server: Res<AssetServer>,
) {
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(50.0).into()),
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
..default()
});
let cube_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
// Cubes
for i in 0..5 {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.25 })),
material: cube_material.clone(),
transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
..default()
});
}
// Flight Helmet
commands.spawn(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
});
// Camera
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
..default()
},
ContrastAdaptiveSharpeningSettings {
enabled: false,
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
},
FogSettings {
color: Color::rgba_u8(43, 44, 47, 255),
falloff: FogFalloff::Linear {
start: 1.0,
end: 4.0,
},
..default()
},
));
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
// example instructions
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.,
..default()
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
let mut img = Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
Unload render assets from RAM (#10520) # Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`.
2024-01-03 03:31:04 +00:00
RenderAssetPersistencePolicy::Unload,
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
);
img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
img
}