bevy/examples/3d/deferred_rendering.rs

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Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
//! This example compares Forward, Forward + Prepass, and Deferred rendering.
use std::f32::consts::*;
use bevy::{
core_pipeline::{
fxaa::Fxaa,
prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
},
Implement GPU frustum culling. (#12889) This commit implements opt-in GPU frustum culling, built on top of the infrastructure in https://github.com/bevyengine/bevy/pull/12773. To enable it on a camera, add the `GpuCulling` component to it. To additionally disable CPU frustum culling, add the `NoCpuCulling` component. Note that adding `GpuCulling` without `NoCpuCulling` *currently* does nothing useful. The reason why `GpuCulling` doesn't automatically imply `NoCpuCulling` is that I intend to follow this patch up with GPU two-phase occlusion culling, and CPU frustum culling plus GPU occlusion culling seems like a very commonly-desired mode. Adding the `GpuCulling` component to a view puts that view into *indirect mode*. This mode makes all drawcalls indirect, relying on the mesh preprocessing shader to allocate instances dynamically. In indirect mode, the `PreprocessWorkItem` `output_index` points not to a `MeshUniform` instance slot but instead to a set of `wgpu` `IndirectParameters`, from which it allocates an instance slot dynamically if frustum culling succeeds. Batch building has been updated to allocate and track indirect parameter slots, and the AABBs are now supplied to the GPU as `MeshCullingData`. A small amount of code relating to the frustum culling has been borrowed from meshlets and moved into `maths.wgsl`. Note that standard Bevy frustum culling uses AABBs, while meshlets use bounding spheres; this means that not as much code can be shared as one might think. This patch doesn't provide any way to perform GPU culling on shadow maps, to avoid making this patch bigger than it already is. That can be a followup. ## Changelog ### Added * Frustum culling can now optionally be done on the GPU. To enable it, add the `GpuCulling` component to a camera. * To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
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pbr::{
CascadeShadowConfigBuilder, DefaultOpaqueRendererMethod, DirectionalLightShadowMap,
NotShadowCaster, NotShadowReceiver, OpaqueRendererMethod,
},
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
prelude::*,
render::texture::ImageLoaderSettings,
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
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};
fn main() {
App::new()
.insert_resource(Msaa::Off)
.insert_resource(DefaultOpaqueRendererMethod::deferred())
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.insert_resource(Pause(true))
.add_systems(Startup, (setup, setup_parallax))
.add_systems(Update, (animate_light_direction, switch_mode, spin))
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
commands.spawn((
Camera3dBundle {
camera: Camera {
// Deferred both supports both hdr: true and hdr: false
hdr: false,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..default()
},
FogSettings {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
color: Color::srgb_u8(43, 44, 47),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..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"),
New Exposure and Lighting Defaults (and calibrate examples) (#11868) # Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
2024-02-15 20:42:48 +00:00
intensity: 2000.0,
..default()
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
},
DepthPrepass,
MotionVectorPrepass,
DeferredPrepass,
Fxaa::default(),
));
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
New Exposure and Lighting Defaults (and calibrate examples) (#11868) # Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
2024-02-15 20:42:48 +00:00
illuminance: 15_000.,
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 3,
maximum_distance: 10.0,
..default()
}
.into(),
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 0.0, -FRAC_PI_4)),
..default()
});
// FlightHelmet
let helmet_scene = asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
commands.spawn(SceneBundle {
scene: helmet_scene.clone(),
..default()
});
commands.spawn(SceneBundle {
scene: helmet_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
..default()
});
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
let mut forward_mat: StandardMaterial = Color::srgb(0.1, 0.2, 0.1).into();
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
let forward_mat_h = materials.add(forward_mat);
// Plane
commands.spawn(PbrBundle {
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
material: forward_mat_h.clone(),
..default()
});
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
let cube_h = meshes.add(Cuboid::new(0.1, 0.1, 0.1));
let sphere_h = meshes.add(Sphere::new(0.125).mesh().uv(32, 18));
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
// Cubes
commands.spawn(PbrBundle {
mesh: cube_h.clone(),
material: forward_mat_h.clone(),
transform: Transform::from_xyz(-0.3, 0.5, -0.2),
..default()
});
commands.spawn(PbrBundle {
mesh: cube_h,
material: forward_mat_h,
transform: Transform::from_xyz(0.2, 0.5, 0.2),
..default()
});
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
let sphere_color = Color::srgb(10.0, 4.0, 1.0);
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
let sphere_pos = Transform::from_xyz(0.4, 0.5, -0.8);
// Emissive sphere
let mut unlit_mat: StandardMaterial = sphere_color.into();
unlit_mat.unlit = true;
commands.spawn((
PbrBundle {
mesh: sphere_h.clone(),
material: materials.add(unlit_mat),
transform: sphere_pos,
..default()
},
NotShadowCaster,
));
// Light
commands.spawn(PointLightBundle {
point_light: PointLight {
New Exposure and Lighting Defaults (and calibrate examples) (#11868) # Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
2024-02-15 20:42:48 +00:00
intensity: 800.0,
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
radius: 0.125,
shadows_enabled: true,
color: sphere_color,
..default()
},
transform: sphere_pos,
..default()
});
// Spheres
for i in 0..6 {
let j = i % 3;
let s_val = if i < 3 { 0.0 } else { 0.2 };
let material = if j == 0 {
materials.add(StandardMaterial {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
base_color: Color::srgb(s_val, s_val, 1.0),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else if j == 1 {
materials.add(StandardMaterial {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
base_color: Color::srgb(s_val, 1.0, s_val),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else {
materials.add(StandardMaterial {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
base_color: Color::srgb(1.0, s_val, s_val),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
};
commands.spawn(PbrBundle {
mesh: sphere_h.clone(),
material,
transform: Transform::from_xyz(
j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
0.125,
-j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
),
..default()
});
}
// sky
commands.spawn((
PbrBundle {
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
material: materials.add(StandardMaterial {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
base_color: Srgba::hex("888888").unwrap().into(),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
unlit: true,
cull_mode: None,
..default()
}),
transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
..default()
},
NotShadowCaster,
NotShadowReceiver,
));
// Example instructions
commands.spawn(
TextBundle::from_section("", TextStyle::default()).with_style(Style {
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
..default()
}),
);
}
#[derive(Resource)]
struct Pause(bool);
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
pause: Res<Pause>,
) {
if pause.0 {
return;
}
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() * PI / 5.0);
}
}
fn setup_parallax(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
asset_server: Res<AssetServer>,
) {
// The normal map. Note that to generate it in the GIMP image editor, you should
// open the depth map, and do Filters → Generic → Normal Map
// You should enable the "flip X" checkbox.
let normal_handle = asset_server.load_with_settings(
"textures/parallax_example/cube_normal.png",
// The normal map texture is in linear color space. Lighting won't look correct
// if `is_srgb` is `true`, which is the default.
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
);
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
let mut cube = Mesh::from(Cuboid::new(0.15, 0.15, 0.15));
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
// NOTE: for normal maps and depth maps to work, the mesh
// needs tangents generated.
cube.generate_tangents().unwrap();
let parallax_material = materials.add(StandardMaterial {
perceptual_roughness: 0.4,
base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
normal_map_texture: Some(normal_handle),
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
// The depth map is a greyscale texture where black is the highest level and
// white the lowest.
depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
parallax_depth_scale: 0.09,
parallax_mapping_method: ParallaxMappingMethod::Relief { max_steps: 4 },
max_parallax_layer_count: 5.0f32.exp2(),
..default()
});
commands.spawn((
PbrBundle {
mesh: meshes.add(cube),
material: parallax_material,
transform: Transform::from_xyz(0.4, 0.2, -0.8),
..default()
},
Spin { speed: 0.3 },
));
}
#[derive(Component)]
struct Spin {
speed: f32,
}
fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
if pause.0 {
return;
}
for (mut transform, spin) in query.iter_mut() {
transform.rotate_local_y(spin.speed * time.delta_seconds());
transform.rotate_local_x(spin.speed * time.delta_seconds());
transform.rotate_local_z(-spin.speed * time.delta_seconds());
}
}
#[derive(Resource, Default)]
enum DefaultRenderMode {
#[default]
Deferred,
Forward,
ForwardPrepass,
}
#[allow(clippy::too_many_arguments)]
fn switch_mode(
mut text: Query<&mut Text>,
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
mut default_opaque_renderer_method: ResMut<DefaultOpaqueRendererMethod>,
mut materials: ResMut<Assets<StandardMaterial>>,
cameras: Query<Entity, With<Camera>>,
mut pause: ResMut<Pause>,
mut hide_ui: Local<bool>,
mut mode: Local<DefaultRenderMode>,
) {
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
text.clear();
if keys.just_pressed(KeyCode::Space) {
pause.0 = !pause.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::Digit1) {
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
*mode = DefaultRenderMode::Deferred;
default_opaque_renderer_method.set_to_deferred();
println!("DefaultOpaqueRendererMethod: Deferred");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).remove::<NormalPrepass>();
commands.entity(camera).insert(DepthPrepass);
commands.entity(camera).insert(MotionVectorPrepass);
commands.entity(camera).insert(DeferredPrepass);
}
}
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) {
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
*mode = DefaultRenderMode::Forward;
default_opaque_renderer_method.set_to_forward();
println!("DefaultOpaqueRendererMethod: Forward");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).remove::<NormalPrepass>();
commands.entity(camera).remove::<DepthPrepass>();
commands.entity(camera).remove::<MotionVectorPrepass>();
commands.entity(camera).remove::<DeferredPrepass>();
}
}
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) {
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
*mode = DefaultRenderMode::ForwardPrepass;
default_opaque_renderer_method.set_to_forward();
println!("DefaultOpaqueRendererMethod: Forward + Prepass");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).insert(NormalPrepass);
commands.entity(camera).insert(DepthPrepass);
commands.entity(camera).insert(MotionVectorPrepass);
commands.entity(camera).remove::<DeferredPrepass>();
}
}
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::KeyH) {
Deferred Renderer (#9258) # Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L168). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L65), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L599) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L131) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/material.rs#L603) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/render/pbr.wgsl#L166) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](https://github.com/DGriffin91/bevy/blob/b79182d2a32cac28c4213c2457a53ac2cc885332/crates/bevy_pbr/src/prepass/prepass_io.wgsl#L95) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L37). Then with the lighting pass using [CompareFunction::Equal](https://github.com/DGriffin91/bevy/blob/ec1465559f2c82001830e908fc02ff1d7c2efe51/crates/bevy_pbr/src/deferred/mod.rs#L335), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
*hide_ui = !*hide_ui;
}
if !*hide_ui {
text.push_str("(H) Hide UI\n");
text.push_str("(Space) Play/Pause\n\n");
text.push_str("Rendering Method:\n");
text.push_str(&format!(
"(1) {} Deferred\n",
if let DefaultRenderMode::Deferred = *mode {
">"
} else {
""
}
));
text.push_str(&format!(
"(2) {} Forward\n",
if let DefaultRenderMode::Forward = *mode {
">"
} else {
""
}
));
text.push_str(&format!(
"(3) {} Forward + Prepass\n",
if let DefaultRenderMode::ForwardPrepass = *mode {
">"
} else {
""
}
));
}
}