bevy/examples/3d/ssao.rs

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Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
//! A scene showcasing screen space ambient occlusion.
use bevy::{
core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin},
pbr::{
ScreenSpaceAmbientOcclusionBundle, ScreenSpaceAmbientOcclusionQualityLevel,
ScreenSpaceAmbientOcclusionSettings,
},
prelude::*,
render::camera::TemporalJitter,
};
use std::f32::consts::PI;
fn main() {
App::new()
.insert_resource(AmbientLight {
brightness: 750.0,
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
..default()
})
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
commands
.spawn(Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.insert(ScreenSpaceAmbientOcclusionBundle::default())
.insert(TemporalAntiAliasBundle::default());
let material = materials.add(StandardMaterial {
base_color: Color::rgb(0.5, 0.5, 0.5),
perceptual_roughness: 1.0,
reflectance: 0.0,
..default()
});
commands.spawn(PbrBundle {
Use `impl Into<A>` for `Assets::add` (#10878) # Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00
mesh: meshes.add(shape::Cube { size: 1.0 }),
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
material: material.clone(),
transform: Transform::from_xyz(0.0, 0.0, 1.0),
..default()
});
commands.spawn(PbrBundle {
Use `impl Into<A>` for `Assets::add` (#10878) # Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00
mesh: meshes.add(shape::Cube { size: 1.0 }),
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
material: material.clone(),
transform: Transform::from_xyz(0.0, -1.0, 0.0),
..default()
});
commands.spawn(PbrBundle {
Use `impl Into<A>` for `Assets::add` (#10878) # Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00
mesh: meshes.add(shape::Cube { size: 1.0 }),
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
material,
transform: Transform::from_xyz(1.0, 0.0, 0.0),
..default()
});
commands.spawn((
PbrBundle {
Use `impl Into<A>` for `Assets::add` (#10878) # Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00
mesh: meshes.add(shape::UVSphere {
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
radius: 0.4,
sectors: 72,
stacks: 36,
Use `impl Into<A>` for `Assets::add` (#10878) # Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00
}),
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
material: materials.add(StandardMaterial {
base_color: Color::rgb(0.4, 0.4, 0.4),
perceptual_roughness: 1.0,
reflectance: 0.0,
..default()
}),
..default()
},
SphereMarker,
));
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 3000.0,
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
..default()
});
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 26.0,
..default()
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
fn update(
camera: Query<
(
Entity,
Option<&ScreenSpaceAmbientOcclusionSettings>,
Option<&TemporalJitter>,
),
With<Camera>,
>,
mut text: Query<&mut Text>,
mut sphere: Query<&mut Transform, With<SphereMarker>>,
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
time: Res<Time>,
) {
let mut sphere = sphere.single_mut();
sphere.translation.y = (time.elapsed_seconds() / 1.7).sin() * 0.7;
let (camera_entity, ssao_settings, temporal_jitter) = camera.single();
let mut commands = commands.entity(camera_entity);
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 keycode.just_pressed(KeyCode::Digit1) {
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
commands.remove::<ScreenSpaceAmbientOcclusionSettings>();
}
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 keycode.just_pressed(KeyCode::Digit2) {
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
commands.insert(ScreenSpaceAmbientOcclusionSettings {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Low,
});
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keycode.just_pressed(KeyCode::Digit3) {
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
commands.insert(ScreenSpaceAmbientOcclusionSettings {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Medium,
});
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keycode.just_pressed(KeyCode::Digit4) {
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
commands.insert(ScreenSpaceAmbientOcclusionSettings {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::High,
});
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if keycode.just_pressed(KeyCode::Digit5) {
Screen Space Ambient Occlusion (SSAO) MVP (#7402) ![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes https://github.com/bevyengine/bevy/issues/3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * https://github.com/gfx-rs/wgpu/pull/3798 * https://github.com/gfx-rs/naga/pull/2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
commands.insert(ScreenSpaceAmbientOcclusionSettings {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Ultra,
});
}
if keycode.just_pressed(KeyCode::Space) {
if temporal_jitter.is_some() {
commands.remove::<TemporalJitter>();
} else {
commands.insert(TemporalJitter::default());
}
}
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
text.clear();
let (o, l, m, h, u) = match ssao_settings.map(|s| s.quality_level) {
None => ("*", "", "", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Low) => ("", "*", "", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Medium) => ("", "", "*", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::High) => ("", "", "", "*", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Ultra) => ("", "", "", "", "*"),
_ => unreachable!(),
};
text.push_str("SSAO Quality:\n");
text.push_str(&format!("(1) {o}Off{o}\n"));
text.push_str(&format!("(2) {l}Low{l}\n"));
text.push_str(&format!("(3) {m}Medium{m}\n"));
text.push_str(&format!("(4) {h}High{h}\n"));
text.push_str(&format!("(5) {u}Ultra{u}\n\n"));
text.push_str("Temporal Antialiasing:\n");
text.push_str(match temporal_jitter {
Some(_) => "(Space) Enabled",
None => "(Space) Disabled",
});
}
#[derive(Component)]
struct SphereMarker;