bevy/crates/bevy_gizmos/src/lines.wgsl

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5.6 KiB
WebGPU Shading Language
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improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
// TODO use common view binding
update shader imports (#10180) # Objective - bump naga_oil to 0.10 - update shader imports to use rusty syntax ## Migration Guide naga_oil 0.10 reworks the import mechanism to support more syntax to make it more rusty, and test for item use before importing to determine which imports are modules and which are items, which allows: - use rust-style imports ``` #import bevy_pbr::{ pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, mesh_bindings, } ``` - import partial paths: ``` #import part::of::path ... path::remainder::function(); ``` which will call to `part::of::path::remainder::function` - use fully qualified paths without importing: ``` // #import bevy_pbr::pbr_functions bevy_pbr::pbr_functions::pbr() ``` - use imported items without qualifying ``` #import bevy_pbr::pbr_functions::pbr // for backwards compatibility the old style is still supported: // #import bevy_pbr::pbr_functions pbr ... pbr() ``` - allows most imported items to end with `_` and numbers (naga_oil#30). still doesn't allow struct members to end with `_` or numbers but it's progress. - the vast majority of existing shader code will work without changes, but will emit "deprecated" warnings for old-style imports. these can be suppressed with the `allow-deprecated` feature. - partly breaks overrides (as far as i'm aware nobody uses these yet) - now overrides will only be applied if the overriding module is added as an additional import in the arguments to `Composer::make_naga_module` or `Composer::add_composable_module`. this is necessary to support determining whether imports are modules or items.
2023-10-21 11:51:58 +00:00
#import bevy_render::view::View
improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
@group(0) @binding(0) var<uniform> view: View;
improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
struct LineGizmoUniform {
line_width: f32,
depth_bias: f32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// WebGL2 structs must be 16 byte aligned.
_padding: vec2<f32>,
#endif
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
}
@group(1) @binding(0) var<uniform> line_gizmo: LineGizmoUniform;
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
struct VertexInput {
@location(0) position_a: vec3<f32>,
@location(1) position_b: vec3<f32>,
@location(2) color_a: vec4<f32>,
@location(3) color_b: vec4<f32>,
@builtin(vertex_index) index: u32,
};
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
struct VertexOutput {
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
@builtin(position) clip_position: vec4<f32>,
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
@location(0) color: vec4<f32>,
@location(1) uv: f32,
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
};
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
const EPSILON: f32 = 4.88e-04;
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
@vertex
fn vertex(vertex: VertexInput) -> VertexOutput {
var positions = array<vec2<f32>, 6>(
vec2(-0.5, 0.),
vec2(-0.5, 1.),
vec2(0.5, 1.),
vec2(-0.5, 0.),
vec2(0.5, 1.),
vec2(0.5, 0.)
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
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);
let position = positions[vertex.index];
// algorithm based on https://wwwtyro.net/2019/11/18/instanced-lines.html
var clip_a = view.view_proj * vec4(vertex.position_a, 1.);
var clip_b = view.view_proj * vec4(vertex.position_b, 1.);
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_b);
clip_b = clip_near_plane(clip_b, clip_a);
let clip = mix(clip_a, clip_b, position.y);
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
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let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let y_basis = normalize(screen_b - screen_a);
let x_basis = vec2(-y_basis.y, y_basis.x);
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
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var color = mix(vertex.color_a, vertex.color_b, position.y);
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
var line_width = line_gizmo.line_width;
var alpha = 1.;
var uv: f32;
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
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#ifdef PERSPECTIVE
line_width /= clip.w;
// get height of near clipping plane in world space
let pos0 = view.inverse_projection * vec4(0, -1, 0, 1); // Bottom of the screen
let pos1 = view.inverse_projection * vec4(0, 1, 0, 1); // Top of the screen
let near_clipping_plane_height = length(pos0.xyz - pos1.xyz);
// We can't use vertex.position_X because we may have changed the clip positions with clip_near_plane
let position_a = view.inverse_view_proj * clip_a;
let position_b = view.inverse_view_proj * clip_b;
let world_distance = length(position_a.xyz - position_b.xyz);
// Offset to compensate for moved clip positions. If removed dots on lines will slide when position a is ofscreen.
let clipped_offset = length(position_a.xyz - vertex.position_a);
uv = (clipped_offset + position.y * world_distance) * resolution.y / near_clipping_plane_height / line_gizmo.line_width;
#else
// Get the distance of b to the camera along camera axes
let camera_b = view.inverse_projection * clip_b;
// This differentiates between orthographic and perspective cameras.
// For orthographic cameras no depth adaptment (depth_adaptment = 1) is needed.
var depth_adaptment: f32;
if (clip_b.w == 1.0) {
depth_adaptment = 1.0;
}
else {
depth_adaptment = -camera_b.z;
}
uv = position.y * depth_adaptment * length(screen_b - screen_a) / line_gizmo.line_width;
#endif
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
color.a *= line_width;
line_width = 1.;
}
let x_offset = line_width * position.x * x_basis;
let screen = mix(screen_a, screen_b, position.y) + x_offset;
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
var depth: f32;
if line_gizmo.depth_bias >= 0. {
depth = clip.z * (1. - line_gizmo.depth_bias);
} else {
// depth * (clip.w / depth)^-depth_bias. So that when -depth_bias is 1.0, this is equal to clip.w
// and when equal to 0.0, it is exactly equal to depth.
// the epsilon is here to prevent the depth from exceeding clip.w when -depth_bias = 1.0
// clip.w represents the near plane in homogeneous clip space in bevy, having a depth
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
// of this value means nothing can be in front of this
// The reason this uses an exponential function is that it makes it much easier for the
// user to chose a value that is convenient for them
depth = clip.z * exp2(-line_gizmo.depth_bias * log2(clip.w / clip.z - EPSILON));
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
}
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
var clip_position = vec4(clip.w * ((2. * screen) / resolution - 1.), depth, clip.w);
return VertexOutput(clip_position, color, uv);
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
}
fn clip_near_plane(a: vec4<f32>, b: vec4<f32>) -> vec4<f32> {
// Move a if a is behind the near plane and b is in front.
if a.z > a.w && b.z <= b.w {
// Interpolate a towards b until it's at the near plane.
let distance_a = a.z - a.w;
let distance_b = b.z - b.w;
// Add an epsilon to the interpolator to ensure that the point is
// not just behind the clip plane due to floating-point imprecision.
let t = distance_a / (distance_a - distance_b) + EPSILON;
return mix(a, b, t);
}
return a;
}
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
struct FragmentInput {
@builtin(position) position: vec4<f32>,
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
@location(0) color: vec4<f32>,
@location(1) uv: f32,
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
};
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
struct FragmentOutput {
@location(0) color: vec4<f32>,
};
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
@fragment
fn fragment_solid(in: FragmentInput) -> FragmentOutput {
Instanced line rendering for gizmos based on `bevy_polyline` (#8427) # Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
return FragmentOutput(in.color);
Immediate Mode Line/Gizmo Drawing (#6529) # Objective Add a convenient immediate mode drawing API for visual debugging. Fixes #5619 Alternative to #1625 Partial alternative to #5734 Based off https://github.com/Toqozz/bevy_debug_lines with some changes: * Simultaneous support for 2D and 3D. * Methods for basic shapes; circles, spheres, rectangles, boxes, etc. * 2D methods. * Removed durations. Seemed niche, and can be handled by users. <details> <summary>Performance</summary> Stress tested using Bevy's recommended optimization settings for the dev profile with the following command. ```bash cargo run --example many_debug_lines \ --config "profile.dev.package.\"*\".opt-level=3" \ --config "profile.dev.opt-level=1" ``` I dipped to 65-70 FPS at 300,000 lines CPU: 3700x RAM Speed: 3200 Mhz GPU: 2070 super - probably not very relevant, mostly cpu/memory bound </details> <details> <summary>Fancy bloom screenshot</summary> ![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png) </details> ## Changelog * Added `GizmoPlugin` * Added `Gizmos` system parameter for drawing lines and wireshapes. ### TODO - [ ] Update changelog - [x] Update performance numbers - [x] Add credit to PR description ### Future work - Cache rendering primitives instead of constructing them out of line segments each frame. - Support for drawing solid meshes - Interactions. (See [bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos)) - Fancier line drawing. (See [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)) - Support for `RenderLayers` - Display gizmos for a certain duration. Currently everything displays for one frame (ie. immediate mode) - Changing settings per drawn item like drawing on top or drawing to different `RenderLayers` Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com> Co-Authored By: @The5-1 <agaku@hotmail.de> Co-Authored By: @Toqozz <toqoz@hotmail.com> Co-Authored By: @nicopap <nico@nicopap.ch> --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
}
@fragment
fn fragment_dotted(in: FragmentInput) -> FragmentOutput {
var alpha: f32;
#ifdef PERSPECTIVE
alpha = 1 - floor(in.uv % 2.0);
#else
alpha = 1 - floor((in.uv * in.position.w) % 2.0);
#endif
return FragmentOutput(vec4(in.color.xyz, in.color.w * alpha));
}