2020-04-19 17:08:47 +00:00
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[package]
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name = "bevy_gltf"
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2024-02-21 20:58:59 +00:00
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version = "0.14.0-dev"
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2021-10-27 00:12:14 +00:00
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edition = "2021"
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2020-08-10 00:24:27 +00:00
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description = "Bevy Engine GLTF loading"
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homepage = "https://bevyengine.org"
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repository = "https://github.com/bevyengine/bevy"
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2021-07-23 21:11:51 +00:00
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license = "MIT OR Apache-2.0"
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2020-08-10 00:24:27 +00:00
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keywords = ["bevy"]
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2020-04-19 17:08:47 +00:00
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`StandardMaterial` Light Transmission (#8015)
# Objective
<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">
This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:
- Glass; (Including frosted glass)
- Transparent and translucent plastics;
- Various liquids and gels;
- Gemstones;
- Marble;
- Wax;
- Paper;
- Leaves;
- Porcelain.
Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.
## Solution
- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.
## To Do
- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
- [x] `transmission` and `transmission_texture`
- [x] `thickness` and `thickness_texture`
- [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?
## A Note on Texture Packing
_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_
Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:
- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`
The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.
---
## Changelog
- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency
## Migration Guide
- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
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[features]
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2024-05-03 13:00:18 +00:00
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dds = ["bevy_render/dds"]
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pbr_transmission_textures = ["bevy_pbr/pbr_transmission_textures"]
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`StandardMaterial` Light Transmission (#8015)
# Objective
<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">
This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:
- Glass; (Including frosted glass)
- Transparent and translucent plastics;
- Various liquids and gels;
- Gemstones;
- Marble;
- Wax;
- Paper;
- Leaves;
- Porcelain.
Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.
## Solution
- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.
## To Do
- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
- [x] `transmission` and `transmission_texture`
- [x] `thickness` and `thickness_texture`
- [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?
## A Note on Texture Packing
_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_
Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:
- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`
The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.
---
## Changelog
- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency
## Migration Guide
- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
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2020-04-19 17:08:47 +00:00
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[dependencies]
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2020-08-10 00:39:28 +00:00
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# bevy
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2024-02-21 20:58:59 +00:00
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bevy_animation = { path = "../bevy_animation", version = "0.14.0-dev", optional = true }
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bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
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bevy_asset = { path = "../bevy_asset", version = "0.14.0-dev" }
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Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
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bevy_color = { path = "../bevy_color", version = "0.14.0-dev" }
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2024-02-21 20:58:59 +00:00
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bevy_core = { path = "../bevy_core", version = "0.14.0-dev" }
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bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.14.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }
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bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.14.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.14.0-dev" }
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bevy_pbr = { path = "../bevy_pbr", version = "0.14.0-dev" }
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bevy_reflect = { path = "../bevy_reflect", version = "0.14.0-dev", features = [
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2023-11-21 01:04:14 +00:00
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"bevy",
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] }
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2024-02-21 20:58:59 +00:00
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bevy_render = { path = "../bevy_render", version = "0.14.0-dev" }
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bevy_scene = { path = "../bevy_scene", version = "0.14.0-dev", features = [
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2023-11-21 01:04:14 +00:00
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"bevy_render",
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] }
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2024-02-21 20:58:59 +00:00
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bevy_transform = { path = "../bevy_transform", version = "0.14.0-dev" }
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bevy_tasks = { path = "../bevy_tasks", version = "0.14.0-dev" }
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bevy_utils = { path = "../bevy_utils", version = "0.14.0-dev" }
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2020-04-19 17:08:47 +00:00
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2020-08-10 00:39:28 +00:00
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# other
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GLTF extension support (#11138)
# Objective
Adds support for accessing raw extension data of loaded GLTF assets
## Solution
Via the GLTF loader settings, you can specify whether or not to include
the GLTF source. While not the ideal way of solving this problem,
modeling all of GLTF within Bevy just for extensions adds a lot of
complexity to the way Bevy handles GLTF currently. See the example GLTF
meta file and code
```
(
meta_format_version: "1.0",
asset: Load(
loader: "bevy_gltf::loader::GltfLoader",
settings: (
load_meshes: true,
load_cameras: true,
load_lights: true,
include_source: true,
),
),
)
```
```rs
pub fn load_gltf(mut commands: Commands, assets: Res<AssetServer>) {
let my_gltf = assets.load("test_platform.gltf");
commands.insert_resource(MyAssetPack {
spawned: false,
handle: my_gltf,
});
}
#[derive(Resource)]
pub struct MyAssetPack {
pub spawned: bool,
pub handle: Handle<Gltf>,
}
pub fn spawn_gltf_objects(
mut commands: Commands,
mut my: ResMut<MyAssetPack>,
assets_gltf: Res<Assets<Gltf>>,
) {
// This flag is used to because this system has to be run until the asset is loaded.
// If there's a better way of going about this I am unaware of it.
if my.spawned {
return;
}
if let Some(gltf) = assets_gltf.get(&my.handle) {
info!("spawn");
my.spawned = true;
// spawn the first scene in the file
commands.spawn(SceneBundle {
scene: gltf.scenes[0].clone(),
..Default::default()
});
let source = gltf.source.as_ref().unwrap();
info!("materials count {}", &source.materials().size_hint().0);
info!(
"materials ext is some {}",
&source.materials().next().unwrap().extensions().is_some()
);
}
}
```
---
## Changelog
Added support for GLTF extensions through including raw GLTF source via
loader flag `GltfLoaderSettings::include_source == true`, stored in
`Gltf::source: Option<gltf::Gltf>`
## Migration Guide
This will have issues with "asset migrations", as there is currently no
way for .meta files to be migrated. Attempting to migrate .meta files
without the new flag will yield the following error:
```
bevy_asset::server: Failed to deserialize meta for asset test_platform.gltf: Failed to deserialize asset meta: SpannedError { code: MissingStructField { field: "include_source", outer: Some("GltfLoaderSettings") }, position: Position { line: 9, col: 9 } }
```
This means users who want to migrate their .meta files will have to add
the `include_source: true,` setting to their meta files by hand.
2024-01-15 15:38:01 +00:00
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gltf = { version = "1.4.0", default-features = false, features = [
|
2023-11-21 01:04:14 +00:00
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"KHR_lights_punctual",
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"KHR_materials_transmission",
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"KHR_materials_ior",
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"KHR_materials_volume",
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"KHR_materials_unlit",
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"KHR_materials_emissive_strength",
|
2024-02-21 01:11:28 +00:00
|
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"KHR_texture_transform",
|
2023-11-21 01:04:14 +00:00
|
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"extras",
|
GLTF extension support (#11138)
# Objective
Adds support for accessing raw extension data of loaded GLTF assets
## Solution
Via the GLTF loader settings, you can specify whether or not to include
the GLTF source. While not the ideal way of solving this problem,
modeling all of GLTF within Bevy just for extensions adds a lot of
complexity to the way Bevy handles GLTF currently. See the example GLTF
meta file and code
```
(
meta_format_version: "1.0",
asset: Load(
loader: "bevy_gltf::loader::GltfLoader",
settings: (
load_meshes: true,
load_cameras: true,
load_lights: true,
include_source: true,
),
),
)
```
```rs
pub fn load_gltf(mut commands: Commands, assets: Res<AssetServer>) {
let my_gltf = assets.load("test_platform.gltf");
commands.insert_resource(MyAssetPack {
spawned: false,
handle: my_gltf,
});
}
#[derive(Resource)]
pub struct MyAssetPack {
pub spawned: bool,
pub handle: Handle<Gltf>,
}
pub fn spawn_gltf_objects(
mut commands: Commands,
mut my: ResMut<MyAssetPack>,
assets_gltf: Res<Assets<Gltf>>,
) {
// This flag is used to because this system has to be run until the asset is loaded.
// If there's a better way of going about this I am unaware of it.
if my.spawned {
return;
}
if let Some(gltf) = assets_gltf.get(&my.handle) {
info!("spawn");
my.spawned = true;
// spawn the first scene in the file
commands.spawn(SceneBundle {
scene: gltf.scenes[0].clone(),
..Default::default()
});
let source = gltf.source.as_ref().unwrap();
info!("materials count {}", &source.materials().size_hint().0);
info!(
"materials ext is some {}",
&source.materials().next().unwrap().extensions().is_some()
);
}
}
```
---
## Changelog
Added support for GLTF extensions through including raw GLTF source via
loader flag `GltfLoaderSettings::include_source == true`, stored in
`Gltf::source: Option<gltf::Gltf>`
## Migration Guide
This will have issues with "asset migrations", as there is currently no
way for .meta files to be migrated. Attempting to migrate .meta files
without the new flag will yield the following error:
```
bevy_asset::server: Failed to deserialize meta for asset test_platform.gltf: Failed to deserialize asset meta: SpannedError { code: MissingStructField { field: "include_source", outer: Some("GltfLoaderSettings") }, position: Position { line: 9, col: 9 } }
```
This means users who want to migrate their .meta files will have to add
the `include_source: true,` setting to their meta files by hand.
2024-01-15 15:38:01 +00:00
|
|
|
"extensions",
|
2023-11-21 01:04:14 +00:00
|
|
|
"names",
|
|
|
|
"utils",
|
2022-01-03 07:59:25 +00:00
|
|
|
] }
|
2020-05-15 23:55:44 +00:00
|
|
|
thiserror = "1.0"
|
2024-03-18 06:42:58 +00:00
|
|
|
base64 = "0.22.0"
|
2021-04-13 21:30:32 +00:00
|
|
|
percent-encoding = "2.1"
|
Add morph targets (#8158)
# Objective
- Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF
- Supersedes #3722
- Fixes #6814
[Morph targets][1] (also known as shape interpolation, shape keys, or
blend shapes) allow animating individual vertices with fine grained
controls. This is typically used for facial expressions. By specifying
multiple poses as vertex offset, and providing a set of weight of each
pose, it is possible to define surprisingly realistic transitions
between poses. Blending between multiple poses also allow composition.
Morph targets are part of the [gltf standard][2] and are a feature of
Unity and Unreal, and babylone.js, it is only natural to implement them
in bevy.
## Solution
This implementation of morph targets uses a 3d texture where each pixel
is a component of an animated attribute. Each layer is a different
target. We use a 2d texture for each target, because the number of
attribute×components×animated vertices is expected to always exceed the
maximum pixel row size limit of webGL2. It copies fairly closely the way
skinning is implemented on the CPU side, while on the GPU side, the
shader morph target implementation is a relatively trivial detail.
We add an optional `morph_texture` to the `Mesh` struct. The
`morph_texture` is built through a method that accepts an iterator over
attribute buffers.
The `MorphWeights` component, user-accessible, controls the blend of
poses used by mesh instances (so that multiple copy of the same mesh may
have different weights), all the weights are uploaded to a uniform
buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256
poses.
More literature:
* Old babylone.js implementation (vertex attribute-based):
https://www.eternalcoding.com/dev-log-1-morph-targets/
* Babylone.js implementation (similar to ours):
https://www.youtube.com/watch?v=LBPRmGgU0PE
* GPU gems 3:
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits
* Development discord thread
https://discord.com/channels/691052431525675048/1083325980615114772
https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4
https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258
## Acknowledgements
* Thanks to `storytold` for sponsoring the feature
* Thanks to `superdump` and `james7132` for guidance and help figuring
out stuff
## Future work
- Handling of less and more attributes (eg: animated uv, animated
arbitrary attributes)
- Dynamic pose allocation (so that zero-weighted poses aren't uploaded
to GPU for example, enables much more total poses)
- Better animation API, see #8357
----
## Changelog
- Add morph targets to bevy meshes
- Support up to 64 poses per mesh of individually up to 116508 vertices,
animation currently strictly limited to the position, normal and tangent
attributes.
- Load a morph target using `Mesh::set_morph_targets`
- Add `VisitMorphTargets` and `VisitMorphAttributes` traits to
`bevy_render`, this allows defining morph targets (a fairly complex and
nested data structure) through iterators (ie: single copy instead of
passing around buffers), see documentation of those traits for details
- Add `MorphWeights` component exported by `bevy_render`
- `MorphWeights` control mesh's morph target weights, blending between
various poses defined as morph targets.
- `MorphWeights` are directly inherited by direct children (single level
of hierarchy) of an entity. This allows controlling several mesh
primitives through a unique entity _as per GLTF spec_.
- Add `MorphTargetNames` component, naming each indices of loaded morph
targets.
- Load morph targets weights and buffers in `bevy_gltf`
- handle morph targets animations in `bevy_animation` (previously, it
was a `warn!` log)
- Add the `MorphStressTest.gltf` asset for morph targets testing, taken
from the glTF samples repo, CC0.
- Add morph target manipulation to `scene_viewer`
- Separate the animation code in `scene_viewer` from the rest of the
code, reducing `#[cfg(feature)]` noise
- Add the `morph_targets.rs` example to show off how to manipulate morph
targets, loading `MorpStressTest.gltf`
## Migration Guide
- (very specialized, unlikely to be touched by 3rd parties)
- `MeshPipeline` now has a single `mesh_layouts` field rather than
separate `mesh_layout` and `skinned_mesh_layout` fields. You should
handle all possible mesh bind group layouts in your implementation
- You should also handle properly the new `MORPH_TARGETS` shader def and
mesh pipeline key. A new function is exposed to make this easier:
`setup_moprh_and_skinning_defs`
- The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are
now accessed through the `get` method.
[1]: https://en.wikipedia.org/wiki/Morph_target_animation
[2]:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
|
|
|
serde = { version = "1.0", features = ["derive"] }
|
|
|
|
serde_json = "1"
|
2024-03-07 02:30:15 +00:00
|
|
|
smallvec = "1.11"
|
2023-11-18 20:58:48 +00:00
|
|
|
|
|
|
|
[lints]
|
|
|
|
workspace = true
|
2024-03-08 20:03:09 +00:00
|
|
|
|
|
|
|
[package.metadata.docs.rs]
|
2024-03-23 02:22:52 +00:00
|
|
|
rustdoc-args = ["-Zunstable-options", "--cfg", "docsrs"]
|
2024-03-08 20:03:09 +00:00
|
|
|
all-features = true
|