bevy/crates/bevy_render/Cargo.toml

101 lines
3.3 KiB
TOML
Raw Normal View History

2020-04-06 03:19:02 +00:00
[package]
name = "bevy_render"
version = "0.11.0-dev"
edition = "2021"
2020-08-10 00:24:27 +00:00
description = "Provides rendering functionality for Bevy Engine"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
Relicense Bevy under the dual MIT or Apache-2.0 license (#2509) This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373. * Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons: * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. * I like keeping the root clean and noise free * There is precedent for putting the apache and mit license text in sub folders (amethyst) * Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach). * Updates crates to use the new "MIT OR Apache-2.0" license value * Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies. * Added a License section to the main readme * Updated our Bevy Plugin licensing guidelines. As a follow-up we should update the website to properly describe the new license. Closes #2373
2021-07-23 21:11:51 +00:00
license = "MIT OR Apache-2.0"
2020-08-10 00:24:27 +00:00
keywords = ["bevy"]
2020-04-06 03:19:02 +00:00
[features]
png = ["image/png"]
exr = ["image/exr"]
hdr = ["image/hdr"]
tga = ["image/tga"]
jpeg = ["image/jpeg"]
bmp = ["image/bmp"]
Added `WebP` image format support (#8220) # Objective WebP is a modern image format developed by Google that offers a significant reduction in file size compared to other image formats such as PNG and JPEG, while still maintaining good image quality. This makes it particularly useful for games with large numbers of images, such as those with high-quality textures or detailed sprites, where file size and loading times can have a significant impact on performance. By adding support for WebP images in Bevy, game developers using this engine can now take advantage of this modern image format and reduce the memory usage and loading times of their games. This improvement can ultimately result in a better gaming experience for players. In summary, the objective of adding WebP image format support in Bevy is to enable game developers to use a modern image format that provides better compression rates and smaller file sizes, resulting in faster loading times and reduced memory usage for their games. ## Solution To add support for WebP images in Bevy, this pull request leverages the existing `image` crate support for WebP. This implementation is easily integrated into the existing Bevy asset-loading system. To maintain compatibility with existing Bevy projects, WebP image support is disabled by default, and developers can enable it by adding a feature flag to their project's `Cargo.toml` file. With this feature, Bevy becomes even more versatile for game developers and provides a valuable addition to the game engine. --- ## Changelog - Added support for WebP image format in Bevy game engine ## Migration Guide To enable WebP image support in your Bevy project, add the following line to your project's Cargo.toml file: ```toml bevy = { version = "*", features = ["webp"]} ```
2023-03-28 19:53:55 +00:00
webp = ["image/webp"]
dds = ["ddsfile"]
pnm = ["image/pnm"]
bevy_ci_testing = ["bevy_app/bevy_ci_testing"]
shader_format_glsl = ["naga/glsl-in", "naga/wgsl-out"]
shader_format_spirv = ["wgpu/spirv", "naga/spv-in", "naga/spv-out"]
# For ktx2 supercompression
zlib = ["flate2"]
zstd = ["ruzstd"]
trace = ["profiling"]
tracing-tracy = []
wgpu_trace = ["wgpu/trace"]
ci_limits = []
webgl = ["wgpu/webgl"]
2020-04-06 03:19:02 +00:00
[dependencies]
# bevy
bevy_app = { path = "../bevy_app", version = "0.11.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.11.0-dev" }
bevy_core = { path = "../bevy_core", version = "0.11.0-dev" }
bevy_derive = { path = "../bevy_derive", version = "0.11.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.11.0-dev" }
bevy_encase_derive = { path = "../bevy_encase_derive", version = "0.11.0-dev" }
bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.11.0-dev" }
bevy_log = { path = "../bevy_log", version = "0.11.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.11.0-dev" }
bevy_mikktspace = { path = "../bevy_mikktspace", version = "0.11.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.11.0-dev", features = ["bevy"] }
bevy_render_macros = { path = "macros", version = "0.11.0-dev" }
bevy_time = { path = "../bevy_time", version = "0.11.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.11.0-dev" }
bevy_window = { path = "../bevy_window", version = "0.11.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.11.0-dev" }
bevy_tasks = { path = "../bevy_tasks", version = "0.11.0-dev" }
2020-04-06 03:19:02 +00:00
# rendering
image = { version = "0.24", default-features = false }
2020-04-06 03:19:02 +00:00
# misc
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
wgpu = { version = "0.16.0", features=["naga"] }
wgpu-hal = "0.16.0"
codespan-reporting = "0.11.0"
naga = { version = "0.12.0", features = ["wgsl-in"] }
serde = { version = "1", features = ["derive"] }
bitflags = "2.3"
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
bytemuck = { version = "1.5", features = ["derive"] }
smallvec = { version = "1.6", features = ["union", "const_generics"] }
2020-09-10 19:54:24 +00:00
downcast-rs = "1.2.0"
thread_local = "1.1"
2020-05-16 02:30:02 +00:00
thiserror = "1.0"
futures-lite = "1.4.0"
anyhow = "1.0"
hexasphere = "9.0"
parking_lot = "0.12.1"
regex = "1.5"
ddsfile = { version = "0.5.0", optional = true }
ktx2 = { version = "0.3.0", optional = true }
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
naga_oil = "0.8"
# For ktx2 supercompression
flate2 = { version = "1.0.22", optional = true }
Update ruzstd requirement from 0.3.1 to 0.4.0 (#8755) Updates the requirements on [ruzstd](https://github.com/KillingSpark/zstd-rs) to permit the latest version. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/KillingSpark/zstd-rs/releases">ruzstd's releases</a>.</em></p> <blockquote> <h2>No-std support and better dict API</h2> <p>This release features no-std support with big thanks to <a href="https://github.com/antangelo"><code>@​antangelo</code></a>!</p> <p>Also the API for dictionaries has been revised, which required some breaking changes in that department</p> </blockquote> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/fa7bd9c7b34343679399d88e6234da495fd997ad"><code>fa7bd9c</code></a> allow streaming decoder to also be used with a &amp;mut FrameDecoder for easier r...</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/3b6403b8e73abbe54c6fb317a1f92a90281cb002"><code>3b6403b</code></a> reenable forcing a different dict</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/2be7fbb01bd2ca842902653a7abec997410cf9b4"><code>2be7fbb</code></a> Merge pull request <a href="https://redirect.github.com/KillingSpark/zstd-rs/issues/40">#40</a> from KillingSpark/overhaul_dicts</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/343d69b3396f6e7d59e042430ac860e56369991c"><code>343d69b</code></a> no need to check that the dict still matches at the start of each decode call</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/d73f5e689a4ee2f001cd3a4b54b96d65a3c79e20"><code>d73f5e6</code></a> cargo fmt</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/f3f09c76f05c1e61a7cfe0f3f7607703d693c6d0"><code>f3f09c7</code></a> improve initing the decoder from a dict</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/0b9331dd1960217c120ec222a58af6a25b6ba1b6"><code>0b9331d</code></a> make clippy happy</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/06433dec34885ad960b86f3c2ab956d05f0acabe"><code>06433de</code></a> start overhauling dict API</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/12569446048ef67b0e3fb0740a5e2554a7770e25"><code>1256944</code></a> Update ci.yml</li> <li><a href="https://github.com/KillingSpark/zstd-rs/commit/3449d0a2bf96ece015d6bcf9d0a505f2b8bc0bf3"><code>3449d0a</code></a> Merge pull request <a href="https://redirect.github.com/KillingSpark/zstd-rs/issues/39">#39</a> from antangelo/no_std</li> <li>Additional commits viewable in <a href="https://github.com/KillingSpark/zstd-rs/compare/v0.3.1...v0.4.0">compare view</a></li> </ul> </details> <br /> Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`. [//]: # (dependabot-automerge-start) [//]: # (dependabot-automerge-end) --- <details> <summary>Dependabot commands and options</summary> <br /> You can trigger Dependabot actions by commenting on this PR: - `@dependabot rebase` will rebase this PR - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it - `@dependabot merge` will merge this PR after your CI passes on it - `@dependabot squash and merge` will squash and merge this PR after your CI passes on it - `@dependabot cancel merge` will cancel a previously requested merge and block automerging - `@dependabot reopen` will reopen this PR if it is closed - `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually - `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself) </details> Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-06-06 21:04:07 +00:00
ruzstd = { version = "0.4.0", optional = true }
# For transcoding of UASTC/ETC1S universal formats, and for .basis file support
basis-universal = { version = "0.3.0", optional = true }
encase = { version = "0.6.1", features = ["glam"] }
# For wgpu profiling using tracing. Use `RUST_LOG=info` to also capture the wgpu spans.
profiling = { version = "1", features = ["profile-with-tracing"], optional = true }
async-channel = "1.8"
[target.'cfg(target_arch = "wasm32")'.dependencies]
js-sys = "0.3"
web-sys = { version = "0.3", features = [
'Blob',
'Document',
'Element',
'HtmlElement',
'Node',
'Url',
'Window',
] }
wasm-bindgen = "0.2"