bevy/crates/bevy_gizmos/src/lib.rs

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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
use std::mem;
use bevy_app::{Last, Plugin};
use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped};
use bevy_ecs::{
prelude::{Component, DetectChanges},
schedule::IntoSystemConfigs,
system::{Commands, Res, ResMut, Resource},
world::{FromWorld, World},
};
use bevy_math::Mat4;
use bevy_reflect::TypeUuid;
use bevy_render::{
mesh::Mesh,
render_phase::AddRenderCommand,
render_resource::{PrimitiveTopology, Shader, SpecializedMeshPipelines},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
#[cfg(feature = "bevy_pbr")]
use bevy_pbr::MeshUniform;
#[cfg(feature = "bevy_sprite")]
use bevy_sprite::{Mesh2dHandle, Mesh2dUniform};
pub mod gizmos;
#[cfg(feature = "bevy_sprite")]
mod pipeline_2d;
#[cfg(feature = "bevy_pbr")]
mod pipeline_3d;
use crate::gizmos::GizmoStorage;
/// The `bevy_gizmos` prelude.
pub mod prelude {
#[doc(hidden)]
pub use crate::{gizmos::Gizmos, GizmoConfig};
}
const LINE_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 7414812689238026784);
pub struct GizmoPlugin;
impl Plugin for GizmoPlugin {
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(app, LINE_SHADER_HANDLE, "lines.wgsl", Shader::from_wgsl);
app.init_resource::<MeshHandles>()
.init_resource::<GizmoConfig>()
.init_resource::<GizmoStorage>()
.add_systems(Last, update_gizmo_meshes);
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return; };
render_app.add_systems(ExtractSchedule, extract_gizmo_data);
#[cfg(feature = "bevy_sprite")]
{
use bevy_core_pipeline::core_2d::Transparent2d;
use pipeline_2d::*;
render_app
.add_render_command::<Transparent2d, DrawGizmoLines>()
.init_resource::<GizmoLinePipeline>()
.init_resource::<SpecializedMeshPipelines<GizmoLinePipeline>>()
.add_systems(Render, queue_gizmos_2d.in_set(RenderSet::Queue));
}
#[cfg(feature = "bevy_pbr")]
{
use bevy_core_pipeline::core_3d::Opaque3d;
use pipeline_3d::*;
render_app
.add_render_command::<Opaque3d, DrawGizmoLines>()
.init_resource::<GizmoPipeline>()
.init_resource::<SpecializedMeshPipelines<GizmoPipeline>>()
.add_systems(Render, queue_gizmos_3d.in_set(RenderSet::Queue));
}
}
}
#[derive(Resource, Clone, Copy)]
pub struct GizmoConfig {
/// Set to `false` to stop drawing gizmos.
///
/// Defaults to `true`.
pub enabled: bool,
/// Draw gizmos on top of everything else, ignoring depth.
///
/// This setting only affects 3D. In 2D, gizmos are always drawn on top.
///
/// Defaults to `false`.
pub on_top: bool,
}
impl Default for GizmoConfig {
fn default() -> Self {
Self {
enabled: true,
on_top: false,
}
}
}
#[derive(Resource)]
struct MeshHandles {
list: Handle<Mesh>,
strip: Handle<Mesh>,
}
impl FromWorld for MeshHandles {
fn from_world(world: &mut World) -> Self {
let mut meshes = world.resource_mut::<Assets<Mesh>>();
MeshHandles {
list: meshes.add(Mesh::new(PrimitiveTopology::LineList)),
strip: meshes.add(Mesh::new(PrimitiveTopology::LineStrip)),
}
}
}
#[derive(Component)]
struct GizmoMesh;
fn update_gizmo_meshes(
mut meshes: ResMut<Assets<Mesh>>,
handles: Res<MeshHandles>,
mut storage: ResMut<GizmoStorage>,
) {
let list_mesh = meshes.get_mut(&handles.list).unwrap();
let positions = mem::take(&mut storage.list_positions);
list_mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
let colors = mem::take(&mut storage.list_colors);
list_mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
let strip_mesh = meshes.get_mut(&handles.strip).unwrap();
let positions = mem::take(&mut storage.strip_positions);
strip_mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
let colors = mem::take(&mut storage.strip_colors);
strip_mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
}
fn extract_gizmo_data(
mut commands: Commands,
handles: Extract<Res<MeshHandles>>,
config: Extract<Res<GizmoConfig>>,
) {
if config.is_changed() {
commands.insert_resource(**config);
}
if !config.enabled {
return;
}
let transform = Mat4::IDENTITY;
let inverse_transpose_model = transform.inverse().transpose();
commands.spawn_batch([&handles.list, &handles.strip].map(|handle| {
(
GizmoMesh,
#[cfg(feature = "bevy_pbr")]
(
handle.clone(),
MeshUniform {
flags: 0,
transform,
Temporal Antialiasing (TAA) (#7291) ![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
previous_transform: transform,
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
inverse_transpose_model,
},
),
#[cfg(feature = "bevy_sprite")]
(
Mesh2dHandle(handle.clone()),
Mesh2dUniform {
flags: 0,
transform,
inverse_transpose_model,
},
),
)
}));
}