Commit graph

577 commits

Author SHA1 Message Date
Marco Buono
0a89ee21c0 Add missing comments about bind group layout entries 2023-10-20 01:06:27 -03:00
Marco Buono
b44f2a316c Use saturate() instead of clamp(_, 0.0, 1.0) 2023-10-20 00:10:50 -03:00
Marco Buono
27faa49cdf Extract spiral offsets as constants 2023-10-19 01:34:51 -03:00
Marco Buono
2e226bf7e8 Extract interleaved_gradient_noise() to utils.wgsl 2023-10-19 01:19:25 -03:00
Marco Buono
6e6f283b33 Extract transmission functions to their own file 2023-10-19 00:30:57 -03:00
Marco Buono
42eaf1b6e5 Fix documentation links 2023-10-18 01:11:10 -03:00
Marco Buono
4e4d79033a Fix clippy error 2023-10-18 01:09:54 -03:00
Marco Buono
d4ad6253ad Properly pass reads_view_transmission_texture() through ExtendedMaterial 2023-10-18 00:46:23 -03:00
Marco Buono
50faf11062 Merge branch 'main' into transmission 2023-10-18 00:07:21 -03:00
robtfm
c99351f7c2
allow extensions to StandardMaterial (#7820)
# Objective

allow extending `Material`s (including the built in `StandardMaterial`)
with custom vertex/fragment shaders and additional data, to easily get
pbr lighting with custom modifications, or otherwise extend a base
material.

# Solution

- added `ExtendedMaterial<B: Material, E: MaterialExtension>` which
contains a base material and a user-defined extension.
- added example `extended_material` showing how to use it
- modified AsBindGroup to have "unprepared" functions that return raw
resources / layout entries so that the extended material can combine
them

note: doesn't currently work with array resources, as i can't figure out
how to make the OwnedBindingResource::get_binding() work, as wgpu
requires a `&'a[&'a TextureView]` and i have a `Vec<TextureView>`.

# Migration Guide

manual implementations of `AsBindGroup` will need to be adjusted, the
changes are pretty straightforward and can be seen in the diff for e.g.
the `texture_binding_array` example.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-10-17 21:28:08 +00:00
robtfm
de8a6007b7
check for any prepass phase (#10160)
# Objective

deferred doesn't currently run unless one of `DepthPrepass`,
`ForwardPrepass` or `MotionVectorPrepass` is also present on the camera.

## Solution

modify the `queue_prepass_material_meshes` view query to check for any
relevant phase, instead of requiring `Opaque3dPrepass` and
`AlphaMask3dPrepass` to be present
2023-10-17 19:28:52 +00:00
Marco Buono
5733d2403e
*_PREPASS Shader Def Cleanup (#10136)
# Objective

- This PR aims to make the various `*_PREPASS` shader defs we have
(`NORMAL_PREPASS`, `DEPTH_PREPASS`, `MOTION_VECTORS_PREPASS` AND
`DEFERRED_PREPASS`) easier to use and understand:
- So that their meaning is now consistent across all contexts; (“prepass
X is enabled for the current view”)
  - So that they're also consistently set across all contexts.
- It also aims to enable us to (with a follow up PR) to conditionally
gate the `BindGroupEntry` and `BindGroupLayoutEntry` items associated
with these prepasses, saving us up to 4 texture slots in WebGL
(currently globally limited to 16 per shader, regardless of bind groups)

## Solution

- We now consistently set these from `PrepassPipeline`, the
`MeshPipeline` and the `DeferredLightingPipeline`, we also set their
`MeshPipelineKey`s;
- We introduce `PREPASS_PIPELINE`, `MESH_PIPELINE` and
`DEFERRED_LIGHTING_PIPELINE` that can be used to detect where the code
is running, without overloading the meanings of the prepass shader defs;
- We also gate the WGSL functions in `bevy_pbr::prepass_utils` with
`#ifdef`s for their respective shader defs, so that shader code can
provide a fallback whenever they're not available.
- This allows us to conditionally include the bindings for these prepass
textures (My next PR, which will hopefully unblock #8015)
- @robtfm mentioned [these were being used to prevent accessing the same
binding as read/write in the
prepass](https://discord.com/channels/691052431525675048/743663924229963868/1163270458393759814),
however even after reversing the `#ifndef`s I had no issues running the
code, so perhaps the compiler is already smart enough even without tree
shaking to know they're not being used, thanks to `#ifdef
PREPASS_PIPELINE`?

## Comparison

### Before

| Shader Def | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | No | No |
| `DEPTH_PREPASS` | Yes | No | No |
| `MOTION_VECTORS_PREPASS` | Yes | No | No |
| `DEFERRED_PREPASS` | Yes | No | No |

| View Key | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | No |
| `DEPTH_PREPASS` | Yes | No | No |
| `MOTION_VECTORS_PREPASS` | Yes | No | No |
| `DEFERRED_PREPASS` | Yes | Yes\* | No |

\* Accidentally was being set twice, once with only
`deferred_prepass.is_some()` as a condition,
and once with `deferred_p repass.is_some() && !forward` as a condition.

### After

| Shader Def | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ---------------------------- | ----------------- | --------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | Yes |
| `DEPTH_PREPASS` | Yes | Yes | Yes |
| `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes |
| `DEFERRED_PREPASS` | Yes | Yes | Unconditionally |
| `PREPASS_PIPELINE` | Unconditionally | No | No |
| `MESH_PIPELINE` | No | Unconditionally | No |
| `DEFERRED_LIGHTING_PIPELINE` | No | No | Unconditionally |

| View Key | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | Yes |
| `DEPTH_PREPASS` | Yes | Yes | Yes |
| `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes |
| `DEFERRED_PREPASS` | Yes | Yes | Unconditionally |

---

## Changelog

- Cleaned up WGSL `*_PREPASS` shader defs so they're now consistently
used everywhere;
- Introduced `PREPASS_PIPELINE`, `MESH_PIPELINE` and
`DEFERRED_LIGHTING_PIPELINE` WGSL shader defs for conditionally
compiling logic based the current pipeline;
- WGSL functions from `bevy_pbr::prepass_utils` are now guarded with
`#ifdef` based on the currently enabled prepasses;

## Migration Guide

- When using functions from `bevy_pbr::prepass_utils`
(`prepass_depth()`, `prepass_normal()`, `prepass_motion_vector()`) in
contexts where these prepasses might be disabled, you should now wrap
your calls with the appropriate `#ifdef` guards, (`#ifdef
DEPTH_PREPASS`, `#ifdef NORMAL_PREPASS`, `#ifdef MOTION_VECTOR_PREPASS`)
providing fallback logic where applicable.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-17 00:16:21 +00:00
Griffin
490699c311
Fix unlit missing parameters (#10144)
# Objective

- The refactoring in https://github.com/bevyengine/bevy/pull/10105
missed including the frag_coord and normal in pbr_input.

## Solution

- Add them back
2023-10-16 22:11:51 +00:00
Edgar Geier
e23d7cf501
Explain usage of prepass shaders in docs for Material trait (#9025)
# Objective

- Fixes #8696.

## Solution

- Added a paragraph describing the usage of the `prepass_vertex_shader`
and `prepass_fragment_shader`.
2023-10-16 13:39:17 +00:00
Marco Buono
912defbdeb Use new WEBGL2 shader def, remove PREPASS_DEPTH_SUPPORTED shader def 2023-10-15 16:36:18 -03:00
Marco Buono
59c9bcd01a Merge branch 'main' into transmission 2023-10-15 16:28:20 -03:00
robtfm
d9a0761eb2
ssao use unlit_color instead of white (#10117)
# Objective

#10105 changed the ssao input color from the material base color to
white. i can't actually see a difference in the example but there should
be one in some cases.

## Solution

change it back.
2023-10-14 18:03:11 +00:00
robtfm
979c4094d4
pbr shader cleanup (#10105)
# Objective

cleanup some pbr shader code. improve shader stage io consistency and
make pbr.wgsl (probably many people's first foray into bevy shader code)
a little more human-readable. also fix a couple of small issues with
deferred rendering.

## Solution

mesh_vertex_output: 
- rename to forward_io (to align with prepass_io)
- rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io)
- move `Vertex` from mesh.wgsl into here (to align with prepass_io)

prepass_io: 
- remove `FragmentInput`, use `VertexOutput` directly (to align with
forward_io)
- rename `VertexOutput::clip_position` to `position` (to align with
forward_io)

pbr.wgsl:
- restructure so we don't need `#ifdefs` on the actual entrypoint, use
VertexOutput and FragmentOutput in all cases and use #ifdefs to import
the right struct definitions.
- rearrange to make the flow clearer
- move alpha_discard up from `pbr_functions::pbr` to avoid needing to
call it on some branches and not others
- add a bunch of comments

deferred_lighting:
- move ssao into the `!unlit` block to reflect forward behaviour
correctly
- fix compile error with deferred + premultiply_alpha

## Migration Guide

in custom material shaders:
- `pbr_functions::pbr` no longer calls to
`pbr_functions::alpha_discard`. if you were using the `pbr` function in
a custom shader with alpha mask mode you now also need to call
alpha_discard manually
- rename imports of `bevy_pbr::mesh_vertex_output` to
`bevy_pbr::forward_io`
- rename instances of `MeshVertexOutput` to `VertexOutput`

in custom material prepass shaders:
- rename instances of `VertexOutput::clip_position` to
`VertexOutput::position`
2023-10-13 19:12:40 +00:00
Jan Češpivo
4a61f894b7
chore: Renamed RenderInstance trait to ExtractInstance (#10065)
# Objective

Fixes [#10061]

## Solution

Renamed `RenderInstance` to `ExtractInstance`, `RenderInstances` to
`ExtractedInstances` and `RenderInstancePlugin` to
`ExtractInstancesPlugin`
2023-10-13 17:06:53 +00:00
IceSentry
068e42a01f
Configurable colors for wireframe (#5303)
# Objective

- Make the wireframe colors configurable at the global level and the
single mesh level
- Based on https://github.com/bevyengine/bevy/pull/5314

This video shows what happens when playing with various settings from
the example


https://github.com/bevyengine/bevy/assets/8348954/1ee9aee0-fab7-4da8-bc5d-8d0562bb34e6

## Solution

- Add a `color` field to the `WireframeMaterial`
- Use a `WireframeColor` component to configure the color per entity
- Add a `default_color` field to `WireframeConfig` for global wireframes
or wireframes with no specified color.

## Notes

- Most of the docs and the general idea for `WireframeColor` came from
[UberLambda](https://github.com/UberLambda) in #3677 but the code ended
up completely different so I created a separate branch. ~~I'm not sure
how to correctly credit them on this PR.~~ (I re-created the commit but
I added them as co-author in the commit message)

~~Closes https://github.com/bevyengine/bevy/pull/3677~~
~~Closes https://github.com/bevyengine/bevy/pull/5301~~

~~https://github.com/bevyengine/bevy/pull/5314 should be merged before
this PR.~~
2023-10-13 00:06:24 +00:00
Griffin
a15d152635
Deferred Renderer (#9258)
# Objective

- Add a [Deferred
Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy.
- This allows subsequent passes to access per pixel material information
before/during shading.
- Accessing this per pixel material information is needed for some
features, like GI. It also makes other features (ex. Decals) simpler to
implement and/or improves their capability. There are multiple
approaches to accomplishing this. The deferred shading approach works
well given the limitations of WebGPU and WebGL2.

Motivation: [I'm working on a GI solution for
Bevy](https://youtu.be/eH1AkL-mwhI)

# Solution
- The deferred renderer is implemented with a prepass and a deferred
lighting pass.
- The prepass renders opaque objects into the Gbuffer attachment
(`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same
way as the forward implementation and then [packs it into the
Gbuffer](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L168)).
- The deferred lighting pass unpacks the `PbrInput` and [feeds it into
the pbr()
function](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L65)),
then outputs the shaded color data.

- There is now a resource
[DefaultOpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L599))
that can be used to set the default render method for opaque materials.
If materials return `None` from
[opaque_render_method()](ec1465559f/crates/bevy_pbr/src/material.rs (L131))
the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom
materials can also explicitly choose to only support Deferred or Forward
by returning the respective
[OpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L603))

- Deferred materials can be used seamlessly along with both opaque and
transparent forward rendered materials in the same scene. The [deferred
rendering
example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs)
does this.

- The deferred renderer does not support MSAA. If any deferred materials
are used, MSAA must be disabled. Both TAA and FXAA are supported.

- Deferred rendering supports WebGL2/WebGPU. 

## Custom deferred materials
- Custom materials can support both deferred and forward at the same
time. The
[StandardMaterial](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L166))
does this. So does [this
example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56).
- Custom deferred materials that require PBR lighting can create a
`PbrInput`, write it to the deferred GBuffer and let it be rendered by
the `PBRDeferredLightingPlugin`.
- Custom deferred materials that require custom lighting have two
options:
1. Use the base_color channel of the `PbrInput` combined with the
`STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag.
[Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56)
(If the unlit bit is set, the base_color is stored as RGB9E5 for extra
precision)
2. A Custom Deferred Lighting pass can be created, either overriding the
default, or running in addition. The a depth buffer is used to limit
rendering to only the required fragments for each deferred lighting
pass. Materials can set their respective depth id via the
[deferred_lighting_pass_id](b79182d2a3/crates/bevy_pbr/src/prepass/prepass_io.wgsl (L95))
attachment. The custom deferred lighting pass plugin can then set [its
corresponding
depth](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L37)).
Then with the lighting pass using
[CompareFunction::Equal](ec1465559f/crates/bevy_pbr/src/deferred/mod.rs (L335)),
only the fragments with a depth that equal the corresponding depth
written in the material will be rendered.

Custom deferred lighting plugins can also be created to render the
StandardMaterial. The default deferred lighting plugin can be bypassed
with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })`

---------

Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
Nicola Papale
be8ff5d0e1
Extract common wireframe filters in type alias (#10080)
# Objective

- The filter type on the `apply_global_wireframe_material` system had
duplicate filter code and the `clippy::type_complexity` attribute.

## Solution

- Extract the common part of the filter into a type alias
2023-10-11 14:43:17 +00:00
Marco Buono
c8e1097f8c Merge branch 'main' into transmission 2023-10-11 01:27:04 -03:00
IceSentry
e05a9f9315
use Material for wireframes (#5314)
# Objective

- Use the `Material` abstraction for the Wireframes
- Right now this doesn't have many benefits other than simplifying some
of the rendering code
- We can reuse the default vertex shader and avoid rendering
inconsistencies
- The goal is to have a material with a color on each mesh so this
approach will make it easier to implement
- Originally done in https://github.com/bevyengine/bevy/pull/5303 but I
decided to split the Material part to it's own PR and then adding
per-entity colors and globally configurable colors will be a much
simpler diff.

## Solution

- Use the new `Material` abstraction for the Wireframes

## Notes

It's possible this isn't ideal since this adds a
`Handle<WireframeMaterial>` to all the meshes compared to the original
approach that didn't need anything. I didn't notice any performance
impact on my machine.

This might be a surprising usage of `Material` at first, because
intuitively you only have one material per mesh, but the way it's
implemented you can have as many different types of materials as you
want on a mesh.

## Migration Guide
`WireframePipeline` was removed. If you were using it directly, please
create an issue explaining your use case.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-10 18:53:22 +00:00
Elabajaba
665dbcbb21
wgpu 0.17 (#9302)
~~Currently blocked on an upstream bug that causes crashes when
minimizing/resizing on dx12 https://github.com/gfx-rs/wgpu/issues/3967~~
wgpu 0.17.1 is out which fixes it

# Objective

Keep wgpu up to date.

## Solution

Update wgpu and naga_oil.

Currently this depends on an unreleased (and unmerged) branch of
naga_oil, and hasn't been properly tested yet.

The wgpu side of this seems to have been an extremely trivial upgrade
(all the upgrade work seems to be in naga_oil). This also lets us remove
the workarounds for pack/unpack4x8unorm in the SSAO shaders.

Lets us close the dx12 part of
https://github.com/bevyengine/bevy/issues/8888

related: https://github.com/bevyengine/bevy/issues/9304

---

## Changelog

Update to wgpu 0.17 and naga_oil 0.9
2023-10-09 20:15:24 +00:00
Marco Buono
12a2f83edd
Add consuming builder methods for more ergonomic Mesh creation (#10056)
# Objective

- This PR aims to make creating meshes a little bit more ergonomic,
specifically by removing the need for intermediate mutable variables.

## Solution

- We add methods that consume the `Mesh` and return a mesh with the
specified changes, so that meshes can be entirely constructed via
builder-style calls, without intermediate variables;
- Methods are flagged with `#[must_use]` to ensure proper use;
- Examples are updated to use the new methods where applicable. Some
examples are kept with the mutating methods so that users can still
easily discover them, and also where the new methods wouldn't really be
an improvement.

## Examples

Before:

```rust
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts);
mesh.set_indices(Some(Indices::U32(tris)));
mesh
```

After:

```rust
Mesh::new(PrimitiveTopology::TriangleList)
    .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs)
    .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns)
    .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts)
    .with_indices(Some(Indices::U32(tris)))
```

Before:

```rust
let mut cube = Mesh::from(shape::Cube { size: 1.0 });

cube.generate_tangents().unwrap();

PbrBundle {
    mesh: meshes.add(cube),
    ..default()
}
```

After:

```rust
PbrBundle {
    mesh: meshes.add(
        Mesh::from(shape::Cube { size: 1.0 })
            .with_generated_tangents()
            .unwrap(),
    ),
    ..default()
}
```

---

## Changelog

- Added consuming builder methods for more ergonomic `Mesh` creation:
`with_inserted_attribute()`, `with_removed_attribute()`,
`with_indices()`, `with_duplicated_vertices()`,
`with_computed_flat_normals()`, `with_generated_tangents()`,
`with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
Marco Buono
21cddc6f44 Fix shader compilation error when running with pbr_transmission_textures flag enabled 2023-10-08 21:12:29 -03:00
Marco Buono
29691dbe86 Rename more instances of transmission to specular transmission 2023-10-08 21:11:12 -03:00
Marco Buono
32e9a9cc62 Merge branch 'main' into transmission 2023-10-08 21:00:43 -03:00
Marco Buono
c8b1923796 Replace Option<With<T>> with Has<T> 2023-10-08 20:45:04 -03:00
robtfm
d2dad4eed2
fix orthographic cluster aabb for spotlight culling (#9614)
# Objective

fix #9605

spotlight culling uses an incorrect cluster aabb for orthographic
projections: it does not take into account the near and far cluster
bounds at all.

## Solution

use z_near and z_far to determine cluster aabb in orthographic mode.

i'm not 100% sure this is the only change that's needed, but i am sure
this change is needed, and the example seems to work well now
(CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY shows good bounds
around the cone for a variety of orthographic setups).
2023-10-08 22:53:09 +00:00
Marco Buono
402518fd57 Improve comment about switch statement 2023-10-08 19:31:48 -03:00
Elabajaba
78e4bb2c2a
fix webgl2 crash (#10053)
# Objective

Webgl2 broke when pcf was merged.

Fixes #10048

## Solution

Change the `textureSampleCompareLevel` in shadow_sampling.wgsl to
`textureSampleCompare` to make it work again.
2023-10-08 22:07:16 +00:00
Marco Buono
02960236b5 Additional improvements and PR feedback on comments 2023-10-08 19:04:49 -03:00
Marco Buono
94e155765d Update name left behind by previous refactor 2023-10-08 18:54:12 -03:00
Marco Buono
1d68885680 Apply feedback to comments 2023-10-08 18:53:23 -03:00
Marco Buono
30eec56e81 Use SCREEN_SPACE_SPECULAR_TRANSMISSION_* name (kinda verbose?) 2023-10-08 18:52:22 -03:00
Marco Buono
14e3753751 Simplify blur taps code to use a nested match expression 2023-10-08 18:47:37 -03:00
Marco Buono
5c4f00b120 Rename the blur taps shader def 2023-10-08 18:40:53 -03:00
Marco Buono
e4d133a420 Apply additional renames for consistency 2023-10-08 18:39:08 -03:00
Marco Buono
5fe0258e79 Apply additional feedback on names and comments 2023-10-08 18:22:16 -03:00
Marco Buono
3925745870 Use full channel names instead o R/G/B/A 2023-10-08 18:22:10 -03:00
Patrick Walton
e67d63aa79
Refactor the render instance logic in #9903 so that it's easier for other components to adopt. (#10002)
# Objective

Currently, the only way for custom components that participate in
rendering to opt into the higher-performance extraction method in #9903
is to implement the `RenderInstances` data structure and the extraction
logic manually. This is inconvenient compared to the `ExtractComponent`
API.

## Solution

This commit creates a new `RenderInstance` trait that mirrors the
existing `ExtractComponent` method but uses the higher-performance
approach that #9903 uses. Additionally, `RenderInstance` is more
flexible than `ExtractComponent`, because it can extract multiple
components at once. This makes high-performance rendering components
essentially as easy to write as the existing ones based on component
extraction.

---

## Changelog

### Added

A new `RenderInstance` trait is available mirroring `ExtractComponent`,
but using a higher-performance method to extract one or more components
to the render world. If you have custom components that rendering takes
into account, you may consider migration from `ExtractComponent` to
`RenderInstance` for higher performance.
2023-10-08 10:34:44 +00:00
JMS55
1f95a484ed
PCF For DirectionalLight/SpotLight Shadows (#8006)
# Objective

- Improve antialiasing for non-point light shadow edges.
- Very partially addresses
https://github.com/bevyengine/bevy/issues/3628.

## Solution

- Implements "The Witness"'s shadow map sampling technique.
  - Ported from @superdump's old branch, all credit to them :)
- Implements "Call of Duty: Advanced Warfare"'s stochastic shadow map
sampling technique when the velocity prepass is enabled, for use with
TAA.
- Uses interleaved gradient noise to generate a random angle, and then
averages 8 samples in a spiral pattern, rotated by the random angle.
- I also tried spatiotemporal blue noise, but it was far too noisy to be
filtered by TAA alone. In the future, we should try spatiotemporal blue
noise + a specialized shadow denoiser such as
https://gpuopen.com/fidelityfx-denoiser/#shadow. This approach would
also be useful for hybrid rasterized applications with raytraced
shadows.
- The COD presentation has an interesting temporal dithering of the
noise for use with temporal supersampling that we should revisit when we
get DLSS/FSR/other TSR.

---

## Changelog

* Added `ShadowFilteringMethod`. Improved directional light and
spotlight shadow edges to be less aliased.

## Migration Guide

* Shadows cast by directional lights or spotlights now have smoother
edges. To revert to the old behavior, add
`ShadowFilteringMethod::Hardware2x2` to your cameras.

---------

Co-authored-by: IceSentry <c.giguere42@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>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-07 17:13:29 +00:00
IceSentry
a962240866
Alternate wireframe override api (#10023)
# Objective

https://github.com/bevyengine/bevy/pull/7328 introduced an API to
override the global wireframe config. I believe it is flawed for a few
reasons.

This PR uses a non-breaking API. Instead of making the `Wireframe` an
enum I introduced the `NeverRenderWireframe` component. Here's the
reason why I think this is better:
- Easier to migrate since it doesn't change the old behaviour.
Essentially nothing to migrate. Right now this PR is a breaking change
but I don't think it has to be.
- It's similar to other "per mesh" rendering features like
NotShadowCaster/NotShadowReceiver
- It doesn't force new users to also think about global vs not global if
all they want is to render a wireframe
- This would also let you filter at the query definition level instead
of filtering when running the query

## Solution

- Introduce a `NeverRenderWireframe` component that ignores the global
config

---

## Changelog

- Added a `NeverRenderWireframe` component that ignores the global
`WireframeConfig`
2023-10-05 12:12:08 +00:00
François
9086e60c20
wireframes: workaround for DX12 (#10022)
# Objective

- Fixes #10019

## Solution

- Uses a workaround for DX12
2023-10-04 18:29:29 +00:00
Wybe Westra
f9e50e767b
Allow overriding global wireframe setting. (#7328)
# Objective

Allow the user to choose between "Add wireframes to these specific
entities" or "Add wireframes to everything _except_ these specific
entities".
Fixes #7309

# Solution
Make the `Wireframe` component act like an override to the global
configuration.
Having `global` set to `false`, and adding a `Wireframe` with `enable:
true` acts exactly as before.
But now the opposite is also possible: Set `global` to `true` and add a
`Wireframe` with `enable: false` will draw wireframes for everything
_except_ that entity.

Updated the example to show how overriding the global config works.
2023-10-04 02:34:44 +00:00
Patrick Walton
44a9a4cc86
Import the second UV map if present in glTF files. (#9992)
Conventionally, the second UV map (`TEXCOORD1`, `UV1`) is used for
lightmap UVs. This commit allows Bevy to import them, so that a custom
shader that applies lightmaps can use those UVs if desired.

Note that this doesn't actually apply lightmaps to Bevy meshes; that
will be a followup. It does, however, open the door to future Bevy
plugins that implement baked global illumination.

## Changelog

### Added

The Bevy glTF loader now imports a second UV channel (`TEXCOORD1`,
`UV1`) from meshes if present. This can be used by custom shaders to
implement lightmapping.
2023-10-02 21:07:03 +00:00
James Liu
21518de0de
refactor: Change Option<With<T>> query params to Has<T> (#9959)
# Objective
`Has<T>` was added to bevy_ecs, but we're still using the
`Option<With<T>>` pattern in multiple locations.

## Solution
Replace them with `Has<T>`.
2023-10-02 01:21:41 +00:00
James Liu
a1a81e5721
Parallelize extract_meshes (#9966)
# Objective
`extract_meshes` can easily be one of the most expensive operations in
the blocking extract schedule for 3D apps. It also has no fundamentally
serialized parts and can easily be run across multiple threads. Let's
speed it up by parallelizing it!

## Solution
Use the `ThreadLocal<Cell<Vec<T>>>` approach utilized by #7348 in
conjunction with `Query::par_iter` to build a set of thread-local
queues, and collect them after going wide.

## Performance
Using `cargo run --profile stress-test --features trace_tracy --example
many_cubes`. Yellow is this PR. Red is main.

`extract_meshes`:


![image](https://github.com/bevyengine/bevy/assets/3137680/9d45aa2e-3cfa-4fad-9c08-53498b51a73b)

An average reduction from 1.2ms to 770us is seen, a 41.6% improvement.

Note: this is still not including #9950's changes, so this may actually
result in even faster speedups once that's merged in.
2023-10-01 09:44:03 +00:00