Commit graph

48 commits

Author SHA1 Message Date
Vabka
9a89295a17 Update wgpu to 0.12 and naga to 0.8 (#3375)
# Objective

Fixes #3352
Fixes #3208

## Solution

- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
2021-12-19 03:03:06 +00:00
Carter Anderson
2e79951659 Shader Imports. Decouple Mesh logic from PBR (#3137)
## Shader Imports

This adds "whole file" shader imports. These come in two flavors:

### Asset Path Imports

```rust
// /assets/shaders/custom.wgsl

#import "shaders/custom_material.wgsl"

[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
    return get_color();
}
```

```rust
// /assets/shaders/custom_material.wgsl

[[block]]
struct CustomMaterial {
    color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
```

### Custom Path Imports

Enables defining custom import paths. These are intended to be used by crates to export shader functionality:

```rust
// bevy_pbr2/src/render/pbr.wgsl

#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_bind_group

[[block]]
struct StandardMaterial {
    base_color: vec4<f32>;
    emissive: vec4<f32>;
    perceptual_roughness: f32;
    metallic: f32;
    reflectance: f32;
    flags: u32;
};

/* rest of PBR fragment shader here */
```

```rust
impl Plugin for MeshRenderPlugin {
    fn build(&self, app: &mut bevy_app::App) {
        let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
        shaders.set_untracked(
            MESH_BIND_GROUP_HANDLE,
            Shader::from_wgsl(include_str!("mesh_bind_group.wgsl"))
                .with_import_path("bevy_pbr::mesh_bind_group"),
        );
        shaders.set_untracked(
            MESH_VIEW_BIND_GROUP_HANDLE,
            Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
                .with_import_path("bevy_pbr::mesh_view_bind_group"),
        );
```

By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention.

Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that.

## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin

This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials.

## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache

This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`.

##  RenderCommands are now fallible

This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". 

# Next Steps

* Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct)
* Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders
* Move shader import logic into the asset preprocessor once bevy gets support for that.

Fixes #3132
2021-11-18 03:45:02 +00:00
Carter Anderson
9a4cc42b38 EntityRenderCommand and PhaseItemRenderCommand (#3111)
Adds new `EntityRenderCommand`, `EntityPhaseItem`, and `CachedPipelinePhaseItem` traits to make it possible to reuse RenderCommands across phases. This should be helpful for features like #3072 . It also makes the trait impls slightly less generic-ey in the common cases.

This also fixes the custom shader examples to account for the recent Frustum Culling and MSAA changes (the UX for these things will be improved later).
2021-11-12 22:27:17 +00:00
Carter Anderson
015617a774 Pipeline Specialization, Shader Assets, and Shader Preprocessing (#3031)
## New Features
This adds the following to the new renderer:

* **Shader Assets**
  * Shaders are assets again! Users no longer need to call `include_str!` for their shaders
  * Shader hot-reloading
* **Shader Defs / Shader Preprocessing**
  * Shaders now support `# ifdef NAME`, `# ifndef NAME`, and `# endif` preprocessor directives
* **Bevy RenderPipelineDescriptor and RenderPipelineCache**
  * Bevy now provides its own `RenderPipelineDescriptor` and the wgpu version is now exported as `RawRenderPipelineDescriptor`. This allows users to define pipelines with `Handle<Shader>` instead of needing to manually compile and reference `ShaderModules`, enables passing in shader defs to configure the shader preprocessor, makes hot reloading possible (because the descriptor can be owned and used to create new pipelines when a shader changes), and opens the doors to pipeline specialization.
  * The `RenderPipelineCache` now handles compiling and re-compiling Bevy RenderPipelineDescriptors. It has internal PipelineLayout and ShaderModule caches. Users receive a `CachedPipelineId`, which can be used to look up the actual `&RenderPipeline` during rendering. 
* **Pipeline Specialization**
  * This enables defining per-entity-configurable pipelines that specialize on arbitrary custom keys. In practice this will involve specializing based on things like MSAA values, Shader Defs, Bind Group existence, and Vertex Layouts.
  * Adds a `SpecializedPipeline` trait and `SpecializedPipelines<MyPipeline>` resource. This is a simple layer that generates Bevy RenderPipelineDescriptors based on a custom key defined for the pipeline.
  * Specialized pipelines are also hot-reloadable.
  * This was the result of experimentation with two different approaches:
    1. **"generic immediate mode multi-key hash pipeline specialization"**
      * breaks up the pipeline into multiple "identities" (the core pipeline definition, shader defs, mesh layout, bind group layout). each of these identities has its own key. looking up / compiling a specific version of a pipeline requires composing all of these keys together
      * the benefit of this approach is that it works for all pipelines / the pipeline is fully identified by the keys. the multiple keys allow pre-hashing parts of the pipeline identity where possible (ex: pre compute the mesh identity for all meshes)
      * the downside is that any per-entity data that informs the values of these keys could require expensive re-hashes. computing each key for each sprite tanked bevymark performance (sprites don't actually need this level of specialization yet ... but things like pbr and future sprite scenarios might). 
      * this is the approach rafx used last time i checked
    2. **"custom key specialization"**
      * Pipelines by default are not specialized
      * Pipelines that need specialization implement a SpecializedPipeline trait with a custom key associated type
      * This allows specialization keys to encode exactly the amount of information required (instead of needing to be a combined hash of the entire pipeline). Generally this should fit in a small number of bytes. Per-entity specialization barely registers anymore on things like bevymark. It also makes things like "shader defs" way cheaper to hash because we can use context specific bitflags instead of strings.
      * Despite the extra trait, it actually generally makes pipeline definitions + lookups simpler: managing multiple keys (and making the appropriate calls to manage these keys) was way more complicated.
  * I opted for custom key specialization. It performs better generally and in my opinion is better UX. Fortunately the way this is implemented also allows for custom caches as this all builds on a common abstraction: the RenderPipelineCache. The built in custom key trait is just a simple / pre-defined way to interact with the cache 

## Callouts

* The SpecializedPipeline trait makes it easy to inherit pipeline configuration in custom pipelines. The changes to `custom_shader_pipelined` and the new `shader_defs_pipelined` example illustrate how much simpler it is to define custom pipelines based on the PbrPipeline.
* The shader preprocessor is currently pretty naive (it just uses regexes to process each line). Ultimately we might want to build a more custom parser for more performance + better error handling, but for now I'm happy to optimize for "easy to implement and understand". 

## Next Steps

* Port compute pipelines to the new system
* Add more preprocessor directives (else, elif, import)
* More flexible vertex attribute specialization / enable cheaply specializing on specific mesh vertex layouts
2021-10-28 19:07:47 +00:00
Nibor62
7b686b5031 Fix custom_shader_pipelined example shader (#2992)
## Objective

Looking though the new pipelined example I stumbled on an issue with the example shader :

```
Oct 20 12:38:44.891  INFO bevy_render2::renderer: AdapterInfo { name: "Intel(R) UHD Graphics 620 (KBL GT2)", vendor: 32902, device: 22807, device_type: IntegratedGpu, backend: Vulkan }
Oct 20 12:38:44.894  INFO naga:🔙:spv::writer: Skip function Some("fetch_point_shadow")    
Oct 20 12:38:44.894  INFO naga:🔙:spv::writer: Skip function Some("fetch_directional_shadow")    
Oct 20 12:38:44.898 ERROR wgpu::backend::direct: Handling wgpu errors as fatal by default    
thread 'main' panicked at 'wgpu error: Validation Error

Caused by:
    In Device::create_shader_module
    Global variable [1] 'view' is invalid
    Type isn't compatible with the storage class
```

## Solution

added `<uniform>` here and there.
Note : my current mastery of shaders is about 2 days old, so this still kinda look likes wizardry
2021-10-25 19:02:36 +00:00
Carter Anderson
08969a24b8 Modular Rendering (#2831)
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.

To make rendering more modular, I made a number of changes:

* Entities now drive rendering:
  * We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
  * To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
  * Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
  * Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
  * `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
  * Modular / Ergonomic `DrawFunctions` via `RenderCommands`
    * RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
        ```rust
         pub type DrawPbr = (
            SetPbrPipeline,
            SetMeshViewBindGroup<0>,
            SetStandardMaterialBindGroup<1>,
            SetTransformBindGroup<2>,
            DrawMesh,
        );
        ```
    * The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
       ```rust
       type DrawCustom = (
           SetCustomMaterialPipeline,
           SetMeshViewBindGroup<0>,
           SetTransformBindGroup<2>,
           DrawMesh,
       );
       ``` 
* ExtractComponentPlugin and UniformComponentPlugin:
  * Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
  * Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields
2021-09-23 06:16:11 +00:00
David McClung
f602dcf643 Fixes #2079 with a New SVG File (#2290)
Fixes #2079 
Closes #2288 

Modifies README.md, and creates a new SVG file for the logo.  When Github appearance is in Dark Dimmed, the blackbird and BEVY text of the logo should not blend into the black background.
2021-06-02 02:11:04 +00:00
Carter Anderson
dd4a196329 Flexible camera bindings (#1689)
Alternative to #1203 and #1611

Camera bindings have historically been "hacked in". They were _required_ in all shaders and only supported a single Mat4. PBR (#1554) requires the CameraView matrix, but adding this using the "hacked" method forced users to either include all possible camera data in a single binding (#1203) or include all possible bindings (#1611).

This approach instead assigns each "active camera" its own RenderResourceBindings, which are populated by CameraNode. The PassNode then retrieves (and initializes) the relevant bind groups for all render pipelines used by visible entities. 

* Enables any number of camera bindings , including zero (with any set or binding number ... set 0 should still be used to avoid rebinds).
* Renames Camera binding to CameraViewProj
* Adds CameraView binding
2021-03-19 20:36:40 +00:00
MinerSebas
c9f19d8663 Cleanup of Markdown Files and add CI Checking (#1463)
I have run the VSCode Extension [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) on all Markdown Files in the Repo.
The provided Rules are documented here: https://github.com/DavidAnson/markdownlint/blob/v0.23.1/doc/Rules.md

Rules I didn't follow/fix:
* MD024/no-duplicate-heading
  * Changelog: Here Heading will always repeat.
  * Examples Readme: Platform-specific documentation should be symmetrical.
* MD025/single-title
* MD026/no-trailing-punctuation
  * Caused by the ! in "Hello, World!".
* MD033/no-inline-html
  * The plugins_guidlines file does need HTML, so the shown badges aren't downscaled too much.
* ~~MD036/no-emphasis-as-heading:~~
  * ~~This Warning only Appears in the Github Issue Templates and can be ignored.~~
* ~~MD041/first-line-heading~~
  * ~~Only appears in the Readme for the AlienCake example Assets, which is unimportant.~~

---

I also sorted the Examples in the Readme and Cargo.toml in this order/Priority:
* Topic/Folder
* Introductionary Examples
* Alphabetical Order

The explanation for each case, where it isn't Alphabetical :
* Diagnostics
  * log_diagnostics: The usage of inbuild Diagnostics is more important than creating your own.
* ECS (Entity Component System)
  * ecs_guide: The guide should be read, before diving into other Features.
* Reflection
  * reflection: Basic Explanation should be read, before more advanced Topics.
* WASM Examples
  * hello_wasm: It's "Hello, World!".
2021-02-22 04:50:05 +00:00
Anders Rasmussen
9bf80a8566 Fix warning in scene example (#1441)
I noticed the following error when trying out the `scene` example

```bash
Feb 13 22:11:13.997  WARN bevy_asset::asset_server: encountered an error while loading an asset: No registration found for glam::f32::vec3::Vec3
```

This PR fixes the error and makes the scene file load correctly
2021-02-22 03:59:36 +00:00
Zicklag
cc9ed52ea7
Update Scene Example to Use scn.ron File (#1339) 2021-01-28 14:14:50 -08:00
François
8c33da0051
3d game example (#1252)
3d game example
2021-01-21 14:10:02 -08:00
Al M
2c9b7956d1
Live reloading of shaders (#937)
* Add ShaderLoader, rebuild pipelines for modified shader assets
* New example
* Add shader_update_system, ShaderError, remove specialization assets
* Don't panic on shader compilation failure
2020-12-07 12:32:13 -08:00
Carter Anderson
72b2fc9843
Bevy Reflection (#926)
Bevy Reflection
2020-11-27 16:39:59 -08:00
Duncan
46fac78774
Extend the Texture asset type to support 3D data (#903)
Extend the Texture asset type to support 3D data

Textures are still loaded from images as 2D, but they can be reshaped
according to how the render pipeline would like to use them.

Also add an example of how this can be used with the texture2DArray uniform type.
2020-11-22 12:04:47 -08:00
Carter Anderson
c3a37b2d6a
android example polish (#845) 2020-11-11 16:31:16 -08:00
Carter Anderson
c32e637384
Asset system rework and GLTF scene loading (#693) 2020-10-18 13:48:15 -07:00
Will Hart
1beee4fd28
Add AppBuilder::asset_loader_from_instance (#580)
* Implement add_asset_loader_from_instance

* Add example of different data loaders
2020-10-01 11:31:06 -07:00
Carter Anderson
70ad6671db
ecs: use generational entity ids and other optimizations (#504)
ecs: use generational entity ids and other optimizations
2020-09-17 17:16:38 -07:00
Elias
9aff0bcc2a
Add support for binary glTF (.glb) (#271)
Add support for binary glTF (.glb)
2020-08-25 16:55:08 -07:00
Thomas Herzog
7412b0ec25 add HDR image loader
Using the `image` crate, HDR images can be loaded into RGBA-f32 textures.
2020-07-27 11:37:45 +02:00
Carter Anderson
3eb393548d audio: initial (very minimal) audio plugin 2020-07-16 13:46:51 -07:00
Carter Anderson
af109174dd make scene folder plural 2020-07-16 12:47:26 -07:00
Carter Anderson
75429f4639 render: use left-handed coordinate system and y-up 2020-06-24 15:29:10 -07:00
Carter Anderson
9d80b5965e example: add rpg assets for use in examples (maybe pair this down in the future) 2020-06-05 17:26:41 -07:00
Carter Anderson
5927bad382 sprite sheets are fully operational 2020-06-03 19:00:19 -07:00
Carter Anderson
065a94aca8 scene: hot scene reloading. update load_scene example 2020-05-29 12:56:32 -07:00
Carter Anderson
3ee5a67cdb scenes: polish scene example. prop->property attribute. derive(Resources) to derive(FromResources) 2020-05-27 15:57:12 -07:00
Carter Anderson
ab66d21d2a fix scene formatting 2020-05-25 12:53:26 -07:00
Carter Anderson
0826d74163 props: remove specialization, ignore fields, impl for Handle, fix world round tripping 2020-05-25 12:03:50 -07:00
Carter Anderson
1cd3b4c987 props: add type peeking to ron, support arbitrary property types 2020-05-24 19:36:01 -07:00
Carter Anderson
4c306e6d48 props: migrate scenes to props. loading / saving worlds from / to props. 2020-05-23 22:07:17 -07:00
Carter Anderson
fd26588dbd scene: rename id to entity 2020-05-21 18:23:22 -07:00
Carter Anderson
d920100d35 scenes: deserialization and refactor 2020-05-21 17:21:33 -07:00
Carter Anderson
870f715df3 Hot asset reloading 2020-05-16 20:18:30 -07:00
Carter Anderson
8a61ef48d3 use relative paths for assets 2020-05-14 15:25:43 -07:00
Carter Anderson
c18ecf2a55 initial text rendering 2020-05-13 13:22:12 -07:00
Carter Anderson
7b79b3de8d organize examples and add ecs guide 2020-05-01 13:12:47 -07:00
Carter Anderson
dcb292e00a quad uses size. polish examples 2020-03-30 15:44:29 -07:00
Carter Anderson
8f4296c4ff lighten up 2020-03-20 20:21:01 -07:00
Carter Anderson
faaf307edb smaller bevy logo 2020-03-20 11:43:14 -07:00
Carter Anderson
51c4f7af27 more logo tweaks 2020-03-20 01:05:37 -07:00
Carter Anderson
7e6fa64f1b add variants 2020-03-20 00:58:13 -07:00
Carter Anderson
f37f4caa72 update logos 2020-03-20 00:33:22 -07:00
Carter Anderson
29df5c5e5f logo: add divider "cuts" 2020-03-09 03:05:53 -07:00
Carter Anderson
c3130541ad fix logo spacing 2020-03-02 23:55:42 -08:00
Carter Anderson
4f4213be11 update logo 2020-02-08 17:21:11 -08:00
Carter Anderson
5a9dfb2e9b add temporary logo 2020-01-21 22:29:28 -08:00