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Marco Buono 603cb439d9 Standard Material Blend Modes (#6644)
# Objective

- This PR adds support for blend modes to the PBR `StandardMaterial`.

<img width="1392" alt="Screenshot 2022-11-18 at 20 00 56" src="https://user-images.githubusercontent.com/418473/202820627-0636219a-a1e5-437a-b08b-b08c6856bf9c.png">

<img width="1392" alt="Screenshot 2022-11-18 at 20 01 01" src="https://user-images.githubusercontent.com/418473/202820615-c8d43301-9a57-49c4-bd21-4ae343c3e9ec.png">

## Solution

- The existing `AlphaMode` enum is extended, adding three more modes: `AlphaMode::Premultiplied`, `AlphaMode::Add` and `AlphaMode::Multiply`;
- All new modes are rendered in the existing `Transparent3d` phase;
- The existing mesh flags for alpha mode are reorganized for a more compact/efficient representation, and new values are added;
- `MeshPipelineKey::TRANSPARENT_MAIN_PASS` is refactored into `MeshPipelineKey::BLEND_BITS`.
  -  `AlphaMode::Opaque` and `AlphaMode::Mask(f32)` share a single opaque pipeline key: `MeshPipelineKey::BLEND_OPAQUE`;
  - `Blend`, `Premultiplied` and `Add` share a single premultiplied alpha pipeline key, `MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA`. In the shader, color values are premultiplied accordingly (or not) depending on the blend mode to produce the three different results after PBR/tone mapping/dithering;
  - `Multiply` uses its own independent pipeline key, `MeshPipelineKey::BLEND_MULTIPLY`;
- Example and documentation are provided.
---

## Changelog

### Added

- Added support for additive and multiplicative blend modes in the PBR `StandardMaterial`, via `AlphaMode::Add` and `AlphaMode::Multiply`;
- Added support for premultiplied alpha in the PBR `StandardMaterial`, via `AlphaMode::Premultiplied`;
2023-01-21 21:46:53 +00:00
.cargo Change path to zld on MacOS fast build example (#4778) 2022-05-17 16:00:17 +00:00
.github add rust-version for MSRV and CI job to check (#6852) 2023-01-09 21:19:48 +00:00
assets Add depth and normal prepass (#6284) 2023-01-19 22:11:13 +00:00
benches Basic adaptive batching for parallel query iteration (#4777) 2023-01-20 08:47:20 +00:00
crates Standard Material Blend Modes (#6644) 2023-01-21 21:46:53 +00:00
docs Use Bevy People links in The Bevy Organization Doc (#7200) 2023-01-15 06:13:56 +00:00
errors Warn instead of erroring when max_font_atlases is exceeded (#6673) 2022-11-25 23:49:25 +00:00
examples Standard Material Blend Modes (#6644) 2023-01-21 21:46:53 +00:00
src Add missing closing ticks for inline examples and some cleanup (#3573) 2022-01-07 09:25:12 +00:00
tests Windows as Entities (#5589) 2023-01-19 00:38:28 +00:00
tools Fix various typos (#7096) 2023-01-06 00:43:30 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Add writing of scene data to Scene example (#5949) 2022-09-11 20:18:57 +00:00
Cargo.toml Standard Material Blend Modes (#6644) 2023-01-21 21:46:53 +00:00
CHANGELOG.md Add 0.9.0 changelog (#6567) 2022-11-12 19:45:30 +00:00
clippy.toml Enable the doc_markdown clippy lint (#3457) 2022-01-09 23:20:13 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Update milestone section in contributing.md (#7213) 2023-01-21 00:55:23 +00:00
CREDITS.md Add the license for the FiraMono font (#3589) 2022-05-06 19:29:43 +00:00
deny.toml update cargo deny config with latest list of duplicate crates in dependencies (#6947) 2022-12-13 22:54:27 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update license link in README.md (#5614) 2022-08-08 19:39:07 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00

Bevy

Crates.io MIT/Apache 2.0 Crates.io Rust iOS cron CI Discord

What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the very early stages of development. APIs can and will change (now is the time to make suggestions!). Important features are missing. Documentation is sparse. Please don't build any serious projects in Bevy unless you are prepared to be broken by API changes constantly.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

  • The Bevy Book: Bevy's official documentation. The best place to start learning Bevy.
  • Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
  • Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
  • Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out The Bevy Book for a full tutorial.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Libraries Used

Bevy is only possible because of the hard work put into these foundational technologies:

  • wgpu: modern / low-level / cross-platform graphics library inspired by Vulkan
  • glam-rs: a simple and fast 3D math library for games and graphics
  • winit: cross-platform window creation and management in Rust

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Third Party Plugins

Plugins are very welcome to extend Bevy's features. Guidelines are available to help integration and usage.

Thanks and Alternatives

Additionally, we would like to thank the Amethyst, macroquad, coffee, ggez, Fyrox, and Piston projects for providing solid examples of game engine development in Rust. If you are looking for a Rust game engine, it is worth considering all of your options. Each engine has different design goals, and some will likely resonate with you more than others.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.