bevy/examples/3d/tonemapping.rs
JMS55 44424391fe
Unload render assets from RAM (#10520)
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
  - https://github.com/bevyengine/bevy/pull/1782
  - https://github.com/bevyengine/bevy/pull/8624 

## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.

---

## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.

## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
  - The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
  - The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
2024-01-03 03:31:04 +00:00

707 lines
20 KiB
Rust

//! This examples compares Tonemapping options
use bevy::{
core_pipeline::tonemapping::Tonemapping,
math::vec2,
pbr::CascadeShadowConfigBuilder,
prelude::*,
reflect::TypePath,
render::{
render_asset::RenderAssetPersistencePolicy,
render_resource::{AsBindGroup, Extent3d, ShaderRef, TextureDimension, TextureFormat},
texture::{ImageSampler, ImageSamplerDescriptor},
view::ColorGrading,
},
utils::HashMap,
};
use std::f32::consts::PI;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<ColorGradientMaterial>::default(),
))
.insert_resource(CameraTransform(
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
))
.init_resource::<PerMethodSettings>()
.insert_resource(CurrentScene(1))
.insert_resource(SelectedParameter { value: 0, max: 4 })
.add_systems(
Startup,
(
setup,
setup_basic_scene,
setup_color_gradient_scene,
setup_image_viewer_scene,
),
)
.add_systems(
Update,
(
update_image_viewer,
toggle_scene,
toggle_tonemapping_method,
update_color_grading_settings,
update_ui,
),
)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
camera_transform: Res<CameraTransform>,
) {
// camera
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: camera_transform.0,
..default()
},
FogSettings {
color: Color::rgba_u8(43, 44, 47, 255),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
},
));
// ui
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 18.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
fn setup_basic_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
asset_server: Res<AssetServer>,
) {
// plane
commands.spawn((
PbrBundle {
mesh: meshes.add(shape::Plane::from_size(50.0).into()),
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
..default()
},
SceneNumber(1),
));
// cubes
let cube_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
let cube_mesh = meshes.add(Mesh::from(shape::Cube { size: 0.25 }));
for i in 0..5 {
commands.spawn((
PbrBundle {
mesh: cube_mesh.clone(),
material: cube_material.clone(),
transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
..default()
},
SceneNumber(1),
));
}
// spheres
let sphere_mesh = meshes.add(Mesh::from(shape::UVSphere {
radius: 0.125,
..default()
}));
for i in 0..6 {
let j = i % 3;
let s_val = if i < 3 { 0.0 } else { 0.2 };
let material = if j == 0 {
materials.add(StandardMaterial {
base_color: Color::rgb(s_val, s_val, 1.0),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else if j == 1 {
materials.add(StandardMaterial {
base_color: Color::rgb(s_val, 1.0, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else {
materials.add(StandardMaterial {
base_color: Color::rgb(1.0, s_val, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
};
commands.spawn((
PbrBundle {
mesh: sphere_mesh.clone(),
material,
transform: Transform::from_xyz(
j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
0.125,
-j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
),
..default()
},
SceneNumber(1),
));
}
// Flight Helmet
commands.spawn((
SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
transform: Transform::from_xyz(0.5, 0.0, -0.5)
.with_rotation(Quat::from_rotation_y(-0.15 * PI)),
..default()
},
SceneNumber(1),
));
// light
commands.spawn((
DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
illuminance: 50000.0,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
},
SceneNumber(1),
));
}
fn setup_color_gradient_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorGradientMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += transform.forward();
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(Mesh::from(shape::Quad {
size: vec2(1.0, 1.0) * 0.7,
flip: false,
})),
material: materials.add(ColorGradientMaterial {}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(2),
));
}
fn setup_image_viewer_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += transform.forward();
// exr/hdr viewer (exr requires enabling bevy feature)
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Quad {
size: vec2(1.0, 1.0),
flip: false,
})),
material: materials.add(StandardMaterial {
base_color_texture: None,
unlit: true,
..default()
}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(3),
HDRViewer,
));
commands
.spawn((
TextBundle::from_section(
"Drag and drop an HDR or EXR file",
TextStyle {
font_size: 36.0,
color: Color::BLACK,
..default()
},
)
.with_text_justify(JustifyText::Center)
.with_style(Style {
align_self: AlignSelf::Center,
margin: UiRect::all(Val::Auto),
..default()
}),
SceneNumber(3),
))
.insert(Visibility::Hidden);
}
// ----------------------------------------------------------------------------
#[allow(clippy::too_many_arguments)]
fn update_image_viewer(
image_mesh: Query<(&Handle<StandardMaterial>, &Handle<Mesh>), With<HDRViewer>>,
text: Query<Entity, (With<Text>, With<SceneNumber>)>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
images: Res<Assets<Image>>,
mut drop_events: EventReader<FileDragAndDrop>,
mut drop_hovered: Local<bool>,
asset_server: Res<AssetServer>,
mut image_events: EventReader<AssetEvent<Image>>,
mut commands: Commands,
) {
let mut new_image: Option<Handle<Image>> = None;
for event in drop_events.read() {
match event {
FileDragAndDrop::DroppedFile { path_buf, .. } => {
new_image = Some(asset_server.load(&path_buf.to_string_lossy().to_string()));
*drop_hovered = false;
}
FileDragAndDrop::HoveredFile { .. } => *drop_hovered = true,
FileDragAndDrop::HoveredFileCanceled { .. } => *drop_hovered = false,
}
}
for (mat_h, mesh_h) in &image_mesh {
if let Some(mat) = materials.get_mut(mat_h) {
if let Some(ref new_image) = new_image {
mat.base_color_texture = Some(new_image.clone());
if let Ok(text_entity) = text.get_single() {
commands.entity(text_entity).despawn();
}
}
for event in image_events.read() {
let image_changed_id = *match event {
AssetEvent::Added { id } | AssetEvent::Modified { id } => id,
_ => continue,
};
if let Some(base_color_texture) = mat.base_color_texture.clone() {
if image_changed_id == base_color_texture.id() {
if let Some(image_changed) = images.get(image_changed_id) {
let size = image_changed.size_f32().normalize_or_zero() * 1.4;
// Resize Mesh
let quad = Mesh::from(shape::Quad::new(size));
meshes.insert(mesh_h, quad);
}
}
}
}
}
}
}
fn toggle_scene(
keys: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut Visibility, &SceneNumber)>,
mut current_scene: ResMut<CurrentScene>,
) {
let mut pressed = None;
if keys.just_pressed(KeyCode::KeyQ) {
pressed = Some(1);
} else if keys.just_pressed(KeyCode::KeyW) {
pressed = Some(2);
} else if keys.just_pressed(KeyCode::KeyE) {
pressed = Some(3);
}
if let Some(pressed) = pressed {
current_scene.0 = pressed;
for (mut visibility, scene) in query.iter_mut() {
if scene.0 == pressed {
*visibility = Visibility::Visible;
} else {
*visibility = Visibility::Hidden;
}
}
}
}
fn toggle_tonemapping_method(
keys: Res<ButtonInput<KeyCode>>,
mut tonemapping: Query<&mut Tonemapping>,
mut color_grading: Query<&mut ColorGrading>,
per_method_settings: Res<PerMethodSettings>,
) {
let mut method = tonemapping.single_mut();
let mut color_grading = color_grading.single_mut();
if keys.just_pressed(KeyCode::Digit1) {
*method = Tonemapping::None;
} else if keys.just_pressed(KeyCode::Digit2) {
*method = Tonemapping::Reinhard;
} else if keys.just_pressed(KeyCode::Digit3) {
*method = Tonemapping::ReinhardLuminance;
} else if keys.just_pressed(KeyCode::Digit4) {
*method = Tonemapping::AcesFitted;
} else if keys.just_pressed(KeyCode::Digit5) {
*method = Tonemapping::AgX;
} else if keys.just_pressed(KeyCode::Digit6) {
*method = Tonemapping::SomewhatBoringDisplayTransform;
} else if keys.just_pressed(KeyCode::Digit7) {
*method = Tonemapping::TonyMcMapface;
} else if keys.just_pressed(KeyCode::Digit8) {
*method = Tonemapping::BlenderFilmic;
}
*color_grading = *per_method_settings
.settings
.get::<Tonemapping>(&method)
.unwrap();
}
#[derive(Resource)]
struct SelectedParameter {
value: i32,
max: i32,
}
impl SelectedParameter {
fn next(&mut self) {
self.value = (self.value + 1).rem_euclid(self.max);
}
fn prev(&mut self) {
self.value = (self.value - 1).rem_euclid(self.max);
}
}
fn update_color_grading_settings(
keys: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut per_method_settings: ResMut<PerMethodSettings>,
tonemapping: Query<&Tonemapping>,
current_scene: Res<CurrentScene>,
mut selected_parameter: ResMut<SelectedParameter>,
) {
let method = tonemapping.single();
let color_grading = per_method_settings.settings.get_mut(method).unwrap();
let mut dt = time.delta_seconds() * 0.25;
if keys.pressed(KeyCode::ArrowLeft) {
dt = -dt;
}
if keys.just_pressed(KeyCode::ArrowDown) {
selected_parameter.next();
}
if keys.just_pressed(KeyCode::ArrowUp) {
selected_parameter.prev();
}
if keys.pressed(KeyCode::ArrowLeft) || keys.pressed(KeyCode::ArrowRight) {
match selected_parameter.value {
0 => {
color_grading.exposure += dt;
}
1 => {
color_grading.gamma += dt;
}
2 => {
color_grading.pre_saturation += dt;
}
3 => {
color_grading.post_saturation += dt;
}
_ => {}
}
}
if keys.just_pressed(KeyCode::Space) {
for (_, grading) in per_method_settings.settings.iter_mut() {
*grading = ColorGrading::default();
}
}
if keys.just_pressed(KeyCode::Enter) && current_scene.0 == 1 {
for (mapper, grading) in per_method_settings.settings.iter_mut() {
*grading = PerMethodSettings::basic_scene_recommendation(*mapper);
}
}
}
fn update_ui(
mut text: Query<&mut Text, Without<SceneNumber>>,
settings: Query<(&Tonemapping, &ColorGrading)>,
current_scene: Res<CurrentScene>,
selected_parameter: Res<SelectedParameter>,
mut hide_ui: Local<bool>,
keys: Res<ButtonInput<KeyCode>>,
) {
let (method, color_grading) = settings.single();
let method = *method;
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
if keys.just_pressed(KeyCode::KeyH) {
*hide_ui = !*hide_ui;
}
text.clear();
if *hide_ui {
return;
}
let scn = current_scene.0;
text.push_str("(H) Hide UI\n\n");
text.push_str("Test Scene: \n");
text.push_str(&format!(
"(Q) {} Basic Scene\n",
if scn == 1 { ">" } else { "" }
));
text.push_str(&format!(
"(W) {} Color Sweep\n",
if scn == 2 { ">" } else { "" }
));
text.push_str(&format!(
"(E) {} Image Viewer\n",
if scn == 3 { ">" } else { "" }
));
text.push_str("\n\nTonemapping Method:\n");
text.push_str(&format!(
"(1) {} Disabled\n",
if method == Tonemapping::None { ">" } else { "" }
));
text.push_str(&format!(
"(2) {} Reinhard\n",
if method == Tonemapping::Reinhard {
"> "
} else {
""
}
));
text.push_str(&format!(
"(3) {} Reinhard Luminance\n",
if method == Tonemapping::ReinhardLuminance {
">"
} else {
""
}
));
text.push_str(&format!(
"(4) {} ACES Fitted\n",
if method == Tonemapping::AcesFitted {
">"
} else {
""
}
));
text.push_str(&format!(
"(5) {} AgX\n",
if method == Tonemapping::AgX { ">" } else { "" }
));
text.push_str(&format!(
"(6) {} SomewhatBoringDisplayTransform\n",
if method == Tonemapping::SomewhatBoringDisplayTransform {
">"
} else {
""
}
));
text.push_str(&format!(
"(7) {} TonyMcMapface\n",
if method == Tonemapping::TonyMcMapface {
">"
} else {
""
}
));
text.push_str(&format!(
"(8) {} Blender Filmic\n",
if method == Tonemapping::BlenderFilmic {
">"
} else {
""
}
));
text.push_str("\n\nColor Grading:\n");
text.push_str("(arrow keys)\n");
if selected_parameter.value == 0 {
text.push_str("> ");
}
text.push_str(&format!("Exposure: {}\n", color_grading.exposure));
if selected_parameter.value == 1 {
text.push_str("> ");
}
text.push_str(&format!("Gamma: {}\n", color_grading.gamma));
if selected_parameter.value == 2 {
text.push_str("> ");
}
text.push_str(&format!(
"PreSaturation: {}\n",
color_grading.pre_saturation
));
if selected_parameter.value == 3 {
text.push_str("> ");
}
text.push_str(&format!(
"PostSaturation: {}\n",
color_grading.post_saturation
));
text.push_str("(Space) Reset all to default\n");
if current_scene.0 == 1 {
text.push_str("(Enter) Reset all to scene recommendation\n");
}
}
// ----------------------------------------------------------------------------
#[derive(Resource)]
struct PerMethodSettings {
settings: HashMap<Tonemapping, ColorGrading>,
}
impl PerMethodSettings {
fn basic_scene_recommendation(method: Tonemapping) -> ColorGrading {
match method {
Tonemapping::Reinhard | Tonemapping::ReinhardLuminance => ColorGrading {
exposure: 0.5,
..default()
},
Tonemapping::AcesFitted => ColorGrading {
exposure: 0.35,
..default()
},
Tonemapping::AgX => ColorGrading {
exposure: -0.2,
gamma: 1.0,
pre_saturation: 1.1,
post_saturation: 1.1,
},
_ => ColorGrading::default(),
}
}
}
impl Default for PerMethodSettings {
fn default() -> Self {
let mut settings = HashMap::new();
for method in [
Tonemapping::None,
Tonemapping::Reinhard,
Tonemapping::ReinhardLuminance,
Tonemapping::AcesFitted,
Tonemapping::AgX,
Tonemapping::SomewhatBoringDisplayTransform,
Tonemapping::TonyMcMapface,
Tonemapping::BlenderFilmic,
] {
settings.insert(
method,
PerMethodSettings::basic_scene_recommendation(method),
);
}
Self { settings }
}
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
let mut img = Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetPersistencePolicy::Unload,
);
img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
img
}
impl Material for ColorGradientMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/tonemapping_test_patterns.wgsl".into()
}
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct ColorGradientMaterial {}
#[derive(Resource)]
struct CameraTransform(Transform);
#[derive(Resource)]
struct CurrentScene(u32);
#[derive(Component)]
struct SceneNumber(u32);
#[derive(Component)]
struct HDRViewer;