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Carter Anderson abcb0661e3 Camera Output Modes, MSAA Writeback, and BlitPipeline (#7671)
# Objective

Alternative to #7490. I wrote all of the code in this PR, but I have added @robtfm as co-author on commits that build on ideas from #7490. I would not have been able to solve these problems on my own without much more time investment and I'm largely just rephrasing the ideas from that PR.

Fixes #7435
Fixes #7361
Fixes #5721

## Solution

This implements the solution I [outlined here](https://github.com/bevyengine/bevy/pull/7490#issuecomment-1426580633).


 * Adds "msaa writeback" as an explicit "msaa camera feature" and default to msaa_writeback: true for each camera. If this is true, a camera has MSAA enabled, and it isn't the first camera for the target, add a writeback before the main pass for that camera.
 * Adds a CameraOutputMode, which can be used to configure if (and how) the results of a camera's rendering will be written to the final RenderTarget output texture (via the upscaling node). The `blend_state` and `color_attachment_load_op` are now configurable, giving much more control over how a camera will write to the output texture.
 * Made cameras with the same target share the same main_texture tracker by using `Arc<AtomicUsize>`, which ensures continuity across cameras. This was previously broken / could produce weird results in some cases. `ViewTarget::main_texture()` is now correct in every context.
 * Added a new generic / specializable BlitPipeline, which the new MsaaWritebackNode uses internally. The UpscalingPipelineNode now uses BlitPipeline instead of its own pipeline. We might ultimately need to fork this back out if we choose to add more configurability to the upscaling, but for now this will save on binary size by not embedding the same shader twice.
 * Moved the "camera sorting" logic from the camera driver node to its own system. The results are now stored in the `SortedCameras` resource, which can be used anywhere in the renderer. MSAA writeback makes use of this.

---

## Changelog

- Added `Camera::msaa_writeback` which can enable and disable msaa writeback.
- Added specializable `BlitPipeline` and ported the upscaling node to use this.
- Added SortedCameras, exposing information that was previously internal to the camera driver node.
- Made cameras with the same target share the same main_texture tracker, which ensures continuity across cameras.
2023-03-01 20:35:13 +00:00
.cargo Change recommended linker: zld to lld for MacOS (#7496) 2023-02-06 18:24:12 +00:00
.github Feature documentation (#7814) 2023-02-28 14:24:47 +00:00
assets Initial tonemapping options (#7594) 2023-02-19 20:38:13 +00:00
benches Add Beziers to bevy_math (#7653) 2023-02-20 18:34:52 +00:00
crates Camera Output Modes, MSAA Writeback, and BlitPipeline (#7671) 2023-03-01 20:35:13 +00:00
docs Remove redundant symphonia-mp3 feature (#7852) 2023-03-01 03:22:46 +00:00
docs-template Feature documentation (#7814) 2023-02-28 14:24:47 +00:00
errors Fix minor typos in code and docs (#7378) 2023-01-27 12:12:53 +00:00
examples fix whitespaces in comment (#7853) 2023-03-01 10:20:56 +00:00
src Feature documentation (#7814) 2023-02-28 14:24:47 +00:00
tests added subdivisions to shape::Plane (#7546) 2023-02-13 18:20:20 +00:00
tools Feature documentation (#7814) 2023-02-28 14:24:47 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Wgpu 0.15 (#7356) 2023-01-29 20:27:30 +00:00
Cargo.toml Remove redundant symphonia-mp3 feature (#7852) 2023-03-01 03:22:46 +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 Added meaning of issue label prefixes (#7705) 2023-02-18 07:22:21 +00:00
CREDITS.md Add the license for the FiraMono font (#3589) 2022-05-06 19:29:43 +00:00
deny.toml Basic spatial audio (#6028) 2023-02-20 15:31:07 +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.