Commit Graph

446 Commits

Author SHA1 Message Date
Marco Buono
6573485dcd Add shaderdef preventing crash on WebGL for non-transmission examples 2023-06-07 00:02:17 -03:00
Marco Buono
d95d58052b Rename is_transmissive to reads_view_transmission_texture 2023-06-06 02:47:25 -03:00
Marco Buono
c15bd4adb1 Apply PR feedback to documentation 2023-06-06 02:18:30 -03:00
Marco Buono
68b0e5d67e Merge branch 'main' into transmission 2023-06-03 17:07:48 -03:00
Alice Cecile
cbd4abf0fc
Rename apply_system_buffers to apply_deferred (#8726)
# Objective

- `apply_system_buffers` is an unhelpful name: it introduces a new
internal-only concept
- this is particularly rough for beginners as reasoning about how
commands work is a critical stumbling block

## Solution

- rename `apply_system_buffers` to the more descriptive `apply_deferred`
- rename related fields, arguments and methods in the internals fo
bevy_ecs for consistency
- update the docs


## Changelog

`apply_system_buffers` has been renamed to `apply_deferred`, to more
clearly communicate its intent and relation to `Deferred` system
parameters like `Commands`.

## Migration Guide

- `apply_system_buffers` has been renamed to `apply_deferred`
- the `apply_system_buffers` method on the `System` trait has been
renamed to `apply_deferred`
- the `is_apply_system_buffers` function has been replaced by
`is_apply_deferred`
- `Executor::set_apply_final_buffers` is now
`Executor::set_apply_final_deferred`
- `Schedule::apply_system_buffers` is now `Schedule::apply_deferred`

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-06-02 14:04:13 +00:00
François
bea7fd1c0b
update bitflags to 2.3 (#8728)
# Objective

- Update bitflags to 2.3
2023-06-01 08:41:42 +00:00
Marco Buono
96c36ef780 Merge branch 'main' into transmission 2023-05-31 22:26:38 -03:00
Marco Buono
292e069bb5
Apply codebase changes in preparation for StandardMaterial transmission (#8704)
# Objective

- Make #8015 easier to review;

## Solution

- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.

---

## Changelog

### Fixed

- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;

### Added

- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;

### Changed

- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;

## Migration Guide

- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
Marco Buono
5affd298f0 Consolidate *-Meta resources in a tuple to avoid deriving SystemParam 2023-05-29 20:02:26 -03:00
Marco Buono
d756c0d3f5 Merge branch 'before-transmission' into transmission 2023-05-29 19:55:28 -03:00
Marco Buono
6103ec084a Rename argument to avoid accidental confusion with uniform 2023-05-29 19:16:28 -03:00
Marco Buono
4465f256eb
Add MAY_DISCARD shader def, enabling early depth tests for most cases (#6697)
# Objective

- Right now we can't really benefit from [early depth
testing](https://www.khronos.org/opengl/wiki/Early_Fragment_Test) in our
PBR shader because it includes codepaths with `discard`, even for
situations where they are not necessary.

## Solution

- This PR introduces a new `MeshPipelineKey` and shader def,
`MAY_DISCARD`;
- All possible material/mesh options that that may result in `discard`s
being needed must set `MAY_DISCARD` ahead of time:
- Right now, this is only `AlphaMode::Mask(f32)`, but in the future
might include other options/effects; (e.g. one effect I'm personally
interested in is bayer dither pseudo-transparency for LOD transitions of
opaque meshes)
- Shader codepaths that can `discard` are guarded by an `#ifdef
MAY_DISCARD` preprocessor directive:
  - Right now, this is just one branch in `alpha_discard()`;
- If `MAY_DISCARD` is _not_ set, the `@early_depth_test` attribute is
added to the PBR fragment shader. This is a not yet documented, possibly
non-standard WGSL extension I found browsing Naga's source code. [I
opened a PR to document it
there](https://github.com/gfx-rs/naga/pull/2132). My understanding is
that for backends where this attribute is supported, it will force an
explicit opt-in to early depth test. (e.g. via
`layout(early_fragment_tests) in;` in GLSL)

## Caveats

- I included `@early_depth_test` for the sake of us being explicit, and
avoiding the need for the driver to be “smart” about enabling this
feature. That way, if we make a mistake and include a `discard`
unguarded by `MAY_DISCARD`, it will either produce errors or noticeable
visual artifacts so that we'll catch early, instead of causing a
performance regression.
- I'm not sure explicit early depth test is supported on the naga Metal
backend, which is what I'm currently using, so I can't really test the
explicit early depth test enable, I would like others with Vulkan/GL
hardware to test it if possible;
- I would like some guidance on how to measure/verify the performance
benefits of this;
- If I understand it correctly, this, or _something like this_ is needed
to fully reap the performance gains enabled by #6284;
- This will _most definitely_ conflict with #6284 and #6644. I can fix
the conflicts as needed, depending on whether/the order they end up
being merging in.

---

## Changelog

### Changed

- Early depth tests are now enabled whenever possible for meshes using
`StandardMaterial`, reducing the number of fragments evaluated for
scenes with lots of occlusions.
2023-05-29 15:15:01 +00:00
Marco Buono
b5ddbd7857 Define E constant in bevy_pbr::utils 2023-05-28 17:42:38 -03:00
Marco Buono
a39364f926 Take fog as an argument instead of relying on fog uniform 2023-05-28 17:42:38 -03:00
Marco Buono
348e2ce401 Expose TAA as a shader def 2023-05-28 17:42:34 -03:00
Marco Buono
16c3d04635 Grow amount of taps slightly faster with intensity 2023-05-11 03:36:00 -03:00
Marco Buono
cc22775658 Reduce MAX_TRANSMISSIVE_TAPS to 16 2023-05-11 03:21:49 -03:00
Marco Buono
da772b84f2 Make each consecutive spiral smaller 2023-05-11 03:11:11 -03:00
Marco Buono
cd3e7f16f3 Rename sample offsets to spiral offsets for clarity, use upper case naming convention 2023-05-11 02:40:45 -03:00
Marco Buono
721ce68e9c Tweak how fast number of taps grows with blur intensity 2023-05-11 02:38:07 -03:00
Marco Buono
9650ee9bd1 Remove note about conditionally disabling normalization with TAA (doesn't work very well) 2023-05-11 02:29:47 -03:00
Marco Buono
dfd204abd1 Tweak color normalization to work properly with new blur intensity calculation 2023-05-11 02:23:05 -03:00
Marco Buono
1b3338138e Make blur radius scale correctly with distance 2023-05-11 02:14:41 -03:00
Marco Buono
a1e06c745c Move pixel mesh out of loop, don't vary it by frame if TAA is disabled 2023-05-11 02:01:38 -03:00
Marco Buono
c81c57c222 Make blur 50% less blurry 2023-05-11 01:52:53 -03:00
Marco Buono
54cfc26afb Make number of taps increase faster with blur intensity 2023-05-11 01:51:29 -03:00
Marco Buono
0dbec526e7 Only compute interleaved_gradient_noise() once 2023-05-11 01:43:32 -03:00
Marco Buono
44da7267e6 Allow multiple rotated spiral taps, extract max taps constant 2023-05-11 01:41:41 -03:00
Marco Buono
0d817e0c62 Add TAA shaderdef, don't vary noise with time if TAA is disabled 2023-05-11 00:38:37 -03:00
Marco Buono
20b223c556 Merge branch 'main' into transmission 2023-05-11 00:01:40 -03:00
François
71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
Marco Buono
447a0a1c2e Merge branch 'main' into transmission 2023-05-02 00:09:38 -03:00
Airing
4d54ce14aa
Updated to wgpu 0.16.0, wgpu-hal 0.16.0 and naga 0.12.0 (#8446)
# Objective

- Updated to wgpu 0.16.0 and wgpu-hal 0.16.0

---

## Changelog

1. Upgrade wgpu to 0.16.0 and  wgpu-hal to 0.16.0
2. Fix the error in native when using a filterable
`TextureSampleType::Float` on a multisample `BindingType::Texture`.
([https://github.com/gfx-rs/wgpu/pull/3686](https://github.com/gfx-rs/wgpu/pull/3686))

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-26 15:34:23 +00:00
Marco Buono
5f2516d974 Add additional quality tweaks to mask the firefly artifacts 2023-04-26 00:14:03 -03:00
Marco Buono
d47fe5bc2a Add one more sample offset 2023-04-25 23:57:02 -03:00
Marco Buono
a0535deb49 Use interleaved_gradient_noise() instead of screen_space_dither() 2023-04-25 22:19:55 -03:00
Marco Buono
94e3099bd8 Correctly use min() instead of max() to avoid 300 texture taps 2023-04-25 02:25:08 -03:00
Marco Buono
95a15d5bde Update index of refraction docs 2023-04-25 00:09:14 -03:00
Marco Buono
e25b7fea3a Update section on texture packing 2023-04-25 00:00:35 -03:00
Marco Buono
3862e82df5 Merge branch 'main' into transmission 2023-04-24 23:36:48 -03:00
Marco Buono
580f4af803 Reuse fog implementation to implement transmission attenuation 2023-04-24 23:32:17 -03:00
Marco Buono
50b32da4c8 Modify fog functions to take fog as an argument 2023-04-24 23:24:34 -03:00
Marco Buono
23711c8d3e Add attenuation_distance and attenuation_color material attributes 2023-04-24 23:23:54 -03:00
IceSentry
3f6367d584
Handle vertex_uvs if they are present in default prepass fragment shader (#8330)
# Objective

- Enabling AlphaMode::Opaque in the shader_prepass example crashes. The
issue seems to be that enabling opaque also generates vertex_uvs

Fixes https://github.com/bevyengine/bevy/issues/8273

## Solution

- Use the vertex_uvs in the shader if they are present
2023-04-23 08:07:15 +00:00
ira
6b774c0fda
Compute vertex_count for indexed meshes on GpuMesh (#8460)
# Objective

Compute the `vertex_count` for indexed meshes as well as non-indexed
meshes.

I will need this in a future PR based on #8427 that adds a gizmo
component that draws the normals of a mesh when attached to an entity
([branch](https://github.com/devil-ira/bevy/compare/instanced-line-rendering...devil-ira:bevy:instanced-line-rendering-normals)).

<details><summary>Example image</summary>
<p>


![image](https://user-images.githubusercontent.com/29694403/233789526-cb5feb47-0aa7-4e69-90a2-e31ec24aadff.png)

</p>
</details> 

## Solution

Move `vertex_count` field from `GpuBufferInfo::NonIndexed` to `GpuMesh`

## Migration Guide

`vertex_count` is now stored directly on `GpuMesh` instead of
`GpuBufferInfo::NonIndexed`.
2023-04-22 17:28:58 +00:00
Robert Swain
d8102a0a04
bevy_pbr: Do not cull meshes without Aabbs from cascades (#8444)
# Objective

- Mesh entities should cast shadows when not having Aabbs and having
NoFrustumCulling
- Fixes #8442 

## Solution

- Mesh entities with NoFrustumCulling get no automatic Aabbs added
- Point and spot lights do not cull mesh entities for their shadow
mapping if they do not have an Aabb, but directional lights do
- Make directional lights not cull mesh entities from cascades if the do
not have Aabbs. So no Aabb as a consequence of a NoFrustumCulling
component will mean that those mesh entities are not culled and so are
visible to the light.

---

## Changelog

- Fixed: Mesh entities with NoFrustumCulling will cast shadows for
directional light shadow maps
2023-04-20 01:43:24 +00:00
Marco Buono
b1db977176 Use depth prepass data to reject values that are in front of the current fragment 2023-04-19 02:08:50 -03:00
Nicola Papale
c488b7089c
Fix pbr shader breaking on missing UVs (#8412)
# Objective

Fix #8409

Since `in` doesn't have a `uv` field when `VERTEX_UVS` is not defined,
it shouldn't be accessed outside of related `#ifdef`s
2023-04-17 06:22:34 +00:00
Marco Buono
c38255e505 Improve diffuse_transmission documentation 2023-04-16 18:49:15 -03:00
Marco Buono
ef04badefb Add documentation aliases 2023-04-16 18:43:45 -03:00