67744bb011
11 Commits
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be053b1d7c
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
This is a revamped equivalent to #9902, though it shares none of the code. It handles all special cases that I've tested correctly. The overall technique consists of double-buffering the joint matrix and morph weights buffers, as most of the previous attempts to solve this problem did. The process is generally straightforward. Note that, to avoid regressing the ability of mesh extraction, skin extraction, and morph target extraction to run in parallel, I had to add a new system to rendering, `set_mesh_motion_vector_flags`. The comment there explains the details; it generally runs very quickly. I've tested this with modified versions of the `animated_fox`, `morph_targets`, and `many_foxes` examples that add TAA, and the patch works. To avoid bloating those examples, I didn't add switches for TAA to them. Addresses points (1) and (2) of #8423. ## Changelog ### Fixed * Motion vectors, and therefore TAA, are now supported for meshes with skins and/or morph targets. |
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11817f4ba4
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Generate MeshUniforms on the GPU via compute shader where available. (#12773)
Currently, `MeshUniform`s are rather large: 160 bytes. They're also somewhat expensive to compute, because they involve taking the inverse of a 3x4 matrix. Finally, if a mesh is present in multiple views, that mesh will have a separate `MeshUniform` for each and every view, which is wasteful. This commit fixes these issues by introducing the concept of a *mesh input uniform* and adding a *mesh uniform building* compute shader pass. The `MeshInputUniform` is simply the minimum amount of data needed for the GPU to compute the full `MeshUniform`. Most of this data is just the transform and is therefore only 64 bytes. `MeshInputUniform`s are computed during the *extraction* phase, much like skins are today, in order to avoid needlessly copying transforms around on CPU. (In fact, the render app has been changed to only store the translation of each mesh; it no longer cares about any other part of the transform, which is stored only on the GPU and the main world.) Before rendering, the `build_mesh_uniforms` pass runs to expand the `MeshInputUniform`s to the full `MeshUniform`. The mesh uniform building pass does the following, all on GPU: 1. Copy the appropriate fields of the `MeshInputUniform` to the `MeshUniform` slot. If a single mesh is present in multiple views, this effectively duplicates it into each view. 2. Compute the inverse transpose of the model transform, used for transforming normals. 3. If applicable, copy the mesh's transform from the previous frame for TAA. To support this, we double-buffer the `MeshInputUniform`s over two frames and swap the buffers each frame. The `MeshInputUniform`s for the current frame contain the index of that mesh's `MeshInputUniform` for the previous frame. This commit produces wins in virtually every CPU part of the pipeline: `extract_meshes`, `queue_material_meshes`, `batch_and_prepare_render_phase`, and especially `write_batched_instance_buffer` are all faster. Shrinking the amount of CPU data that has to be shuffled around speeds up the entire rendering process. | Benchmark | This branch | `main` | Speedup | |------------------------|-------------|---------|---------| | `many_cubes -nfc` | 17.259 | 24.529 | 42.12% | | `many_cubes -nfc -vpi` | 302.116 | 312.123 | 3.31% | | `many_foxes` | 3.227 | 3.515 | 8.92% | Because mesh uniform building requires compute shader, and WebGL 2 has no compute shader, the existing CPU mesh uniform building code has been left as-is. Many types now have both CPU mesh uniform building and GPU mesh uniform building modes. Developers can opt into the old CPU mesh uniform building by setting the `use_gpu_uniform_builder` option on `PbrPlugin` to `false`. Below are graphs of the CPU portions of `many-cubes --no-frustum-culling`. Yellow is this branch, red is `main`. `extract_meshes`:  It's notable that we get a small win even though we're now writing to a GPU buffer. `queue_material_meshes`:  There's a bit of a regression here; not sure what's causing it. In any case it's very outweighed by the other gains. `batch_and_prepare_render_phase`:  There's a huge win here, enough to make batching basically drop off the profile. `write_batched_instance_buffer`:  There's a massive improvement here, as expected. Note that a lot of it simply comes from the fact that `MeshInputUniform` is `Pod`. (This isn't a maintainability problem in my view because `MeshInputUniform` is so simple: just 16 tightly-packed words.) ## Changelog ### Added * Per-mesh instance data is now generated on GPU with a compute shader instead of CPU, resulting in rendering performance improvements on platforms where compute shaders are supported. ## Migration guide * Custom render phases now need multiple systems beyond just `batch_and_prepare_render_phase`. Code that was previously creating custom render phases should now add a `BinnedRenderPhasePlugin` or `SortedRenderPhasePlugin` as appropriate instead of directly adding `batch_and_prepare_render_phase`. |
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9b80205acb
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Variable MeshPipeline View Bind Group Layout (#10156)
# Objective This PR aims to make it so that we don't accidentally go over `MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or `maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra leeway to add more view bind group textures. (This PR is extracted from—and unblocks—#8015) ## Solution - We replace the existing `view_layout` and `view_layout_multisampled` pair with an array of 32 bind group layouts, generated ahead of time; - For now, these layouts cover all the possible combinations of: `multisampled`, `depth_prepass`, `normal_prepass`, `motion_vector_prepass` and `deferred_prepass`: - In the future, as @JMS55 pointed out, we can likely take out `motion_vector_prepass` and `deferred_prepass`, as these are not really needed for the mesh pipeline and can use separate pipelines. This would bring the possible combinations down to 8; - We can also add more "optional" textures as they become needed, allowing the engine to scale to a wider variety of use cases in lower end/web environments (e.g. some apps might just want normal and depth prepasses, others might only want light probes), while still keeping a high ceiling for high end native environments where more textures are supported. - While preallocating bind group layouts is relatively cheap, the number of combinations grows exponentially, so we should likely limit ourselves to something like at most 256–1024 total layouts until we find a better solution (like generating them lazily) - To make this mechanism a little bit more explicit/discoverable, so that compatibility with WebGPU/WebGL is not broken by accident, we add a `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever the number of textures in the layout crosses it. - The warning is gated by `#[cfg(debug_assertions)]` and not issued in release builds; - We're counting the actual textures in the bind group layout instead of using some roundabout metric so it should be accurate; - Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10 in order to leave 6 textures free for other groups; - Currently there's no combination that would cause us to go over the limit, but that will change once #8015 lands. --- ## Changelog - `MeshPipeline` view bind group layouts now vary based on the current multisampling and prepass states, saving a couple of texture binding entries when prepasses are not in use. ## Migration Guide - `MeshPipeline::view_layout` and `MeshPipeline::view_layout_multisampled` have been replaced with a private array to accomodate for variable view bind group layouts. To obtain a view bind group layout for the current pipeline state, use the new `MeshPipeline::get_view_layout()` or `MeshPipeline::get_view_layout_from_key()` methods. |
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db1e3d36bc
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Move skin code to a separate module (#9899)
# Objective mesh.rs is infamously large. We could split off unrelated code. ## Solution Morph targets are very similar to skinning and have their own module. We move skinned meshes to an independent module like morph targets and give the systems similar names. ### Open questions Should the skinning systems and structs stay public? --- ## Migration Guide Renamed skinning systems, resources and components: - extract_skinned_meshes -> extract_skins - prepare_skinned_meshes -> prepare_skins - SkinnedMeshUniform -> SkinUniform - SkinnedMeshJoints -> SkinIndex --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: vero <email@atlasdostal.com> |
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c6170d48f9
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Add morph targets (#8158)
# Objective - Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF - Supersedes #3722 - Fixes #6814 [Morph targets][1] (also known as shape interpolation, shape keys, or blend shapes) allow animating individual vertices with fine grained controls. This is typically used for facial expressions. By specifying multiple poses as vertex offset, and providing a set of weight of each pose, it is possible to define surprisingly realistic transitions between poses. Blending between multiple poses also allow composition. Morph targets are part of the [gltf standard][2] and are a feature of Unity and Unreal, and babylone.js, it is only natural to implement them in bevy. ## Solution This implementation of morph targets uses a 3d texture where each pixel is a component of an animated attribute. Each layer is a different target. We use a 2d texture for each target, because the number of attribute×components×animated vertices is expected to always exceed the maximum pixel row size limit of webGL2. It copies fairly closely the way skinning is implemented on the CPU side, while on the GPU side, the shader morph target implementation is a relatively trivial detail. We add an optional `morph_texture` to the `Mesh` struct. The `morph_texture` is built through a method that accepts an iterator over attribute buffers. The `MorphWeights` component, user-accessible, controls the blend of poses used by mesh instances (so that multiple copy of the same mesh may have different weights), all the weights are uploaded to a uniform buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256 poses. More literature: * Old babylone.js implementation (vertex attribute-based): https://www.eternalcoding.com/dev-log-1-morph-targets/ * Babylone.js implementation (similar to ours): https://www.youtube.com/watch?v=LBPRmGgU0PE * GPU gems 3: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits * Development discord thread https://discord.com/channels/691052431525675048/1083325980615114772 https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4 https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258 ## Acknowledgements * Thanks to `storytold` for sponsoring the feature * Thanks to `superdump` and `james7132` for guidance and help figuring out stuff ## Future work - Handling of less and more attributes (eg: animated uv, animated arbitrary attributes) - Dynamic pose allocation (so that zero-weighted poses aren't uploaded to GPU for example, enables much more total poses) - Better animation API, see #8357 ---- ## Changelog - Add morph targets to bevy meshes - Support up to 64 poses per mesh of individually up to 116508 vertices, animation currently strictly limited to the position, normal and tangent attributes. - Load a morph target using `Mesh::set_morph_targets` - Add `VisitMorphTargets` and `VisitMorphAttributes` traits to `bevy_render`, this allows defining morph targets (a fairly complex and nested data structure) through iterators (ie: single copy instead of passing around buffers), see documentation of those traits for details - Add `MorphWeights` component exported by `bevy_render` - `MorphWeights` control mesh's morph target weights, blending between various poses defined as morph targets. - `MorphWeights` are directly inherited by direct children (single level of hierarchy) of an entity. This allows controlling several mesh primitives through a unique entity _as per GLTF spec_. - Add `MorphTargetNames` component, naming each indices of loaded morph targets. - Load morph targets weights and buffers in `bevy_gltf` - handle morph targets animations in `bevy_animation` (previously, it was a `warn!` log) - Add the `MorphStressTest.gltf` asset for morph targets testing, taken from the glTF samples repo, CC0. - Add morph target manipulation to `scene_viewer` - Separate the animation code in `scene_viewer` from the rest of the code, reducing `#[cfg(feature)]` noise - Add the `morph_targets.rs` example to show off how to manipulate morph targets, loading `MorpStressTest.gltf` ## Migration Guide - (very specialized, unlikely to be touched by 3rd parties) - `MeshPipeline` now has a single `mesh_layouts` field rather than separate `mesh_layout` and `skinned_mesh_layout` fields. You should handle all possible mesh bind group layouts in your implementation - You should also handle properly the new `MORPH_TARGETS` shader def and mesh pipeline key. A new function is exposed to make this easier: `setup_moprh_and_skinning_defs` - The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are now accessed through the `get` method. [1]: https://en.wikipedia.org/wiki/Morph_target_animation [2]: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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1a96d820fd |
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; |
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963e2f08a2 |
Materials and MaterialPlugin (#3428)
This adds "high level" `Material` and `SpecializedMaterial` traits, which can be used with a `MaterialPlugin<T: SpecializedMaterial>`. `MaterialPlugin` automatically registers the appropriate resources, draw functions, and queue systems. The `Material` trait is simpler, and should cover most use cases. `SpecializedMaterial` is like `Material`, but it also requires defining a "specialization key" (see #3031). `Material` has a trivial blanket impl of `SpecializedMaterial`, which allows us to use the same types + functions for both. This makes defining custom 3d materials much simpler (see the `shader_material` example diff) and ensures consistent behavior across all 3d materials (both built in and custom). I ported the built in `StandardMaterial` to `MaterialPlugin`. There is also a new `MaterialMeshBundle<T: SpecializedMaterial>`, which `PbrBundle` aliases to. |
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79d36e7c28 |
Prepare crevice for vendored release (#3394)
# Objective - Our crevice is still called "crevice", which we can't use for a release - Users would need to use our "crevice" directly to be able to use the derive macro ## Solution - Rename crevice to bevy_crevice, and crevice-derive to bevy-crevice-derive - Re-export it from bevy_render, and use it from bevy_render everywhere - Fix derive macro to work either from bevy_render, from bevy_crevice, or from bevy ## Remaining - It is currently re-exported as `bevy::render::bevy_crevice`, is it the path we want? - After a brief suggestion to Cart, I changed the version to follow Bevy version instead of crevice, do we want that? - Crevice README.md need to be updated - in the `Cargo.toml`, there are a few things to change. How do we want to change them? How do we keep attributions to original Crevice? ``` authors = ["Lucien Greathouse <me@lpghatguy.com>"] documentation = "https://docs.rs/crevice" homepage = "https://github.com/LPGhatguy/crevice" repository = "https://github.com/LPGhatguy/crevice" ``` Co-authored-by: François <8672791+mockersf@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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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 |
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73f524f61c |
Support topologies other than TriangleList (#3349)
# Objective Fixes https://github.com/bevyengine/bevy/issues/3346 ## Solution I've encoded the topology in the `MeshKey` similar to how MSAA samples are handled. |
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ffecb05a0a |
Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority. |