Commit Graph

20 Commits

Author SHA1 Message Date
Gino Valente
9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.

## Solution

This PR is broken into 4 commits:

1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
   
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.

Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.

That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.

Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +00:00
newclarityex
ecccd57417
Generic system config (#17962)
# Objective
Prevents duplicate implementation between IntoSystemConfigs and
IntoSystemSetConfigs using a generic, adds a NodeType trait for more
config flexibility (opening the door to implement
https://github.com/bevyengine/bevy/issues/14195?).

## Solution
Followed writeup by @ItsDoot:
https://hackmd.io/@doot/rJeefFHc1x

Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using
IntoNodeConfigs with generics.

## Testing
Pending

---

## Showcase
N/A

## Migration Guide
SystemSetConfigs -> NodeConfigs<InternedSystemSet>
SystemConfigs -> NodeConfigs<ScheduleSystem>
IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M>
IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M>

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-12 00:12:30 +00:00
Carter Anderson
06cb5c5fd9
Fix Component require() IDE integration (#18165)
# Objective

Component `require()` IDE integration is fully broken, as of #16575.

## Solution

This reverts us back to the previous "put the docs on Component trait"
impl. This _does_ reduce the accessibility of the required components in
rust docs, but the complete erasure of "required component IDE
experience" is not worth the price of slightly increased prominence of
requires in docs.

Additionally, Rust Analyzer has recently started including derive
attributes in suggestions, so we aren't losing that benefit of the
proc_macro attribute impl.
2025-03-06 02:44:47 +00:00
Rob Parrett
2760692f88
Update typos to 1.29.6 (#17850)
# Objective

Update typos, fix new typos.

1.29.6 was just released to fix an
[issue](https://github.com/crate-ci/typos/issues/1228) where January's
corrections were not included in the binaries for the last release.

Reminder: typos can be tossed in the monthly [non-critical corrections
issue](https://github.com/crate-ci/typos/issues/1221).

## Solution

I chose to allow `implementors`, because a good argument seems to be
being made [here](https://github.com/crate-ci/typos/issues/1226) and
there is now a PR to address that.

## Discussion

Should I exclude `bevy_mikktspace`?

At one point I think we had an informal policy of "don't mess with
mikktspace until https://github.com/bevyengine/bevy/pull/9050 is merged"
but it doesn't seem like that is likely to be merged any time soon.

I think these particular corrections in mikktspace are fine because
- The same typo mistake seems to have been fixed in that PR
- The entire file containing these corrections was deleted in that PR

## Typo of the Month

correspindong -> corresponding
2025-02-13 19:44:47 +00:00
JMS55
669d139c13
Upgrade to wgpu v24 (#17542)
Didn't remove WgpuWrapper. Not sure if it's needed or not still.

## Testing

- Did you test these changes? If so, how? Example runner
- Are there any parts that need more testing? Web (portable atomics
thingy?), DXC.

## Migration Guide
- Bevy has upgraded to [wgpu
v24](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v2400-2025-01-15).
- When using the DirectX 12 rendering backend, the new priority system
for choosing a shader compiler is as follows:
- If the `WGPU_DX12_COMPILER` environment variable is set at runtime, it
is used
- Else if the new `statically-linked-dxc` feature is enabled, a custom
version of DXC will be statically linked into your app at compile time.
- Else Bevy will look in the app's working directory for
`dxcompiler.dll` and `dxil.dll` at runtime.
- Else if they are missing, Bevy will fall back to FXC (not recommended)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-09 19:40:53 +00:00
Sludge
989f547080
Weak handle migration (#17695)
# Objective

- Make use of the new `weak_handle!` macro added in
https://github.com/bevyengine/bevy/pull/17384

## Solution

- Migrate bevy from `Handle::weak_from_u128` to the new `weak_handle!`
macro that takes a random UUID
- Deprecate `Handle::weak_from_u128`, since there are no remaining use
cases that can't also be addressed by constructing the type manually

## Testing

- `cargo run -p ci -- test`

---

## Migration Guide

Replace `Handle::weak_from_u128` with `weak_handle!` and a random UUID.
2025-02-05 22:44:20 +00:00
Alice Cecile
44ad3bf62b
Move Resource trait to its own file (#17469)
# Objective

`bevy_ecs`'s `system` module is something of a grab bag, and *very*
large. This is particularly true for the `system_param` module, which is
more than 2k lines long!

While it could be defensible to put `Res` and `ResMut` there (lol no
they're in change_detection.rs, obviously), it doesn't make any sense to
put the `Resource` trait there. This is confusing to navigate (and
painful to work on and review).

## Solution

- Create a root level `bevy_ecs/resource.rs` module to mirror
`bevy_ecs/component.rs`
- move the `Resource` trait to that module
- move the `Resource` derive macro to that module as well (Rust really
likes when you pun on the names of the derive macro and trait and put
them in the same path)
- fix all of the imports

## Notes to reviewers

- We could probably move more stuff into here, but I wanted to keep this
PR as small as possible given the absurd level of import changes.
- This PR is ground work for my upcoming attempts to store resource data
on components (resources-as-entities). Splitting this code out will make
the work and review a bit easier, and is the sort of overdue refactor
that's good to do as part of more meaningful work.

## Testing

cargo build works!

## Migration Guide

`bevy_ecs::system::Resource` has been moved to
`bevy_ecs::resource::Resource`.
2025-01-21 19:47:08 +00:00
Zachary Harrold
a371ee3019
Remove tracing re-export from bevy_utils (#17161)
# Objective

- Contributes to #11478

## Solution

- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.

## Testing

- CI

---

## Migration Guide

If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.

## Notes

- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
2025-01-05 23:06:34 +00:00
Benjamin Brienen
7112d5594e
Remove all deprecated code (#16338)
# Objective

Release cycle things

## Solution

Delete items deprecated in 0.15 and migrate bevy itself.

## Testing

CI
2025-01-05 20:33:39 +00:00
Marius Metzger
dccd770a23
(fix) SSRPlugin: Don't reference default deferred lighting pass if it doesn't exist (#16932)
Fixes a crash when using deferred rendering but disabling the default
deferred lighting plugin.

# The Issue
The `ScreenSpaceReflectionsPlugin` references
`NodePbr::DeferredLightingPass`, which hasn't been added when
`PbrPlugin::add_default_deferred_lighting_plugin` is `false`.

This yields the following crash:
```
thread 'main' panicked at /Users/marius/Documents/dev/bevy/crates/bevy_render/src/render_graph/graph.rs:155:26:
InvalidNode(DeferredLightingPass)
stack backtrace:
   0: rust_begin_unwind
             at /rustc/90b35a6239c3d8bdabc530a6a0816f7ff89a0aaf/library/std/src/panicking.rs:665:5
   1: core::panicking::panic_fmt
             at /rustc/90b35a6239c3d8bdabc530a6a0816f7ff89a0aaf/library/core/src/panicking.rs:74:14
   2: bevy_render::render_graph::graph::RenderGraph::add_node_edges
             at /Users/marius/Documents/dev/bevy/crates/bevy_render/src/render_graph/graph.rs:155:26
   3: <bevy_app::sub_app::SubApp as bevy_render::render_graph::app::RenderGraphApp>::add_render_graph_edges
             at /Users/marius/Documents/dev/bevy/crates/bevy_render/src/render_graph/app.rs:66:13
   4: <bevy_pbr::ssr::ScreenSpaceReflectionsPlugin as bevy_app::plugin::Plugin>::finish
             at /Users/marius/Documents/dev/bevy/crates/bevy_pbr/src/ssr/mod.rs:234:9
   5: bevy_app::app::App::finish
             at /Users/marius/Documents/dev/bevy/crates/bevy_app/src/app.rs:255:13
   6: bevy_winit::state::winit_runner
             at /Users/marius/Documents/dev/bevy/crates/bevy_winit/src/state.rs:859:9
   7: core::ops::function::FnOnce::call_once
             at /Users/marius/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/src/rust/library/core/src/ops/function.rs:250:5
   8: core::ops::function::FnOnce::call_once{{vtable.shim}}
             at /Users/marius/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/src/rust/library/core/src/ops/function.rs:250:5
   9: <alloc::boxed::Box<F,A> as core::ops::function::FnOnce<Args>>::call_once
             at /Users/marius/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/src/rust/library/alloc/src/boxed.rs:2454:9
  10: bevy_app::app::App::run
             at /Users/marius/Documents/dev/bevy/crates/bevy_app/src/app.rs:184:9
  11: bevy_deferred_test::main
             at ./src/main.rs:9:5
  12: core::ops::function::FnOnce::call_once
             at /Users/marius/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/src/rust/library/core/src/ops/function.rs:250:5
```


### Minimal reproduction example:
```rust
use bevy::core_pipeline::prepass::{DeferredPrepass, DepthPrepass};
use bevy::pbr::{DefaultOpaqueRendererMethod, PbrPlugin, ScreenSpaceReflections};
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(PbrPlugin {
            add_default_deferred_lighting_plugin: false,
            ..default()
        }))
        .add_systems(Startup, setup)
        .insert_resource(DefaultOpaqueRendererMethod::deferred())
        .run();
}

/// set up a camera
fn setup(
    mut commands: Commands
) {
    // camera
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
        DepthPrepass,
        DeferredPrepass,
        ScreenSpaceReflections::default(),
    ));
}
```

# The Fix
When no node under the default lighting node's label exists, this label
isn't added to the SSR's graph node edges. It's good to keep the
SSRPlugin enabled, this way, users can plug in their own lighting
system, which I have successfully done on top of this PR.

# Workarounds

A current workaround for this issue is to re-use Bevy's
`NodePbr::DeferredLightingPass` as the label for your own custom
lighting pass node.
2024-12-24 03:01:22 +00:00
Patrick Walton
6a4e0c801e
Fix several regressions from recent rendering changes. (#16890)
This commit fixes the following regressions:

1. Transmission-specific calls to shader lighting functions didn't pass
the `enable_diffuse` parameter, breaking the `transmission` example.

2. The combination of bindless `StandardMaterial` and bindless lightmaps
caused us to blow past the 128 texture limit on M1/M2 chips in some
cases, in particular the `depth_of_field` example.
https://github.com/gfx-rs/wgpu/issues/3334 should fix this, but in the
meantime this patch reduces the number of bindless lightmaps from 16 to
4 in order to stay under the limit.

3. The renderer was crashing on startup on Adreno 610 chips. This PR
simply disables bindless on Adreno 610 and lower.
2024-12-22 23:03:06 +00:00
Patrick Walton
b7bcd313ca
Cluster light probes using conservative spherical bounds. (#13746)
This commit allows the Bevy renderer to use the clustering
infrastructure for light probes (reflection probes and irradiance
volumes) on platforms where at least 3 storage buffers are available. On
such platforms (the vast majority), we stop performing brute-force
searches of light probes for each fragment and instead only search the
light probes with bounding spheres that intersect the current cluster.
This should dramatically improve scalability of irradiance volumes and
reflection probes.

The primary platform that doesn't support 3 storage buffers is WebGL 2,
and we continue using a brute-force search of light probes on that
platform, as the UBO that stores per-cluster indices is too small to fit
the light probe counts. Note, however, that that platform also doesn't
support bindless textures (indeed, it would be very odd for a platform
to support bindless textures but not SSBOs), so we only support one of
each type of light probe per drawcall there in the first place.
Consequently, this isn't a performance problem, as the search will only
have one light probe to consider. (In fact, clustering would probably
end up being a performance loss.)

Known potential improvements include:

1. We currently cull based on a conservative bounding sphere test and
not based on the oriented bounding box (OBB) of the light probe. This is
improvable, but in the interests of simplicity, I opted to keep the
bounding sphere test for now. The OBB improvement can be a follow-up.

2. This patch doesn't change the fact that each fragment only takes a
single light probe into account. Typical light probe implementations
detect the case in which multiple light probes cover the current
fragment and perform some sort of weighted blend between them. As the
light probe fetch function presently returns only a single light probe,
implementing that feature would require more code restructuring, so I
left it out for now. It can be added as a follow-up.

3. Light probe implementations typically have a falloff range. Although
this is a wanted feature in Bevy, this particular commit also doesn't
implement that feature, as it's out of scope.

4. This commit doesn't raise the maximum number of light probes past its
current value of 8 for each type. This should be addressed later, but
would possibly require more bindings on platforms with storage buffers,
which would increase this patch's complexity. Even without raising the
limit, this patch should constitute a significant performance
improvement for scenes that get anywhere close to this limit. In the
interest of keeping this patch small, I opted to leave raising the limit
to a follow-up.

## Changelog

### Changed

* Light probes (reflection probes and irradiance volumes) are now
clustered on most platforms, improving performance when many light
probes are present.

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-05 13:07:10 +00:00
SpecificProtagonist
d92fc1e456
Move required components doc to type doc (#16575)
# Objective

Make documentation of a component's required components more visible by
moving it to the type's docs

## Solution

Change `#[require]` from a derive macro helper to an attribute macro.

Disadvantages:
- this silences any unused code warnings on the component, as it is used
by the macro!
- need to import `require` if not using the ecs prelude (I have not
included this in the migration guilde as Rust tooling already suggests
the fix)

---

## Showcase
![Documentation of
Camera](https://github.com/user-attachments/assets/3329511b-747a-4c8d-a43e-57f7c9c71a3c)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-12-03 19:45:20 +00:00
Benjamin Brienen
40640fdf42
Don't reëxport bevy_image from bevy_render (#16163)
# Objective

Fixes #15940

## Solution

Remove the `pub use` and fix the compile errors.
Make `bevy_image` available as `bevy::image`.

## Testing

Feature Frenzy would be good here! Maybe I'll learn how to use it if I
have some time this weekend, or maybe a reviewer can use it.

## Migration Guide

Use `bevy_image` instead of `bevy_render::texture` items.

---------

Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-10 06:54:38 +00:00
atlv
c29e67153b
Expose Pipeline Compilation Zero Initialize Workgroup Memory Option (#16301)
# Objective

- wgpu 0.20 made workgroup vars stop being zero-init by default. this
broke some applications (cough foresight cough) and now we workaround
it. wgpu exposes a compilation option that zero initializes workgroup
memory by default, but bevy does not expose it.

## Solution

- expose the compilation option wgpu gives us

## Testing

- ran examples: 3d_scene, compute_shader_game_of_life, gpu_readback,
lines, specialized_mesh_pipeline. they all work
- confirmed fix for our own problems

---

</details>

## Migration Guide

- add `zero_initialize_workgroup_memory: false,` to
`ComputePipelineDescriptor` or `RenderPipelineDescriptor` structs to
preserve 0.14 functionality, add `zero_initialize_workgroup_memory:
true,` to restore bevy 0.13 functionality.
2024-11-08 21:42:37 +00:00
Joona Aalto
bc352561c9
Migrate reflection probes to required components (#15737)
# Objective

Getting closer to the end! Another part of the required components
migration: reflection probes.

## Solution

As per the [proposal added by
Cart](https://hackmd.io/@bevy/required_components/%2FNmpIh0tGSiayGlswbfcEzw)
(Proposal 2), make `LightProbe` require `Transform` and `Visibility`,
and deprecate `ReflectionProbeBundle`.

Note that this proposal wasn't officially blessed yet, but it is the
only existing one that really works, so I implemented it here for
consideration.

## Testing

I ran the reflection probe example, and it appears to work.

---

## Migration Guide

`ReflectionProbeBundle` has been deprecated in favor of inserting the
`LightProbe` and `EnvironmentMapLight` components directly. Inserting
them will now automatically insert `Transform` and `Visibility`
components.

---------

Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-08 23:59:27 +00:00
Joona Aalto
22af24aacf
Migrate motion blur, TAA, SSAO, and SSR to required components (#15572)
# Objective

Again, a step forward in the migration to required components: a bunch
of camera rendering cormponents!

Note that this does not include the camera components themselves yet,
because the naming and API for `Camera` hasn't been fully decided yet.

## Solution

As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FpiqD9GOdSFKZZGzzh3C7Uw):

- Deprecate `MotionBlurBundle` in favor of the `MotionBlur` component
- Deprecate `TemporalAntiAliasBundle` in favor of the
`TemporalAntiAliasing` component
- Deprecate `ScreenSpaceAmbientOcclusionBundle` in favor of the
`ScreenSpaceAmbientOcclusion` component
- Deprecate `ScreenSpaceReflectionsBundle` in favor of the
`ScreenSpaceReflections` component

---

## Migration Guide

`MotionBlurBundle`, `TemporalAntiAliasBundle`,
`ScreenSpaceAmbientOcclusionBundle`, and `ScreenSpaceReflectionsBundle`
have been deprecated in favor of the `MotionBlur`,
`TemporalAntiAliasing`, `ScreenSpaceAmbientOcclusion`, and
`ScreenSpaceReflections` components instead. Inserting them will now
also insert the other components required by them automatically.
2024-10-01 22:45:31 +00:00
Joona Aalto
afbbbd7335
Rename rendering components for improved consistency and clarity (#15035)
# Objective

The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:

- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`

Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.

Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.

## Solution

Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.

- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`

I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)

I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.

## Discussion

- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)

---

## Migration Guide

Many rendering components have been renamed for improved consistency and
clarity.

- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
Sou1gh0st
9da18cce2a
Add support for environment map transformation (#14290)
# Objective

- Fixes: https://github.com/bevyengine/bevy/issues/14036

## Solution

- Add a world space transformation for the environment sample direction.

## Testing

- I have tested the newly added `transform` field using the newly added
`rotate_environment_map` example.


https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb


## Migration Guide

- Since we have added a new filed to the `EnvironmentMapLight` struct,
users will need to include `..default()` or some rotation value in their
initialization code.
2024-07-19 15:00:50 +00:00
Patrick Walton
f398674e51
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418)
This commit, a revamp of #12959, implements screen-space reflections
(SSR), which approximate real-time reflections based on raymarching
through the depth buffer and copying samples from the final rendered
frame. This patch is a relatively minimal implementation of SSR, so as
to provide a flexible base on which to customize and build in the
future. However, it's based on the production-quality [raymarching code
by Tomasz
Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db).

For a general basic overview of screen-space reflections, see
[1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html).
The raymarching shader uses the basic algorithm of tracing forward in
large steps, refining that trace in smaller increments via binary
search, and then using the secant method. No temporal filtering or
roughness blurring, is performed at all; for this reason, SSR currently
only operates on very shiny surfaces. No acceleration via the
hierarchical Z-buffer is implemented (though note that
https://github.com/bevyengine/bevy/pull/12899 will add the
infrastructure for this). Reflections are traced at full resolution,
which is often considered slow. All of these improvements and more can
be follow-ups.

SSR is built on top of the deferred renderer and is currently only
supported in that mode. Forward screen-space reflections are possible
albeit uncommon (though e.g. *Doom Eternal* uses them); however, they
require tracing from the previous frame, which would add complexity.
This patch leaves the door open to implementing SSR in the forward
rendering path but doesn't itself have such an implementation.
Screen-space reflections aren't supported in WebGL 2, because they
require sampling from the depth buffer, which Naga can't do because of a
bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`;
this is the same reason why depth of field is disabled on that
platform).

To add screen-space reflections to a camera, use the
`ScreenSpaceReflectionsBundle` bundle or the
`ScreenSpaceReflectionsSettings` component. In addition to
`ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass`
must also be present for the reflections to show up. The
`ScreenSpaceReflectionsSettings` component contains several settings
that artists can tweak, and also comes with sensible defaults.

A new example, `ssr`, has been added. It's loosely based on the
[three.js ocean
sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all
the assets are original. Note that the three.js demo has no screen-space
reflections and instead renders a mirror world. In contrast to #12959,
this demo tests not only a cube but also a more complex model (the
flight helmet).

## Changelog

### Added

* Screen-space reflections can be enabled for very smooth surfaces by
adding the `ScreenSpaceReflections` component to a camera. Deferred
rendering must be enabled for the reflections to appear.

![Screenshot 2024-05-18
143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267)

![Screenshot 2024-05-18
143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00