![]() This commit implements a large subset of [*subpixel morphological antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing technique that detects jaggies in an aliased image and smooths them out. Despite its age, it's been a continual staple of games for over a decade. Four quality presets are available: *low*, *medium*, *high*, and *ultra*. I set the default to *high*, on account of modern GPUs being significantly faster than they were in 2011. Like the already-implemented FXAA, SMAA works on an unaliased image. Unlike FXAA, it requires three passes: (1) edge detection; (2) blending weight calculation; (3) neighborhood blending. Each of the first two passes writes an intermediate texture for use by the next pass. The first pass also writes to a stencil buffer in order to dramatically reduce the number of pixels that the second pass has to examine. Also unlike FXAA, two built-in lookup textures are required; I bundle them into the library in compressed KTX2 format. The [reference implementation of SMAA] is in HLSL, with abundant use of preprocessor macros to achieve GLSL compatibility. Unfortunately, the reference implementation predates WGSL by over a decade, so I had to translate the HLSL to WGSL manually. As much as was reasonably possible without sacrificing readability, I tried to translate line by line, preserving comments, both to aid reviewing and to allow patches to the HLSL to more easily apply to the WGSL. Most of SMAA's features are supported, but in the interests of making this patch somewhat less huge, I skipped a few of the more exotic ones: * The temporal variant is currently unsupported. This is and has been used in shipping games, so supporting temporal SMAA would be useful follow-up work. It would, however, require some significant work on TAA to ensure compatibility, so I opted to skip it in this patch. * Depth- and chroma-based edge detection are unimplemented; only luma is. Depth is lower-quality, but faster; chroma is higher-quality, but slower. Luma is the suggested default edge detection algorithm. (Note that depth-based edge detection wouldn't work on WebGL 2 anyway, because of the Naga bug whereby depth sampling is miscompiled in GLSL. This is the same bug that prevents depth of field from working on that platform.) * Predicated thresholding is currently unsupported. * My implementation is incompatible with SSAA and MSAA, unlike the original; MSAA must be turned off to use SMAA in Bevy. I believe this feature was rarely used in practice. The `anti_aliasing` example has been updated to allow experimentation with and testing of the different SMAA quality presets. Along the way, I refactored the example's help text rendering code a bit to eliminate code repetition. SMAA is fully supported on WebGL 2. Fixes #9819. [*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/ [reference implementation of SMAA]: https://github.com/iryoku/smaa ## Changelog ### Added * Subpixel morphological antialiasing, or SMAA, is now available. To use it, add the `SmaaSettings` component to your `Camera`.  --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
||
---|---|---|
.cargo | ||
.github | ||
assets | ||
benches | ||
crates | ||
docs | ||
docs-template | ||
errors | ||
examples | ||
src | ||
tests | ||
tools | ||
.gitattributes | ||
.gitignore | ||
Cargo.toml | ||
CHANGELOG.md | ||
clippy.toml | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
CREDITS.md | ||
deny.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
README.md | ||
rustfmt.toml | ||
typos.toml |
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 early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.
MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "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
- Quick Start Guide: Bevy's official Quick Start Guide. 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.
Contributing
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 Quick Start Guide for a brief introduction.
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.
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.
Thanks
Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.
A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.
This project is tested with BrowserStack.
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:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
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.