A fork of bevy to implement some features for forestia
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Patrick Walton dda97880c4
Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413)
*Occlusion culling* allows the GPU to skip the vertex and fragment
shading overhead for objects that can be quickly proved to be invisible
because they're behind other geometry. A depth prepass already
eliminates most fragment shading overhead for occluded objects, but the
vertex shading overhead, as well as the cost of testing and rejecting
fragments against the Z-buffer, is presently unavoidable for standard
meshes. We currently perform occlusion culling only for meshlets. But
other meshes, such as skinned meshes, can benefit from occlusion culling
too in order to avoid the transform and skinning overhead for unseen
meshes.

This commit adapts the same [*two-phase occlusion culling*] technique
that meshlets use to Bevy's standard 3D mesh pipeline when the new
`OcclusionCulling` component, as well as the `DepthPrepass` component,
are present on the camera. It has these steps:

1. *Early depth prepass*: We use the hierarchical Z-buffer from the
previous frame to cull meshes for the initial depth prepass, effectively
rendering only the meshes that were visible in the last frame.

2. *Early depth downsample*: We downsample the depth buffer to create
another hierarchical Z-buffer, this time with the current view
transform.

3. *Late depth prepass*: We use the new hierarchical Z-buffer to test
all meshes that weren't rendered in the early depth prepass. Any meshes
that pass this check are rendered.

4. *Late depth downsample*: Again, we downsample the depth buffer to
create a hierarchical Z-buffer in preparation for the early depth
prepass of the next frame. This step is done after all the rendering, in
order to account for custom phase items that might write to the depth
buffer.

Note that this patch has no effect on the per-mesh CPU overhead for
occluded objects, which remains high for a GPU-driven renderer due to
the lack of `cold-specialization` and retained bins. If
`cold-specialization` and retained bins weren't on the horizon, then a
more traditional approach like potentially visible sets (PVS) or low-res
CPU rendering would probably be more efficient than the GPU-driven
approach that this patch implements for most scenes. However, at this
point the amount of effort required to implement a PVS baking tool or a
low-res CPU renderer would probably be greater than landing
`cold-specialization` and retained bins, and the GPU driven approach is
the more modern one anyway. It does mean that the performance
improvements from occlusion culling as implemented in this patch *today*
are likely to be limited, because of the high CPU overhead for occluded
meshes.

Note also that this patch currently doesn't implement occlusion culling
for 2D objects or shadow maps. Those can be addressed in a follow-up.
Additionally, note that the techniques in this patch require compute
shaders, which excludes support for WebGL 2.

This PR is marked experimental because of known precision issues with
the downsampling approach when applied to non-power-of-two framebuffer
sizes (i.e. most of them). These precision issues can, in rare cases,
cause objects to be judged occluded that in fact are not. (I've never
seen this in practice, but I know it's possible; it tends to be likelier
to happen with small meshes.) As a follow-up to this patch, we desire to
switch to the [SPD-based hi-Z buffer shader from the Granite engine],
which doesn't suffer from these problems, at which point we should be
able to graduate this feature from experimental status. I opted not to
include that rewrite in this patch for two reasons: (1) @JMS55 is
planning on doing the rewrite to coincide with the new availability of
image atomic operations in Naga; (2) to reduce the scope of this patch.

A new example, `occlusion_culling`, has been added. It demonstrates
objects becoming quickly occluded and disoccluded by dynamic geometry
and shows the number of objects that are actually being rendered. Also,
a new `--occlusion-culling` switch has been added to `scene_viewer`, in
order to make it easy to test this patch with large scenes like Bistro.

[*two-phase occlusion culling*]:
https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501

[Aaltonen SIGGRAPH 2015]:

https://www.advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf

[Some literature]:

https://gist.github.com/reduz/c5769d0e705d8ab7ac187d63be0099b5?permalink_comment_id=5040452#gistcomment-5040452

[SPD-based hi-Z buffer shader from the Granite engine]:
https://github.com/Themaister/Granite/blob/master/assets/shaders/post/hiz.comp

## Migration guide

* When enqueuing a custom mesh pipeline, work item buffers are now
created with
`bevy::render::batching::gpu_preprocessing::get_or_create_work_item_buffer`,
not `PreprocessWorkItemBuffers::new`. See the
`specialized_mesh_pipeline` example.

## Showcase

Occlusion culling example:
![Screenshot 2025-01-15
175051](https://github.com/user-attachments/assets/1544f301-68a3-45f8-84a6-7af3ad431258)

Bistro zoomed out, before occlusion culling:
![Screenshot 2025-01-16
185425](https://github.com/user-attachments/assets/5114bbdf-5dec-4de9-b17e-7aa77e7b61ed)

Bistro zoomed out, after occlusion culling:
![Screenshot 2025-01-16
184949](https://github.com/user-attachments/assets/9dd67713-656c-4276-9768-6d261ca94300)

In this scene, occlusion culling reduces the number of meshes Bevy has
to render from 1591 to 585.
2025-01-27 05:02:46 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github Run example validation jobs on ubuntu-latest (#17169) 2025-01-20 12:51:48 +00:00
assets Add support for specular tints and maps per the KHR_materials_specular glTF extension. (#14069) 2025-01-26 20:38:46 +00:00
benches Move hashbrown and foldhash out of bevy_utils (#17460) 2025-01-23 16:46:08 +00:00
crates Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
docs Add support for specular tints and maps per the KHR_materials_specular glTF extension. (#14069) 2025-01-26 20:38:46 +00:00
docs-template Fix a few typos (#17292) 2025-01-10 22:48:30 +00:00
errors Parent -> ChildOf (#17427) 2025-01-20 22:13:29 +00:00
examples Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
src Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374) 2025-01-15 01:14:58 +00:00
tests Move hashbrown and foldhash out of bevy_utils (#17460) 2025-01-23 16:46:08 +00:00
tools Add no_std support to bevy_diagnostic (#17507) 2025-01-23 05:20:34 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Gitignore all target folders (#16336) 2024-11-11 18:48:11 +00:00
Cargo.toml Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
clippy.toml Migrate to core::hint::black_box() (#16980) 2024-12-29 19:33:42 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Reworded the CONTRIBUTING.md doc (#16849) 2024-12-17 19:18:34 +00:00
CREDITS.md Programmed soundtrack example (#12774) 2024-03-29 20:32:30 +00:00
deny.toml Ignore the 'instant is unmaintained' advisory. (#16763) 2024-12-11 17:25:55 +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 Contributor's Guide link in README.md (#16592) 2024-12-02 15:18:19 +00:00
rustfmt.toml Simpler lint fixes: makes ci lints work but disables a lint for now (#15376) 2024-09-24 11:42:59 +00:00
typos.toml Make typos config stricter (#17202) 2025-01-07 02:01:55 +00:00

Bevy

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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

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:

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.