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Support for Mipmapped Textures #1685

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Support for Mipmapped Textures #1685

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inodentry
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@inodentry inodentry commented Mar 18, 2021

This PR adds support for using mipmapped textures in Bevy.

The Texture asset can now contain the data for multiple mipmap levels.

When that is the case, multiple mipmap levels will be copied into the GPU to be used for rendering.

Runtime Generation

There is also a method to allow generating mipmap images at runtime, on the CPU, by downscaling the texture using the image crate.

New example

Further, this PR adds a texture_filtering example, to showcase use of mipmaps and anisotropic filtering, and for visual comparison of different filtering modes. This new example is inspired by the mipmaps example in the wgpu-rs repo.

Other minor improvements

  1. Perf improvement: when copying data into the GPU, save the step of allocating a new Vec and copying data into it for alignment purposes, if the data is already with the correct alignment to begin with.
  2. Add support for scaling the UV coordinates (to tile the texture) to the Quad Mesh Primitive.

(very limited) GLTF support:

I did not have the time to look into how the GLTF format allows for providing and loading pre-generated mipmap images. This is left as future work.

For now (in this PR) I simply made the GLTF loader generate our own mipmaps at runtime, if the GLTF file specifies that a mipmapped texture sampling mode should be used.

This allows GLTF assets that request to be rendered with mipmaps (such as PBR models) to be rendered approximately correctly (or at least better than without mipmaps), using mipmaps generated in Bevy.

It is, however, certainly not the behavior that users would expect if they want to use pre-generated mipmaps with their assets. In particular, it would produce the wrong results if users want to provide mipmap images that are not (for whatever reason) simple downscaled versions of the base image. I suspect that simple naive rescaling of, say, normal maps, may not produce good results.

Also, doing it this way does not scale (obviously), because it wastes a lot of CPU for games with a lot of assets.

GLTF loader bug: different handling of embedded and externally-referenced textures!

Further limitation with the current GLTF loader: currently, the above only works with GLB files. This is because of the way Bevy handles GLTF files that reference external images (such as from PNGs), rather than embedding them in the GLB file.

Bevy simply queues up the external image file to be loaded as a separate texture asset, the same way as if it was directly loaded from the AssetServer. This totally disregards any information about the texture sampler in the GLTF file! This means no mipmaps.

This needs to be fixed in general, because this bug means that GLTF files will be rendered incorrectly and differently from GLB files.

Note that this affects the asset used in our official gltf example! Our example GLTF asset is an ascii/json GLTF file that references its textures from PNGs, meaning that Bevy will disregard all sampler configuration in the GLTF and render it incorrectly!

A separate related issue is that embedded images are loaded sequentially by the GLTF loader (no multithreading between them), whereas external images are loaded asynchronously / in parallel by the asset system. This means that GLB files with embedded images (the ones that work correctly with mipmaps!) load much slower.

Future work (TODO file issues!):

  • Support loading mipmaps from assets that contain them (file formats that support mipmaps, like DDS and GLTF).
  • Do not disregard sampler information with GLTF files that reference external images.
  • Support loading multiple image files as mipmaps for the same texture, instead of independent textures.
    • This would allow the user to have, say, multiple PNG files to represent the mipmap levels of one texture.

Now that mipmaps are supported and every Texture could potentially contain many images, a lot more resources may be used up, so it may be worthwhile to investigate potential optimizations.

  • Consider allowing for texture data to be removed on the CPU side (freeing the data in the Texture asset) after being copied into the GPU, to not waste system RAM.
  • Consider if copying textures into the GPU can be done more efficiently (perhaps using something like wgpu's write_texture method)
  • When mipmaps are to be generated at runtime, consider ways of doing it using the GPU instead of the CPU.

@alice-i-cecile alice-i-cecile added C-Enhancement A new feature A-Rendering Drawing game state to the screen labels Mar 18, 2021
@inodentry
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Improved the texture_filtering example to show that the data for the mipmaps can be provided manually.

In this case, the texture is a procedurally-generated fractal, so it can be directly generated at any size. We can provide original source data for each mipmap level, rather than telling bevy to generate the mipmaps by down-scaling the base image. This produces prettier-looking results.

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2021-03-18-193226

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@alec-deason alec-deason left a comment

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This is a nice feature. I'm not experienced enough with mips to feel qualified to review the actual implementation, though it looks reasonable to me, but I had a few other comments.

crates/bevy_render/src/mesh/shape/mod.rs Show resolved Hide resolved
crates/bevy_render/src/texture/texture.rs Outdated Show resolved Hide resolved
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Besides the CPU implementation which will be slow this looks good to me! Ideally we would want a way of generating via the GPU and caching the results to disk or something similar, but this gives us mipmaps now which will vastly increase the quality of bevy's 3D rendering. 👍

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inodentry commented Apr 15, 2021

Ideally we would want a way of generating via the GPU and caching the results to disk

No, ideally we support loading pre-generated mipmaps from the file formats that support them, like GLTF and DDS. And people should use those, and pre-generate their mipmaps.

Any sort of mipmap generation in-bevy should be just a fallback. No matter how it is implemented, a generic texture rescaling is not going to provide correct / good looking results for all types of textures (for one example, consider normal maps).

Implementing a "disk caching" feature sounds like unjustified complexity for something that should really only be used as fallback.

Using the GPU would be nice, though, yeah.

I wanted to get some sort of support going as quickly and easily as possible, so I decided to just use the image crate on the CPU.

I think GPU mipmap generation should be a separate PR.

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Could you add a Fixes #1052 to the PR description, so that #1052 is automatically closed when this merges?

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Could you add a Fixes #1052 to the PR description, so that #1052 is automatically closed when this merges?

That issue should already be closed; it was fixed with #1639 , which removed the error, to allow loading the GLTF files (but rendering them without mipmaps for the time being, until this PR is merged).

@cart cart added the S-Pre-Relicense This PR was made before Bevy added the Apache license. Cannot be merged or used for other work label Jul 23, 2021
@DJMcNab DJMcNab removed the S-Pre-Relicense This PR was made before Bevy added the Apache license. Cannot be merged or used for other work label Aug 7, 2021
@alice-i-cecile alice-i-cecile added the S-Needs-Design This issue requires design work to think about how it would best be accomplished label Sep 22, 2021
@alice-i-cecile alice-i-cecile added S-Needs-Review and removed S-Needs-Design This issue requires design work to think about how it would best be accomplished labels Sep 22, 2021
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Closing this PR, as it is for the old renderer, that will soon be obsolete.

I will soon post a new PR for pipelined rendering.

@inodentry inodentry closed this Oct 2, 2021
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