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bevy_gltf2 #27
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Renamed PipelineDescriptor to RenderPipelineDescriptor
StandardMaterial flat values
Normal maps are not included here as they require tangents in a vertex attribute.
From 'fintelia' on the Bevy Render Rework Round 2 discussion: "My understanding is that GPUs these days never use the "execute both branches and select the result" strategy. Rather, what they do is evaluate the branch condition on all threads of a warp, and jump over it if all of them evaluate to false. If even a single thread needs to execute the if statement body, however, then the remaining threads are paused until that is completed."
The StandardMaterial_ prefix is no longer needed
The uniform contains the view_projection matrix so this was incorrect.
Indexing was incorrect.
Still looking along the light's direction.
This demonstrates peter panning problems with shadows.
* Fix writing less than the full capacity to the staging buffer * Add missing TrackedRenderPass::draw command
Make the direction public and add a comment saying it must be normalized.
Directional light and shadow
…voke more artifacts
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne * cornell_box_pipelined: Remove bias tweaks * bevy_pbr2: Simplify shadow biases by moving them to linear depth
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne * cornell_box_pipelined: Remove bias tweaks * bevy_pbr2: Simplify shadow biases by moving them to linear depth * bevy_pbr2: Do not use DepthBiasState * bevy_pbr2: Do not use bilinear filtering for sampling depth textures * pbr.wgsl: Remove unnecessary comment * bevy_pbr2: Do manual shadow map depth comparisons for more flexibility * examples: Add shadow_biases_pipelined example This is useful for stress testing biases. * bevy_pbr2: Scale the point light normal bias by the shadow map texel size This allows the normal bias to be small close to the light source where the shadow map texel to screen texel ratio is high, but is appropriately large further away from the light source where the shadow map texel can easily cover multiple screen texels. * shadow_biases_pipelined: Add support for toggling directional / point light * shadow_biases_pipelined: Cleanup * bevy_pbr2: Scale the directional light normal bias by the shadow map texel size * shadow_biases_pipelined: Fit the orthographic projection around the scene * bevy_pbr2: Directional lights should have no shadows outside their projection Before this change, sampling a fragment position from outside the ndc volume would result in the return sample being clamped to the edge in x,y or possibly always casting a shadow for fragment positions past the orthographic projection's far plane. * bevy_pbr2: Fix the default directional light normal bias * Revert "bevy_pbr2: Do manual shadow map depth comparisons for more flexibility" This reverts commit 7df1bab. * shadow_biases_pipelined: Adjust directional light normal bias in 0.1 increments * pbr.wgsl: Add a couple of clarifying comments * Revert "bevy_pbr2: Do not use bilinear filtering for sampling depth textures" This reverts commit f53baab. * shadow_biases_pipelined: Print usage to terminal
This reverts commit 3d7d88d.
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A pretty trivial port of bevy_gltf to pipelined-rendering. Note that only currently-supported vertex attributes are loaded. No tangents for normal maps.