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Asset Dependencies #26
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Atelier-assets collects metadata about asset dependencies at Import-time by hooking into the |
This is resolved by #693 and will be even more resolved by the upcoming atelier-assets migration. |
* 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
* 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
* 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
Currently assets can reference other assets via handles, but the Bevy asset system isn't aware of these dependencies. This hasn't really been a problem until now, but as we start making Bevy more event driven (ex: only updating an asset's RenderResources when the asset changes), this starts creating problems.
For example, when a ColorMaterial asset's referenced texture changes (same handle, different value) a new texture is created on the gpu and the old one is cleaned up because of the Texture AssetEvents. However the ColorMaterial RenderResources aren't updated to use the new RenderResourceId because the AssetRenderResourcesNode hasn't received a new ColorMaterial AssetEvent.
I think the right solution is to allow assets to enumerate their dependencies and use those dependencies to fire a new AssetEvent::DependencyEvent(AssetEvent) event. As AssetEvents are currently generic (AssetEvent) this clearly wont work for arbitrary dependency types.
The alternative solution is to handle depedencies on a case-by-case basis, but its hard to make that work for a generic abstraction like RenderResourceNodes.
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