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[Merged by Bors] - MSAA example #3049

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4 changes: 4 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -180,6 +180,10 @@ path = "examples/3d/load_gltf_pipelined.rs"
name = "msaa"
path = "examples/3d/msaa.rs"

[[example]]
name = "msaa_pipelined"
path = "examples/3d/msaa_pipelined.rs"

[[example]]
name = "orthographic"
path = "examples/3d/orthographic.rs"
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68 changes: 68 additions & 0 deletions examples/3d/msaa_pipelined.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,68 @@
use bevy::{
ecs::prelude::*,
input::Input,
math::Vec3,
pbr2::{PbrBundle, PointLightBundle, StandardMaterial},
prelude::{App, Assets, KeyCode, Transform},
render2::{
camera::PerspectiveCameraBundle,
color::Color,
mesh::{shape, Mesh},
view::Msaa,
},
PipelinedDefaultPlugins,
};

/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
/// will result in smoother edges, but it will also increase the cost to render those edges. The
/// range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
/// expensive).
/// Note that WGPU currently only supports 1 or 4 samples.
/// Ultimately we plan on supporting whatever is natively supported on a given device.
/// Check out this issue for more info: https://github.com/gfx-rs/wgpu/issues/1832
fn main() {
println!("Press 'm' to toggle MSAA");
println!("Using 4x MSAA");
App::new()
.insert_resource(Msaa { samples: 4 })
.add_plugins(PipelinedDefaultPlugins)
.add_startup_system(setup)
.add_system(cycle_msaa)
.run();
}

/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// cube
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
..Default::default()
});
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
}

fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
if input.just_pressed(KeyCode::M) {
if msaa.samples == 4 {
println!("Not using MSAA");
msaa.samples = 1;
} else {
println!("Using 4x MSAA");
msaa.samples = 4;
}
}
}
1 change: 1 addition & 0 deletions examples/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -103,6 +103,7 @@ Example | File | Description
`load_gltf_pipelined` | [`3d/load_gltf_pipelined.rs`](./3d/load_gltf_pipelined.rs) | Loads and renders a gltf file as a scene
`many_cubes_pipelined` | [`3d/many_cubes_pipelined.rs`](./3d/many_cubes_pipelined.rs) | Simple benchmark to test per-entity draw overhead
`msaa` | [`3d/msaa.rs`](./3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
`msaa_pipelined` | [`3d/msaa_pipelined.rs`](./3d/msaa_pipelined.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
`orthographic` | [`3d/orthographic.rs`](./3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
`orthographic_pipelined` | [`3d/orthographic_pipelined.rs`](./3d/orthographic_pipelined.rs) | Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
`parenting` | [`3d/parenting.rs`](./3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
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