15 releases (9 breaking)
0.10.0 | Jul 9, 2024 |
---|---|
0.9.1 | Sep 25, 2024 |
0.9.0 | Jun 24, 2024 |
0.8.1 | Feb 24, 2024 |
0.1.4 | Jan 26, 2022 |
#60 in Game dev
1,213 downloads per month
Used in bevy_fsl_box_frame
43KB
794 lines
Bevy Polyline
High performance instanced polyline rendering for bevy
https://user-images.githubusercontent.com/2632925/164312056-2812d46c-6111-40b8-bbb2-087f7ee9afb2.mp4
About
Bevy Polyline is a plugin for Bevy Engine that adds instanced rendering of Polyline
s. The plugin comes courtesy of Foresight Mining Software Corporation who sponsor its creation and maintenance. Special thanks to mtsr for the initial implementation of this plugin.
Implementation
Bevy Polyline closely mimics the way Mesh
es are rendered in Bevy. It works internally by passing a minimal Instance Buffer to the GPU, containing only the line segment endpoints and then completely determines all vertex positions within the vertex shader, such that the triangles form a line that is rotated around it's longitudinal axis to face towards the camera. The shader code is based on this great tutorial by Rye Terrell.
Usage
See the minimal
example for basic usage.
Transform
Polyline
s respect positioning through GlobalTransform
, so you can position them directly, or through the use of a Transform
hierarchy.
PolylineMaterial
Currently the main way of customizing a Polyline
is by changing the PolylineMaterial
, which, as can be seen above, has fields for width
, color
and perspective
. width
directly correlates to screen pixels in non-perspective mode. In perspective
mode width
gets divided by the w component of the homogeneous coordinate, meaning it corresponds to screen pixels at the near plane and becomes progressively smaller further away.
Aliasing/shimmering
Bevy Polyline does some work to reduce aliasing, by implementing the line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing. But if your line segments are very short, you will still see shimmering, caused by triangles < 1 pixel in size. This can be reduced by only adding segments of a minimum length.
Performance
Due to instancing, Bevy Polyline only makes one drawcall per PolyLine
, one for the line segments and one for the miter joins (not currently enabled). We've tested the nbody
demo at some 500 lines with 4096 segments being updated every frame (in addition to a 4th order Yoshida integrator for the nbody simulation) running at 60fps. There is still some room for performance optimization, particularly reducing to one drawcall per Polyline
(depending on join and cap types) and more efficient updates of the instance buffer for updated lines.
Bevy Version Support
We intend to track the main
branch of Bevy. PRs supporting this are welcome!
bevy | bevy_polyline |
---|---|
0.14 | 0.10 |
0.13 | 0.9 |
0.12 | 0.8 |
0.11 | 0.7 |
0.10 | 0.5, 0.6 |
0.9 | 0.4 |
0.8 | 0.3 |
0.7 | 0.2 |
0.6 | 0.1 |
Community Support
If you want some help using this plugin, you can ask in the Bevy Discord at https://discord.gg/bevy.
License
bevy_polyline is free and open source! All code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
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.
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.
Dependencies
~38–75MB
~1.5M SLoC