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<!-- MD024 - The Headers from the Platform - Specific Examples should be identical -->
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<!-- Use 'cargo run - p build - templated - pages - - build - example - page' to generate the final example README.md -->
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<!-- markdownlint - disable - file MD024 -->
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# Examples
These examples demonstrate the main features of Bevy and how to use them.
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To run an example, use the command `cargo run --example <Example>` , and add the option `--features x11` or `--features wayland` to force the example to run on a specific window compositor, e.g.
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```sh
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cargo run --features wayland --example hello_world
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```
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**⚠️ Note: for users of releases on crates.io!**
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There are often large differences and incompatible API changes between the latest [crates.io ](https://crates.io/crates/bevy ) release and the development version of Bevy in the git main branch!
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If you are using a released version of bevy, you need to make sure you are viewing the correct version of the examples!
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- Latest release: [https://github.com/bevyengine/bevy/tree/latest/examples ](https://github.com/bevyengine/bevy/tree/latest/examples )
- Specific version, such as `0.4` : [https://github.com/bevyengine/bevy/tree/v0.4.0/examples ](https://github.com/bevyengine/bevy/tree/v0.4.0/examples )
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When you clone the repo locally to run the examples, use `git checkout` to get the correct version:
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```bash
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# `latest` always points to the newest release
git checkout latest
# or use a specific version
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git checkout v0.4.0
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```
---
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## Table of Contents
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Adding `WorldQuery` for `WithBundle` (#2024)
In response to #2023, here is a draft for a PR.
Fixes #2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
- [Examples ](#examples )
- [Table of Contents ](#table-of-contents )
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- [The Bare Minimum ](#the-bare-minimum )
- [Hello, World! ](#hello-world )
- [Cross-Platform Examples ](#cross-platform-examples )
- [2D Rendering ](#2d-rendering )
- [3D Rendering ](#3d-rendering )
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- [Animation ](#animation )
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- [Application ](#application )
- [Assets ](#assets )
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- [Async Tasks ](#async-tasks )
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- [Audio ](#audio )
- [Diagnostics ](#diagnostics )
- [ECS (Entity Component System) ](#ecs-entity-component-system )
- [Games ](#games )
- [Input ](#input )
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- [Reflection ](#reflection )
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- [Scene ](#scene )
- [Shaders ](#shaders )
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- [Stress Tests ](#stress-tests )
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- [Tools ](#tools )
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- [Transforms ](#transforms )
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- [UI (User Interface) ](#ui-user-interface )
- [Window ](#window )
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- [Tests ](#tests )
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- [Platform-Specific Examples ](#platform-specific-examples )
- [Android ](#android )
Adding `WorldQuery` for `WithBundle` (#2024)
In response to #2023, here is a draft for a PR.
Fixes #2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
- [Setup ](#setup )
- [Build & Run ](#build--run )
- [Old phones ](#old-phones )
2020-11-15 19:24:18 +00:00
- [iOS ](#ios )
Adding `WorldQuery` for `WithBundle` (#2024)
In response to #2023, here is a draft for a PR.
Fixes #2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
- [Setup ](#setup-1 )
- [Build & Run ](#build--run-1 )
2020-11-15 19:24:18 +00:00
- [WASM ](#wasm )
Adding `WorldQuery` for `WithBundle` (#2024)
In response to #2023, here is a draft for a PR.
Fixes #2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
- [Setup ](#setup-2 )
- [Build & Run ](#build--run-2 )
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- [WebGL2 and WebGPU ](#webgl2-and-webgpu )
- [Audio in the browsers ](#audio-in-the-browsers )
- [Optimizing ](#optimizing )
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- [Loading Assets ](#loading-assets )
2020-11-15 19:24:18 +00:00
# The Bare Minimum
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<!-- MD026 - Hello, World! looks better with the ! -->
<!-- markdownlint - disable - next - line MD026 -->
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## Hello, World!
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Example | Description
--- | ---
[`hello_world.rs` ](./hello_world.rs ) | Runs a minimal example that outputs "hello world"
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# Cross-Platform Examples
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## 2D Rendering
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Example | Description
--- | ---
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[2D Bloom ](../examples/2d/bloom_2d.rs ) | Illustrates bloom post-processing in 2d
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[2D Gizmos ](../examples/2d/2d_gizmos.rs ) | A scene showcasing 2D gizmos
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[2D Rotation ](../examples/2d/rotation.rs ) | Demonstrates rotating entities in 2D with quaternions
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[2D Shapes ](../examples/2d/2d_shapes.rs ) | Renders a rectangle, circle, and hexagon
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[Custom glTF vertex attribute 2D ](../examples/2d/custom_gltf_vertex_attribute.rs ) | Renders a glTF mesh in 2D with a custom vertex attribute
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[Manual Mesh 2D ](../examples/2d/mesh2d_manual.rs ) | Renders a custom mesh "manually" with "mid-level" renderer apis
[Mesh 2D ](../examples/2d/mesh2d.rs ) | Renders a 2d mesh
[Mesh 2D With Vertex Colors ](../examples/2d/mesh2d_vertex_color_texture.rs ) | Renders a 2d mesh with vertex color attributes
[Move Sprite ](../examples/2d/move_sprite.rs ) | Changes the transform of a sprite
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[Pixel Perfect ](../examples/2d/pixel_perfect.rs ) | Demonstrates pixel perfect in 2d
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[Sprite ](../examples/2d/sprite.rs ) | Renders a sprite
[Sprite Flipping ](../examples/2d/sprite_flipping.rs ) | Renders a sprite flipped along an axis
[Sprite Sheet ](../examples/2d/sprite_sheet.rs ) | Renders an animated sprite
[Text 2D ](../examples/2d/text2d.rs ) | Generates text in 2D
[Texture Atlas ](../examples/2d/texture_atlas.rs ) | Generates a texture atlas (sprite sheet) from individual sprites
[Transparency in 2D ](../examples/2d/transparency_2d.rs ) | Demonstrates transparency in 2d
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## 3D Rendering
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Example | Description
--- | ---
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[3D Bloom ](../examples/3d/bloom_3d.rs ) | Illustrates bloom configuration using HDR and emissive materials
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[3D Gizmos ](../examples/3d/3d_gizmos.rs ) | A scene showcasing 3D gizmos
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[3D Scene ](../examples/3d/3d_scene.rs ) | Simple 3D scene with basic shapes and lighting
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[3D Shapes ](../examples/3d/3d_shapes.rs ) | A scene showcasing the built-in 3D shapes
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
[Anti-aliasing ](../examples/3d/anti_aliasing.rs ) | Compares different anti-aliasing methods
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
[Atmospheric Fog ](../examples/3d/atmospheric_fog.rs ) | A scene showcasing the atmospheric fog effect
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[Blend Modes ](../examples/3d/blend_modes.rs ) | Showcases different blend modes
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
[Fog ](../examples/3d/fog.rs ) | A scene showcasing the distance fog effect
2023-06-23 19:26:37 +00:00
[Generate Custom Mesh ](../examples/3d/generate_custom_mesh.rs ) | Simple showcase of how to generate a custom mesh with a custom texture
2022-06-25 20:23:24 +00:00
[Lighting ](../examples/3d/lighting.rs ) | Illustrates various lighting options in a simple scene
2022-07-15 22:37:05 +00:00
[Lines ](../examples/3d/lines.rs ) | Create a custom material to draw 3d lines
2022-06-25 20:23:24 +00:00
[Load glTF ](../examples/3d/load_gltf.rs ) | Loads and renders a glTF file as a scene
[Orthographic View ](../examples/3d/orthographic.rs ) | Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)
Add parallax mapping to bevy PBR (#5928)
# Objective
Add a [parallax mapping] shader to bevy. Please note that
this is a 3d technique, NOT a 2d sidescroller feature.
## Solution
- Add related fields to `StandardMaterial`
- update the pbr shader
- Add an example taking advantage of parallax mapping
A pre-existing implementation exists at:
https://github.com/nicopap/bevy_mod_paramap/
The implementation is derived from:
https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28
Further discussion on literature is found in the `bevy_mod_paramap`
README.
### Limitations
- The mesh silhouette isn't affected by the depth map.
- The depth of the pixel does not reflect its visual position, resulting
in artifacts for depth-dependent features such as fog or SSAO
- GLTF does not define a height map texture, so somehow the user will
always need to work around this limitation, though [an extension is in
the works][gltf]
### Future work
- It's possible to update the depth in the depth buffer to follow the
parallaxed texture. This would enable interop with depth-based
visual effects, it also allows `discard`ing pixels of materials when
computed depth is higher than the one in depth buffer
- Cheap lower quality single-sample method using [offset limiting]
- Add distance fading, to disable parallaxing (relatively expensive)
on distant objects
- GLTF extension to allow defining height maps. Or a workaround
implemented through a blender plugin to the GLTF exporter that
uses the `extras` field to add height map.
- [Quadratic surface vertex attributes][oliveira_3] to enable parallax
mapping on bending surfaces and allow clean silhouetting.
- noise based sampling, to limit the pancake artifacts.
- Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires
preprocessing, increase depth map size, reduces sample count greatly.
- [Quadtree parallax mapping][qpm] (also requires preprocessing)
- Self-shadowing of parallax-mapped surfaces by modifying the shadow map
- Generate depth map from normal map [link to slides], [blender
question]
https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4
[blender question]:
https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map
[link to slides]:
https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf
[oliveira_3]:
https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf
[GPU gems]:
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping
[simcity]:
https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/
[offset limiting]:
https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf
[gltf]: https://github.com/KhronosGroup/glTF/pull/2196
[qpm]:
https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf
---
## Changelog
- Add a `depth_map` field to the `StandardMaterial`, it is a grayscale
image where white represents bottom and black the top. If `depth_map`
is set, bevy's pbr shader will use it to do [parallax mapping] to
give an increased feel of depth to the material. This is similar to a
displacement map, but with infinite precision at fairly low cost.
- The fields `parallax_mapping_method`, `parallax_depth_scale` and
`max_parallax_layer_count` allow finer grained control over the
behavior of the parallax shader.
- Add the `parallax_mapping` example to show off the effect.
[parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
[Parallax Mapping ](../examples/3d/parallax_mapping.rs ) | Demonstrates use of a normal map and depth map for parallax mapping
2022-06-25 20:23:24 +00:00
[Parenting ](../examples/3d/parenting.rs ) | Demonstrates parent->child relationships and relative transformations
[Physically Based Rendering ](../examples/3d/pbr.rs ) | Demonstrates use of Physically Based Rendering (PBR) properties
[Render to Texture ](../examples/3d/render_to_texture.rs ) | Shows how to render to a texture, useful for mirrors, UI, or exporting images
Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)
# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.
## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.
---
## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)
## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)
## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)
## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
* https://github.com/gfx-rs/wgpu/pull/3798
* https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.
---
## Changelog
- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
[Screen Space Ambient Occlusion ](../examples/3d/ssao.rs ) | A scene showcasing screen space ambient occlusion
2022-06-25 20:23:24 +00:00
[Shadow Biases ](../examples/3d/shadow_biases.rs ) | Demonstrates how shadow biases affect shadows in a 3d scene
[Shadow Caster and Receiver ](../examples/3d/shadow_caster_receiver.rs ) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
Support array / cubemap / cubemap array textures in KTX2 (#5325)
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes #4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-30 07:02:58 +00:00
[Skybox ](../examples/3d/skybox.rs ) | Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats.
2022-06-25 20:23:24 +00:00
[Spherical Area Lights ](../examples/3d/spherical_area_lights.rs ) | Demonstrates how point light radius values affect light behavior
[Split Screen ](../examples/3d/split_screen.rs ) | Demonstrates how to render two cameras to the same window to accomplish "split screen"
2022-07-08 19:57:43 +00:00
[Spotlight ](../examples/3d/spotlight.rs ) | Illustrates spot lights
2022-06-25 20:23:24 +00:00
[Texture ](../examples/3d/texture.rs ) | Shows configuration of texture materials
2023-02-19 20:38:13 +00:00
[Tonemapping ](../examples/3d/tonemapping.rs ) | Compares tonemapping options
2022-06-25 20:23:24 +00:00
[Transparency in 3D ](../examples/3d/transparency_3d.rs ) | Demonstrates transparency in 3d
[Two Passes ](../examples/3d/two_passes.rs ) | Renders two 3d passes to the same window from different perspectives
[Update glTF Scene ](../examples/3d/update_gltf_scene.rs ) | Update a scene from a glTF file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene
[Vertex Colors ](../examples/3d/vertex_colors.rs ) | Shows the use of vertex colors
[Wireframe ](../examples/3d/wireframe.rs ) | Showcases wireframe rendering
2020-08-17 23:02:59 +00:00
2022-03-29 18:31:13 +00:00
## Animation
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
[Animated Fox ](../examples/animation/animated_fox.rs ) | Plays an animation from a skinned glTF
[Animated Transform ](../examples/animation/animated_transform.rs ) | Create and play an animation defined by code that operates on the `Transform` component
2023-04-17 16:16:56 +00:00
[Cubic Curve ](../examples/animation/cubic_curve.rs ) | Bezier curve example showing a cube following a cubic curve
2022-06-25 20:23:24 +00:00
[Custom Skinned Mesh ](../examples/animation/custom_skinned_mesh.rs ) | Skinned mesh example with mesh and joints data defined in code
Add morph targets (#8158)
# Objective
- Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF
- Supersedes #3722
- Fixes #6814
[Morph targets][1] (also known as shape interpolation, shape keys, or
blend shapes) allow animating individual vertices with fine grained
controls. This is typically used for facial expressions. By specifying
multiple poses as vertex offset, and providing a set of weight of each
pose, it is possible to define surprisingly realistic transitions
between poses. Blending between multiple poses also allow composition.
Morph targets are part of the [gltf standard][2] and are a feature of
Unity and Unreal, and babylone.js, it is only natural to implement them
in bevy.
## Solution
This implementation of morph targets uses a 3d texture where each pixel
is a component of an animated attribute. Each layer is a different
target. We use a 2d texture for each target, because the number of
attribute×components×animated vertices is expected to always exceed the
maximum pixel row size limit of webGL2. It copies fairly closely the way
skinning is implemented on the CPU side, while on the GPU side, the
shader morph target implementation is a relatively trivial detail.
We add an optional `morph_texture` to the `Mesh` struct. The
`morph_texture` is built through a method that accepts an iterator over
attribute buffers.
The `MorphWeights` component, user-accessible, controls the blend of
poses used by mesh instances (so that multiple copy of the same mesh may
have different weights), all the weights are uploaded to a uniform
buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256
poses.
More literature:
* Old babylone.js implementation (vertex attribute-based):
https://www.eternalcoding.com/dev-log-1-morph-targets/
* Babylone.js implementation (similar to ours):
https://www.youtube.com/watch?v=LBPRmGgU0PE
* GPU gems 3:
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits
* Development discord thread
https://discord.com/channels/691052431525675048/1083325980615114772
https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4
https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258
## Acknowledgements
* Thanks to `storytold` for sponsoring the feature
* Thanks to `superdump` and `james7132` for guidance and help figuring
out stuff
## Future work
- Handling of less and more attributes (eg: animated uv, animated
arbitrary attributes)
- Dynamic pose allocation (so that zero-weighted poses aren't uploaded
to GPU for example, enables much more total poses)
- Better animation API, see #8357
----
## Changelog
- Add morph targets to bevy meshes
- Support up to 64 poses per mesh of individually up to 116508 vertices,
animation currently strictly limited to the position, normal and tangent
attributes.
- Load a morph target using `Mesh::set_morph_targets`
- Add `VisitMorphTargets` and `VisitMorphAttributes` traits to
`bevy_render`, this allows defining morph targets (a fairly complex and
nested data structure) through iterators (ie: single copy instead of
passing around buffers), see documentation of those traits for details
- Add `MorphWeights` component exported by `bevy_render`
- `MorphWeights` control mesh's morph target weights, blending between
various poses defined as morph targets.
- `MorphWeights` are directly inherited by direct children (single level
of hierarchy) of an entity. This allows controlling several mesh
primitives through a unique entity _as per GLTF spec_.
- Add `MorphTargetNames` component, naming each indices of loaded morph
targets.
- Load morph targets weights and buffers in `bevy_gltf`
- handle morph targets animations in `bevy_animation` (previously, it
was a `warn!` log)
- Add the `MorphStressTest.gltf` asset for morph targets testing, taken
from the glTF samples repo, CC0.
- Add morph target manipulation to `scene_viewer`
- Separate the animation code in `scene_viewer` from the rest of the
code, reducing `#[cfg(feature)]` noise
- Add the `morph_targets.rs` example to show off how to manipulate morph
targets, loading `MorpStressTest.gltf`
## Migration Guide
- (very specialized, unlikely to be touched by 3rd parties)
- `MeshPipeline` now has a single `mesh_layouts` field rather than
separate `mesh_layout` and `skinned_mesh_layout` fields. You should
handle all possible mesh bind group layouts in your implementation
- You should also handle properly the new `MORPH_TARGETS` shader def and
mesh pipeline key. A new function is exposed to make this easier:
`setup_moprh_and_skinning_defs`
- The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are
now accessed through the `get` method.
[1]: https://en.wikipedia.org/wiki/Morph_target_animation
[2]:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
[Morph Targets ](../examples/animation/morph_targets.rs ) | Plays an animation from a glTF file with meshes with morph targets
2022-06-25 20:23:24 +00:00
[glTF Skinned Mesh ](../examples/animation/gltf_skinned_mesh.rs ) | Skinned mesh example with mesh and joints data loaded from a glTF file
2022-03-29 18:31:13 +00:00
2020-08-17 23:02:59 +00:00
## Application
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
[Custom Loop ](../examples/app/custom_loop.rs ) | Demonstrates how to create a custom runner (to update an app manually)
[Drag and Drop ](../examples/app/drag_and_drop.rs ) | An example that shows how to handle drag and drop in an app
[Empty ](../examples/app/empty.rs ) | An empty application (does nothing)
[Empty with Defaults ](../examples/app/empty_defaults.rs ) | An empty application with default plugins
[Headless ](../examples/app/headless.rs ) | An application that runs without default plugins
[Logs ](../examples/app/logs.rs ) | Illustrate how to use generate log output
2022-07-11 14:11:32 +00:00
[No Renderer ](../examples/app/no_renderer.rs ) | An application that runs with default plugins and displays an empty window, but without an actual renderer
2022-06-25 20:23:24 +00:00
[Plugin ](../examples/app/plugin.rs ) | Demonstrates the creation and registration of a custom plugin
[Plugin Group ](../examples/app/plugin_group.rs ) | Demonstrates the creation and registration of a custom plugin group
[Return after Run ](../examples/app/return_after_run.rs ) | Show how to return to main after the Bevy app has exited
[Thread Pool Resources ](../examples/app/thread_pool_resources.rs ) | Creates and customizes the internal thread pool
[Without Winit ](../examples/app/without_winit.rs ) | Create an application without winit (runs single time, no event loop)
2020-08-17 23:02:59 +00:00
## Assets
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
[Asset Loading ](../examples/asset/asset_loading.rs ) | Demonstrates various methods to load assets
[Custom Asset ](../examples/asset/custom_asset.rs ) | Implements a custom asset loader
[Custom Asset IO ](../examples/asset/custom_asset_io.rs ) | Implements a custom asset io loader
[Hot Reloading of Assets ](../examples/asset/hot_asset_reloading.rs ) | Demonstrates automatic reloading of assets when modified on disk
2020-08-17 23:02:59 +00:00
2021-05-23 20:13:55 +00:00
## Async Tasks
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
[Async Compute ](../examples/async_tasks/async_compute.rs ) | How to use `AsyncComputeTaskPool` to complete longer running tasks
[External Source of Data on an External Thread ](../examples/async_tasks/external_source_external_thread.rs ) | How to use an external thread to run an infinite task and communicate with a channel
2021-05-23 20:13:55 +00:00
2020-08-17 23:02:59 +00:00
## Audio
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
[Audio ](../examples/audio/audio.rs ) | Shows how to load and play an audio file
[Audio Control ](../examples/audio/audio_control.rs ) | Shows how to load and play an audio file, and control how it's played
2023-01-17 22:42:00 +00:00
[Decodable ](../examples/audio/decodable.rs ) | Shows how to create and register a custom audio source by implementing the `Decodable` type.
2023-02-20 15:31:07 +00:00
[Spatial Audio 2D ](../examples/audio/spatial_audio_2d.rs ) | Shows how to play spatial audio, and moving the emitter in 2D
[Spatial Audio 3D ](../examples/audio/spatial_audio_3d.rs ) | Shows how to play spatial audio, and moving the emitter in 3D
2020-08-17 23:02:59 +00:00
## Diagnostics
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
[Custom Diagnostic ](../examples/diagnostics/custom_diagnostic.rs ) | Shows how to create a custom diagnostic
[Log Diagnostics ](../examples/diagnostics/log_diagnostics.rs ) | Add a plugin that logs diagnostics, like frames per second (FPS), to the console
2020-08-17 23:02:59 +00:00
## ECS (Entity Component System)
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
2023-06-02 14:04:13 +00:00
[Apply System Buffers ](../examples/ecs/apply_deferred.rs ) | Show how to use `apply_deferred` system
2022-06-25 20:23:24 +00:00
[Component Change Detection ](../examples/ecs/component_change_detection.rs ) | Change detection on components
[Custom Query Parameters ](../examples/ecs/custom_query_param.rs ) | Groups commonly used compound queries and query filters into a single type
[ECS Guide ](../examples/ecs/ecs_guide.rs ) | Full guide to Bevy's ECS
[Event ](../examples/ecs/event.rs ) | Illustrates event creation, activation, and reception
[Fixed Timestep ](../examples/ecs/fixed_timestep.rs ) | Shows how to create systems that run every fixed timestep, rather than every tick
[Generic System ](../examples/ecs/generic_system.rs ) | Shows how to create systems that can be reused with different types
[Hierarchy ](../examples/ecs/hierarchy.rs ) | Creates a hierarchy of parents and children entities
[Iter Combinations ](../examples/ecs/iter_combinations.rs ) | Shows how to iterate over combinations of query results
2023-04-16 16:55:47 +00:00
[Nondeterministic System Order ](../examples/ecs/nondeterministic_system_order.rs ) | Systems run in parallel, but their order isn't always deterministic. Here's how to detect and fix this.
2022-06-25 20:23:24 +00:00
[Parallel Query ](../examples/ecs/parallel_query.rs ) | Illustrates parallel queries with `ParallelIterator`
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
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[Removal Detection ](../examples/ecs/removal_detection.rs ) | Query for entities that had a specific component removed earlier in the current frame
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[Run Conditions ](../examples/ecs/run_conditions.rs ) | Run systems only when one or multiple conditions are met
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[Startup System ](../examples/ecs/startup_system.rs ) | Demonstrates a startup system (one that runs once when the app starts up)
[State ](../examples/ecs/state.rs ) | Illustrates how to use States to control transitioning from a Menu state to an InGame state
[System Closure ](../examples/ecs/system_closure.rs ) | Show how to use closures as systems, and how to configure `Local` variables by capturing external state
[System Parameter ](../examples/ecs/system_param.rs ) | Illustrates creating custom system parameters with `SystemParam`
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[System Piping ](../examples/ecs/system_piping.rs ) | Pipe the output of one system into a second, allowing you to handle any errors gracefully
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[Timers ](../examples/ecs/timers.rs ) | Illustrates ticking `Timer` resources inside systems and handling their state
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## Games
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Example | Description
--- | ---
[Alien Cake Addict ](../examples/games/alien_cake_addict.rs ) | Eat the cakes. Eat them all. An example 3D game
[Breakout ](../examples/games/breakout.rs ) | An implementation of the classic game "Breakout"
[Contributors ](../examples/games/contributors.rs ) | Displays each contributor as a bouncy bevy-ball!
[Game Menu ](../examples/games/game_menu.rs ) | A simple game menu
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## Input
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Example | Description
--- | ---
[Char Input Events ](../examples/input/char_input_events.rs ) | Prints out all chars as they are inputted
[Gamepad Input ](../examples/input/gamepad_input.rs ) | Shows handling of gamepad input, connections, and disconnections
[Gamepad Input Events ](../examples/input/gamepad_input_events.rs ) | Iterates and prints gamepad input and connection events
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[Gamepad Rumble ](../examples/input/gamepad_rumble.rs ) | Shows how to rumble a gamepad using force feedback
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[Keyboard Input ](../examples/input/keyboard_input.rs ) | Demonstrates handling a key press/release
[Keyboard Input Events ](../examples/input/keyboard_input_events.rs ) | Prints out all keyboard events
[Keyboard Modifiers ](../examples/input/keyboard_modifiers.rs ) | Demonstrates using key modifiers (ctrl, shift)
[Mouse Grab ](../examples/input/mouse_grab.rs ) | Demonstrates how to grab the mouse, locking the cursor to the app's screen
[Mouse Input ](../examples/input/mouse_input.rs ) | Demonstrates handling a mouse button press/release
[Mouse Input Events ](../examples/input/mouse_input_events.rs ) | Prints out all mouse events (buttons, movement, etc.)
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[Text Input ](../examples/input/text_input.rs ) | Simple text input with IME support
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[Touch Input ](../examples/input/touch_input.rs ) | Displays touch presses, releases, and cancels
[Touch Input Events ](../examples/input/touch_input_events.rs ) | Prints out all touch inputs
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## Reflection
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Example | Description
--- | ---
[Generic Reflection ](../examples/reflection/generic_reflection.rs ) | Registers concrete instances of generic types that may be used with reflection
[Reflection ](../examples/reflection/reflection.rs ) | Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
[Reflection Types ](../examples/reflection/reflection_types.rs ) | Illustrates the various reflection types available
[Trait Reflection ](../examples/reflection/trait_reflection.rs ) | Allows reflection with trait objects
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## Scene
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Example | Description
--- | ---
[Scene ](../examples/scene/scene.rs ) | Demonstrates loading from and saving scenes to files
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## Shaders
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These examples demonstrate how to implement different shaders in user code.
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A shader in its most common usage is a small program that is run by the GPU per-vertex in a mesh (a vertex shader) or per-affected-screen-fragment (a fragment shader.) The GPU executes these programs in a highly parallel way.
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There are also compute shaders which are used for more general processing leveraging the GPU's parallelism.
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Example | Description
--- | ---
[Animated ](../examples/shader/animate_shader.rs ) | A shader that uses dynamic data like the time since startup
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[Array Texture ](../examples/shader/array_texture.rs ) | A shader that shows how to reuse the core bevy PBR shading functionality in a custom material that obtains the base color from an array texture.
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[Compute - Game of Life ](../examples/shader/compute_shader_game_of_life.rs ) | A compute shader that simulates Conway's Game of Life
[Custom Vertex Attribute ](../examples/shader/custom_vertex_attribute.rs ) | A shader that reads a mesh's custom vertex attribute
[Instancing ](../examples/shader/shader_instancing.rs ) | A shader that renders a mesh multiple times in one draw call
[Material ](../examples/shader/shader_material.rs ) | A shader and a material that uses it
[Material - GLSL ](../examples/shader/shader_material_glsl.rs ) | A shader that uses the GLSL shading language
[Material - Screenspace Texture ](../examples/shader/shader_material_screenspace_texture.rs ) | A shader that samples a texture with view-independent UV coordinates
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[Material Prepass ](../examples/shader/shader_prepass.rs ) | A shader that uses the various textures generated by the prepass
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[Post Processing - Custom Render Pass ](../examples/shader/post_processing.rs ) | A custom post processing effect, using a custom render pass that runs after the main pass
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[Shader Defs ](../examples/shader/shader_defs.rs ) | A shader that uses "shaders defs" (a bevy tool to selectively toggle parts of a shader)
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[Texture Binding Array (Bindless Textures) ](../examples/shader/texture_binding_array.rs ) | A shader that shows how to bind and sample multiple textures as a binding array (a.k.a. bindless textures).
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## Stress Tests
These examples are used to test the performance and stability of various parts of the engine in an isolated way.
Due to the focus on performance it's recommended to run the stress tests in release mode:
```sh
cargo run --release --example < example name >
```
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Example | Description
--- | ---
[Bevymark ](../examples/stress_tests/bevymark.rs ) | A heavy sprite rendering workload to benchmark your system with Bevy
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[Many Animated Sprites ](../examples/stress_tests/many_animated_sprites.rs ) | Displays many animated sprites in a grid arrangement with slight offsets to their animation timers. Used for performance testing.
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[Many Buttons ](../examples/stress_tests/many_buttons.rs ) | Test rendering of many UI elements
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[Many Cubes ](../examples/stress_tests/many_cubes.rs ) | Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling
[Many Foxes ](../examples/stress_tests/many_foxes.rs ) | Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000
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[Many Gizmos ](../examples/stress_tests/many_gizmos.rs ) | Test rendering of many gizmos
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[Many Glyphs ](../examples/stress_tests/many_glyphs.rs ) | Simple benchmark to test text rendering.
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[Many Lights ](../examples/stress_tests/many_lights.rs ) | Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights
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[Many Sprites ](../examples/stress_tests/many_sprites.rs ) | Displays many sprites in a grid arrangement! Used for performance testing. Use `--colored` to enable color tinted sprites.
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[Text Pipeline ](../examples/stress_tests/text_pipeline.rs ) | Text Pipeline benchmark
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[Transform Hierarchy ](../examples/stress_tests/transform_hierarchy.rs ) | Various test cases for hierarchy and transform propagation performance
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## Tools
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Example | Description
--- | ---
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[Gamepad Viewer ](../examples/tools/gamepad_viewer.rs ) | Shows a visualization of gamepad buttons, sticks, and triggers
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[Scene Viewer ](../examples/tools/scene_viewer/main.rs ) | A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0` , replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory
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## Transforms
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Example | Description
--- | ---
[3D Rotation ](../examples/transforms/3d_rotation.rs ) | Illustrates how to (constantly) rotate an object around an axis
[Scale ](../examples/transforms/scale.rs ) | Illustrates how to scale an object in each direction
[Transform ](../examples/transforms/transform.rs ) | Shows multiple transformations of objects
[Translation ](../examples/transforms/translation.rs ) | Illustrates how to move an object along an axis
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## UI (User Interface)
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Example | Description
--- | ---
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[Borders ](../examples/ui/borders.rs ) | Demonstrates how to create a node with a border
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[Button ](../examples/ui/button.rs ) | Illustrates creating and updating a button
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[CSS Grid ](../examples/ui/grid.rs ) | An example for CSS Grid layout
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[Display and Visibility ](../examples/ui/display_and_visibility.rs ) | Demonstrates how Display and Visibility work in the UI.
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[Flex Layout ](../examples/ui/flex_layout.rs ) | Demonstrates how the AlignItems and JustifyContent properties can be composed to layout nodes and position text
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[Font Atlas Debug ](../examples/ui/font_atlas_debug.rs ) | Illustrates how FontAtlases are populated (used to optimize text rendering internally)
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[Overflow ](../examples/ui/overflow.rs ) | Simple example demonstrating overflow behavior
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[Overflow and Clipping Debug ](../examples/ui/overflow_debug.rs ) | An example to debug overflow and clipping behavior
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[Relative Cursor Position ](../examples/ui/relative_cursor_position.rs ) | Showcases the RelativeCursorPosition component
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[Size Constraints ](../examples/ui/size_constraints.rs ) | Demonstrates how the to use the size constraints to control the size of a UI node.
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[Text ](../examples/ui/text.rs ) | Illustrates creating and updating text
[Text Debug ](../examples/ui/text_debug.rs ) | An example for debugging text layout
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[Text Wrap Debug ](../examples/ui/text_wrap_debug.rs ) | Demonstrates text wrapping
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[Transparency UI ](../examples/ui/transparency_ui.rs ) | Demonstrates transparency for UI
[UI ](../examples/ui/ui.rs ) | Illustrates various features of Bevy UI
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[UI Scaling ](../examples/ui/ui_scaling.rs ) | Illustrates how to scale the UI
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[UI Texture Atlas ](../examples/ui/ui_texture_atlas.rs ) | Illustrates how to use TextureAtlases in UI
Add z-index support with a predictable UI stack (#5877)
# Objective
Add consistent UI rendering and interaction where deep nodes inside two different hierarchies will never render on top of one-another by default and offer an escape hatch (z-index) for nodes to change their depth.
## The problem with current implementation
The current implementation of UI rendering is broken in that regard, mainly because [it sets the Z value of the `Transform` component based on a "global Z" space](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/update.rs#L43) shared by all nodes in the UI. This doesn't account for the fact that each node's final `GlobalTransform` value will be relative to its parent. This effectively makes the depth unpredictable when two deep trees are rendered on top of one-another.
At the moment, it's also up to each part of the UI code to sort all of the UI nodes. The solution that's offered here does the full sorting of UI node entities once and offers the result through a resource so that all systems can use it.
## Solution
### New ZIndex component
This adds a new optional `ZIndex` enum component for nodes which offers two mechanism:
- `ZIndex::Local(i32)`: Overrides the depth of the node relative to its siblings.
- `ZIndex::Global(i32)`: Overrides the depth of the node relative to the UI root. This basically allows any node in the tree to "escape" the parent and be ordered relative to the entire UI.
Note that in the current implementation, omitting `ZIndex` on a node has the same result as adding `ZIndex::Local(0)`. Additionally, the "global" stacking context is essentially a way to add your node to the root stacking context, so using `ZIndex::Local(n)` on a root node (one without parent) will share that space with all nodes using `Index::Global(n)`.
### New UiStack resource
This adds a new `UiStack` resource which is calculated from both hierarchy and `ZIndex` during UI update and contains a vector of all node entities in the UI, ordered by depth (from farthest from camera to closest). This is exposed publicly by the bevy_ui crate with the hope that it can be used for consistent ordering and to reduce the amount of sorting that needs to be done by UI systems (i.e. instead of sorting everything by `global_transform.z` in every system, this array can be iterated over).
### New z_index example
This also adds a new z_index example that showcases the new `ZIndex` component. It's also a good general demo of the new UI stack system, because making this kind of UI was very broken with the old system (e.g. nodes would render on top of each other, not respecting hierarchy or insert order at all).
![image](https://user-images.githubusercontent.com/1060971/189015985-8ea8f989-0e9d-4601-a7e0-4a27a43a53f9.png)
---
## Changelog
- Added the `ZIndex` component to bevy_ui.
- Added the `UiStack` resource to bevy_ui, and added implementation in a new `stack.rs` module.
- Removed the previous Z updating system from bevy_ui, because it was replaced with the above.
- Changed bevy_ui rendering to use UiStack instead of z ordering.
- Changed bevy_ui focus/interaction system to use UiStack instead of z ordering.
- Added a new z_index example.
## ZIndex demo
Here's a demo I wrote to test these features
https://user-images.githubusercontent.com/1060971/188329295-d7beebd6-9aee-43ab-821e-d437df5dbe8a.mp4
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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[UI Z-Index ](../examples/ui/z_index.rs ) | Demonstrates how to control the relative depth (z-position) of UI elements
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[Viewport Debug ](../examples/ui/viewport_debug.rs ) | An example for debugging viewport coordinates
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[Window Fallthrough ](../examples/ui/window_fallthrough.rs ) | Illustrates how to access `winit::window::Window` 's `hittest` functionality.
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## Window
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Example | Description
--- | ---
[Clear Color ](../examples/window/clear_color.rs ) | Creates a solid color window
[Low Power ](../examples/window/low_power.rs ) | Demonstrates settings to reduce power use for bevy applications
[Multiple Windows ](../examples/window/multiple_windows.rs ) | Demonstrates creating multiple windows, and rendering to them
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[Scale Factor Override ](../examples/window/scale_factor_override.rs ) | Illustrates how to customize the default window settings
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[Screenshot ](../examples/window/screenshot.rs ) | Shows how to save screenshots to disk
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[Transparent Window ](../examples/window/transparent_window.rs ) | Illustrates making the window transparent and hiding the window decoration
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[Window Resizing ](../examples/window/window_resizing.rs ) | Demonstrates resizing and responding to resizing a window
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[Window Settings ](../examples/window/window_settings.rs ) | Demonstrates customizing default window settings
# Tests
Example | Description
--- | ---
[How to Test Systems ](../tests/how_to_test_systems.rs ) | How to test systems with commands, queries or resources
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# Platform-Specific Examples
## Android
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### Setup
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```sh
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rustup target add aarch64-linux-android armv7-linux-androideabi
cargo install cargo-apk
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```
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The Android SDK must be installed, and the environment variable `ANDROID_SDK_ROOT` set to the root Android `sdk` folder.
When using `NDK (Side by side)` , the environment variable `ANDROID_NDK_ROOT` must also be set to one of the NDKs in `sdk\ndk\[NDK number]` .
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### Build & Run
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To run on a device setup for Android development, run:
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```sh
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cargo apk run -p bevy_mobile_example
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```
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When using Bevy as a library, the following fields must be added to `Cargo.toml` :
```toml
[package.metadata.android]
build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
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[package.metadata.android.sdk]
target_sdk_version = 31
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```
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Please reference `cargo-apk` [README ](https://crates.io/crates/cargo-apk ) for other Android Manifest fields.
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### Debugging
You can view the logs with the following command:
```sh
adb logcat | grep 'RustStdoutStderr\|bevy\|wgpu'
```
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In case of an error getting a GPU or setting it up, you can try settings logs of `wgpu_hal` to `DEBUG` to get more information.
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Sometimes, running the app complains about an unknown activity. This may be fixed by uninstalling the application:
```sh
adb uninstall org.bevyengine.example
```
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### Old phones
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Bevy by default targets Android API level 31 in its examples which is the <!-- markdown - link - check - disable -->
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[Play Store's minimum API to upload or update apps ](https://developer.android.com/distribute/best-practices/develop/target-sdk ). <!-- markdown-link-check-enable -->
Users of older phones may want to use an older API when testing.
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To use a different API, the following fields must be updated in Cargo.toml:
```toml
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[package.metadata.android.sdk]
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target_sdk_version = >>API< <
min_sdk_version = >>API or less< <
```
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Example | File | Description
--- | --- | ---
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`android` | [`mobile/src/lib.rs` ](./mobile/src/lib.rs ) | A 3d Scene with a button and playing sound
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## iOS
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### Setup
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You need to install the correct rust targets:
- `aarch64-apple-ios` : iOS devices
- `x86_64-apple-ios` : iOS simulator on x86 processors
- `aarch64-apple-ios-sim` : iOS simulator on Apple processors
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```sh
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rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim
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```
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### Build & Run
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Using bash:
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```sh
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cd examples/mobile
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make run
```
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In an ideal world, this will boot up, install and run the app for the first
iOS simulator in your `xcrun simctl devices list` . If this fails, you can
specify the simulator device UUID via:
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```sh
DEVICE_ID=${YOUR_DEVICE_ID} make run
```
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If you'd like to see xcode do stuff, you can run
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```sh
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open bevy_mobile_example.xcodeproj/
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```
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which will open xcode. You then must push the zoom zoom play button and wait
for the magic.
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Example | File | Description
--- | --- | ---
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`ios` | [`mobile/src/lib.rs` ](./mobile/src/lib.rs ) | A 3d Scene with a button and playing sound
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## WASM
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### Setup
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```sh
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rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli
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```
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### Build & Run
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Following is an example for `lighting` . For other examples, change the `lighting` in the
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following commands.
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```sh
Webgpu support (#8336)
# Objective
- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315
- Surprise fix #7318
## Solution
### For async renderer initialisation
- Update the plugin lifecycle:
- app builds the plugin
- calls `plugin.build`
- registers the plugin
- app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
- returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
- then execute the schedule
In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering
### For WebGPU support
- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`
---
## Migration Guide
- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource::<MyResource>
.add_systems(Update, my_system);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<RenderResourceNeedingDevice>()
.init_resource::<OtherRenderResource>();
}
}
// After
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource::<MyResource>
.add_systems(Update, my_system);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<OtherRenderResource>();
}
fn finish(&self, app: &mut App) {
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<RenderResourceNeedingDevice>();
}
}
```
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cargo build --release --example lighting --target wasm32-unknown-unknown --features webgl
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wasm-bindgen --out-name wasm_example \
--out-dir examples/wasm/target \
--target web target/wasm32-unknown-unknown/release/examples/lighting.wasm
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```
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The first command will build the example for the wasm target, creating a binary. Then,
[wasm-bindgen-cli ](https://rustwasm.github.io/wasm-bindgen/reference/cli.html ) is used to create
javascript bindings to this wasm file, which can be loaded using this
[example HTML file ](./wasm/index.html ).
Then serve `examples/wasm` directory to browser. i.e.
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```sh
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# cargo install basic-http-server
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basic-http-server examples/wasm
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# with python
python3 -m http.server --directory examples/wasm
# with ruby
ruby -run -ehttpd examples/wasm
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```
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Webgpu support (#8336)
# Objective
- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315
- Surprise fix #7318
## Solution
### For async renderer initialisation
- Update the plugin lifecycle:
- app builds the plugin
- calls `plugin.build`
- registers the plugin
- app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
- returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
- then execute the schedule
In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering
### For WebGPU support
- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`
---
## Migration Guide
- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource::<MyResource>
.add_systems(Update, my_system);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<RenderResourceNeedingDevice>()
.init_resource::<OtherRenderResource>();
}
}
// After
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource::<MyResource>
.add_systems(Update, my_system);
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<OtherRenderResource>();
}
fn finish(&self, app: &mut App) {
let render_app = match app.get_sub_app_mut(RenderApp) {
Ok(render_app) => render_app,
Err(_) => return,
};
render_app
.init_resource::<RenderResourceNeedingDevice>();
}
}
```
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#### WebGL2 and WebGPU
Bevy support for WebGPU is being worked on, but is currently experimental.
To build for WebGPU, you'll need to disable default features and add all those you need, making sure to omit the `webgl2` feature.
Bevy has an helper to build its examples:
- Build for WebGL2: `cargo run -p build-wasm-example -- --api webgl2 load_gltf`
- Build for WebGPU: `cargo run -p build-wasm-example -- --api webgpu load_gltf`
This helper will log the command used to build the examples.
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### Audio in the browsers
For the moment, everything is single threaded, this can lead to stuttering when playing audio in browsers. Not all browsers react the same way for all games, you will have to experiment for your game.
In browsers, audio is not authorized to start without being triggered by an user interaction. This is to avoid multiple tabs all starting to auto play some sounds. You can find more context and explanation for this on [Google Chrome blog ](https://developer.chrome.com/blog/web-audio-autoplay/ ). This page also describes a JS workaround to resume audio as soon as the user interact with your game.
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### Optimizing
On the web, it's useful to reduce the size of the files that are distributed.
With rust, there are many ways to improve your executable sizes.
Here are some.
#### 1. Tweak your `Cargo.toml`
Add a new [profile ](https://doc.rust-lang.org/cargo/reference/profiles.html )
to your `Cargo.toml` :
```toml
[profile.wasm-release]
# Use release profile as default values
inherits = "release"
# Optimize with size in mind, also try "s", sometimes it is better.
# This doesn't increase compilation times compared to -O3, great improvements
opt-level = "z"
# Do a second optimization pass removing duplicate or unused code from dependencies.
# Slows compile times, marginal improvements
lto = "fat"
# When building crates, optimize larger chunks at a time
# Slows compile times, marginal improvements
codegen-units = 1
```
Now, when building the final executable, use the `wasm-release` profile
by replacing `--release` by `--profile wasm-release` in the cargo command.
```sh
cargo build --profile wasm-release --example lighting --target wasm32-unknown-unknown
```
Make sure your final executable size is smaller, some of those optimizations
may not be worth keeping, due to compilation time increases.
#### 2. Use `wasm-opt` from the binaryen package
Binaryen is a set of tools for working with wasm. It has a `wasm-opt` CLI tool.
First download the `binaryen` package,
then locate the `.wasm` file generated by `wasm-bindgen` .
It should be in the `--out-dir` you specified in the command line,
the file name should end in `_bg.wasm` .
Then run `wasm-opt` with the `-Oz` flag. Note that `wasm-opt` is _very slow_ .
Note that `wasm-opt` optimizations might not be as effective if you
didn't apply the optimizations from the previous section.
```sh
wasm-opt -Oz --output optimized.wasm examples/wasm/target/lighting_bg.wasm
mv optimized.wasm examples/wasm/target/lighting_bg.wasm
```
For a small project with a basic 3d model and two lights,
the generated file sizes are, as of Jully 2022 as following:
|profile | wasm-opt | no wasm-opt |
|----------------------------------|----------|-------------|
|Default | 8.5M | 13.0M |
|opt-level = "z" | 6.1M | 12.7M |
|"z" + lto = "thin" | 5.9M | 12M |
|"z" + lto = "fat" | 5.1M | 9.4M |
|"z" + "thin" + codegen-units = 1 | 5.3M | 11M |
|"z" + "fat" + codegen-units = 1 | 4.8M | 8.5M |
There are more advanced optimization options available,
check the following pages for more info:
- < https: // rustwasm . github . io / book / reference / code-size . html >
- < https: // rustwasm . github . io / docs / wasm-bindgen / reference / optimize-size . html >
- < https: // rustwasm . github . io / book / game-of-life / code-size . html >
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### Loading Assets
To load assets, they need to be available in the folder examples/wasm/assets. Cloning this
repository will set it up as a symlink on Linux and macOS, but you will need to manually move
the assets on Windows.