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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 )
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- [Camera ](#camera )
2024-03-11 19:26:14 +00:00
- [Dev tools ](#dev-tools )
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- [Diagnostics ](#diagnostics )
- [ECS (Entity Component System) ](#ecs-entity-component-system )
- [Games ](#games )
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- [Gizmos ](#gizmos )
2020-11-15 19:24:18 +00:00
- [Input ](#input )
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- [Math ](#math )
Add an example for doing movement in fixed timesteps (#14223)
_copy-pasted from my doc comment in the code_
# Objective
This example shows how to properly handle player input, advance a
physics simulation in a fixed timestep, and display the results.
The classic source for how and why this is done is Glenn Fiedler's
article [Fix Your
Timestep!](https://gafferongames.com/post/fix_your_timestep/).
## Motivation
The naive way of moving a player is to just update their position like
so:
```rust
transform.translation += velocity;
```
The issue here is that the player's movement speed will be tied to the
frame rate.
Faster machines will move the player faster, and slower machines will
move the player slower.
In fact, you can observe this today when running some old games that did
it this way on modern hardware!
The player will move at a breakneck pace.
The more sophisticated way is to update the player's position based on
the time that has passed:
```rust
transform.translation += velocity * time.delta_seconds();
```
This way, velocity represents a speed in units per second, and the
player will move at the same speed regardless of the frame rate.
However, this can still be problematic if the frame rate is very low or
very high. If the frame rate is very low, the player will move in large
jumps. This may lead to a player moving in such large jumps that they
pass through walls or other obstacles. In general, you cannot expect a
physics simulation to behave nicely with *any* delta time. Ideally, we
want to have some stability in what kinds of delta times we feed into
our physics simulation.
The solution is using a fixed timestep. This means that we advance the
physics simulation by a fixed amount at a time. If the real time that
passed between two frames is less than the fixed timestep, we simply
don't advance the physics simulation at all.
If it is more, we advance the physics simulation multiple times until we
catch up. You can read more about how Bevy implements this in the
documentation for
[`bevy::time::Fixed`](https://docs.rs/bevy/latest/bevy/time/struct.Fixed.html).
This leaves us with a last problem, however. If our physics simulation
may advance zero or multiple times per frame, there may be frames in
which the player's position did not need to be updated at all, and some
where it is updated by a large amount that resulted from running the
physics simulation multiple times. This is physically correct, but
visually jarring. Imagine a player moving in a straight line, but
depending on the frame rate, they may sometimes advance by a large
amount and sometimes not at all. Visually, we want the player to move
smoothly. This is why we need to separate the player's position in the
physics simulation from the player's position in the visual
representation. The visual representation can then be interpolated
smoothly based on the last and current actual player position in the
physics simulation.
This is a tradeoff: every visual frame is now slightly lagging behind
the actual physical frame, but in return, the player's movement will
appear smooth. There are other ways to compute the visual representation
of the player, such as extrapolation. See the [documentation of the
lightyear
crate](https://cbournhonesque.github.io/lightyear/book/concepts/advanced_replication/visual_interpolation.html)
for a nice overview of the different methods and their tradeoffs.
## Implementation
- The player's velocity is stored in a `Velocity` component. This is the
speed in units per second.
- The player's current position in the physics simulation is stored in a
`PhysicalTranslation` component.
- The player's previous position in the physics simulation is stored in
a `PreviousPhysicalTranslation` component.
- The player's visual representation is stored in Bevy's regular
`Transform` component.
- Every frame, we go through the following steps:
- Advance the physics simulation by one fixed timestep in the
`advance_physics` system.
This is run in the `FixedUpdate` schedule, which runs before the
`Update` schedule.
- Update the player's visual representation in the
`update_displayed_transform` system.
This interpolates between the player's previous and current position in
the physics simulation.
- Update the player's velocity based on the player's input in the
`handle_input` system.
## Relevant Issues
Related to #1259.
I'm also fairly sure I've seen an issue somewhere made by
@alice-i-cecile about showing how to move a character correctly in a
fixed timestep, but I cannot find it.
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- [Movement ](#movement )
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- [Picking ](#picking )
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- [Reflection ](#reflection )
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- [Scene ](#scene )
- [Shaders ](#shaders )
Separate state crate (#13216)
# Objective
Extracts the state mechanisms into a new crate called "bevy_state".
This comes with a few goals:
- state wasn't really an inherent machinery of the ecs system, and so
keeping it within bevy_ecs felt forced
- by mixing it in with bevy_ecs, the maintainability of our more robust
state system was significantly compromised
moving state into a new crate makes it easier to encapsulate as it's own
feature, and easier to read and understand since it's no longer a
single, massive file.
## Solution
move the state-related elements from bevy_ecs to a new crate
## Testing
- Did you test these changes? If so, how? all the automated tests
migrated and passed, ran the pre-existing examples without changes to
validate.
---
## Migration Guide
Since bevy_state is now gated behind the `bevy_state` feature, projects
that use state but don't use the `default-features` will need to add
that feature flag.
Since it is no longer part of bevy_ecs, projects that use bevy_ecs
directly will need to manually pull in `bevy_state`, trigger the
StateTransition schedule, and handle any of the elements that bevy_app
currently sets up.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-05-09 18:06:05 +00:00
- [State ](#state )
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- [Stress Tests ](#stress-tests )
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- [Time ](#time )
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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 )
2024-07-31 21:16:05 +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 )
2023-05-17 23:54:35 +00:00
- [WebGL2 and WebGPU ](#webgl2-and-webgpu )
- [Audio in the browsers ](#audio-in-the-browsers )
- [Optimizing ](#optimizing )
2022-04-10 02:05:21 +00:00
- [Loading Assets ](#loading-assets )
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# 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 Bounding Volume Intersections ](../examples/2d/bounding_2d.rs ) | Showcases bounding volumes and intersection tests
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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 simple 2D primitive shapes like circles and polygons
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[2D Viewport To World ](../examples/2d/2d_viewport_to_world.rs ) | Demonstrates how to use the `Camera::viewport_to_world_2d` method
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[2D Wireframe ](../examples/2d/wireframe_2d.rs ) | Showcases wireframes for 2d meshes
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[Arc 2D Meshes ](../examples/2d/mesh2d_arcs.rs ) | Demonstrates UV-mapping of the circular segment and sector primitives
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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
2022-06-25 20:23:24 +00:00
[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
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[Mesh2d Alpha Mode ](../examples/2d/mesh2d_alpha_mode.rs ) | Used to test alpha modes with mesh2d
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[Move Sprite ](../examples/2d/move_sprite.rs ) | Changes the transform of a sprite
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[Pixel Grid Snapping ](../examples/2d/pixel_grid_snap.rs ) | Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
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[Sprite ](../examples/2d/sprite.rs ) | Renders a sprite
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[Sprite Animation ](../examples/2d/sprite_animation.rs ) | Animates a sprite in response to an event
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[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
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[Sprite Slice ](../examples/2d/sprite_slice.rs ) | Showcases slicing sprites into sections that can be scaled independently via the 9-patch technique
[Sprite Tile ](../examples/2d/sprite_tile.rs ) | Renders a sprite tiled in a grid
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[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
2022-06-25 20:23:24 +00:00
[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
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[3D Viewport To World ](../examples/3d/3d_viewport_to_world.rs ) | Demonstrates how to use the `Camera::viewport_to_world` method
2024-01-26 13:34:46 +00:00
[Animated Material ](../examples/3d/animated_material.rs ) | Shows how to animate material properties
Implement PBR anisotropy per `KHR_materials_anisotropy`. (#13450)
This commit implements support for physically-based anisotropy in Bevy's
`StandardMaterial`, following the specification for the
[`KHR_materials_anisotropy`] glTF extension.
[*Anisotropy*] (not to be confused with [anisotropic filtering]) is a
PBR feature that allows roughness to vary along the tangent and
bitangent directions of a mesh. In effect, this causes the specular
light to stretch out into lines instead of a round lobe. This is useful
for modeling brushed metal, hair, and similar surfaces. Support for
anisotropy is a common feature in major game and graphics engines;
Unity, Unreal, Godot, three.js, and Blender all support it to varying
degrees.
Two new parameters have been added to `StandardMaterial`:
`anisotropy_strength` and `anisotropy_rotation`. Anisotropy strength,
which ranges from 0 to 1, represents how much the roughness differs
between the tangent and the bitangent of the mesh. In effect, it
controls how stretched the specular highlight is. Anisotropy rotation
allows the roughness direction to differ from the tangent of the model.
In addition to these two fixed parameters, an *anisotropy texture* can
be supplied. Such a texture should be a 3-channel RGB texture, where the
red and green values specify a direction vector using the same
conventions as a normal map ([0, 1] color values map to [-1, 1] vector
values), and the the blue value represents the strength. This matches
the format that the [`KHR_materials_anisotropy`] specification requires.
Such textures should be loaded as linear and not sRGB. Note that this
texture does consume one additional texture binding in the standard
material shader.
The glTF loader has been updated to properly parse the
`KHR_materials_anisotropy` extension.
A new example, `anisotropy`, has been added. This example loads and
displays the barn lamp example from the [`glTF-Sample-Assets`]
repository. Note that the textures were rather large, so I shrunk them
down and converted them to a mixture of JPEG and KTX2 format, in the
interests of saving space in the Bevy repository.
[*Anisotropy*]:
https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel
[anisotropic filtering]:
https://en.wikipedia.org/wiki/Anisotropic_filtering
[`KHR_materials_anisotropy`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md
[`glTF-Sample-Assets`]:
https://github.com/KhronosGroup/glTF-Sample-Assets/
## Changelog
### Added
* Physically-based anisotropy is now available for materials, which
enhances the look of surfaces such as brushed metal or hair. glTF scenes
can use the new feature with the `KHR_materials_anisotropy` extension.
## Screenshots
With anisotropy:
![Screenshot 2024-05-20
233414](https://github.com/bevyengine/bevy/assets/157897/379f1e42-24e9-40b6-a430-f7d1479d0335)
Without anisotropy:
![Screenshot 2024-05-20
233420](https://github.com/bevyengine/bevy/assets/157897/aa220f05-b8e7-417c-9671-b242d4bf9fc4)
2024-06-03 23:46:06 +00:00
[Anisotropy ](../examples/3d/anisotropy.rs ) | Displays an example model with anisotropy
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
2024-05-03 17:45:17 +00:00
[Auto Exposure ](../examples/3d/auto_exposure.rs ) | A scene showcasing auto exposure
2023-01-21 21:46:53 +00:00
[Blend Modes ](../examples/3d/blend_modes.rs ) | Showcases different blend modes
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695)
This commit creates a new built-in postprocessing shader that's designed
to hold miscellaneous postprocessing effects, and starts it off with
chromatic aberration. Possible future effects include vignette, film
grain, and lens distortion.
[Chromatic aberration] is a common postprocessing effect that simulates
lenses that fail to focus all colors of light to a single point. It's
often used for impact effects and/or horror games. This patch uses the
technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the
developer to customize the particular color pattern to achieve different
effects. Unity HDRP uses the same technique, while Unreal has a
hard-wired fixed color pattern.
A new example, `post_processing`, has been added, in order to
demonstrate the technique. The existing `post_processing` shader has
been renamed to `custom_post_processing`, for clarity.
[Chromatic aberration]:
https://en.wikipedia.org/wiki/Chromatic_aberration
[Gjøl & Svendsen 2016]:
https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf
![Screenshot 2024-06-04
180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2)
![Screenshot 2024-06-04
180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb)
## Changelog
### Added
* Chromatic aberration is now available as a built-in postprocessing
effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
[Built-in postprocessing ](../examples/3d/post_processing.rs ) | Demonstrates the built-in postprocessing features
Implement clearcoat per the Filament and the `KHR_materials_clearcoat` specifications. (#13031)
Clearcoat is a separate material layer that represents a thin
translucent layer of a material. Examples include (from the [Filament
spec]) car paint, soda cans, and lacquered wood. This commit implements
support for clearcoat following the Filament and Khronos specifications,
marking the beginnings of support for multiple PBR layers in Bevy.
The [`KHR_materials_clearcoat`] specification describes the clearcoat
support in glTF. In Blender, applying a clearcoat to the Principled BSDF
node causes the clearcoat settings to be exported via this extension. As
of this commit, Bevy parses and reads the extension data when present in
glTF. Note that the `gltf` crate has no support for
`KHR_materials_clearcoat`; this patch therefore implements the JSON
semantics manually.
Clearcoat is integrated with `StandardMaterial`, but the code is behind
a series of `#ifdef`s that only activate when clearcoat is present.
Additionally, the `pbr_feature_layer_material_textures` Cargo feature
must be active in order to enable support for clearcoat factor maps,
clearcoat roughness maps, and clearcoat normal maps. This approach
mirrors the same pattern used by the existing transmission feature and
exists to avoid running out of texture bindings on platforms like WebGL
and WebGPU. Note that constant clearcoat factors and roughness values
*are* supported in the browser; only the relatively-less-common maps are
disabled on those platforms.
This patch refactors the lighting code in `StandardMaterial`
significantly in order to better support multiple layers in a natural
way. That code was due for a refactor in any case, so this is a nice
improvement.
A new demo, `clearcoat`, has been added. It's based on [the
corresponding three.js demo], but all the assets (aside from the skybox
and environment map) are my original work.
[Filament spec]:
https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel
[`KHR_materials_clearcoat`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md
[the corresponding three.js demo]:
https://threejs.org/examples/webgl_materials_physical_clearcoat.html
![Screenshot 2024-04-19
101143](https://github.com/bevyengine/bevy/assets/157897/3444bcb5-5c20-490c-b0ad-53759bd47ae2)
![Screenshot 2024-04-19
102054](https://github.com/bevyengine/bevy/assets/157897/6e953944-75b8-49ef-bc71-97b0a53b3a27)
## Changelog
### Added
* `StandardMaterial` now supports a clearcoat layer, which represents a
thin translucent layer over an underlying material.
* The glTF loader now supports the `KHR_materials_clearcoat` extension,
representing materials with clearcoat layers.
## Migration Guide
* The lighting functions in the `pbr_lighting` WGSL module now have
clearcoat parameters, if `STANDARD_MATERIAL_CLEARCOAT` is defined.
* The `R` reflection vector parameter has been removed from some
lighting functions, as it was unused.
2024-05-05 22:57:05 +00:00
[Clearcoat ](../examples/3d/clearcoat.rs ) | Demonstrates the clearcoat PBR feature
Implement filmic color grading. (#13121)
This commit expands Bevy's existing tonemapping feature to a complete
set of filmic color grading tools, matching those of engines like Unity,
Unreal, and Godot. The following features are supported:
* White point adjustment. This is inspired by Unity's implementation of
the feature, but simplified and optimized. *Temperature* and *tint*
control the adjustments to the *x* and *y* chromaticity values of [CIE
1931]. Following Unity, the adjustments are made relative to the [D65
standard illuminant] in the [LMS color space].
* Hue rotation. This simply converts the RGB value to [HSV], alters the
hue, and converts back.
* Color correction. This allows the *gamma*, *gain*, and *lift* values
to be adjusted according to the standard [ASC CDL combined function].
* Separate color correction for shadows, midtones, and highlights.
Blender's source code was used as a reference for the implementation of
this. The midtone ranges can be adjusted by the user. To avoid abrupt
color changes, a small crossfade is used between the different sections
of the image, again following Blender's formulas.
A new example, `color_grading`, has been added, offering a GUI to change
all the color grading settings. It uses the same test scene as the
existing `tonemapping` example, which has been factored out into a
shared glTF scene.
[CIE 1931]: https://en.wikipedia.org/wiki/CIE_1931_color_space
[D65 standard illuminant]:
https://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D
[LMS color space]: https://en.wikipedia.org/wiki/LMS_color_space
[HSV]: https://en.wikipedia.org/wiki/HSL_and_HSV
[ASC CDL combined function]:
https://en.wikipedia.org/wiki/ASC_CDL#Combined_Function
## Changelog
### Added
* Many new filmic color grading options have been added to the
`ColorGrading` component.
## Migration Guide
* `ColorGrading::gamma` and `ColorGrading::pre_saturation` are now set
separately for the `shadows`, `midtones`, and `highlights` sections. You
can migrate code with the `ColorGrading::all_sections` and
`ColorGrading::all_sections_mut` functions, which access and/or update
all sections at once.
* `ColorGrading::post_saturation` and `ColorGrading::exposure` are now
fields of `ColorGrading::global`.
## Screenshots
![Screenshot 2024-04-27
143144](https://github.com/bevyengine/bevy/assets/157897/c1de5894-917d-4101-b5c9-e644d141a941)
![Screenshot 2024-04-27
143216](https://github.com/bevyengine/bevy/assets/157897/da393c8a-d747-42f5-b47c-6465044c788d)
2024-05-02 12:18:59 +00:00
[Color grading ](../examples/3d/color_grading.rs ) | Demonstrates color grading
2023-10-12 22:10:38 +00:00
[Deferred Rendering ](../examples/3d/deferred_rendering.rs ) | Renders meshes with both forward and deferred pipelines
Implement fast depth of field as a postprocessing effect. (#13009)
This commit implements the [depth of field] effect, simulating the blur
of objects out of focus of the virtual lens. Either the [hexagonal
bokeh] effect or a faster Gaussian blur may be used. In both cases, the
implementation is a simple separable two-pass convolution. This is not
the most physically-accurate real-time bokeh technique that exists;
Unreal Engine has [a more accurate implementation] of "cinematic depth
of field" from 2018. However, it's simple, and most engines provide
something similar as a fast option, often called "mobile" depth of
field.
The general approach is outlined in [a blog post from 2017]. We take
advantage of the fact that both Gaussian blurs and hexagonal bokeh blurs
are *separable*. This means that their 2D kernels can be reduced to a
small number of 1D kernels applied one after another, asymptotically
reducing the amount of work that has to be done. Gaussian blurs can be
accomplished by blurring horizontally and then vertically, while
hexagonal bokeh blurs can be done with a vertical blur plus a diagonal
blur, plus two diagonal blurs. In both cases, only two passes are
needed. Bokeh requires the first pass to have a second render target and
requires two subpasses in the second pass, which decreases its
performance relative to the Gaussian blur.
The bokeh blur is generally more aesthetically pleasing than the
Gaussian blur, as it simulates the effect of a camera more accurately.
The shape of the bokeh circles are determined by the number of blades of
the aperture. In our case, we use a hexagon, which is usually considered
specific to lower-quality cameras. (This is a downside of the fast
hexagon approach compared to the higher-quality approaches.) The blur
amount is generally specified by the [f-number], which we use to compute
the focal length from the film size and FOV. By default, we simulate
standard cinematic cameras of f/1 and [Super 35]. The developer can
customize these values as desired.
A new example has been added to demonstrate depth of field. It allows
customization of the mode (Gaussian vs. bokeh), focal distance and
f-numbers. The test scene is inspired by a [blog post on depth of field
in Unity]; however, the effect is implemented in a completely different
way from that blog post, and all the assets (textures, etc.) are
original.
Bokeh depth of field:
![Screenshot 2024-04-17
152535](https://github.com/bevyengine/bevy/assets/157897/702f0008-1c8a-4cf3-b077-4110f8c46584)
Gaussian depth of field:
![Screenshot 2024-04-17
152542](https://github.com/bevyengine/bevy/assets/157897/f4ece47a-520e-4483-a92d-f4fa760795d3)
No depth of field:
![Screenshot 2024-04-17
152547](https://github.com/bevyengine/bevy/assets/157897/9444e6aa-fcae-446c-b66b-89469f1a1325)
[depth of field]: https://en.wikipedia.org/wiki/Depth_of_field
[hexagonal bokeh]:
https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/
[a more accurate implementation]:
https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04
[a blog post from 2017]:
https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/
[f-number]: https://en.wikipedia.org/wiki/F-number
[Super 35]: https://en.wikipedia.org/wiki/Super_35
[blog post on depth of field in Unity]:
https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
## Changelog
### Added
* A depth of field postprocessing effect is now available, to simulate
objects being out of focus of the camera. To use it, add
`DepthOfFieldSettings` to an entity containing a `Camera3d` component.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Bram Buurlage <brambuurlage@gmail.com>
2024-05-13 18:23:56 +00:00
[Depth of field ](../examples/3d/depth_of_field.rs ) | Demonstrates depth of field
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
Allow volumetric fog to be localized to specific, optionally voxelized, regions. (#14099)
Currently, volumetric fog is global and affects the entire scene
uniformly. This is inadequate for many use cases, such as local smoke
effects. To address this problem, this commit introduces *fog volumes*,
which are axis-aligned bounding boxes (AABBs) that specify fog
parameters inside their boundaries. Such volumes can also specify a
*density texture*, a 3D texture of voxels that specifies the density of
the fog at each point.
To create a fog volume, add a `FogVolume` component to an entity (which
is included in the new `FogVolumeBundle` convenience bundle). Like light
probes, a fog volume is conceptually a 1×1×1 cube centered on the
origin; a transform can be used to position and resize this region. Many
of the fields on the existing `VolumetricFogSettings` have migrated to
the new `FogVolume` component. `VolumetricFogSettings` on a camera is
still needed to enable volumetric fog. However, by itself
`VolumetricFogSettings` is no longer sufficient to enable volumetric
fog; a `FogVolume` must be present. Applications that wish to retain the
old global fog behavior can simply surround the scene with a large fog
volume.
By way of implementation, this commit converts the volumetric fog shader
from a full-screen shader to one applied to a mesh. The strategy is
different depending on whether the camera is inside or outside the fog
volume. If the camera is inside the fog volume, the mesh is simply a
plane scaled to the viewport, effectively falling back to a full-screen
pass. If the camera is outside the fog volume, the mesh is a cube
transformed to coincide with the boundaries of the fog volume's AABB.
Importantly, in the latter case, only the front faces of the cuboid are
rendered. Instead of treating the boundaries of the fog as a sphere
centered on the camera position, as we did prior to this patch, we
raytrace the far planes of the AABB to determine the portion of each ray
contained within the fog volume. We then raymarch in shadow map space as
usual. If a density texture is present, we modulate the fixed density
value with the trilinearly-interpolated value from that texture.
Furthermore, this patch introduces optional jitter to fog volumes,
intended for use with TAA. This modifies the position of the ray from
frame to frame using interleaved gradient noise, in order to reduce
aliasing artifacts. Many implementations of volumetric fog in games use
this technique. Note that this patch makes no attempt to write a motion
vector; this is because when a view ray intersects multiple voxels
there's no single direction of motion. Consequently, fog volumes can
have ghosting artifacts, but because fog is "ghostly" by its nature,
these artifacts are less objectionable than they would be for opaque
objects.
A new example, `fog_volumes`, has been added. It demonstrates a single
fog volume containing a voxelized representation of the Stanford bunny.
The existing `volumetric_fog` example has been updated to use the new
local volumetrics API.
## Changelog
### Added
* Local `FogVolume`s are now supported, to localize fog to specific
regions. They can optionally have 3D density voxel textures for precise
control over the distribution of the fog.
### Changed
* `VolumetricFogSettings` on a camera no longer enables volumetric fog;
instead, it simply enables the processing of `FogVolume`s within the
scene.
## Migration Guide
* A `FogVolume` is now necessary in order to enable volumetric fog, in
addition to `VolumetricFogSettings` on the camera. Existing uses of
volumetric fog can be migrated by placing a large `FogVolume`
surrounding the scene.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-16 03:14:12 +00:00
[Fog volumes ](../examples/3d/fog_volumes.rs ) | Demonstrates fog volumes
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
Implement irradiance volumes. (#10268)
# Objective
Bevy could benefit from *irradiance volumes*, also known as *voxel
global illumination* or simply as light probes (though this term is not
preferred, as multiple techniques can be called light probes).
Irradiance volumes are a form of baked global illumination; they work by
sampling the light at the centers of each voxel within a cuboid. At
runtime, the voxels surrounding the fragment center are sampled and
interpolated to produce indirect diffuse illumination.
## Solution
This is divided into two sections. The first is copied and pasted from
the irradiance volume module documentation and describes the technique.
The second part consists of notes on the implementation.
### Overview
An *irradiance volume* is a cuboid voxel region consisting of
regularly-spaced precomputed samples of diffuse indirect light. They're
ideal if you have a dynamic object such as a character that can move
about
static non-moving geometry such as a level in a game, and you want that
dynamic object to be affected by the light bouncing off that static
geometry.
To use irradiance volumes, you need to precompute, or *bake*, the
indirect
light in your scene. Bevy doesn't currently come with a way to do this.
Fortunately, [Blender] provides a [baking tool] as part of the Eevee
renderer, and its irradiance volumes are compatible with those used by
Bevy.
The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that
can
extract the baked irradiance volumes from the Blender `.blend` file and
package them up into a `.ktx2` texture for use by the engine. See the
documentation in the `bevy-baked-gi` project for more details as to this
workflow.
Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that
can
be arbitrarily scaled, rotated, and positioned in a scene with the
[`bevy_transform::components::Transform`] component. The 3D voxel grid
will
be stretched to fill the interior of the cube, and the illumination from
the
irradiance volume will apply to all fragments within that bounding
region.
Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used
in
*Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color
of
light from the six 3D cardinal directions and blend the sides together
according to the surface normal.
The primary reason for choosing ambient cubes is to match Blender, so
that
its Eevee renderer can be used for baking. However, they also have some
advantages over the common second-order spherical harmonics approach:
ambient cubes don't suffer from ringing artifacts, they are smaller (6
colors for ambient cubes as opposed to 9 for spherical harmonics), and
evaluation is faster. A smaller basis allows for a denser grid of voxels
with the same storage requirements.
If you wish to use a tool other than `export-blender-gi` to produce the
irradiance volumes, you'll need to pack the irradiance volumes in the
following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is
expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The
unnormalized
texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)*
with
side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows:
```text
s = x
t = y + ⎰ 0 if S ∈ {-X, -Y, -Z}
⎱ Ry if S ∈ {+X, +Y, +Z}
⎧ 0 if S ∈ {-X, +X}
p = z + ⎨ Rz if S ∈ {-Y, +Y}
⎩ 2Rz if S ∈ {-Z, +Z}
```
Visually, in a left-handed coordinate system with Y up, viewed from the
right, the 3D texture looks like a stacked series of voxel grids, one
for
each cube side, in this order:
| **+X** | **+Y** | **+Z** |
| ------ | ------ | ------ |
| **-X** | **-Y** | **-Z** |
A terminology note: Other engines may refer to irradiance volumes as
*voxel
global illumination*, *VXGI*, or simply as *light probes*. Sometimes
*light
probe* refers to what Bevy calls a reflection probe. In Bevy, *light
probe*
is a generic term that encompasses all cuboid bounding regions that
capture
indirect illumination, whether based on voxels or not.
Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL
2),
then only the closest irradiance volume to the view will be taken into
account during rendering.
[*ambient cubes*]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf
[Mitchell 2006]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf
[Blender]: http://blender.org/
[baking tool]:
https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
### Implementation notes
This patch generalizes light probes so as to reuse as much code as
possible between irradiance volumes and the existing reflection probes.
This approach was chosen because both techniques share numerous
similarities:
1. Both irradiance volumes and reflection probes are cuboid bounding
regions.
2. Both are responsible for providing baked indirect light.
3. Both techniques involve presenting a variable number of textures to
the shader from which indirect light is sampled. (In the current
implementation, this uses binding arrays.)
4. Both irradiance volumes and reflection probes require gathering and
sorting probes by distance on CPU.
5. Both techniques require the GPU to search through a list of bounding
regions.
6. Both will eventually want to have falloff so that we can smoothly
blend as objects enter and exit the probes' influence ranges. (This is
not implemented yet to keep this patch relatively small and reviewable.)
To do this, we generalize most of the methods in the reflection probes
patch #11366 to be generic over a trait, `LightProbeComponent`. This
trait is implemented by both `EnvironmentMapLight` (for reflection
probes) and `IrradianceVolume` (for irradiance volumes). Using a trait
will allow us to add more types of light probes in the future. In
particular, I highly suspect we will want real-time reflection planes
for mirrors in the future, which can be easily slotted into this
framework.
## Changelog
> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.
### Added
* A new `IrradianceVolume` asset type is available for baked voxelized
light probes. You can bake the global illumination using Blender or
another tool of your choice and use it in Bevy to apply indirect
illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
[Irradiance Volumes ](../examples/3d/irradiance_volumes.rs ) | Demonstrates irradiance volumes
2022-06-25 20:23:24 +00:00
[Lighting ](../examples/3d/lighting.rs ) | Illustrates various lighting options in a simple scene
Implement lightmaps. (#10231)
![Screenshot](https://i.imgur.com/A4KzWFq.png)
# Objective
Lightmaps, textures that store baked global illumination, have been a
mainstay of real-time graphics for decades. Bevy currently has no
support for them, so this pull request implements them.
## Solution
The new `Lightmap` component can be attached to any entity that contains
a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be
applied in the PBR shader. Because multiple lightmaps are frequently
packed into atlases, each lightmap may have its own UV boundaries within
its texture. An `exposure` field is also provided, to control the
brightness of the lightmap.
Note that this PR doesn't provide any way to bake the lightmaps. That
can be done with [The Lightmapper] or another solution, such as Unity's
Bakery.
---
## Changelog
### Added
* A new component, `Lightmap`, is available, for baked global
illumination. If your mesh has a second UV channel (UV1), and you attach
this component to the entity with that mesh, Bevy will apply the texture
referenced in the lightmap.
[The Lightmapper]: https://github.com/Naxela/The_Lightmapper
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-01-02 20:38:47 +00:00
[Lightmaps ](../examples/3d/lightmaps.rs ) | Rendering a scene with baked lightmaps
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
add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective
- fixes #4823
## Solution
As outlined in the discussion in the linked issue as the best current
solution, this PR adds specific GltfExtras for
- scenes
- meshes
- materials
- As it is , it is not a breaking change, I hesitated to rename the
current "GltfExtras" component to "PrimitiveGltfExtras", but that would
result in a breaking change and might be a bit confusing as to what
"primitive" that refers to.
## Testing
- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material
---
## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00
[Load glTF extras ](../examples/3d/load_gltf_extras.rs ) | Loads and renders a glTF file as a scene, including the gltf extras
2024-03-25 19:08:27 +00:00
[Meshlet ](../examples/3d/meshlet.rs ) | Meshlet rendering for dense high-poly scenes (experimental)
Per-Object Motion Blur (#9924)
https://github.com/bevyengine/bevy/assets/2632925/e046205e-3317-47c3-9959-fc94c529f7e0
# Objective
- Adds per-object motion blur to the core 3d pipeline. This is a common
effect used in games and other simulations.
- Partially resolves #4710
## Solution
- This is a post-process effect that uses the depth and motion vector
buffers to estimate per-object motion blur. The implementation is
combined from knowledge from multiple papers and articles. The approach
itself, and the shader are quite simple. Most of the effort was in
wiring up the bevy rendering plumbing, and properly specializing for HDR
and MSAA.
- To work with MSAA, the MULTISAMPLED_SHADING wgpu capability is
required. I've extracted this code from #9000. This is because the
prepass buffers are multisampled, and require accessing with
`textureLoad` as opposed to the widely compatible `textureSample`.
- Added an example to demonstrate the effect of motion blur parameters.
## Future Improvements
- While this approach does have limitations, it's one of the most
commonly used, and is much better than camera motion blur, which does
not consider object velocity. For example, this implementation allows a
dolly to track an object, and that object will remain unblurred while
the background is blurred. The biggest issue with this implementation is
that blur is constrained to the boundaries of objects which results in
hard edges. There are solutions to this by either dilating the object or
the motion vector buffer, or by taking a different approach such as
https://casual-effects.com/research/McGuire2012Blur/index.html
- I'm using a noise PRNG function to jitter samples. This could be
replaced with a blue noise texture lookup or similar, however after
playing with the parameters, it gives quite nice results with 4 samples,
and is significantly better than the artifacts generated when not
jittering.
---
## Changelog
- Added: per-object motion blur. This can be enabled and configured by
adding the `MotionBlurBundle` to a camera entity.
---------
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2024-04-25 01:16:02 +00:00
[Motion Blur ](../examples/3d/motion_blur.rs ) | Demonstrates per-pixel motion blur
2022-06-25 20:23:24 +00:00
[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
Implement percentage-closer soft shadows (PCSS). (#13497)
[*Percentage-closer soft shadows*] are a technique from 2004 that allow
shadows to become blurrier farther from the objects that cast them. It
works by introducing a *blocker search* step that runs before the normal
shadow map sampling. The blocker search step detects the difference
between the depth of the fragment being rasterized and the depth of the
nearby samples in the depth buffer. Larger depth differences result in a
larger penumbra and therefore a blurrier shadow.
To enable PCSS, fill in the `soft_shadow_size` value in
`DirectionalLight`, `PointLight`, or `SpotLight`, as appropriate. This
shadow size value represents the size of the light and should be tuned
as appropriate for your scene. Higher values result in a wider penumbra
(i.e. blurrier shadows).
When using PCSS, temporal shadow maps
(`ShadowFilteringMethod::Temporal`) are recommended. If you don't use
`ShadowFilteringMethod::Temporal` and instead use
`ShadowFilteringMethod::Gaussian`, Bevy will use the same technique as
`Temporal`, but the result won't vary over time. This produces a rather
noisy result. Doing better would likely require downsampling the shadow
map, which would be complex and slower (and would require PR #13003 to
land first).
In addition to PCSS, this commit makes the near Z plane for the shadow
map configurable on a per-light basis. Previously, it had been hardcoded
to 0.1 meters. This change was necessary to make the point light shadow
map in the example look reasonable, as otherwise the shadows appeared
far too aliased.
A new example, `pcss`, has been added. It demonstrates the
percentage-closer soft shadow technique with directional lights, point
lights, spot lights, non-temporal operation, and temporal operation. The
assets are my original work.
Both temporal and non-temporal shadows are rather noisy in the example,
and, as mentioned before, this is unavoidable without downsampling the
depth buffer, which we can't do yet. Note also that the shadows don't
look particularly great for point lights; the example simply isn't an
ideal scene for them. Nevertheless, I felt that the benefits of the
ability to do a side-by-side comparison of directional and point lights
outweighed the unsightliness of the point light shadows in that example,
so I kept the point light feature in.
Fixes #3631.
[*Percentage-closer soft shadows*]:
https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
## Changelog
### Added
* Percentage-closer soft shadows (PCSS) are now supported, allowing
shadows to become blurrier as they stretch away from objects. To use
them, set the `soft_shadow_size` field in `DirectionalLight`,
`PointLight`, or `SpotLight`, as applicable.
* The near Z value for shadow maps is now customizable via the
`shadow_map_near_z` field in `DirectionalLight`, `PointLight`, and
`SpotLight`.
## Screenshots
PCSS off:
![Screenshot 2024-05-24
120012](https://github.com/bevyengine/bevy/assets/157897/0d35fe98-245b-44fb-8a43-8d0272a73b86)
PCSS on:
![Screenshot 2024-05-24
115959](https://github.com/bevyengine/bevy/assets/157897/83397ef8-1317-49dd-bfb3-f8286d7610cd)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2024-09-18 18:07:17 +00:00
[Percentage-closer soft shadows ](../examples/3d/pcss.rs ) | Demonstrates percentage-closer soft shadows (PCSS)
2022-06-25 20:23:24 +00:00
[Physically Based Rendering ](../examples/3d/pbr.rs ) | Demonstrates use of Physically Based Rendering (PBR) properties
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366)
This pull request re-submits #10057, which was backed out for breaking
macOS, iOS, and Android. I've tested this version on macOS and Android
and on the iOS simulator.
# Objective
This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].
## Solution
This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.
A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.
A frequent question is "why two components instead of just one?" The
advantages of this setup are:
1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.
2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.
Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.
An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.
Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:
* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)
* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.
* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.
Future work includes:
* Blending between multiple reflection probes.
* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.
* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.
* Support for WebGL 2, by breaking batches when reflection probes are
used.
These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.
---
## Changelog
### Added
* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.
[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
[Reflection Probes ](../examples/3d/reflection_probes.rs ) | Demonstrates reflection probes
2022-06-25 20:23:24 +00:00
[Render to Texture ](../examples/3d/render_to_texture.rs ) | Shows how to render to a texture, useful for mirrors, UI, or exporting images
2024-07-19 15:00:50 +00:00
[Rotate Environment Map ](../examples/3d/rotate_environment_map.rs ) | Demonstrates how to rotate the skybox and the environment map simultaneously
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
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418)
This commit, a revamp of #12959, implements screen-space reflections
(SSR), which approximate real-time reflections based on raymarching
through the depth buffer and copying samples from the final rendered
frame. This patch is a relatively minimal implementation of SSR, so as
to provide a flexible base on which to customize and build in the
future. However, it's based on the production-quality [raymarching code
by Tomasz
Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db).
For a general basic overview of screen-space reflections, see
[1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html).
The raymarching shader uses the basic algorithm of tracing forward in
large steps, refining that trace in smaller increments via binary
search, and then using the secant method. No temporal filtering or
roughness blurring, is performed at all; for this reason, SSR currently
only operates on very shiny surfaces. No acceleration via the
hierarchical Z-buffer is implemented (though note that
https://github.com/bevyengine/bevy/pull/12899 will add the
infrastructure for this). Reflections are traced at full resolution,
which is often considered slow. All of these improvements and more can
be follow-ups.
SSR is built on top of the deferred renderer and is currently only
supported in that mode. Forward screen-space reflections are possible
albeit uncommon (though e.g. *Doom Eternal* uses them); however, they
require tracing from the previous frame, which would add complexity.
This patch leaves the door open to implementing SSR in the forward
rendering path but doesn't itself have such an implementation.
Screen-space reflections aren't supported in WebGL 2, because they
require sampling from the depth buffer, which Naga can't do because of a
bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`;
this is the same reason why depth of field is disabled on that
platform).
To add screen-space reflections to a camera, use the
`ScreenSpaceReflectionsBundle` bundle or the
`ScreenSpaceReflectionsSettings` component. In addition to
`ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass`
must also be present for the reflections to show up. The
`ScreenSpaceReflectionsSettings` component contains several settings
that artists can tweak, and also comes with sensible defaults.
A new example, `ssr`, has been added. It's loosely based on the
[three.js ocean
sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all
the assets are original. Note that the three.js demo has no screen-space
reflections and instead renders a mirror world. In contrast to #12959,
this demo tests not only a cube but also a more complex model (the
flight helmet).
## Changelog
### Added
* Screen-space reflections can be enabled for very smooth surfaces by
adding the `ScreenSpaceReflections` component to a camera. Deferred
rendering must be enabled for the reflections to appear.
![Screenshot 2024-05-18
143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267)
![Screenshot 2024-05-18
143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
[Screen Space Reflections ](../examples/3d/ssr.rs ) | Demonstrates screen space reflections with water ripples
2024-08-22 19:43:14 +00:00
[Scrolling fog ](../examples/3d/scrolling_fog.rs ) | Demonstrates how to create the effect of fog moving in the wind
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
`StandardMaterial` Light Transmission (#8015)
# Objective
<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">
This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:
- Glass; (Including frosted glass)
- Transparent and translucent plastics;
- Various liquids and gels;
- Gemstones;
- Marble;
- Wax;
- Paper;
- Leaves;
- Porcelain.
Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.
## Solution
- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.
## To Do
- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
- [x] `transmission` and `transmission_texture`
- [x] `thickness` and `thickness_texture`
- [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?
## A Note on Texture Packing
_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_
Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:
- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`
The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.
---
## Changelog
- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency
## Migration Guide
- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
[Transmission ](../examples/3d/transmission.rs ) | Showcases light transmission in the PBR material
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
Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916)
Implement visibility ranges, also known as hierarchical levels of detail
(HLODs).
This commit introduces a new component, `VisibilityRange`, which allows
developers to specify camera distances in which meshes are to be shown
and hidden. Hiding meshes happens early in the rendering pipeline, so
this feature can be used for level of detail optimization. Additionally,
this feature is properly evaluated per-view, so different views can show
different levels of detail.
This feature differs from proper mesh LODs, which can be implemented
later. Engines generally implement true mesh LODs later in the pipeline;
they're typically more efficient than HLODs with GPU-driven rendering.
However, mesh LODs are more limited than HLODs, because they require the
lower levels of detail to be meshes with the same vertex layout and
shader (and perhaps the same material) as the original mesh. Games often
want to use objects other than meshes to replace distant models, such as
*octahedral imposters* or *billboard imposters*.
The reason why the feature is called *hierarchical level of detail* is
that HLODs can replace multiple meshes with a single mesh when the
camera is far away. This can be useful for reducing drawcall count. Note
that `VisibilityRange` doesn't automatically propagate down to children;
it must be placed on every mesh.
Crossfading between different levels of detail is supported, using the
standard 4x4 ordered dithering pattern from [1]. The shader code to
compute the dithering patterns should be well-optimized. The dithering
code is only active when visibility ranges are in use for the mesh in
question, so that we don't lose early Z.
Cascaded shadow maps show the HLOD level of the view they're associated
with. Point light and spot light shadow maps, which have no CSMs,
display all HLOD levels that are visible in any view. To support this
efficiently and avoid doing visibility checks multiple times, we
precalculate all visible HLOD levels for each entity with a
`VisibilityRange` during the `check_visibility_range` system.
A new example, `visibility_range`, has been added to the tree, as well
as a new low-poly version of the flight helmet model to go with it. It
demonstrates use of the visibility range feature to provide levels of
detail.
[1]: https://en.wikipedia.org/wiki/Ordered_dithering#Threshold_map
[^1]: Unreal doesn't have a feature that exactly corresponds to
visibility ranges, but Unreal's HLOD system serves roughly the same
purpose.
## Changelog
### Added
* A new `VisibilityRange` component is available to conditionally enable
entity visibility at camera distances, with optional crossfade support.
This can be used to implement different levels of detail (LODs).
## Screenshots
High-poly model:
![Screenshot 2024-04-09
185541](https://github.com/bevyengine/bevy/assets/157897/7e8be017-7187-4471-8866-974e2d8f2623)
Low-poly model up close:
![Screenshot 2024-04-09
185546](https://github.com/bevyengine/bevy/assets/157897/429603fe-6bb7-4246-8b4e-b4888fd1d3a0)
Crossfading between the two:
![Screenshot 2024-04-09
185604](https://github.com/bevyengine/bevy/assets/157897/86d0d543-f8f3-49ec-8fe5-caa4d0784fd4)
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-05-03 00:11:35 +00:00
[Visibility range ](../examples/3d/visibility_range.rs ) | Demonstrates visibility ranges
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057)
This commit implements a more physically-accurate, but slower, form of
fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog*
allows for light beams from directional lights to shine through,
creating what is known as *light shafts* or *god rays*.
To add volumetric fog to a scene, add `VolumetricFogSettings` to the
camera, and add `VolumetricLight` to directional lights that you wish to
be volumetric. `VolumetricFogSettings` has numerous settings that allow
you to define the accuracy of the simulation, as well as the look of the
fog. Currently, only interaction with directional lights that have
shadow maps is supported. Note that the overhead of the effect scales
directly with the number of directional lights in use, so apply
`VolumetricLight` sparingly for the best results.
The overall algorithm, which is implemented as a postprocessing effect,
is a combination of the techniques described in [Scratchapixel] and
[this blog post]. It uses raymarching in screen space, transformed into
shadow map space for sampling and combined with physically-based
modeling of absorption and scattering. Bevy employs the widely-used
[Henyey-Greenstein phase function] to model asymmetry; this essentially
allows light shafts to fade into and out of existence as the user views
them.
Volumetric rendering is a huge subject, and I deliberately kept the
scope of this commit small. Possible follow-ups include:
1. Raymarching at a lower resolution.
2. A post-processing blur (especially useful when combined with (1)).
3. Supporting point lights and spot lights.
4. Supporting lights with no shadow maps.
5. Supporting irradiance volumes and reflection probes.
6. Voxel components that reuse the volumetric fog code to create voxel
shapes.
7. *Horizon: Zero Dawn*-style clouds.
These are all useful, but out of scope of this patch for now, to keep
things tidy and easy to review.
A new example, `volumetric_fog`, has been added to demonstrate the
effect.
## Changelog
### Added
* A new component, `VolumetricFog`, is available, to allow for a more
physically-accurate, but more resource-intensive, form of fog.
* A new component, `VolumetricLight`, can be placed on directional
lights to make them interact with `VolumetricFog`. Notably, this allows
such lights to emit light shafts/god rays.
![Screenshot 2024-04-21
162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9)
![Screenshot 2024-04-21
132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995)
[Scratchapixel]:
https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html
[this blog post]: https://www.alexandre-pestana.com/volumetric-lights/
[Henyey-Greenstein phase function]:
https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
[Volumetric fog ](../examples/3d/volumetric_fog.rs ) | Demonstrates volumetric fog and lighting
2022-06-25 20:23:24 +00:00
[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
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
[Animation Graph ](../examples/animation/animation_graph.rs ) | Blends multiple animations together with a graph
Implement animation masks, allowing fine control of the targets that animations affect. (#15013)
This commit adds support for *masks* to the animation graph. A mask is a
set of animation targets (bones) that neither a node nor its descendants
are allowed to animate. Animation targets can be assigned one or more
*mask group*s, which are specific to a single graph. If a node masks out
any mask group that an animation target belongs to, animation curves for
that target will be ignored during evaluation.
The canonical use case for masks is to support characters holding
objects. Typically, character animations will contain hand animations in
the case that the character's hand is empty. (For example, running
animations may close a character's fingers into a fist.) However, when
the character is holding an object, the animation must be altered so
that the hand grips the object.
Bevy currently has no convenient way to handle this. The only workaround
that I can see is to have entirely separate animation clips for
characters' hands and bodies and keep them in sync, which is burdensome
and doesn't match artists' expectations from other engines, which all
effectively have support for masks. However, with mask group support,
this task is simple. We assign each hand to a mask group and parent all
character animations to a node. When a character grasps an object in
hand, we position the fingers as appropriate and then enable the mask
group for that hand in that node. This allows the character's animations
to run normally, while the object remains correctly attached to the
hand.
Note that even with this PR, we won't have support for running separate
animations for a character's hand and the rest of the character. This is
because we're missing additive blending: there's no way to combine the
two masked animations together properly. I intend that to be a follow-up
PR.
The major engines all have support for masks, though the workflow varies
from engine to engine:
* Unity has support for masks [essentially as implemented here], though
with layers instead of a tree. However, when using the Mecanim
("Humanoid") feature, precise control over bones is lost in favor of
predefined muscle groups.
* Unreal has a feature named [*layered blend per bone*]. This allows for
separate blend weights for different bones, effectively achieving masks.
I believe that the combination of blend nodes and masks make Bevy's
animation graph as expressible as that of Unreal, once we have support
for additive blending, though you may have to use more nodes than you
would in Unreal. Moreover, separating out the concepts of "blend weight"
and "which bones this node applies to" seems like a cleaner design than
what Unreal has.
* Godot's `AnimationTree` has the notion of [*blend filters*], which are
essentially the same as masks as implemented in this PR.
Additionally, this patch fixes a bug with weight evaluation whereby
weights weren't properly propagated down to grandchildren, because the
weight evaluation for a node only checked its parent's weight, not its
evaluated weight. I considered submitting this as a separate PR, but
given that this PR refactors that code entirely to support masks and
weights under a unified "evaluated node" concept, I simply included the
fix here.
A new example, `animation_masks`, has been added. It demonstrates how to
toggle masks on and off for specific portions of a skin.
This is part of #14395, but I'm going to defer closing that issue until
we have additive blending.
[essentially as implemented here]:
https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html
[*layered blend per bone*]:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine
[*blend filters*]:
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html
## Migration Guide
* The serialized format of animation graphs has changed with the
addition of animation masks. To upgrade animation graph RON files, add
`mask` and `mask_groups` fields as appropriate. (They can be safely set
to zero.)
2024-09-02 17:10:34 +00:00
[Animation Masks ](../examples/animation/animation_masks.rs ) | Demonstrates animation masks
2024-03-22 00:06:24 +00:00
[Color animation ](../examples/animation/color_animation.rs ) | Demonstrates how to animate colors using mixing and splines in different color spaces
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
--- | ---
2024-03-04 00:01:05 +00:00
[Advanced log layers ](../examples/app/log_layers_ecs.rs ) | Illustrate how to transfer data between log layers and Bevy's ECS
2022-06-25 20:23:24 +00:00
[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
2024-05-08 14:26:26 +00:00
[Headless Renderer ](../examples/app/headless_renderer.rs ) | An application that runs with no window, but renders into image file
2024-01-15 15:26:13 +00:00
[Log layers ](../examples/app/log_layers.rs ) | Illustrate how to add custom log layers
2022-06-25 20:23:24 +00:00
[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
--- | ---
Added Method to Allow Pipelined Asset Loading (#10565)
# Objective
- Fixes #10518
## Solution
I've added a method to `LoadContext`, `load_direct_with_reader`, which
mirrors the behaviour of `load_direct` with a single key difference: it
is provided with the `Reader` by the caller, rather than getting it from
the contained `AssetServer`. This allows for an `AssetLoader` to process
its `Reader` stream, and then directly hand the results off to the
`LoadContext` to handle further loading. The outer `AssetLoader` can
control how the `Reader` is interpreted by providing a relevant
`AssetPath`.
For example, a Gzip decompression loader could process the asset
`images/my_image.png.gz` by decompressing the bytes, then handing the
decompressed result to the `LoadContext` with the new path
`images/my_image.png.gz/my_image.png`. This intuitively reflects the
nature of contained assets, whilst avoiding unintended behaviour, since
the generated path cannot be a real file path (a file and folder of the
same name cannot coexist in most file-systems).
```rust
#[derive(Asset, TypePath)]
pub struct GzAsset {
pub uncompressed: ErasedLoadedAsset,
}
#[derive(Default)]
pub struct GzAssetLoader;
impl AssetLoader for GzAssetLoader {
type Asset = GzAsset;
type Settings = ();
type Error = GzAssetLoaderError;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
_settings: &'a (),
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
Box::pin(async move {
let compressed_path = load_context.path();
let file_name = compressed_path
.file_name()
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?
.to_string_lossy();
let uncompressed_file_name = file_name
.strip_suffix(".gz")
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
let contained_path = compressed_path.join(uncompressed_file_name);
let mut bytes_compressed = Vec::new();
reader.read_to_end(&mut bytes_compressed).await?;
let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
let mut bytes_uncompressed = Vec::new();
decoder.read_to_end(&mut bytes_uncompressed)?;
// Now that we have decompressed the asset, let's pass it back to the
// context to continue loading
let mut reader = VecReader::new(bytes_uncompressed);
let uncompressed = load_context
.load_direct_with_reader(&mut reader, contained_path)
.await?;
Ok(GzAsset { uncompressed })
})
}
fn extensions(&self) -> &[&str] {
&["gz"]
}
}
```
Because this example is so prudent, I've included an
`asset_decompression` example which implements this exact behaviour:
```rust
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_asset::<GzAsset>()
.init_asset_loader::<GzAssetLoader>()
.add_systems(Startup, setup)
.add_systems(Update, decompress::<Image>)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn((
Compressed::<Image> {
compressed: asset_server.load("data/compressed_image.png.gz"),
..default()
},
Sprite::default(),
TransformBundle::default(),
VisibilityBundle::default(),
));
}
fn decompress<A: Asset>(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut compressed_assets: ResMut<Assets<GzAsset>>,
query: Query<(Entity, &Compressed<A>)>,
) {
for (entity, Compressed { compressed, .. }) in query.iter() {
let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
continue;
};
let uncompressed = uncompressed.take::<A>().unwrap();
commands
.entity(entity)
.remove::<Compressed<A>>()
.insert(asset_server.add(uncompressed));
}
}
```
A key limitation to this design is how to type the internally loaded
asset, since the example `GzAssetLoader` is unaware of the internal
asset type `A`. As such, in this example I store the contained asset as
an `ErasedLoadedAsset`, and leave it up to the consumer of the `GzAsset`
to handle typing the final result, which is the purpose of the
`decompress` system. This limitation can be worked around by providing
type information to the `GzAssetLoader`, such as `GzAssetLoader<Image,
ImageAssetLoader>`, but this would require registering the asset loader
for every possible decompression target.
Aside from this limitation, nested asset containerisation works as an
end user would expect; if the user registers a `TarAssetLoader`, and a
`GzAssetLoader`, then they can load assets with compound
containerisation, such as `images.tar.gz`.
---
## Changelog
- Added `LoadContext::load_direct_with_reader`
- Added `asset_decompression` example
## Notes
- While I believe my implementation of a Gzip asset loader is
reasonable, I haven't included it as a public feature of `bevy_asset` to
keep the scope of this PR as focussed as possible.
- I have included `flate2` as a `dev-dependency` for the example; it is
not included in the main dependency graph.
2023-11-16 17:47:31 +00:00
[Asset Decompression ](../examples/asset/asset_decompression.rs ) | Demonstrates loading a compressed asset
2022-06-25 20:23:24 +00:00
[Asset Loading ](../examples/asset/asset_loading.rs ) | Demonstrates various methods to load assets
2023-10-25 19:37:03 +00:00
[Asset Processing ](../examples/asset/processing/asset_processing.rs ) | Demonstrates how to process and load custom assets
2024-04-08 17:10:56 +00:00
[Asset Settings ](../examples/asset/asset_settings.rs ) | Demonstrates various methods of applying settings when loading an asset
2022-06-25 20:23:24 +00:00
[Custom Asset ](../examples/asset/custom_asset.rs ) | Implements a custom asset loader
Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal
## Why Does Bevy Need A New Asset System?
Asset pipelines are a central part of the gamedev process. Bevy's
current asset system is missing a number of features that make it
non-viable for many classes of gamedev. After plenty of discussions and
[a long community feedback
period](https://github.com/bevyengine/bevy/discussions/3972), we've
identified a number missing features:
* **Asset Preprocessing**: it should be possible to "preprocess" /
"compile" / "crunch" assets at "development time" rather than when the
game starts up. This enables offloading expensive work from deployed
apps, faster asset loading, less runtime memory usage, etc.
* **Per-Asset Loader Settings**: Individual assets cannot define their
own loaders that override the defaults. Additionally, they cannot
provide per-asset settings to their loaders. This is a huge limitation,
as many asset types don't provide all information necessary for Bevy
_inside_ the asset. For example, a raw PNG image says nothing about how
it should be sampled (ex: linear vs nearest).
* **Asset `.meta` files**: assets should have configuration files stored
adjacent to the asset in question, which allows the user to configure
asset-type-specific settings. These settings should be accessible during
the pre-processing phase. Modifying a `.meta` file should trigger a
re-processing / re-load of the asset. It should be possible to configure
asset loaders from the meta file.
* **Processed Asset Hot Reloading**: Changes to processed assets (or
their dependencies) should result in re-processing them and re-loading
the results in live Bevy Apps.
* **Asset Dependency Tracking**: The current bevy_asset has no good way
to wait for asset dependencies to load. It punts this as an exercise for
consumers of the loader apis, which is unreasonable and error prone.
There should be easy, ergonomic ways to wait for assets to load and
block some logic on an asset's entire dependency tree loading.
* **Runtime Asset Loading**: it should be (optionally) possible to load
arbitrary assets dynamically at runtime. This necessitates being able to
deploy and run the asset server alongside Bevy Apps on _all platforms_.
For example, we should be able to invoke the shader compiler at runtime,
stream scenes from sources like the internet, etc. To keep deployed
binaries (and startup times) small, the runtime asset server
configuration should be configurable with different settings compared to
the "pre processor asset server".
* **Multiple Backends**: It should be possible to load assets from
arbitrary sources (filesystems, the internet, remote asset serves, etc).
* **Asset Packing**: It should be possible to deploy assets in
compressed "packs", which makes it easier and more efficient to
distribute assets with Bevy Apps.
* **Asset Handoff**: It should be possible to hold a "live" asset
handle, which correlates to runtime data, without actually holding the
asset in memory. Ex: it must be possible to hold a reference to a GPU
mesh generated from a "mesh asset" without keeping the mesh data in CPU
memory
* **Per-Platform Processed Assets**: Different platforms and app
distributions have different capabilities and requirements. Some
platforms need lower asset resolutions or different asset formats to
operate within the hardware constraints of the platform. It should be
possible to define per-platform asset processing profiles. And it should
be possible to deploy only the assets required for a given platform.
These features have architectural implications that are significant
enough to require a full rewrite. The current Bevy Asset implementation
got us this far, but it can take us no farther. This PR defines a brand
new asset system that implements most of these features, while laying
the foundations for the remaining features to be built.
## Bevy Asset V2
Here is a quick overview of the features introduced in this PR.
* **Asset Preprocessing**: Preprocess assets at development time into
more efficient (and configurable) representations
* **Dependency Aware**: Dependencies required to process an asset are
tracked. If an asset's processed dependency changes, it will be
reprocessed
* **Hot Reprocessing/Reloading**: detect changes to asset source files,
reprocess them if they have changed, and then hot-reload them in Bevy
Apps.
* **Only Process Changes**: Assets are only re-processed when their
source file (or meta file) has changed. This uses hashing and timestamps
to avoid processing assets that haven't changed.
* **Transactional and Reliable**: Uses write-ahead logging (a technique
commonly used by databases) to recover from crashes / forced-exits.
Whenever possible it avoids full-reprocessing / only uncompleted
transactions will be reprocessed. When the processor is running in
parallel with a Bevy App, processor asset writes block Bevy App asset
reads. Reading metadata + asset bytes is guaranteed to be transactional
/ correctly paired.
* **Portable / Run anywhere / Database-free**: The processor does not
rely on an in-memory database (although it uses some database techniques
for reliability). This is important because pretty much all in-memory
databases have unsupported platforms or build complications.
* **Configure Processor Defaults Per File Type**: You can say "use this
processor for all files of this type".
* **Custom Processors**: The `Processor` trait is flexible and
unopinionated. It can be implemented by downstream plugins.
* **LoadAndSave Processors**: Most asset processing scenarios can be
expressed as "run AssetLoader A, save the results using AssetSaver X,
and then load the result using AssetLoader B". For example, load this
png image using `PngImageLoader`, which produces an `Image` asset and
then save it using `CompressedImageSaver` (which also produces an
`Image` asset, but in a compressed format), which takes an `Image` asset
as input. This means if you have an `AssetLoader` for an asset, you are
already half way there! It also means that you can share AssetSavers
across multiple loaders. Because `CompressedImageSaver` accepts Bevy's
generic Image asset as input, it means you can also use it with some
future `JpegImageLoader`.
* **Loader and Saver Settings**: Asset Loaders and Savers can now define
their own settings types, which are passed in as input when an asset is
loaded / saved. Each asset can define its own settings.
* **Asset `.meta` files**: configure asset loaders, their settings,
enable/disable processing, and configure processor settings
* **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex:
if an asset contains a `Handle<Image>`) are tracked by the asset server.
An event is emitted when an asset and all of its dependencies have been
loaded
* **Unprocessed Asset Loading**: Assets do not require preprocessing.
They can be loaded directly. A processed asset is just a "normal" asset
with some extra metadata. Asset Loaders don't need to know or care about
whether or not an asset was processed.
* **Async Asset IO**: Asset readers/writers use async non-blocking
interfaces. Note that because Rust doesn't yet support async traits,
there is a bit of manual Boxing / Future boilerplate. This will
hopefully be removed in the near future when Rust gets async traits.
* **Pluggable Asset Readers and Writers**: Arbitrary asset source
readers/writers are supported, both by the processor and the asset
server.
* **Better Asset Handles**
* **Single Arc Tree**: Asset Handles now use a single arc tree that
represents the lifetime of the asset. This makes their implementation
simpler, more efficient, and allows us to cheaply attach metadata to
handles. Ex: the AssetPath of a handle is now directly accessible on the
handle itself!
* **Const Typed Handles**: typed handles can be constructed in a const
context. No more weird "const untyped converted to typed at runtime"
patterns!
* **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed
`Handle<T>` is now much smaller in memory and `AssetId<T>` is even
smaller.
* **Weak Handle Usage Reduction**: In general Handles are now considered
to be "strong". Bevy features that previously used "weak `Handle<T>`"
have been ported to `AssetId<T>`, which makes it statically clear that
the features do not hold strong handles (while retaining strong type
information). Currently Handle::Weak still exists, but it is very
possible that we can remove that entirely.
* **Efficient / Dense Asset Ids**: Assets now have efficient dense
runtime asset ids, which means we can avoid expensive hash lookups.
Assets are stored in Vecs instead of HashMaps. There are now typed and
untyped ids, which means we no longer need to store dynamic type
information in the ID for typed handles. "AssetPathId" (which was a
nightmare from a performance and correctness standpoint) has been
entirely removed in favor of dense ids (which are retrieved for a path
on load)
* **Direct Asset Loading, with Dependency Tracking**: Assets that are
defined at runtime can still have their dependencies tracked by the
Asset Server (ex: if you create a material at runtime, you can still
wait for its textures to load). This is accomplished via the (currently
optional) "asset dependency visitor" trait. This system can also be used
to define a set of assets to load, then wait for those assets to load.
* **Async folder loading**: Folder loading also uses this system and
immediately returns a handle to the LoadedFolder asset, which means
folder loading no longer blocks on directory traversals.
* **Improved Loader Interface**: Loaders now have a specific "top level
asset type", which makes returning the top-level asset simpler and
statically typed.
* **Basic Image Settings and Processing**: Image assets can now be
processed into the gpu-friendly Basic Universal format. The ImageLoader
now has a setting to define what format the image should be loaded as.
Note that this is just a minimal MVP ... plenty of additional work to do
here. To demo this, enable the `basis-universal` feature and turn on
asset processing.
* **Simpler Audio Play / AudioSink API**: Asset handle providers are
cloneable, which means the Audio resource can mint its own handles. This
means you can now do `let sink_handle = audio.play(music)` instead of
`let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that
this might still be replaced by
https://github.com/bevyengine/bevy/pull/8424.
**Removed Handle Casting From Engine Features**: Ex: FontAtlases no
longer use casting between handle types
## Using The New Asset System
### Normal Unprocessed Asset Loading
By default the `AssetPlugin` does not use processing. It behaves pretty
much the same way as the old system.
If you are defining a custom asset, first derive `Asset`:
```rust
#[derive(Asset)]
struct Thing {
value: String,
}
```
Initialize the asset:
```rust
app.init_asset:<Thing>()
```
Implement a new `AssetLoader` for it:
```rust
#[derive(Default)]
struct ThingLoader;
#[derive(Serialize, Deserialize, Default)]
pub struct ThingSettings {
some_setting: bool,
}
impl AssetLoader for ThingLoader {
type Asset = Thing;
type Settings = ThingSettings;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
settings: &'a ThingSettings,
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> {
Box::pin(async move {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
// convert bytes to value somehow
Ok(Thing {
value
})
})
}
fn extensions(&self) -> &[&str] {
&["thing"]
}
}
```
Note that this interface will get much cleaner once Rust gets support
for async traits. `Reader` is an async futures_io::AsyncRead. You can
stream bytes as they come in or read them all into a `Vec<u8>`,
depending on the context. You can use `let handle =
load_context.load(path)` to kick off a dependency load, retrieve a
handle, and register the dependency for the asset.
Then just register the loader in your Bevy app:
```rust
app.init_asset_loader::<ThingLoader>()
```
Now just add your `Thing` asset files into the `assets` folder and load
them like this:
```rust
fn system(asset_server: Res<AssetServer>) {
let handle = Handle<Thing> = asset_server.load("cool.thing");
}
```
You can check load states directly via the asset server:
```rust
if asset_server.load_state(&handle) == LoadState::Loaded { }
```
You can also listen for events:
```rust
fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) {
for event in events.iter() {
if event.is_loaded_with_dependencies(&handle) {
}
}
}
```
Note the new `AssetEvent::LoadedWithDependencies`, which only fires when
the asset is loaded _and_ all dependencies (and their dependencies) have
loaded.
Unlike the old asset system, for a given asset path all `Handle<T>`
values point to the same underlying Arc. This means Handles can cheaply
hold more asset information, such as the AssetPath:
```rust
// prints the AssetPath of the handle
info!("{:?}", handle.path())
```
### Processed Assets
Asset processing can be enabled via the `AssetPlugin`. When developing
Bevy Apps with processed assets, do this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))
```
This runs the `AssetProcessor` in the background with hot-reloading. It
reads assets from the `assets` folder, processes them, and writes them
to the `.imported_assets` folder. Asset loads in the Bevy App will wait
for a processed version of the asset to become available. If an asset in
the `assets` folder changes, it will be reprocessed and hot-reloaded in
the Bevy App.
When deploying processed Bevy apps, do this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed()))
```
This does not run the `AssetProcessor` in the background. It behaves
like `AssetPlugin::unprocessed()`, but reads assets from
`.imported_assets`.
When the `AssetProcessor` is running, it will populate sibling `.meta`
files for assets in the `assets` folder. Meta files for assets that do
not have a processor configured look like this:
```rust
(
meta_format_version: "1.0",
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: FromExtension,
),
),
)
```
This is metadata for an image asset. For example, if you have
`assets/my_sprite.png`, this could be the metadata stored at
`assets/my_sprite.png.meta`. Meta files are totally optional. If no
metadata exists, the default settings will be used.
In short, this file says "load this asset with the ImageLoader and use
the file extension to determine the image type". This type of meta file
is supported in all AssetPlugin modes. If in `Unprocessed` mode, the
asset (with the meta settings) will be loaded directly. If in
`ProcessedDev` mode, the asset file will be copied directly to the
`.imported_assets` folder. The meta will also be copied directly to the
`.imported_assets` folder, but with one addition:
```rust
(
meta_format_version: "1.0",
processed_info: Some((
hash: 12415480888597742505,
full_hash: 14344495437905856884,
process_dependencies: [],
)),
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: FromExtension,
),
),
)
```
`processed_info` contains `hash` (a direct hash of the asset and meta
bytes), `full_hash` (a hash of `hash` and the hashes of all
`process_dependencies`), and `process_dependencies` (the `path` and
`full_hash` of every process_dependency). A "process dependency" is an
asset dependency that is _directly_ used when processing the asset.
Images do not have process dependencies, so this is empty.
When the processor is enabled, you can use the `Process` metadata
config:
```rust
(
meta_format_version: "1.0",
asset: Process(
processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>",
settings: (
loader_settings: (
format: FromExtension,
),
saver_settings: (
generate_mipmaps: true,
),
),
),
)
```
This configures the asset to use the `LoadAndSave` processor, which runs
an AssetLoader and feeds the result into an AssetSaver (which saves the
given Asset and defines a loader to load it with). (for terseness
LoadAndSave will likely get a shorter/friendlier type name when [Stable
Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common
processor type, but arbitrary processors are supported.
`CompressedImageSaver` saves an `Image` in the Basis Universal format
and configures the ImageLoader to load it as basis universal. The
`AssetProcessor` will read this meta, run it through the LoadAndSave
processor, and write the basis-universal version of the image to
`.imported_assets`. The final metadata will look like this:
```rust
(
meta_format_version: "1.0",
processed_info: Some((
hash: 905599590923828066,
full_hash: 9948823010183819117,
process_dependencies: [],
)),
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: Format(Basis),
),
),
)
```
To try basis-universal processing out in Bevy examples, (for example
`sprite.rs`), change `add_plugins(DefaultPlugins)` to
`add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run
with the `basis-universal` feature enabled: `cargo run
--features=basis-universal --example sprite`.
To create a custom processor, there are two main paths:
1. Use the `LoadAndSave` processor with an existing `AssetLoader`.
Implement the `AssetSaver` trait, register the processor using
`asset_processor.register_processor::<LoadAndSave<ImageLoader,
CompressedImageSaver>>(image_saver.into())`.
2. Implement the `Process` trait directly and register it using:
`asset_processor.register_processor(thing_processor)`.
You can configure default processors for file extensions like this:
```rust
asset_processor.set_default_processor::<ThingProcessor>("thing")
```
There is one more metadata type to be aware of:
```rust
(
meta_format_version: "1.0",
asset: Ignore,
)
```
This will ignore the asset during processing / prevent it from being
written to `.imported_assets`.
The AssetProcessor stores a transaction log at `.imported_assets/log`
and uses it to gracefully recover from unexpected stops. This means you
can force-quit the processor (and Bevy Apps running the processor in
parallel) at arbitrary times!
`.imported_assets` is "local state". It should _not_ be checked into
source control. It should also be considered "read only". In practice,
you _can_ modify processed assets and processed metadata if you really
need to test something. But those modifications will not be represented
in the hashes of the assets, so the processed state will be "out of
sync" with the source assets. The processor _will not_ fix this for you.
Either revert the change after you have tested it, or delete the
processed files so they can be re-populated.
## Open Questions
There are a number of open questions to be discussed. We should decide
if they need to be addressed in this PR and if so, how we will address
them:
### Implied Dependencies vs Dependency Enumeration
There are currently two ways to populate asset dependencies:
* **Implied via AssetLoaders**: if an AssetLoader loads an asset (and
retrieves a handle), a dependency is added to the list.
* **Explicit via the optional Asset::visit_dependencies**: if
`server.load_asset(my_asset)` is called, it will call
`my_asset.visit_dependencies`, which will grab dependencies that have
been manually defined for the asset via the Asset trait impl (which can
be derived).
This means that defining explicit dependencies is optional for "loaded
assets". And the list of dependencies is always accurate because loaders
can only produce Handles if they register dependencies. If an asset was
loaded with an AssetLoader, it only uses the implied dependencies. If an
asset was created at runtime and added with
`asset_server.load_asset(MyAsset)`, it will use
`Asset::visit_dependencies`.
However this can create a behavior mismatch between loaded assets and
equivalent "created at runtime" assets if `Assets::visit_dependencies`
doesn't exactly match the dependencies produced by the AssetLoader. This
behavior mismatch can be resolved by completely removing "implied loader
dependencies" and requiring `Asset::visit_dependencies` to supply
dependency data. But this creates two problems:
* It makes defining loaded assets harder and more error prone: Devs must
remember to manually annotate asset dependencies with `#[dependency]`
when deriving `Asset`. For more complicated assets (such as scenes), the
derive likely wouldn't be sufficient and a manual `visit_dependencies`
impl would be required.
* Removes the ability to immediately kick off dependency loads: When
AssetLoaders retrieve a Handle, they also immediately kick off an asset
load for the handle, which means it can start loading in parallel
_before_ the asset finishes loading. For large assets, this could be
significant. (although this could be mitigated for processed assets if
we store dependencies in the processed meta file and load them ahead of
time)
### Eager ProcessorDev Asset Loading
I made a controversial call in the interest of fast startup times ("time
to first pixel") for the "processor dev mode configuration". When
initializing the AssetProcessor, current processed versions of unchanged
assets are yielded immediately, even if their dependencies haven't been
checked yet for reprocessing. This means that
non-current-state-of-filesystem-but-previously-valid assets might be
returned to the App first, then hot-reloaded if/when their dependencies
change and the asset is reprocessed.
Is this behavior desirable? There is largely one alternative: do not
yield an asset from the processor to the app until all of its
dependencies have been checked for changes. In some common cases (load
dependency has not changed since last run) this will increase startup
time. The main question is "by how much" and is that slower startup time
worth it in the interest of only yielding assets that are true to the
current state of the filesystem. Should this be configurable? I'm
starting to think we should only yield an asset after its (historical)
dependencies have been checked for changes + processed as necessary, but
I'm curious what you all think.
### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs?
In this implementation AssetPaths are the only canonical asset
identifier (just like the previous Bevy Asset system and Godot). Moving
assets will result in re-scans (and currently reprocessing, although
reprocessing can easily be avoided with some changes). Asset
renames/moves will break code and assets that rely on specific paths,
unless those paths are fixed up.
Do we want / need "stable asset uuids"? Introducing them is very
possible:
1. Generate a UUID and include it in .meta files
2. Support UUID in AssetPath
3. Generate "asset indices" which are loaded on startup and map UUIDs to
paths.
4 (maybe). Consider only supporting UUIDs for processed assets so we can
generate quick-to-load indices instead of scanning meta files.
The main "pro" is that assets referencing UUIDs don't need to be
migrated when a path changes. The main "con" is that UUIDs cannot be
"lazily resolved" like paths. They need a full view of all assets to
answer the question "does this UUID exist". Which means UUIDs require
the AssetProcessor to fully finish startup scans before saying an asset
doesnt exist. And they essentially require asset pre-processing to use
in apps, because scanning all asset metadata files at runtime to resolve
a UUID is not viable for medium-to-large apps. It really requires a
pre-generated UUID index, which must be loaded before querying for
assets.
I personally think this should be investigated in a separate PR. Paths
aren't going anywhere ... _everyone_ uses filesystems (and
filesystem-like apis) to manage their asset source files. I consider
them permanent canonical asset information. Additionally, they behave
well for both processed and unprocessed asset modes. Given that Bevy is
supporting both, this feels like the right canonical ID to start with.
UUIDS (and maybe even other indexed-identifier types) can be added later
as necessary.
### Folder / File Naming Conventions
All asset processing config currently lives in the `.imported_assets`
folder. The processor transaction log is in `.imported_assets/log`.
Processed assets are added to `.imported_assets/Default`, which will
make migrating to processed asset profiles (ex: a
`.imported_assets/Mobile` profile) a non-breaking change. It also allows
us to create top-level files like `.imported_assets/log` without it
being interpreted as an asset. Meta files currently have a `.meta`
suffix. Do we like these names and conventions?
### Should the `AssetPlugin::processed_dev` configuration enable
`watch_for_changes` automatically?
Currently it does (which I think makes sense), but it does make it the
only configuration that enables watch_for_changes by default.
### Discuss on_loaded High Level Interface:
This PR includes a very rough "proof of concept" `on_loaded` system
adapter that uses the `LoadedWithDependencies` event in combination with
`asset_server.load_asset` dependency tracking to support this pattern
```rust
fn main() {
App::new()
.init_asset::<MyAssets>()
.add_systems(Update, on_loaded(create_array_texture))
.run();
}
#[derive(Asset, Clone)]
struct MyAssets {
#[dependency]
picture_of_my_cat: Handle<Image>,
#[dependency]
picture_of_my_other_cat: Handle<Image>,
}
impl FromWorld for ArrayTexture {
fn from_world(world: &mut World) -> Self {
picture_of_my_cat: server.load("meow.png"),
picture_of_my_other_cat: server.load("meeeeeeeow.png"),
}
}
fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) {
commands.spawn(SpriteBundle {
texture: my_assets.picture_of_my_cat.clone(),
..default()
});
commands.spawn(SpriteBundle {
texture: my_assets.picture_of_my_other_cat.clone(),
..default()
});
}
```
The implementation is _very_ rough. And it is currently unsafe because
`bevy_ecs` doesn't expose some internals to do this safely from inside
`bevy_asset`. There are plenty of unanswered questions like:
* "do we add a Loadable" derive? (effectively automate the FromWorld
implementation above)
* Should `MyAssets` even be an Asset? (largely implemented this way
because it elegantly builds on `server.load_asset(MyAsset { .. })`
dependency tracking).
We should think hard about what our ideal API looks like (and if this is
a pattern we want to support). Not necessarily something we need to
solve in this PR. The current `on_loaded` impl should probably be
removed from this PR before merging.
## Clarifying Questions
### What about Assets as Entities?
This Bevy Asset V2 proposal implementation initially stored Assets as
ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used
`Entity` as the asset id and Asset values were just ECS components.
There are plenty of compelling reasons to do this:
1. Easier to inline assets in Bevy Scenes (as they are "just" normal
entities + components)
2. More flexible queries: use the power of the ECS to filter assets (ex:
`Query<Mesh, With<Tree>>`).
3. Extensible. Users can add arbitrary component data to assets.
4. Things like "component visualization tools" work out of the box to
visualize asset data.
However Assets as Entities has a ton of caveats right now:
* We need to be able to allocate entity ids without a direct World
reference (aka rework id allocator in Entities ... i worked around this
in my prototypes by just pre allocating big chunks of entities)
* We want asset change events in addition to ECS change tracking ... how
do we populate them when mutations can come from anywhere? Do we use
Changed queries? This would require iterating over the change data for
all assets every frame. Is this acceptable or should we implement a new
"event based" component change detection option?
* Reconciling manually created assets with asset-system managed assets
has some nuance (ex: are they "loaded" / do they also have that
component metadata?)
* "how do we handle "static" / default entity handles" (ties in to the
Entity Indices discussion:
https://github.com/bevyengine/bevy/discussions/8319). This is necessary
for things like "built in" assets and default handles in things like
SpriteBundle.
* Storing asset information as a component makes it easy to "invalidate"
asset state by removing the component (or forcing modifications).
Ideally we have ways to lock this down (some combination of Rust type
privacy and ECS validation)
In practice, how we store and identify assets is a reasonably
superficial change (porting off of Assets as Entities and implementing
dedicated storage + ids took less than a day). So once we sort out the
remaining challenges the flip should be straightforward. Additionally, I
do still have "Assets as Entities" in my commit history, so we can reuse
that work. I personally think "assets as entities" is a good endgame,
but it also doesn't provide _significant_ value at the moment and it
certainly isn't ready yet with the current state of things.
### Why not Distill?
[Distill](https://github.com/amethyst/distill) is a high quality fully
featured asset system built in Rust. It is very natural to ask "why not
just use Distill?".
It is also worth calling out that for awhile, [we planned on adopting
Distill / I signed off on
it](https://github.com/bevyengine/bevy/issues/708).
However I think Bevy has a number of constraints that make Distill
adoption suboptimal:
* **Architectural Simplicity:**
* Distill's processor requires an in-memory database (lmdb) and RPC
networked API (using Cap'n Proto). Each of these introduces API
complexity that increases maintenance burden and "code grokability".
Ignoring tests, documentation, and examples, Distill has 24,237 lines of
Rust code (including generated code for RPC + database interactions). If
you ignore generated code, it has 11,499 lines.
* Bevy builds the AssetProcessor and AssetServer using pluggable
AssetReader/AssetWriter Rust traits with simple io interfaces. They do
not necessitate databases or RPC interfaces (although Readers/Writers
could use them if that is desired). Bevy Asset V2 (at the time of
writing this PR) is 5,384 lines of Rust code (ignoring tests,
documentation, and examples). Grain of salt: Distill does have more
features currently (ex: Asset Packing, GUIDS, remote-out-of-process
asset processor). I do plan to implement these features in Bevy Asset V2
and I personally highly doubt they will meaningfully close the 6115
lines-of-code gap.
* This complexity gap (which while illustrated by lines of code, is much
bigger than just that) is noteworthy to me. Bevy should be hackable and
there are pillars of Distill that are very hard to understand and
extend. This is a matter of opinion (and Bevy Asset V2 also has
complicated areas), but I think Bevy Asset V2 is much more approachable
for the average developer.
* Necessary disclaimer: counting lines of code is an extremely rough
complexity metric. Read the code and form your own opinions.
* **Optional Asset Processing:** Not all Bevy Apps (or Bevy App
developers) need / want asset preprocessing. Processing increases the
complexity of the development environment by introducing things like
meta files, imported asset storage, running processors in the
background, waiting for processing to finish, etc. Distill _requires_
preprocessing to work. With Bevy Asset V2 processing is fully opt-in.
The AssetServer isn't directly aware of asset processors at all.
AssetLoaders only care about converting bytes to runtime Assets ... they
don't know or care if the bytes were pre-processed or not. Processing is
"elegantly" (forgive my self-congratulatory phrasing) layered on top and
builds on the existing Asset system primitives.
* **Direct Filesystem Access to Processed Asset State:** Distill stores
processed assets in a database. This makes debugging / inspecting the
processed outputs harder (either requires special tooling to query the
database or they need to be "deployed" to be inspected). Bevy Asset V2,
on the other hand, stores processed assets in the filesystem (by default
... this is configurable). This makes interacting with the processed
state more natural. Note that both Godot and Unity's new asset system
store processed assets in the filesystem.
* **Portability**: Because Distill's processor uses lmdb and RPC
networking, it cannot be run on certain platforms (ex: lmdb is a
non-rust dependency that cannot run on the web, some platforms don't
support running network servers). Bevy should be able to process assets
everywhere (ex: run the Bevy Editor on the web, compile + process
shaders on mobile, etc). Distill does partially mitigate this problem by
supporting "streaming" assets via the RPC protocol, but this is not a
full solve from my perspective. And Bevy Asset V2 can (in theory) also
stream assets (without requiring RPC, although this isn't implemented
yet)
Note that I _do_ still think Distill would be a solid asset system for
Bevy. But I think the approach in this PR is a better solve for Bevy's
specific "asset system requirements".
### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the
point?
"True async file io" has limited / spotty platform support. async-fs
(and the rust async ecosystem generally ... ex Tokio) currently use
async wrappers over std::fs that offload blocking requests to separate
threads. This may feel unsatisfying, but it _does_ still provide value
because it prevents our task pools from blocking on file system
operations (which would prevent progress when there are many tasks to
do, but all threads in a pool are currently blocking on file system
ops).
Additionally, using async APIs for our AssetReaders and AssetWriters
also provides value because we can later add support for "true async
file io" for platforms that support it. _And_ we can implement other
"true async io" asset backends (such as networked asset io).
## Draft TODO
- [x] Fill in missing filesystem event APIs: file removed event (which
is expressed as dangling RenameFrom events in some cases), file/folder
renamed event
- [x] Assets without loaders are not moved to the processed folder. This
breaks things like referenced `.bin` files for GLTFs. This should be
configurable per-non-asset-type.
- [x] Initial implementation of Reflect and FromReflect for Handle. The
"deserialization" parity bar is low here as this only worked with static
UUIDs in the old impl ... this is a non-trivial problem. Either we add a
Handle::AssetPath variant that gets "upgraded" to a strong handle on
scene load or we use a separate AssetRef type for Bevy scenes (which is
converted to a runtime Handle on load). This deserves its own discussion
in a different pr.
- [x] Populate read_asset_bytes hash when run by the processor (a bit of
a special case .. when run by the processor the processed meta will
contain the hash so we don't need to compute it on the spot, but we
don't want/need to read the meta when run by the main AssetServer)
- [x] Delay hot reloading: currently filesystem events are handled
immediately, which creates timing issues in some cases. For example hot
reloading images can sometimes break because the image isn't finished
writing. We should add a delay, likely similar to the [implementation in
this PR](https://github.com/bevyengine/bevy/pull/8503).
- [x] Port old platform-specific AssetIo implementations to the new
AssetReader interface (currently missing Android and web)
- [x] Resolve on_loaded unsafety (either by removing the API entirely or
removing the unsafe)
- [x] Runtime loader setting overrides
- [x] Remove remaining unwraps that should be error-handled. There are
number of TODOs here
- [x] Pretty AssetPath Display impl
- [x] Document more APIs
- [x] Resolve spurious "reloading because it has changed" events (to
repro run load_gltf with `processed_dev()`)
- [x] load_dependency hot reloading currently only works for processed
assets. If processing is disabled, load_dependency changes are not hot
reloaded.
- [x] Replace AssetInfo dependency load/fail counters with
`loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from
(potentially) breaking counters. Storing this will also enable
"dependency reloaded" events (see [Next Steps](#next-steps))
- [x] Re-add filesystem watcher cargo feature gate (currently it is not
optional)
- [ ] Migration Guide
- [ ] Changelog
## Followup TODO
- [ ] Replace "eager unchanged processed asset loading" behavior with
"don't returned unchanged processed asset until dependencies have been
checked".
- [ ] Add true `Ignore` AssetAction that does not copy the asset to the
imported_assets folder.
- [ ] Finish "live asset unloading" (ex: free up CPU asset memory after
uploading an image to the GPU), rethink RenderAssets, and port renderer
features. The `Assets` collection uses `Option<T>` for asset storage to
support its removal. (1) the Option might not actually be necessary ...
might be able to just remove from the collection entirely (2) need to
finalize removal apis
- [ ] Try replacing the "channel based" asset id recycling with
something a bit more efficient (ex: we might be able to use raw atomic
ints with some cleverness)
- [ ] Consider adding UUIDs to processed assets (scoped just to helping
identify moved assets ... not exposed to load queries ... see [Next
Steps](#next-steps))
- [ ] Store "last modified" source asset and meta timestamps in
processed meta files to enable skipping expensive hashing when the file
wasn't changed
- [ ] Fix "slow loop" handle drop fix
- [ ] Migrate to TypeName
- [x] Handle "loader preregistration". See #9429
## Next Steps
* **Configurable per-type defaults for AssetMeta**: It should be
possible to add configuration like "all png image meta should default to
using nearest sampling" (currently this hard-coded per-loader/processor
Settings::default() impls). Also see the "Folder Meta" bullet point.
* **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical
asset ids" discussion in [Open Questions](#open-questions) and the
relevant bullet point in [Draft TODO](#draft-todo). Even without
canonical ids, folder renames could avoid reprocessing in some cases.
* **Multiple Asset Sources**: Expand AssetPath to support "asset source
names" and support multiple AssetReaders in the asset server (ex:
`webserver://some_path/image.png` backed by an Http webserver
AssetReader). The "default" asset reader would use normal
`some_path/image.png` paths. Ideally this works in combination with
multiple AssetWatchers for hot-reloading
* **Stable Type Names**: this pr removes the TypeUuid requirement from
assets in favor of `std::any::type_name`. This makes defining assets
easier (no need to generate a new uuid / use weird proc macro syntax).
It also makes reading meta files easier (because things have "friendly
names"). We also use type names for components in scene files. If they
are good enough for components, they are good enough for assets. And
consistency across Bevy pillars is desirable. However,
`std::any::type_name` is not guaranteed to be stable (although in
practice it is). We've developed a [stable type
path](https://github.com/bevyengine/bevy/pull/7184) to resolve this,
which should be adopted when it is ready.
* **Command Line Interface**: It should be possible to run the asset
processor in a separate process from the command line. This will also
require building a network-server-backed AssetReader to communicate
between the app and the processor. We've been planning to build a "bevy
cli" for awhile. This seems like a good excuse to build it.
* **Asset Packing**: This is largely an additive feature, so it made
sense to me to punt this until we've laid the foundations in this PR.
* **Per-Platform Processed Assets**: It should be possible to generate
assets for multiple platforms by supporting multiple "processor
profiles" per asset (ex: compress with format X on PC and Y on iOS). I
think there should probably be arbitrary "profiles" (which can be
separate from actual platforms), which are then assigned to a given
platform when generating the final asset distribution for that platform.
Ex: maybe devs want a "Mobile" profile that is shared between iOS and
Android. Or a "LowEnd" profile shared between web and mobile.
* **Versioning and Migrations**: Assets, Loaders, Savers, and Processors
need to have versions to determine if their schema is valid. If an asset
/ loader version is incompatible with the current version expected at
runtime, the processor should be able to migrate them. I think we should
try using Bevy Reflect for this, as it would allow us to load the old
version as a dynamic Reflect type without actually having the old Rust
type. It would also allow us to define "patches" to migrate between
versions (Bevy Reflect devs are currently working on patching). The
`.meta` file already has its own format version. Migrating that to new
versions should also be possible.
* **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write
type) currently used by AssetPath can still result in String clones that
aren't actually necessary (cloning an Owned Cow clones the contents).
Bevy's asset system requires cloning AssetPaths in a number of places,
which result in actual clones of the internal Strings. This is not
efficient. AssetPath internals should be reworked to exhibit truer
cow-like-behavior that reduces String clones to the absolute minimum.
* **Consider processor-less processing**: In theory the AssetServer
could run processors "inline" even if the background AssetProcessor is
disabled. If we decide this is actually desirable, we could add this.
But I don't think its a priority in the short or medium term.
* **Pre-emptive dependency loading**: We could encode dependencies in
processed meta files, which could then be used by the Asset Server to
kick of dependency loads as early as possible (prior to starting the
actual asset load). Is this desirable? How much time would this save in
practice?
* **Optimize Processor With UntypedAssetIds**: The processor exclusively
uses AssetPath to identify assets currently. It might be possible to
swap these out for UntypedAssetIds in some places, which are smaller /
cheaper to hash and compare.
* **One to Many Asset Processing**: An asset source file that produces
many assets currently must be processed into a single "processed" asset
source. If labeled assets can be written separately they can each have
their own configured savers _and_ they could be loaded more granularly.
Definitely worth exploring!
* **Automatically Track "Runtime-only" Asset Dependencies**: Right now,
tracking "created at runtime" asset dependencies requires adding them
via `asset_server.load_asset(StandardMaterial::default())`. I think with
some cleverness we could also do this for
`materials.add(StandardMaterial::default())`, making tracking work
"everywhere". There are challenges here relating to change detection /
ensuring the server is made aware of dependency changes. This could be
expensive in some cases.
* **"Dependency Changed" events**: Some assets have runtime artifacts
that need to be re-generated when one of their dependencies change (ex:
regenerate a material's bind group when a Texture needs to change). We
are generating the dependency graph so we can definitely produce these
events. Buuuuut generating these events will have a cost / they could be
high frequency for some assets, so we might want this to be opt-in for
specific cases.
* **Investigate Storing More Information In Handles**: Handles can now
store arbitrary information, which makes it cheaper and easier to
access. How much should we move into them? Canonical asset load states
(via atomics)? (`handle.is_loaded()` would be very cool). Should we
store the entire asset and remove the `Assets<T>` collection?
(`Arc<RwLock<Option<Image>>>`?)
* **Support processing and loading files without extensions**: This is a
pretty arbitrary restriction and could be supported with very minimal
changes.
* **Folder Meta**: It would be nice if we could define per folder
processor configuration defaults (likely in a `.meta` or `.folder_meta`
file). Things like "default to linear filtering for all Images in this
folder".
* **Replace async_broadcast with event-listener?** This might be
approximately drop-in for some uses and it feels more light weight
* **Support Running the AssetProcessor on the Web**: Most of the hard
work is done here, but there are some easy straggling TODOs (make the
transaction log an interface instead of a direct file writer so we can
write a web storage backend, implement an AssetReader/AssetWriter that
reads/writes to something like LocalStorage).
* **Consider identifying and preventing circular dependencies**: This is
especially important for "processor dependencies", as processing will
silently never finish in these cases.
* **Built-in/Inlined Asset Hot Reloading**: This PR regresses
"built-in/inlined" asset hot reloading (previously provided by the
DebugAssetServer). I'm intentionally punting this because I think it can
be cleanly implemented with "multiple asset sources" by registering a
"debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset
paths) in combination with an AssetWatcher for that asset source and
support for "manually loading pats with asset bytes instead of
AssetReaders". The old DebugAssetServer was quite nasty and I'd love to
avoid that hackery going forward.
* **Investigate ways to remove double-parsing meta files**: Parsing meta
files currently involves parsing once with "minimal" versions of the
meta file to extract the type name of the loader/processor config, then
parsing again to parse the "full" meta. This is suboptimal. We should be
able to define custom deserializers that (1) assume the loader/processor
type name comes first (2) dynamically looks up the loader/processor
registrations to deserialize settings in-line (similar to components in
the bevy scene format). Another alternative: deserialize as dynamic
Reflect objects and then convert.
* **More runtime loading configuration**: Support using the Handle type
as a hint to select an asset loader (instead of relying on AssetPath
extensions)
* **More high level Processor trait implementations**: For example, it
might be worth adding support for arbitrary chains of "asset transforms"
that modify an in-memory asset representation between loading and
saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by
a `flip_normals` transform, then save the mesh to an efficient
compressed format).
* **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO
item](#draft-todo) for context)
* **Explore High Level Load Interfaces**: See [this
discussion](#discuss-on_loaded-high-level-interface) for one prototype.
* **Asset Streaming**: It would be great if we could stream Assets (ex:
stream a long video file piece by piece)
* **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than
they need to be because they have a Uuid enum variant. If we implement
an "id exchanging" system that trades Uuids for "efficient runtime ids",
we can cut down on the size of AssetIds, making them more efficient.
This has some open design questions, such as how to spawn entities with
"default" handle values (as these wouldn't have access to the exchange
api in the current system).
* **Asset Path Fixup Tooling**: Assets that inline asset paths inside
them will break when an asset moves. The asset system provides the
functionality to detect when paths break. We should build a framework
that enables formats to define "path migrations". This is especially
important for scene files. For editor-generated files, we should also
consider using UUIDs (see other bullet point) to avoid the need to
migrate in these cases.
---------
Co-authored-by: BeastLe9enD <beastle9end@outlook.de>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-09-07 02:07:27 +00:00
[Custom Asset IO ](../examples/asset/custom_asset_reader.rs ) | Implements a custom AssetReader
2024-02-02 14:49:05 +00:00
[Embedded Asset ](../examples/asset/embedded_asset.rs ) | Embed an asset in the application binary and load it
2024-03-06 16:00:03 +00:00
[Extra asset source ](../examples/asset/extra_source.rs ) | Load an asset from a non-standard asset source
2022-06-25 20:23:24 +00:00
[Hot Reloading of Assets ](../examples/asset/hot_asset_reloading.rs ) | Demonstrates automatic reloading of assets when modified on disk
2024-05-23 13:28:29 +00:00
[Mult-asset synchronization ](../examples/asset/multi_asset_sync.rs ) | Demonstrates how to wait for multiple assets to be loaded.
2024-05-05 17:29:26 +00:00
[Repeated texture configuration ](../examples/asset/repeated_texture.rs ) | How to configure the texture to repeat instead of the default clamp to edges
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.
2023-07-29 22:29:41 +00:00
[Pitch ](../examples/audio/pitch.rs ) | Shows how to directly play a simple pitch
2024-03-29 20:32:30 +00:00
[Soundtrack ](../examples/audio/soundtrack.rs ) | Shows how to play different soundtracks based on game state
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
2024-06-10 12:33:48 +00:00
## Camera
Example | Description
--- | ---
[2D top-down camera ](../examples/camera/2d_top_down_camera.rs ) | A 2D top-down camera smoothly following player movements
2024-09-10 23:40:48 +00:00
[Camera Orbit ](../examples/camera/camera_orbit.rs ) | Shows how to orbit a static scene using pitch, yaw, and roll.
Add first person view model example (#13828)
# Objective
A very common way to organize a first-person view is to split it into
two kinds of models:
- The *view model* is the model that represents the player's body.
- The *world model* is everything else.
The reason for this distinction is that these two models should be
rendered with different FOVs.
The view model is typically designed and animated with a very specific
FOV in mind, so it is
generally *fixed* and cannot be changed by a player. The world model, on
the other hand, should
be able to change its FOV to accommodate the player's preferences for
the following reasons:
- *Accessibility*: How prone is the player to motion sickness? A wider
FOV can help.
- *Tactical preference*: Does the player want to see more of the
battlefield?
Or have a more zoomed-in view for precision aiming?
- *Physical considerations*: How well does the in-game FOV match the
player's real-world FOV?
Are they sitting in front of a monitor or playing on a TV in the living
room? How big is the screen?
## Solution
I've added an example implementing the described setup as follows.
The `Player` is an entity holding two cameras, one for each model. The
view model camera has a fixed
FOV of 70 degrees, while the world model camera has a variable FOV that
can be changed by the player.
I use different `RenderLayers` to select what to render.
- The world model camera has no explicit `RenderLayers` component, so it
uses the layer 0.
All static objects in the scene are also on layer 0 for the same reason.
- The view model camera has a `RenderLayers` component with layer 1, so
it only renders objects
explicitly assigned to layer 1. The arm of the player is one such
object.
The order of the view model camera is additionally bumped to 1 to ensure
it renders on top of the world model.
- The light source in the scene must illuminate both the view model and
the world model, so it is
assigned to both layers 0 and 1.
To better see the effect, the player can move the camera by dragging
their mouse and change the world model's FOV with the arrow keys. The
arrow up key maps to "decrease FOV" and the arrow down key maps to
"increase FOV". This sounds backwards on paper, but is more intuitive
when actually changing the FOV in-game since a decrease in FOV looks
like a zoom-in.
I intentionally do not allow changing the view model's FOV even though
it would be illustrative because that would be an anti-pattern and bloat
the code a bit.
The example is called `first_person_view_model` and not just
`first_person` because I want to highlight that this is not a simple
flycam, but actually renders the player.
## Testing
Default FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2">
Decreased FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066">
Increased FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8">
Note that the white bar on the right represents the player's arm, which
is more obvious in-game because you can move the camera around.
The box on top is there to make sure that the view model is receiving
shadows.
I tested only on macOS.
---
## Changelog
I don't think new examples go in here, do they?
## Caveat
The solution used here was implemented with help by @robtfm on
[Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000):
> shadow maps are specific to lights, not to layers
> if you want shadows from some meshes that are not visible, you could
have light on layer 1+2, meshes on layer 2, camera on layer 1 (for
example)
> but this might change in future, it's not exactly an intended feature
In other words, the example code as-is is not guaranteed to work in the
future. I want to bring this up because the use-case presented here is
extremely common in first-person games and important for accessibility.
It would be good to have a blessed and easy way of how to achieve it.
I'm also not happy about how I get the `perspective` variable in
`change_fov`. Very open to suggestions :)
## Related issues
- Addresses parts of #12658
- Addresses parts of #12588
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-17 15:03:31 +00:00
[First person view model ](../examples/camera/first_person_view_model.rs ) | A first-person camera that uses a world model and a view model with different field of views (FOV)
2024-09-10 23:40:48 +00:00
[Projection Zoom ](../examples/camera/projection_zoom.rs ) | Shows how to zoom orthographic and perspective projection cameras.
2024-06-10 12:33:48 +00:00
2024-03-11 19:26:14 +00:00
## Dev tools
Example | Description
--- | ---
[FPS overlay ](../examples/dev_tools/fps_overlay.rs ) | Demonstrates FPS overlay
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
2024-08-15 20:54:51 +00:00
[Enabling/disabling diagnostic ](../examples/diagnostics/enabling_disabling_diagnostic.rs ) | Shows how to disable/re-enable a Diagnostic during runtime
2022-06-25 20:23:24 +00:00
[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
--- | ---
2024-07-30 12:02:38 +00:00
[Change Detection ](../examples/ecs/change_detection.rs ) | Change detection on components and resources
Component Lifecycle Hooks and a Deferred World (#10756)
# Objective
- Provide a reliable and performant mechanism to allows users to keep
components synchronized with external sources: closing/opening sockets,
updating indexes, debugging etc.
- Implement a generic mechanism to provide mutable access to the world
without allowing structural changes; this will not only be used here but
is a foundational piece for observers, which are key for a performant
implementation of relations.
## Solution
- Implement a new type `DeferredWorld` (naming is not important,
`StaticWorld` is also suitable) that wraps a world pointer and prevents
user code from making any structural changes to the ECS; spawning
entities, creating components, initializing resources etc.
- Add component lifecycle hooks `on_add`, `on_insert` and `on_remove`
that can be assigned callbacks in user code.
---
## Changelog
- Add new `DeferredWorld` type.
- Add new world methods: `register_component::<T>` and
`register_component_with_descriptor`. These differ from `init_component`
in that they provide mutable access to the created `ComponentInfo` but
will panic if the component is already in any archetypes. These
restrictions serve two purposes:
1. Prevent users from defining hooks for components that may already
have associated hooks provided in another plugin. (a use case better
served by observers)
2. Ensure that when an `Archetype` is created it gets the appropriate
flags to early-out when triggering hooks.
- Add methods to `ComponentInfo`: `on_add`, `on_insert` and `on_remove`
to be used to register hooks of the form `fn(DeferredWorld, Entity,
ComponentId)`
- Modify `BundleInserter`, `BundleSpawner` and `EntityWorldMut` to
trigger component hooks when appropriate.
- Add bit flags to `Archetype` indicating whether or not any contained
components have each type of hook, this can be expanded for other flags
as needed.
- Add `component_hooks` example to illustrate usage. Try it out! It's
fun to mash keys.
## Safety
The changes to component insertion, removal and deletion involve a large
amount of unsafe code and it's fair for that to raise some concern. I
have attempted to document it as clearly as possible and have confirmed
that all the hooks examples are accepted by `cargo miri` as not causing
any undefined behavior. The largest issue is in ensuring there are no
outstanding references when passing a `DeferredWorld` to the hooks which
requires some use of raw pointers (as was already happening to some
degree in those places) and I have taken some time to ensure that is the
case but feel free to let me know if I've missed anything.
## Performance
These changes come with a small but measurable performance cost of
between 1-5% on `add_remove` benchmarks and between 1-3% on `insert`
benchmarks. One consideration to be made is the existence of the current
`RemovedComponents` which is on average more costly than the addition of
`on_remove` hooks due to the early-out, however hooks doesn't completely
remove the need for `RemovedComponents` as there is a chance you want to
respond to the removal of a component that already has an `on_remove`
hook defined in another plugin, so I have not removed it here. I do
intend to deprecate it with the introduction of observers in a follow up
PR.
## Discussion Questions
- Currently `DeferredWorld` implements `Deref` to `&World` which makes
sense conceptually, however it does cause some issues with rust-analyzer
providing autocomplete for `&mut World` references which is annoying.
There are alternative implementations that may address this but involve
more code churn so I have attempted them here. The other alternative is
to not implement `Deref` at all but that leads to a large amount of API
duplication.
- `DeferredWorld`, `StaticWorld`, something else?
- In adding support for hooks to `EntityWorldMut` I encountered some
unfortunate difficulties with my desired API. If commands are flushed
after each call i.e. `world.spawn() // flush commands .insert(A) //
flush commands` the entity may be despawned while `EntityWorldMut` still
exists which is invalid. An alternative was then to add
`self.world.flush_commands()` to the drop implementation for
`EntityWorldMut` but that runs into other problems for implementing
functions like `into_unsafe_entity_cell`. For now I have implemented a
`.flush()` which will flush the commands and consume `EntityWorldMut` or
users can manually run `world.flush_commands()` after using
`EntityWorldMut`.
- In order to allowing querying on a deferred world we need
implementations of `WorldQuery` to not break our guarantees of no
structural changes through their `UnsafeWorldCell`. All our
implementations do this, but there isn't currently any safety
documentation specifying what is or isn't allowed for an implementation,
just for the caller, (they also shouldn't be aliasing components they
didn't specify access for etc.) is that something we should start doing?
(see 10752)
Please check out the example `component_hooks` or the tests in
`bundle.rs` for usage examples. I will continue to expand this
description as I go.
See #10839 for a more ergonomic API built on top of this one that isn't
subject to the same restrictions and supports `SystemParam` dependency
injection.
2024-03-01 14:59:22 +00:00
[Component Hooks ](../examples/ecs/component_hooks.rs ) | Define component hooks to manage component lifecycle events
2022-06-25 20:23:24 +00:00
[Custom Query Parameters ](../examples/ecs/custom_query_param.rs ) | Groups commonly used compound queries and query filters into a single type
2024-01-25 17:51:53 +00:00
[Custom Schedule ](../examples/ecs/custom_schedule.rs ) | Demonstrates how to add custom schedules
Dynamic queries and builder API (#9774)
# Objective
Expand the existing `Query` API to support more dynamic use cases i.e.
scripting.
## Prior Art
- #6390
- #8308
- #10037
## Solution
- Create a `QueryBuilder` with runtime methods to define the set of
component accesses for a built query.
- Create new `WorldQueryData` implementations `FilteredEntityMut` and
`FilteredEntityRef` as variants of `EntityMut` and `EntityRef` that
provide run time checked access to the components included in a given
query.
- Add new methods to `Query` to create "query lens" with a subset of the
access of the initial query.
### Query Builder
The `QueryBuilder` API allows you to define a query at runtime. At it's
most basic use it will simply create a query with the corresponding type
signature:
```rust
let query = QueryBuilder::<Entity, With<A>>::new(&mut world).build();
// is equivalent to
let query = QueryState::<Entity, With<A>>::new(&mut world);
```
Before calling `.build()` you also have the opportunity to add
additional accesses and filters. Here is a simple example where we add
additional filter terms:
```rust
let entity_a = world.spawn((A(0), B(0))).id();
let entity_b = world.spawn((A(0), C(0))).id();
let mut query_a = QueryBuilder::<Entity>::new(&mut world)
.with::<A>()
.without::<C>()
.build();
assert_eq!(entity_a, query_a.single(&world));
```
This alone is useful in that allows you to decide which archetypes your
query will match at runtime. However it is also very limited, consider a
case like the following:
```rust
let query_a = QueryBuilder::<&A>::new(&mut world)
// Add an additional access
.data::<&B>()
.build();
```
This will grant the query an additional read access to component B
however we have no way of accessing the data while iterating as the type
signature still only includes &A. For an even more concrete example of
this consider dynamic components:
```rust
let query_a = QueryBuilder::<Entity>::new(&mut world)
// Adding a filter is easy since it doesn't need be read later
.with_id(component_id_a)
// How do I access the data of this component?
.ref_id(component_id_b)
.build();
```
With this in mind the `QueryBuilder` API seems somewhat incomplete by
itself, we need some way method of accessing the components dynamically.
So here's one:
### Query Transmutation
If the problem is not having the component in the type signature why not
just add it? This PR also adds transmute methods to `QueryBuilder` and
`QueryState`. Here's a simple example:
```rust
world.spawn(A(0));
world.spawn((A(1), B(0)));
let mut query = QueryBuilder::<()>::new(&mut world)
.with::<B>()
.transmute::<&A>()
.build();
query.iter(&world).for_each(|a| assert_eq!(a.0, 1));
```
The `QueryState` and `QueryBuilder` transmute methods look quite similar
but are different in one respect. Transmuting a builder will always
succeed as it will just add the additional accesses needed for the new
terms if they weren't already included. Transmuting a `QueryState` will
panic in the case that the new type signature would give it access it
didn't already have, for example:
```rust
let query = QueryState::<&A, Option<&B>>::new(&mut world);
/// This is fine, the access for Option<&A> is less restrictive than &A
query.transmute::<Option<&A>>(&world);
/// Oh no, this would allow access to &B on entities that might not have it, so it panics
query.transmute::<&B>(&world);
/// This is right out
query.transmute::<&C>(&world);
```
This is quite an appealing API to also have available on `Query` however
it does pose one additional wrinkle: In order to to change the iterator
we need to create a new `QueryState` to back it. `Query` doesn't own
it's own state though, it just borrows it, so we need a place to borrow
it from. This is why `QueryLens` exists, it is a place to store the new
state so it can be borrowed when you call `.query()` leaving you with an
API like this:
```rust
fn function_that_takes_a_query(query: &Query<&A>) {
// ...
}
fn system(query: Query<(&A, &B)>) {
let lens = query.transmute_lens::<&A>();
let q = lens.query();
function_that_takes_a_query(&q);
}
```
Now you may be thinking: Hey, wait a second, you introduced the problem
with dynamic components and then described a solution that only works
for static components! Ok, you got me, I guess we need a bit more:
### Filtered Entity References
Currently the only way you can access dynamic components on entities
through a query is with either `EntityMut` or `EntityRef`, however these
can access all components and so conflict with all other accesses. This
PR introduces `FilteredEntityMut` and `FilteredEntityRef` as
alternatives that have additional runtime checking to prevent accessing
components that you shouldn't. This way you can build a query with a
`QueryBuilder` and actually access the components you asked for:
```rust
let mut query = QueryBuilder::<FilteredEntityRef>::new(&mut world)
.ref_id(component_id_a)
.with(component_id_b)
.build();
let entity_ref = query.single(&world);
// Returns Some(Ptr) as we have that component and are allowed to read it
let a = entity_ref.get_by_id(component_id_a);
// Will return None even though the entity does have the component, as we are not allowed to read it
let b = entity_ref.get_by_id(component_id_b);
```
For the most part these new structs have the exact same methods as their
non-filtered equivalents.
Putting all of this together we can do some truly dynamic ECS queries,
check out the `dynamic` example to see it in action:
```
Commands:
comp, c Create new components
spawn, s Spawn entities
query, q Query for entities
Enter a command with no parameters for usage.
> c A, B, C, Data 4
Component A created with id: 0
Component B created with id: 1
Component C created with id: 2
Component Data created with id: 3
> s A, B, Data 1
Entity spawned with id: 0v0
> s A, C, Data 0
Entity spawned with id: 1v0
> q &Data
0v0: Data: [1, 0, 0, 0]
1v0: Data: [0, 0, 0, 0]
> q B, &mut Data
0v0: Data: [2, 1, 1, 1]
> q B || C, &Data
0v0: Data: [2, 1, 1, 1]
1v0: Data: [0, 0, 0, 0]
```
## Changelog
- Add new `transmute_lens` methods to `Query`.
- Add new types `QueryBuilder`, `FilteredEntityMut`, `FilteredEntityRef`
and `QueryLens`
- `update_archetype_component_access` has been removed, archetype
component accesses are now determined by the accesses set in
`update_component_access`
- Added method `set_access` to `WorldQuery`, this is called before
`update_component_access` for queries that have a restricted set of
accesses, such as those built by `QueryBuilder` or `QueryLens`. This is
primarily used by the `FilteredEntity*` variants and has an empty trait
implementation.
- Added method `get_state` to `WorldQuery` as a fallible version of
`init_state` when you don't have `&mut World` access.
## Future Work
Improve performance of `FilteredEntityMut` and `FilteredEntityRef`,
currently they have to determine the accesses a query has in a given
archetype during iteration which is far from ideal, especially since we
already did the work when matching the archetype in the first place. To
avoid making more internal API changes I have left it out of this PR.
---------
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
2024-01-16 19:16:49 +00:00
[Dynamic ECS ](../examples/ecs/dynamic.rs ) | Dynamically create components, spawn entities with those components and query those components
2022-06-25 20:23:24 +00:00
[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.
2024-07-15 13:39:41 +00:00
[Observer Propagation ](../examples/ecs/observer_propagation.rs ) | Demonstrates event propagation with observers
Generalised ECS reactivity with Observers (#10839)
# Objective
- Provide an expressive way to register dynamic behavior in response to
ECS changes that is consistent with existing bevy types and traits as to
provide a smooth user experience.
- Provide a mechanism for immediate changes in response to events during
command application in order to facilitate improved query caching on the
path to relations.
## Solution
- A new fundamental ECS construct, the `Observer`; inspired by flec's
observers but adapted to better fit bevy's access patterns and rust's
type system.
---
## Examples
There are 3 main ways to register observers. The first is a "component
observer" that looks like this:
```rust
world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| {
let transform = query.get(trigger.entity()).unwrap();
});
```
The above code will spawn a new entity representing the observer that
will run it's callback whenever the `Transform` component is added to an
entity. This is a system-like function that supports dependency
injection for all the standard bevy types: `Query`, `Res`, `Commands`
etc. It also has a `Trigger` parameter that provides information about
the trigger such as the target entity, and the event being triggered.
Importantly these systems run during command application which is key
for their future use to keep ECS internals up to date. There are similar
events for `OnInsert` and `OnRemove`, and this will be expanded with
things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs.
Another way to register an observer is an "entity observer" that looks
like this:
```rust
world.entity_mut(entity).observe(|trigger: Trigger<Resize>| {
// ...
});
```
Entity observers run whenever an event of their type is triggered
targeting that specific entity. This type of observer will de-spawn
itself if the entity (or entities) it is observing is ever de-spawned so
as to not leave dangling observers.
Entity observers can also be spawned from deferred contexts such as
other observers, systems, or hooks using commands:
```rust
commands.entity(entity).observe(|trigger: Trigger<Resize>| {
// ...
});
```
Observers are not limited to in built event types, they can be used with
any type that implements `Event` (which has been extended to implement
Component). This means events can also carry data:
```rust
#[derive(Event)]
struct Resize { x: u32, y: u32 }
commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| {
let event = trigger.event();
// ...
});
// Will trigger the observer when commands are applied.
commands.trigger_targets(Resize { x: 10, y: 10 }, entity);
```
You can also trigger events that target more than one entity at a time:
```rust
commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]);
```
Additionally, Observers don't _need_ entity targets:
```rust
app.observe(|trigger: Trigger<Quit>| {
})
commands.trigger(Quit);
```
In these cases, `trigger.entity()` will be a placeholder.
Observers are actually just normal entities with an `ObserverState` and
`Observer` component! The `observe()` functions above are just shorthand
for:
```rust
world.spawn(Observer::new(|trigger: Trigger<Resize>| {});
```
This will spawn the `Observer` system and use an `on_add` hook to add
the `ObserverState` component.
Dynamic components and trigger types are also fully supported allowing
for runtime defined trigger types.
## Possible Follow-ups
1. Deprecate `RemovedComponents`, observers should fulfill all use cases
while being more flexible and performant.
2. Queries as entities: Swap queries to entities and begin using
observers listening to archetype creation triggers to keep their caches
in sync, this allows unification of `ObserverState` and `QueryState` as
well as unlocking several API improvements for `Query` and the
management of `QueryState`.
3. Trigger bubbling: For some UI use cases in particular users are
likely to want some form of bubbling for entity observers, this is
trivial to implement naively but ideally this includes an acceleration
structure to cache hierarchy traversals.
4. All kinds of other in-built trigger types.
5. Optimization; in order to not bloat the complexity of the PR I have
kept the implementation straightforward, there are several areas where
performance can be improved. The focus for this PR is to get the
behavior implemented and not incur a performance cost for users who
don't use observers.
I am leaving each of these to follow up PR's in order to keep each of
them reviewable as this already includes significant changes.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-06-15 01:33:26 +00:00
[Observers ](../examples/ecs/observers.rs ) | Demonstrates observers that react to events (both built-in life-cycle events and custom events)
2023-09-19 20:17:05 +00:00
[One Shot Systems ](../examples/ecs/one_shot_systems.rs ) | Shows how to flexibly run systems without scheduling them
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.
2023-02-06 02:04:50 +00:00
[Removal Detection ](../examples/ecs/removal_detection.rs ) | Query for entities that had a specific component removed earlier in the current frame
2023-02-18 05:32:59 +00:00
[Run Conditions ](../examples/ecs/run_conditions.rs ) | Run systems only when one or multiple conditions are met
2024-01-29 16:41:27 +00:00
[Send and receive events ](../examples/ecs/send_and_receive_events.rs ) | Demonstrates how to send and receive events of the same type in a single system
2022-06-25 20:23:24 +00:00
[Startup System ](../examples/ecs/startup_system.rs ) | Demonstrates a startup system (one that runs once when the app starts up)
[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`
2022-10-11 15:21:12 +00:00
[System Piping ](../examples/ecs/system_piping.rs ) | Pipe the output of one system into a second, allowing you to handle any errors gracefully
2024-04-03 19:16:02 +00:00
[System Stepping ](../examples/ecs/system_stepping.rs ) | Demonstrate stepping through systems in order of execution.
2020-08-17 23:02:59 +00:00
## Games
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
[Alien Cake Addict ](../examples/games/alien_cake_addict.rs ) | Eat the cakes. Eat them all. An example 3D game
2024-04-03 19:16:02 +00:00
[Breakout ](../examples/games/breakout.rs ) | An implementation of the classic game "Breakout".
2022-06-25 20:23:24 +00:00
[Contributors ](../examples/games/contributors.rs ) | Displays each contributor as a bouncy bevy-ball!
2024-03-06 22:21:41 +00:00
[Desk Toy ](../examples/games/desk_toy.rs ) | Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!
2022-06-25 20:23:24 +00:00
[Game Menu ](../examples/games/game_menu.rs ) | A simple game menu
2024-04-09 12:50:19 +00:00
[Loading Screen ](../examples/games/loading_screen.rs ) | Demonstrates how to create a loading screen that waits for all assets to be loaded and render pipelines to be compiled.
2020-08-17 23:02:59 +00:00
2024-02-21 20:16:25 +00:00
## Gizmos
Example | Description
--- | ---
[2D Gizmos ](../examples/gizmos/2d_gizmos.rs ) | A scene showcasing 2D gizmos
[3D Gizmos ](../examples/gizmos/3d_gizmos.rs ) | A scene showcasing 3D gizmos
Example for axes gizmos (#12299)
# Objective
- Follow-up to #12211
- Introduces an example project that demonstrates the implementation and
behavior of `Gizmos::axes` for an entity with a `Transform` component.
## Solution
In order to demonstrate how `Gizmo::axes` can be used and behaves in
practice, we introduce an example of a simple scene containing a pair of
cuboids locked in a grotesque, inscrutable dance: the two are repeatedly
given random `Transform`s which they interpolate to, showing how the
axes move with objects as they translate, rotate, and scale.
<img width="1023" alt="Screenshot 2024-03-04 at 1 16 33 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/c1ff4794-6722-491c-8522-f59801645139">
On the implementation side, we demonstrate how to draw axes for
entities, automatically sizing them according to their bounding boxes
(so that the axes will be visible):
````rust
fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
for (&transform, &aabb) in &query {
let length = aabb.half_extents.length();
gizmos.axes(transform, length);
}
}
````
---
## Changelog
- Created examples/gizmos/axes.rs.
- Added 'axes' example to Cargo.toml.
2024-03-04 19:30:39 +00:00
[Axes ](../examples/gizmos/axes.rs ) | Demonstrates the function of axes gizmos
2024-03-03 18:50:46 +00:00
[Light Gizmos ](../examples/gizmos/light_gizmos.rs ) | A scene showcasing light gizmos
2024-02-21 20:16:25 +00:00
2020-08-17 23:02:59 +00:00
## Input
2022-06-25 20:23:24 +00:00
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
2023-04-24 15:28:53 +00:00
[Gamepad Rumble ](../examples/input/gamepad_rumble.rs ) | Shows how to rumble a gamepad using force feedback
2022-06-25 20:23:24 +00:00
[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.)
2023-01-29 20:27:29 +00:00
[Text Input ](../examples/input/text_input.rs ) | Simple text input with IME support
2022-06-25 20:23:24 +00:00
[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
2020-08-17 23:02:59 +00:00
2024-02-14 16:55:44 +00:00
## Math
Example | Description
--- | ---
Cyclic splines (#14106)
# Objective
Fill a gap in the functionality of our curve constructions by allowing
users to easily build cyclic curves from control data.
## Solution
Here I opted for something lightweight and discoverable. There is a new
`CyclicCubicGenerator` trait with a method `to_curve_cyclic` which uses
splines' control data to create curves that are cyclic. For now, its
signature is exactly like that of `CubicGenerator` — `to_curve_cyclic`
just yields a `CubicCurve`:
```rust
/// Implement this on cubic splines that can generate a cyclic cubic curve from their spline parameters.
///
/// This makes sense only when the control data can be interpreted cyclically.
pub trait CyclicCubicGenerator<P: VectorSpace> {
/// Build a cyclic [`CubicCurve`] by computing the interpolation coefficients for each curve segment.
fn to_curve_cyclic(&self) -> CubicCurve<P>;
}
```
This trait has been implemented for `CubicHermite`,
`CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`:
<img width="753" alt="Screenshot 2024-07-01 at 8 58 27 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/69ae0802-3b78-4fb9-b73a-6f842cf3b33c">
<img width="628" alt="Screenshot 2024-07-01 at 9 00 14 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/2992175a-a96c-40fc-b1a1-5206c3572cde">
<img width="606" alt="Screenshot 2024-07-01 at 8 59 36 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/9e99eb3a-dbe6-42da-886c-3d3e00410d03">
<img width="603" alt="Screenshot 2024-07-01 at 8 59 01 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/d037bc0c-396a-43af-ab5c-fad9a29417ef">
(Each type pictured respectively with the control points rendered as
green spheres; tangents not pictured in the case of the Hermite spline.)
These curves are all parametrized so that the output of `to_curve` and
the output of `to_curve_cyclic` are similar. For instance, in
`CubicCardinalSpline`, the first output segment is a curve segment
joining the first and second control points in each, although it is
constructed differently. In the other cases, the segments from
`to_curve` are a subset of those in `to_curve_cyclic`, with the new
segments appearing at the end.
## Testing
I rendered cyclic splines from control data and made sure they looked
reasonable. Existing tests are intact for splines where previous code
was modified. (Note that the coefficient computation for cyclic spline
segments is almost verbatim identical to that of their non-cyclic
counterparts.)
The Bezier benchmarks also look fine.
---
## Changelog
- Added `CyclicCubicGenerator` trait to `bevy_math::cubic_splines` for
creating cyclic curves from control data.
- Implemented `CyclicCubicGenerator` for `CubicHermite`,
`CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`.
- `bevy_math` now depends on `itertools`.
---
## Discussion
### Design decisions
The biggest thing here is just the approach taken in the first place:
namely, the cyclic constructions use new methods on the same old
structs. This choice was made to reduce friction and increase
discoverability but also because creating new ones just seemed
unnecessary: the underlying data would have been the same, so creating
something like "`CyclicCubicBSpline`" whose internally-held control data
is regarded as cyclic in nature doesn't really accomplish much — the end
result for the user is basically the same either way.
Similarly, I don't presently see a pressing need for `to_curve_cyclic`
to output something other than a `CubicCurve`, although changing this in
the future may be useful. See below.
A notable omission here is that `CyclicCubicGenerator` is not
implemented for `CubicBezier`. This is not a gap waiting to be filled —
`CubicBezier` just doesn't have enough data to join its start with its
end without just making up the requisite control points wholesale. In
all the cases where `CyclicCubicGenerator` has been implemented here,
the fashion in which the ends are connected is quite natural and follows
the semantics of the associated spline construction.
### Future direction
There are two main things here:
1. We should investigate whether we should do something similar for
NURBS. I just don't know that much about NURBS at the moment, so I
regarded this as out of scope for the PR.
2. We may eventually want to change the output type of
`CyclicCubicGenerator::to_curve_cyclic` to a type which reifies the
cyclic nature of the curve output. This wasn't done in this PR because
I'm unsure how much value a type-level guarantee of cyclicity actually
has, but if some useful features make sense only in the case of cyclic
curves, this might be worth pursuing.
2024-07-17 13:02:31 +00:00
[Cubic Splines ](../examples/math/cubic_splines.rs ) | Exhibits different modes of constructing cubic curves using splines
2024-06-10 21:15:21 +00:00
[Custom Primitives ](../examples/math/custom_primitives.rs ) | Demonstrates how to add custom primitives and useful traits for them.
2024-05-27 13:46:11 +00:00
[Random Sampling ](../examples/math/random_sampling.rs ) | Demonstrates how to sample random points from mathematical primitives
2024-02-14 16:55:44 +00:00
[Rendering Primitives ](../examples/math/render_primitives.rs ) | Shows off rendering for all math primitives as both Meshes and Gizmos
2024-05-27 16:44:52 +00:00
[Sampling Primitives ](../examples/math/sampling_primitives.rs ) | Demonstrates all the primitives which can be sampled.
2024-07-09 18:22:47 +00:00
[Smooth Follow ](../examples/movement/smooth_follow.rs ) | Demonstrates how to make an entity smoothly follow another using interpolation
2024-02-14 16:55:44 +00:00
Add an example for doing movement in fixed timesteps (#14223)
_copy-pasted from my doc comment in the code_
# Objective
This example shows how to properly handle player input, advance a
physics simulation in a fixed timestep, and display the results.
The classic source for how and why this is done is Glenn Fiedler's
article [Fix Your
Timestep!](https://gafferongames.com/post/fix_your_timestep/).
## Motivation
The naive way of moving a player is to just update their position like
so:
```rust
transform.translation += velocity;
```
The issue here is that the player's movement speed will be tied to the
frame rate.
Faster machines will move the player faster, and slower machines will
move the player slower.
In fact, you can observe this today when running some old games that did
it this way on modern hardware!
The player will move at a breakneck pace.
The more sophisticated way is to update the player's position based on
the time that has passed:
```rust
transform.translation += velocity * time.delta_seconds();
```
This way, velocity represents a speed in units per second, and the
player will move at the same speed regardless of the frame rate.
However, this can still be problematic if the frame rate is very low or
very high. If the frame rate is very low, the player will move in large
jumps. This may lead to a player moving in such large jumps that they
pass through walls or other obstacles. In general, you cannot expect a
physics simulation to behave nicely with *any* delta time. Ideally, we
want to have some stability in what kinds of delta times we feed into
our physics simulation.
The solution is using a fixed timestep. This means that we advance the
physics simulation by a fixed amount at a time. If the real time that
passed between two frames is less than the fixed timestep, we simply
don't advance the physics simulation at all.
If it is more, we advance the physics simulation multiple times until we
catch up. You can read more about how Bevy implements this in the
documentation for
[`bevy::time::Fixed`](https://docs.rs/bevy/latest/bevy/time/struct.Fixed.html).
This leaves us with a last problem, however. If our physics simulation
may advance zero or multiple times per frame, there may be frames in
which the player's position did not need to be updated at all, and some
where it is updated by a large amount that resulted from running the
physics simulation multiple times. This is physically correct, but
visually jarring. Imagine a player moving in a straight line, but
depending on the frame rate, they may sometimes advance by a large
amount and sometimes not at all. Visually, we want the player to move
smoothly. This is why we need to separate the player's position in the
physics simulation from the player's position in the visual
representation. The visual representation can then be interpolated
smoothly based on the last and current actual player position in the
physics simulation.
This is a tradeoff: every visual frame is now slightly lagging behind
the actual physical frame, but in return, the player's movement will
appear smooth. There are other ways to compute the visual representation
of the player, such as extrapolation. See the [documentation of the
lightyear
crate](https://cbournhonesque.github.io/lightyear/book/concepts/advanced_replication/visual_interpolation.html)
for a nice overview of the different methods and their tradeoffs.
## Implementation
- The player's velocity is stored in a `Velocity` component. This is the
speed in units per second.
- The player's current position in the physics simulation is stored in a
`PhysicalTranslation` component.
- The player's previous position in the physics simulation is stored in
a `PreviousPhysicalTranslation` component.
- The player's visual representation is stored in Bevy's regular
`Transform` component.
- Every frame, we go through the following steps:
- Advance the physics simulation by one fixed timestep in the
`advance_physics` system.
This is run in the `FixedUpdate` schedule, which runs before the
`Update` schedule.
- Update the player's visual representation in the
`update_displayed_transform` system.
This interpolates between the player's previous and current position in
the physics simulation.
- Update the player's velocity based on the player's input in the
`handle_input` system.
## Relevant Issues
Related to #1259.
I'm also fairly sure I've seen an issue somewhere made by
@alice-i-cecile about showing how to move a character correctly in a
fixed timestep, but I cannot find it.
2024-07-09 14:23:10 +00:00
## Movement
Example | Description
--- | ---
[Run physics in a fixed timestep ](../examples/movement/physics_in_fixed_timestep.rs ) | Handles input, physics, and rendering in an industry-standard way by using a fixed timestep
2024-08-15 14:43:55 +00:00
## Picking
Example | Description
--- | ---
[Showcases simple picking events and usage ](../examples/picking/simple_picking.rs ) | Demonstrates how to use picking events to spawn simple objects
2024-08-26 18:01:32 +00:00
[Sprite Picking ](../examples/picking/sprite_picking.rs ) | Demonstrates picking sprites and sprite atlases
2024-08-15 14:43:55 +00:00
2020-12-02 22:35:27 +00:00
## Reflection
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
bevy_reflect: Custom attributes (#11659)
# Objective
As work on the editor starts to ramp up, it might be nice to start
allowing types to specify custom attributes. These can be used to
provide certain functionality to fields, such as ranges or controlling
how data is displayed.
A good example of this can be seen in
[`bevy-inspector-egui`](https://github.com/jakobhellermann/bevy-inspector-egui)
with its
[`InspectorOptions`](https://docs.rs/bevy-inspector-egui/0.22.1/bevy_inspector_egui/struct.InspectorOptions.html):
```rust
#[derive(Reflect, Default, InspectorOptions)]
#[reflect(InspectorOptions)]
struct Slider {
#[inspector(min = 0.0, max = 1.0)]
value: f32,
}
```
Normally, as demonstrated in the example above, these attributes are
handled by a derive macro and stored in a corresponding `TypeData`
struct (i.e. `ReflectInspectorOptions`).
Ideally, we would have a good way of defining this directly via
reflection so that users don't need to create and manage a whole proc
macro just to allow these sorts of attributes.
And note that this doesn't have to just be for inspectors and editors.
It can be used for things done purely on the code side of things.
## Solution
Create a new method for storing attributes on fields via the `Reflect`
derive.
These custom attributes are stored in type info (e.g. `NamedField`,
`StructInfo`, etc.).
```rust
#[derive(Reflect)]
struct Slider {
#[reflect(@0.0..=1.0)]
value: f64,
}
let TypeInfo::Struct(info) = Slider::type_info() else {
panic!("expected struct info");
};
let field = info.field("value").unwrap();
let range = field.get_attribute::<RangeInclusive<f64>>().unwrap();
assert_eq!(*range, 0.0..=1.0);
```
## TODO
- [x] ~~Bikeshed syntax~~ Went with a type-based approach, prefixed by
`@` for ease of parsing and flexibility
- [x] Add support for custom struct/tuple struct field attributes
- [x] Add support for custom enum variant field attributes
- [x] ~~Add support for custom enum variant attributes (maybe?)~~ ~~Will
require a larger refactor. Can be saved for a future PR if we really
want it.~~ Actually, we apparently still have support for variant
attributes despite not using them, so it was pretty easy to add lol.
- [x] Add support for custom container attributes
- [x] Allow custom attributes to store any reflectable value (not just
`Lit`)
- [x] ~~Store attributes in registry~~ This PR used to store these in
attributes in the registry, however, it has since switched over to
storing them in type info
- [x] Add example
## Bikeshedding
> [!note]
> This section was made for the old method of handling custom
attributes, which stored them by name (i.e. `some_attribute = 123`). The
PR has shifted away from that, to a more type-safe approach.
>
> This section has been left for reference.
There are a number of ways we can syntactically handle custom
attributes. Feel free to leave a comment on your preferred one! Ideally
we want one that is clear, readable, and concise since these will
potentially see _a lot_ of use.
Below is a small, non-exhaustive list of them. Note that the
`skip_serializing` reflection attribute is added to demonstrate how each
case plays with existing reflection attributes.
<details>
<summary>List</summary>
##### 1. `@(name = value)`
> The `@` was chosen to make them stand out from other attributes and
because the "at" symbol is a subtle pneumonic for "attribute". Of
course, other symbols could be used (e.g. `$`, `#`, etc.).
```rust
#[derive(Reflect)]
struct Slider {
#[reflect(@(min = 0.0, max = 1.0), skip_serializing)]
#[[reflect(@(bevy_editor::hint = "Range: 0.0 to 1.0"))]
value: f32,
}
```
##### 2. `@name = value`
> This is my personal favorite.
```rust
#[derive(Reflect)]
struct Slider {
#[reflect(@min = 0.0, @max = 1.0, skip_serializing)]
#[[reflect(@bevy_editor::hint = "Range: 0.0 to 1.0")]
value: f32,
}
```
##### 3. `custom_attr(name = value)`
> `custom_attr` can be anything. Other possibilities include `with` or
`tag`.
```rust
#[derive(Reflect)]
struct Slider {
#[reflect(custom_attr(min = 0.0, max = 1.0), skip_serializing)]
#[[reflect(custom_attr(bevy_editor::hint = "Range: 0.0 to 1.0"))]
value: f32,
}
```
##### 4. `reflect_attr(name = value)`
```rust
#[derive(Reflect)]
struct Slider {
#[reflect(skip_serializing)]
#[reflect_attr(min = 0.0, max = 1.0)]
#[[reflect_attr(bevy_editor::hint = "Range: 0.0 to 1.0")]
value: f32,
}
```
</details>
---
## Changelog
- Added support for custom attributes on reflected types (i.e.
`#[reflect(@Foo::new("bar")]`)
2024-05-20 19:30:21 +00:00
[Custom Attributes ](../examples/reflection/custom_attributes.rs ) | Registering and accessing custom attributes on reflected types
2024-05-03 23:34:53 +00:00
[Dynamic Types ](../examples/reflection/dynamic_types.rs ) | How dynamic types are used with reflection
bevy_reflect: Function reflection (#13152)
# Objective
We're able to reflect types sooooooo... why not functions?
The goal of this PR is to make functions callable within a dynamic
context, where type information is not readily available at compile
time.
For example, if we have a function:
```rust
fn add(left: i32, right: i32) -> i32 {
left + right
}
```
And two `Reflect` values we've already validated are `i32` types:
```rust
let left: Box<dyn Reflect> = Box::new(2_i32);
let right: Box<dyn Reflect> = Box::new(2_i32);
```
We should be able to call `add` with these values:
```rust
// ?????
let result: Box<dyn Reflect> = add.call_dynamic(left, right);
```
And ideally this wouldn't just work for functions, but methods and
closures too!
Right now, users have two options:
1. Manually parse the reflected data and call the function themselves
2. Rely on registered type data to handle the conversions for them
For a small function like `add`, this isn't too bad. But what about for
more complex functions? What about for many functions?
At worst, this process is error-prone. At best, it's simply tedious.
And this is assuming we know the function at compile time. What if we
want to accept a function dynamically and call it with our own
arguments?
It would be much nicer if `bevy_reflect` could alleviate some of the
problems here.
## Solution
Added function reflection!
This adds a `DynamicFunction` type to wrap a function dynamically. This
can be called with an `ArgList`, which is a dynamic list of
`Reflect`-containing `Arg` arguments. It returns a `FunctionResult`
which indicates whether or not the function call succeeded, returning a
`Reflect`-containing `Return` type if it did succeed.
Many functions can be converted into this `DynamicFunction` type thanks
to the `IntoFunction` trait.
Taking our previous `add` example, this might look something like
(explicit types added for readability):
```rust
fn add(left: i32, right: i32) -> i32 {
left + right
}
let mut function: DynamicFunction = add.into_function();
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
let result: Return = function.call(args).unwrap();
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```
And it also works on closures:
```rust
let add = |left: i32, right: i32| left + right;
let mut function: DynamicFunction = add.into_function();
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
let result: Return = function.call(args).unwrap();
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```
As well as methods:
```rust
#[derive(Reflect)]
struct Foo(i32);
impl Foo {
fn add(&mut self, value: i32) {
self.0 += value;
}
}
let mut foo = Foo(2);
let mut function: DynamicFunction = Foo::add.into_function();
let args: ArgList = ArgList::new().push_mut(&mut foo).push_owned(2_i32);
function.call(args).unwrap();
assert_eq!(foo.0, 4);
```
### Limitations
While this does cover many functions, it is far from a perfect system
and has quite a few limitations. Here are a few of the limitations when
using `IntoFunction`:
1. The lifetime of the return value is only tied to the lifetime of the
first argument (useful for methods). This means you can't have a
function like `(a: i32, b: &i32) -> &i32` without creating the
`DynamicFunction` manually.
2. Only 15 arguments are currently supported. If the first argument is a
(mutable) reference, this number increases to 16.
3. Manual implementations of `Reflect` will need to implement the new
`FromArg`, `GetOwnership`, and `IntoReturn` traits in order to be used
as arguments/return types.
And some limitations of `DynamicFunction` itself:
1. All arguments share the same lifetime, or rather, they will shrink to
the shortest lifetime.
2. Closures that capture their environment may need to have their
`DynamicFunction` dropped before accessing those variables again (there
is a `DynamicFunction::call_once` to make this a bit easier)
3. All arguments and return types must implement `Reflect`. While not a
big surprise coming from `bevy_reflect`, this implementation could
actually still work by swapping `Reflect` out with `Any`. Of course,
that makes working with the arguments and return values a bit harder.
4. Generic functions are not supported (unless they have been manually
monomorphized)
And general, reflection gotchas:
1. `&str` does not implement `Reflect`. Rather, `&'static str`
implements `Reflect` (the same is true for `&Path` and similar types).
This means that `&'static str` is considered an "owned" value for the
sake of generating arguments. Additionally, arguments and return types
containing `&str` will assume it's `&'static str`, which is almost never
the desired behavior. In these cases, the only solution (I believe) is
to use `&String` instead.
### Followup Work
This PR is the first of two PRs I intend to work on. The second PR will
aim to integrate this new function reflection system into the existing
reflection traits and `TypeInfo`. The goal would be to register and call
a reflected type's methods dynamically.
I chose not to do that in this PR since the diff is already quite large.
I also want the discussion for both PRs to be focused on their own
implementation.
Another followup I'd like to do is investigate allowing common container
types as a return type, such as `Option<&[mut] T>` and `Result<&[mut] T,
E>`. This would allow even more functions to opt into this system. I
chose to not include it in this one, though, for the same reasoning as
previously mentioned.
### Alternatives
One alternative I had considered was adding a macro to convert any
function into a reflection-based counterpart. The idea would be that a
struct that wraps the function would be created and users could specify
which arguments and return values should be `Reflect`. It could then be
called via a new `Function` trait.
I think that could still work, but it will be a fair bit more involved,
requiring some slightly more complex parsing. And it of course is a bit
more work for the user, since they need to create the type via macro
invocation.
It also makes registering these functions onto a type a bit more
complicated (depending on how it's implemented).
For now, I think this is a fairly simple, yet powerful solution that
provides the least amount of friction for users.
---
## Showcase
Bevy now adds support for storing and calling functions dynamically
using reflection!
```rust
// 1. Take a standard Rust function
fn add(left: i32, right: i32) -> i32 {
left + right
}
// 2. Convert it into a type-erased `DynamicFunction` using the `IntoFunction` trait
let mut function: DynamicFunction = add.into_function();
// 3. Define your arguments from reflected values
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
// 4. Call the function with your arguments
let result: Return = function.call(args).unwrap();
// 5. Extract the return value
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```
## Changelog
#### TL;DR
- Added support for function reflection
- Added a new `Function Reflection` example:
https://github.com/bevyengine/bevy/blob/ba727898f2adff817838fc4cdb49871bbce37356/examples/reflection/function_reflection.rs#L1-L157
#### Details
Added the following items:
- `ArgError` enum
- `ArgId` enum
- `ArgInfo` struct
- `ArgList` struct
- `Arg` enum
- `DynamicFunction` struct
- `FromArg` trait (derived with `derive(Reflect)`)
- `FunctionError` enum
- `FunctionInfo` struct
- `FunctionResult` alias
- `GetOwnership` trait (derived with `derive(Reflect)`)
- `IntoFunction` trait (with blanket implementation)
- `IntoReturn` trait (derived with `derive(Reflect)`)
- `Ownership` enum
- `ReturnInfo` struct
- `Return` enum
---------
Co-authored-by: Periwink <charlesbour@gmail.com>
2024-07-01 13:49:08 +00:00
[Function Reflection ](../examples/reflection/function_reflection.rs ) | Demonstrates how functions can be called dynamically using reflection
2022-06-25 20:23:24 +00:00
[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
2024-07-15 14:19:50 +00:00
[Type Data ](../examples/reflection/type_data.rs ) | Demonstrates how to create and use type data
2020-12-02 22:35:27 +00:00
2020-08-17 23:02:59 +00:00
## Scene
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Example | Description
--- | ---
[Scene ](../examples/scene/scene.rs ) | Demonstrates loading from and saving scenes to files
2020-08-17 23:02:59 +00:00
## Shaders
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These examples demonstrate how to implement different shaders in user code.
2022-06-25 20:23:24 +00:00
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.
2022-05-30 15:57:25 +00:00
2022-06-25 20:23:24 +00:00
There are also compute shaders which are used for more general processing leveraging the GPU's parallelism.
2022-05-30 15:57:25 +00:00
2022-06-25 20:23:24 +00:00
Example | Description
--- | ---
[Animated ](../examples/shader/animate_shader.rs ) | A shader that uses dynamic data like the time since startup
2022-06-28 00:58:50 +00:00
[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.
2022-06-25 20:23:24 +00:00
[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
Allow phase items not associated with meshes to be binned. (#14029)
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.
To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.
Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.
This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.
Fixes #14004.
## Changelog
### Added
* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
2024-06-27 16:13:03 +00:00
[Custom phase item ](../examples/shader/custom_phase_item.rs ) | Demonstrates how to enqueue custom draw commands in a render phase
2023-10-17 21:28:08 +00:00
[Extended Material ](../examples/shader/extended_material.rs ) | A custom shader that builds on the standard material
2024-04-08 17:08:20 +00:00
[GPU readback ](../examples/shader/gpu_readback.rs ) | A very simple compute shader that writes to a buffer that is read by the cpu
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[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
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[Material ](../examples/shader/shader_material_2d.rs ) | A shader and a material that uses it on a 2d mesh
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[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
2023-03-02 02:23:06 +00:00
[Material Prepass ](../examples/shader/shader_prepass.rs ) | A shader that uses the various textures generated by the prepass
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695)
This commit creates a new built-in postprocessing shader that's designed
to hold miscellaneous postprocessing effects, and starts it off with
chromatic aberration. Possible future effects include vignette, film
grain, and lens distortion.
[Chromatic aberration] is a common postprocessing effect that simulates
lenses that fail to focus all colors of light to a single point. It's
often used for impact effects and/or horror games. This patch uses the
technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the
developer to customize the particular color pattern to achieve different
effects. Unity HDRP uses the same technique, while Unreal has a
hard-wired fixed color pattern.
A new example, `post_processing`, has been added, in order to
demonstrate the technique. The existing `post_processing` shader has
been renamed to `custom_post_processing`, for clarity.
[Chromatic aberration]:
https://en.wikipedia.org/wiki/Chromatic_aberration
[Gjøl & Svendsen 2016]:
https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf
![Screenshot 2024-06-04
180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2)
![Screenshot 2024-06-04
180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb)
## Changelog
### Added
* Chromatic aberration is now available as a built-in postprocessing
effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
[Post Processing - Custom Render Pass ](../examples/shader/custom_post_processing.rs ) | A custom post processing effect, using a custom render pass that runs after the main pass
2022-06-25 20:23:24 +00:00
[Shader Defs ](../examples/shader/shader_defs.rs ) | A shader that uses "shaders defs" (a bevy tool to selectively toggle parts of a shader)
2024-07-31 18:24:58 +00:00
[Specialized Mesh Pipeline ](../examples/shader/specialized_mesh_pipeline.rs ) | Demonstrates how to write a specialized mesh pipeline
2024-09-02 16:46:34 +00:00
[Storage Buffer ](../examples/shader/storage_buffer.rs ) | A shader that shows how to bind a storage buffer using a custom material.
2023-01-26 13:18:15 +00:00
[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).
2020-08-17 23:02:59 +00:00
Separate state crate (#13216)
# Objective
Extracts the state mechanisms into a new crate called "bevy_state".
This comes with a few goals:
- state wasn't really an inherent machinery of the ecs system, and so
keeping it within bevy_ecs felt forced
- by mixing it in with bevy_ecs, the maintainability of our more robust
state system was significantly compromised
moving state into a new crate makes it easier to encapsulate as it's own
feature, and easier to read and understand since it's no longer a
single, massive file.
## Solution
move the state-related elements from bevy_ecs to a new crate
## Testing
- Did you test these changes? If so, how? all the automated tests
migrated and passed, ran the pre-existing examples without changes to
validate.
---
## Migration Guide
Since bevy_state is now gated behind the `bevy_state` feature, projects
that use state but don't use the `default-features` will need to add
that feature flag.
Since it is no longer part of bevy_ecs, projects that use bevy_ecs
directly will need to manually pull in `bevy_state`, trigger the
StateTransition schedule, and handle any of the elements that bevy_app
currently sets up.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-05-09 18:06:05 +00:00
## State
Example | Description
--- | ---
2024-06-04 14:23:24 +00:00
[Computed States ](../examples/state/computed_states.rs ) | Advanced state patterns using Computed States.
[Custom State Transition Behavior ](../examples/state/custom_transitions.rs ) | Creating and working with custom state transition schedules.
[States ](../examples/state/states.rs ) | Illustrates how to use States to control transitioning from a Menu state to an InGame state.
Separate state crate (#13216)
# Objective
Extracts the state mechanisms into a new crate called "bevy_state".
This comes with a few goals:
- state wasn't really an inherent machinery of the ecs system, and so
keeping it within bevy_ecs felt forced
- by mixing it in with bevy_ecs, the maintainability of our more robust
state system was significantly compromised
moving state into a new crate makes it easier to encapsulate as it's own
feature, and easier to read and understand since it's no longer a
single, massive file.
## Solution
move the state-related elements from bevy_ecs to a new crate
## Testing
- Did you test these changes? If so, how? all the automated tests
migrated and passed, ran the pre-existing examples without changes to
validate.
---
## Migration Guide
Since bevy_state is now gated behind the `bevy_state` feature, projects
that use state but don't use the `default-features` will need to add
that feature flag.
Since it is no longer part of bevy_ecs, projects that use bevy_ecs
directly will need to manually pull in `bevy_state`, trigger the
StateTransition schedule, and handle any of the elements that bevy_app
currently sets up.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-05-09 18:06:05 +00:00
[Sub States ](../examples/state/sub_states.rs ) | Using Sub States for hierarchical state handling.
2022-04-10 02:05:21 +00:00
## 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.
2022-07-21 14:39:03 +00:00
[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
2023-03-20 20:57:54 +00:00
[Many Gizmos ](../examples/stress_tests/many_gizmos.rs ) | Test rendering of many gizmos
2023-03-14 00:01:27 +00:00
[Many Glyphs ](../examples/stress_tests/many_glyphs.rs ) | Simple benchmark to test text rendering.
2022-06-25 20:23:24 +00:00
[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
2022-07-14 11:03:13 +00:00
[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.
2023-03-04 12:29:08 +00:00
[Text Pipeline ](../examples/stress_tests/text_pipeline.rs ) | Text Pipeline benchmark
2022-06-25 20:23:24 +00:00
[Transform Hierarchy ](../examples/stress_tests/transform_hierarchy.rs ) | Various test cases for hierarchy and transform propagation performance
2021-04-15 00:57:37 +00:00
2023-10-28 16:05:03 +00:00
## Time
Example | Description
--- | ---
[Time handling ](../examples/time/time.rs ) | Explains how Time is handled in ECS
[Timers ](../examples/time/timers.rs ) | Illustrates ticking `Timer` resources inside systems and handling their state
[Virtual time ](../examples/time/virtual_time.rs ) | Shows how `Time<Virtual>` can be used to pause, resume, slow down and speed up a game.
2020-11-15 19:24:18 +00:00
## 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
2022-12-25 00:23:13 +00:00
[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
2020-11-15 19:24:18 +00:00
2022-03-15 05:49:49 +00:00
## Transforms
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Example | Description
--- | ---
[3D Rotation ](../examples/transforms/3d_rotation.rs ) | Illustrates how to (constantly) rotate an object around an axis
Alignment API for Transforms (#12187)
# Objective
- Closes #11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
[Alignment ](../examples/transforms/align.rs ) | A demonstration of Transform's axis-alignment feature
2022-06-25 20:23:24 +00:00
[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
2022-03-15 05:49:49 +00:00
2020-08-17 23:02:59 +00:00
## 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
2022-06-25 20:23:24 +00:00
[Button ](../examples/ui/button.rs ) | Illustrates creating and updating a button
2023-04-17 16:21:38 +00:00
[CSS Grid ](../examples/ui/grid.rs ) | An example for CSS Grid layout
2023-06-19 23:19:34 +00:00
[Display and Visibility ](../examples/ui/display_and_visibility.rs ) | Demonstrates how Display and Visibility work in the UI.
2023-03-22 08:22:56 +00:00
[Flex Layout ](../examples/ui/flex_layout.rs ) | Demonstrates how the AlignItems and JustifyContent properties can be composed to layout nodes and position text
2022-06-25 20:23:24 +00:00
[Font Atlas Debug ](../examples/ui/font_atlas_debug.rs ) | Illustrates how FontAtlases are populated (used to optimize text rendering internally)
2023-04-17 22:23:52 +00:00
[Overflow ](../examples/ui/overflow.rs ) | Simple example demonstrating overflow behavior
2023-04-05 23:07:41 +00:00
[Overflow and Clipping Debug ](../examples/ui/overflow_debug.rs ) | An example to debug overflow and clipping behavior
2023-01-16 17:17:45 +00:00
[Relative Cursor Position ](../examples/ui/relative_cursor_position.rs ) | Showcases the RelativeCursorPosition component
2024-01-16 00:39:10 +00:00
[Render UI to Texture ](../examples/ui/render_ui_to_texture.rs ) | An example of rendering UI as a part of a 3D world
2023-04-24 14:28:00 +00:00
[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 Material ](../examples/ui/ui_material.rs ) | Demonstrates creating and using custom Ui materials
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[UI Scaling ](../examples/ui/ui_scaling.rs ) | Illustrates how to scale the UI
2023-06-19 21:52:02 +00:00
[UI Texture Atlas ](../examples/ui/ui_texture_atlas.rs ) | Illustrates how to use TextureAtlases in UI
2024-03-05 16:05:39 +00:00
[UI Texture Atlas Slice ](../examples/ui/ui_texture_atlas_slice.rs ) | Illustrates how to use 9 Slicing for TextureAtlases in UI
UI Texture 9 slice (#11600)
> Follow up to #10588
> Closes #11749 (Supersedes #11756)
Enable Texture slicing for the following UI nodes:
- `ImageBundle`
- `ButtonBundle`
<img width="739" alt="Screenshot 2024-01-29 at 13 57 43"
src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134">
I also added a collection of `fantazy-ui-borders` from
[Kenney's](www.kenney.nl) assets, with the appropriate license (CC).
If it's a problem I can use the same textures as the `sprite_slice`
example
# Work done
Added the `ImageScaleMode` component to the targetted bundles, most of
the logic is directly reused from `bevy_sprite`.
The only additional internal component is the UI specific
`ComputedSlices`, which does the same thing as its spritee equivalent
but adapted to UI code.
Again the slicing is not compatible with `TextureAtlas`, it's something
I need to tackle more deeply in the future
# Fixes
* [x] I noticed that `TextureSlicer::compute_slices` could infinitely
loop if the border was larger that the image half extents, now an error
is triggered and the texture will fallback to being stretched
* [x] I noticed that when using small textures with very small *tiling*
options we could generate hundred of thousands of slices. Now I set a
minimum size of 1 pixel per slice, which is already ridiculously small,
and a warning will be sent at runtime when slice count goes above 1000
* [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect
results, correct flipping is now supported to both sprites and ui image
nodes thanks to @odecay observation
# GPU Alternative
I create a separate branch attempting to implementing 9 slicing and
tiling directly through the `ui.wgsl` fragment shader. It works but
requires sending more data to the GPU:
- slice border
- tiling factors
And more importantly, the actual quad *scale* which is hard to put in
the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
[UI Texture Slice ](../examples/ui/ui_texture_slice.rs ) | Illustrates how to use 9 Slicing in UI
2024-09-04 19:31:41 +00:00
[UI Texture Slice Flipping and Tiling ](../examples/ui/ui_texture_slice_flip_and_tile.rs ) | Illustrates how to flip and tile images with 9 Slicing 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>
2022-11-02 22:06:04 +00:00
[UI Z-Index ](../examples/ui/z_index.rs ) | Demonstrates how to control the relative depth (z-position) of UI elements
2023-06-14 22:43:38 +00:00
[Viewport Debug ](../examples/ui/viewport_debug.rs ) | An example for debugging viewport coordinates
2022-11-21 12:59:10 +00:00
[Window Fallthrough ](../examples/ui/window_fallthrough.rs ) | Illustrates how to access `winit::window::Window` 's `hittest` functionality.
2020-08-17 23:02:59 +00:00
## Window
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Example | Description
--- | ---
[Clear Color ](../examples/window/clear_color.rs ) | Creates a solid color window
fix: upgrade to winit v0.30 (#13366)
# Objective
- Upgrade winit to v0.30
- Fixes https://github.com/bevyengine/bevy/issues/13331
## Solution
This is a rewrite/adaptation of the new trait system described and
implemented in `winit` v0.30.
## Migration Guide
The custom UserEvent is now renamed as WakeUp, used to wake up the loop
if anything happens outside the app (a new
[custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d)
shows this behavior.
The internal `UpdateState` has been removed and replaced internally by
the AppLifecycle. When changed, the AppLifecycle is sent as an event.
The `UpdateMode` now accepts only two values: `Continuous` and
`Reactive`, but the latter exposes 3 new properties to enable reactive
to device, user or window events. The previous `UpdateMode::Reactive` is
now equivalent to `UpdateMode::reactive()`, while
`UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`.
The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now
contains the possible values of the application state inside the event
loop:
* `Idle`: the loop has not started yet
* `Running` (previously called `Started`): the loop is running
* `WillSuspend`: the loop is going to be suspended
* `Suspended`: the loop is suspended
* `WillResume`: the loop is going to be resumed
Note: the `Resumed` state has been removed since the resumed app is just
running.
Finally, now that `winit` enables this, it extends the `WinitPlugin` to
support custom events.
## Test platforms
- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGPU
- [x] WASM/WebGL2
## Outstanding issues / regressions
- [ ] iOS: build failed in CI
- blocking, but may just be flakiness
- [x] Cross-platform: when the window is maximised, changes in the scale
factor don't apply, to make them apply one has to make the window
smaller again. (Re-maximising keeps the updated scale factor)
- non-blocking, but good to fix
- [ ] Android: it's pretty easy to quickly open and close the app and
then the music keeps playing when suspended.
- non-blocking but worrying
- [ ] Web: the application will hang when switching tabs
- Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486
- [ ] Cross-platform?: Screenshot failure, `ERROR present_frames:
wgpu_core::present: No work has been submitted for this frame before`
taking the first screenshot, but after pressing space
- non-blocking, but good to fix
---------
Co-authored-by: François <francois.mockers@vleue.com>
2024-06-03 13:06:48 +00:00
[Custom User Event ](../examples/window/custom_user_event.rs ) | Handles custom user events within the event loop
2022-06-25 20:23:24 +00:00
[Low Power ](../examples/window/low_power.rs ) | Demonstrates settings to reduce power use for bevy applications
2024-08-06 10:54:37 +00:00
[Monitor info ](../examples/window/monitor_info.rs ) | Displays information about available monitors (displays).
2022-06-25 20:23:24 +00:00
[Multiple Windows ](../examples/window/multiple_windows.rs ) | Demonstrates creating multiple windows, and rendering to them
2022-07-05 16:59:31 +00:00
[Scale Factor Override ](../examples/window/scale_factor_override.rs ) | Illustrates how to customize the default window settings
2023-04-19 21:28:42 +00:00
[Screenshot ](../examples/window/screenshot.rs ) | Shows how to save screenshots to disk
2022-06-25 20:23:24 +00:00
[Transparent Window ](../examples/window/transparent_window.rs ) | Illustrates making the window transparent and hiding the window decoration
2022-08-29 23:56:43 +00:00
[Window Resizing ](../examples/window/window_resizing.rs ) | Demonstrates resizing and responding to resizing a window
2022-06-25 20:23:24 +00:00
[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
2020-09-16 01:05:31 +00:00
2020-11-15 19:24:18 +00:00
# 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 -->
2021-05-02 20:22:32 +00:00
[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< <
```
2020-11-12 01:15:19 +00:00
2021-01-28 21:58:20 +00:00
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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2020-10-31 21:36:24 +00:00
## iOS
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### Setup
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2021-11-29 23:25:22 +00:00
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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2021-02-22 04:50:05 +00:00
### 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
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iOS simulator in your `xcrun simctl list devices` . If this fails, you can
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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
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cargo build --release --example lighting --target wasm32-unknown-unknown
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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
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javascript bindings to this wasm file in the output file `examples/wasm/target/wasm_example.js` , which can be loaded using this
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[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.
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280)
# Objective
Keep core dependencies up to date.
## Solution
Update the dependencies.
wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.
The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.
Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812
~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).
---
## Changelog
- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.
## Migration Guide
- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md
---------
Co-authored-by: François <mockersf@gmail.com>
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To build for WebGPU, you'll need to enable the `webgpu` feature. This will override the `webgl2` feature, and builds with the `webgpu` feature enabled won't be able to run on browsers that don't support WebGPU.
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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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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.
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With rust, there are many ways to improve your executable sizes, starting with
the steps described in [the quick-start guide ](https://bevyengine.org/learn/quick-start/getting-started/setup/#compile-with-performance-optimizations ).
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Now, when building the executable, use `--profile wasm-release` instead of `--release` :
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```sh
cargo build --profile wasm-release --example lighting --target wasm32-unknown-unknown
```
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To apply `wasm-opt` , first locate the `.wasm` file generated in the `--out-dir` of the
earlier `wasm-bindgen-cli` command (the filename should end with `_bg.wasm` ), then run:
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```sh
wasm-opt -Oz --output optimized.wasm examples/wasm/target/lighting_bg.wasm
mv optimized.wasm examples/wasm/target/lighting_bg.wasm
```
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Make sure your final executable size is actually smaller. Some optimizations
may not be worth keeping due to compilation time increases.
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For a small project with a basic 3d model and two lights,
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the generated file sizes are, as of July 2022, as follows:
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|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 |
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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.