bevy/examples/stress_tests/bevymark.rs

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//! This example provides a 2D benchmark.
//!
//! Usage: spawn more entities by clicking on the screen.
use std::str::FromStr;
use argh::FromArgs;
use bevy::{
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
color::palettes::basic::*,
Allow systems using Diagnostics to run in parallel (#8677) # Objective I was trying to add some `Diagnostics` to have a better break down of performance but I noticed that the current implementation uses a `ResMut` which forces the functions to all run sequentially whereas before they could run in parallel. This created too great a performance penalty to be usable. ## Solution This PR reworks how the diagnostics work with a couple of breaking changes. The idea is to change how `Diagnostics` works by changing it to a `SystemParam`. This allows us to hold a `Deferred` buffer of measurements that can be applied later, avoiding the need for multiple mutable references to the hashmap. This means we can run systems that write diagnostic measurements in parallel. Firstly, we rename the old `Diagnostics` to `DiagnosticsStore`. This clears up the original name for the new interface while allowing us to preserve more closely the original API. Then we create a new `Diagnostics` struct which implements `SystemParam` and contains a deferred `SystemBuffer`. This can be used very similar to the old `Diagnostics` for writing new measurements. ```rust fn system(diagnostics: ResMut<Diagnostics>) { diagnostics.new_measurement(ID, || 10.0)} // changes to fn system(mut diagnostics: Diagnostics) { diagnostics.new_measurement(ID, || 10.0)} ``` For reading the diagnostics, the user needs to change from `Diagnostics` to `DiagnosticsStore` but otherwise the function calls are the same. Finally, we add a new method to the `App` for registering diagnostics. This replaces the old method of creating a startup system and adding it manually. Testing it, this PR does indeed allow Diagnostic systems to be run in parallel. ## Changelog - Change `Diagnostics` to implement `SystemParam` which allows diagnostic systems to run in parallel. ## Migration Guide - Register `Diagnostic`'s using the new `app.register_diagnostic(Diagnostic::new(DIAGNOSTIC_ID, "diagnostic_name", 10));` - In systems for writing new measurements, change `mut diagnostics: ResMut<Diagnostics>` to `mut diagnostics: Diagnostics` to allow the systems to run in parallel. - In systems for reading measurements, change `diagnostics: Res<Diagnostics>` to `diagnostics: Res<DiagnosticsStore>`.
2023-06-05 20:51:22 +00:00
diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
Unload render assets from RAM (#10520) # Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`.
2024-01-03 03:31:04 +00:00
render::{
RenderAssetPersistencePolicy → RenderAssetUsages (#11399) # Objective Right now, all assets in the main world get extracted and prepared in the render world (if the asset's using the RenderAssetPlugin). This is unfortunate for two cases: 1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual `Image` assets that make up the atlas are cloned and prepared individually when there's no reason for them to be. The atlas textures are built on the CPU in the main world. *There can be hundreds of images that get prepared for rendering only not to be used.* 2. If one loads an Image and needs to transform it in a system before rendering it, kind of like the [decompression example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120), there's a price paid for extracting & preparing the asset that's not intended to be rendered yet. ------ * References #10520 * References #1782 ## Solution This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt that the objective with the parameter is so similar in nature to wgpu's [`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html) and [`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html), that it may as well be just like that. ```rust // This asset only needs to be in the main world. Don't extract and prepare it. RenderAssetUsages::MAIN_WORLD // Keep this asset in the main world and RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD // This asset is only needed in the render world. Remove it from the asset server once extracted. RenderAssetUsages::RENDER_WORLD ``` ### Alternate Solution I considered introducing a third field to `RenderAssetPersistencePolicy` enum: ```rust enum RenderAssetPersistencePolicy { /// Keep the asset in the main world after extracting to the render world. Keep, /// Remove the asset from the main world after extracting to the render world. Unload, /// This doesn't need to be in the render world at all. NoExtract, // <----- } ``` Functional, but this seemed like shoehorning. Another option is renaming the enum to something like: ```rust enum RenderAssetExtractionPolicy { /// Extract the asset and keep it in the main world. Extract, /// Remove the asset from the main world after extracting to the render world. ExtractAndUnload, /// This doesn't need to be in the render world at all. NoExtract, } ``` I think this last one could be a good option if the bitflags are too clunky. ## Migration Guide * `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD | RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`) * `RenderAssetPersistencePolicy::Unload` → `RenderAssetUsage::RENDER_WORLD` * For types implementing the `RenderAsset` trait, change `fn persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn asset_usage(&self) -> RenderAssetUsages`. * Change any references to `cpu_persistent_access` (`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`). This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00
render_asset::RenderAssetUsages,
Unload render assets from RAM (#10520) # Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`.
2024-01-03 03:31:04 +00:00
render_resource::{Extent3d, TextureDimension, TextureFormat},
},
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
sprite::AlphaMode2d,
Unify `FixedTime` and `Time` while fixing several problems (#8964) # Objective Current `FixedTime` and `Time` have several problems. This pull aims to fix many of them at once. - If there is a longer pause between app updates, time will jump forward a lot at once and fixed time will iterate on `FixedUpdate` for a large number of steps. If the pause is merely seconds, then this will just mean jerkiness and possible unexpected behaviour in gameplay. If the pause is hours/days as with OS suspend, the game will appear to freeze until it has caught up with real time. - If calculating a fixed step takes longer than specified fixed step period, the game will enter a death spiral where rendering each frame takes longer and longer due to more and more fixed step updates being run per frame and the game appears to freeze. - There is no way to see current fixed step elapsed time inside fixed steps. In order to track this, the game designer needs to add a custom system inside `FixedUpdate` that calculates elapsed or step count in a resource. - Access to delta time inside fixed step is `FixedStep::period` rather than `Time::delta`. This, coupled with the issue that `Time::elapsed` isn't available at all for fixed steps, makes it that time requiring systems are either implemented to be run in `FixedUpdate` or `Update`, but rarely work in both. - Fixes #8800 - Fixes #8543 - Fixes #7439 - Fixes #5692 ## Solution - Create a generic `Time<T>` clock that has no processing logic but which can be instantiated for multiple usages. This is also exposed for users to add custom clocks. - Create three standard clocks, `Time<Real>`, `Time<Virtual>` and `Time<Fixed>`, all of which contain their individual logic. - Create one "default" clock, which is just `Time` (or `Time<()>`), which will be overwritten from `Time<Virtual>` on each update, and `Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do not care specifically which time they track can work both in `Update` and `FixedUpdate` without changes and the behaviour is intuitive. - Add `max_delta` to virtual time update, which limits how much can be added to virtual time by a single update. This fixes both the behaviour after a long freeze, and also the death spiral by limiting how many fixed timestep iterations there can be per update. Possible future work could be adding `max_accumulator` to add a sort of "leaky bucket" time processing to possibly smooth out jumps in time while keeping frame rate stable. - Many minor tweaks and clarifications to the time functions and their documentation. ## Changelog - `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match `Time` API - `FixedTime` is now `Time<Fixed>` and matches `Time` API. - `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds. - `Time` inside `FixedUpdate` now reflects fixed timestep time, making systems portable between `Update ` and `FixedUpdate`. - `Time::pause()`, `Time::set_relative_speed()` and related methods must now be called as `Time<Virtual>::pause()` etc. - There is a new `max_delta` setting in `Time<Virtual>` that limits how much the clock can jump by a single update. The default value is 0.25 seconds. - Removed `on_fixed_timer()` condition as `on_timer()` does the right thing inside `FixedUpdate` now. ## Migration Guide - Change all `Res<Time>` instances that access `raw_delta()`, `raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`, `elapsed()`, etc. - Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>` and use `delta()`. - The default timestep has been changed from 60 Hz to 64 Hz. If you wish to restore the old behaviour, use `app.insert_resource(Time::<Fixed>::from_hz(60.0))`. - Change `app.insert_resource(FixedTime::new(duration))` to `app.insert_resource(Time::<Fixed>::from_duration(duration))` - Change `app.insert_resource(FixedTime::new_from_secs(secs))` to `app.insert_resource(Time::<Fixed>::from_seconds(secs))` - Change `system.on_fixed_timer(duration)` to `system.on_timer(duration)`. Timers in systems placed in `FixedUpdate` schedule automatically use the fixed time clock. - Change `ResMut<Time>` calls to `pause()`, `is_paused()`, `set_relative_speed()` and related methods to `ResMut<Time<Virtual>>` calls. The API is the same, with the exception that `relative_speed()` will return the actual last ste relative speed, while `effective_relative_speed()` returns 0.0 if the time is paused and corresponds to the speed that was set when the update for the current frame started. ## Todo - [x] Update pull name and description - [x] Top level documentation on usage - [x] Fix examples - [x] Decide on default `max_delta` value - [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed` good? - [x] Decide if the three clock inner structures should be in prelude - [x] Decide on best way to configure values at startup: is manually inserting a new clock instance okay, or should there be config struct separately? - [x] Fix links in docs - [x] Decide what should be public and what not - [x] Decide how `wrap_period` should be handled when it is changed - [x] ~~Add toggles to disable setting the clock as default?~~ No, separate pull if needed. - [x] Add tests - [x] Reformat, ensure adheres to conventions etc. - [x] Build documentation and see that it looks correct ## Contributors Huge thanks to @alice-i-cecile and @maniwani while building this pull. It was a shared effort! --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com> Co-authored-by: Jerome Humbert <djeedai@gmail.com>
2023-10-16 01:57:55 +00:00
utils::Duration,
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
window::{PresentMode, WindowResolution},
winit::{UpdateMode, WinitSettings},
};
use rand::{seq::SliceRandom, Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
const BIRDS_PER_SECOND: u32 = 10000;
const GRAVITY: f32 = -9.8 * 100.0;
const MAX_VELOCITY: f32 = 750.;
const BIRD_SCALE: f32 = 0.15;
const BIRD_TEXTURE_SIZE: usize = 256;
const HALF_BIRD_SIZE: f32 = BIRD_TEXTURE_SIZE as f32 * BIRD_SCALE * 0.5;
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource)]
struct BevyCounter {
pub count: usize,
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
pub color: Color,
}
#[derive(Component)]
struct Bird {
velocity: Vec3,
}
#[derive(FromArgs, Resource)]
/// `bevymark` sprite / 2D mesh stress test
struct Args {
/// whether to use sprite or mesh2d
#[argh(option, default = "Mode::Sprite")]
mode: Mode,
/// whether to step animations by a fixed amount such that each frame is the same across runs.
/// If spawning waves, all are spawned up-front to immediately start rendering at the heaviest
/// load.
#[argh(switch)]
benchmark: bool,
/// how many birds to spawn per wave.
#[argh(option, default = "0")]
per_wave: usize,
/// the number of waves to spawn.
#[argh(option, default = "0")]
waves: usize,
/// whether to vary the material data in each instance.
#[argh(switch)]
vary_per_instance: bool,
/// the number of different textures from which to randomly select the material color. 0 means no textures.
#[argh(option, default = "1")]
material_texture_count: usize,
Use radsort for Transparent2d PhaseItem sorting (#9882) # Objective Fix a performance regression in the "[bevy vs pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark. This benchmark seems to have a slightly pathological distribution of `z` values -- Sprites are spawned with a random `z` value with a child sprite at `f32::EPSILON` relative to the parent. See discussion here: https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633 ## Solution Use `radsort` for sorting `Transparent2d` `PhaseItem`s. Use random `z` values in bevymark to stress the phase sort. Add an `--ordered-z` option to `bevymark` that uses the old behavior. ## Benchmarks mac m1 max | benchmark | fps before | fps after | diff | | - | - | - | - | | bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩 +11.6% | | bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 | 10.24 | 🟩 +6.2% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥 -1.5% | | bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% | ## Discussion It's possible that `TransparentUi` should also change. We could probably use `slice::sort_unstable_by_key` with the current sort key though, as its items are always sorted and unique. I'd prefer to follow up later to look into that. Here's a survey of sorts used by other `PhaseItem`s #### slice::sort_by_key `Transparent2d`, `TransparentUi` #### radsort `Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`, `AlphaMask3dPrepass`, `Shadow` I also tried `slice::sort_unstable_by_key` with a compound sort key including `Entity`, but it didn't seem as promising and I didn't test it as thoroughly. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-21 17:53:20 +00:00
/// generate z values in increasing order rather than randomly
#[argh(switch)]
ordered_z: bool,
/// the alpha mode used to spawn the sprites
#[argh(option, default = "AlphaMode::Blend")]
alpha_mode: AlphaMode,
}
#[derive(Default, Clone)]
enum Mode {
#[default]
Sprite,
Mesh2d,
}
impl FromStr for Mode {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s {
"sprite" => Ok(Self::Sprite),
"mesh2d" => Ok(Self::Mesh2d),
_ => Err(format!(
"Unknown mode: '{s}', valid modes: 'sprite', 'mesh2d'"
)),
}
}
}
#[derive(Default, Clone)]
enum AlphaMode {
Opaque,
#[default]
Blend,
AlphaMask,
}
impl FromStr for AlphaMode {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s {
"opaque" => Ok(Self::Opaque),
"blend" => Ok(Self::Blend),
"alpha_mask" => Ok(Self::AlphaMask),
_ => Err(format!(
"Unknown alpha mode: '{s}', valid modes: 'opaque', 'blend', 'alpha_mask'"
)),
}
}
}
const FIXED_TIMESTEP: f32 = 0.2;
fn main() {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "BevyMark".into(),
Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903) # Objective - Improve rendering performance, particularly by avoiding the large system commands costs of using the ECS in the way that the render world does. ## Solution - Define `EntityHasher` that calculates a hash from the `Entity.to_bits()` by `i | (i.wrapping_mul(0x517cc1b727220a95) << 32)`. `0x517cc1b727220a95` is something like `u64::MAX / N` for N that gives a value close to π and that works well for hashing. Thanks for @SkiFire13 for the suggestion and to @nicopap for alternative suggestions and discussion. This approach comes from `rustc-hash` (a.k.a. `FxHasher`) with some tweaks for the case of hashing an `Entity`. `FxHasher` and `SeaHasher` were also tested but were significantly slower. - Define `EntityHashMap` type that uses the `EntityHashser` - Use `EntityHashMap<Entity, T>` for render world entity storage, including: - `RenderMaterialInstances` - contains the `AssetId<M>` of the material associated with the entity. Also for 2D. - `RenderMeshInstances` - contains mesh transforms, flags and properties about mesh entities. Also for 2D. - `SkinIndices` and `MorphIndices` - contains the skin and morph index for an entity, respectively - `ExtractedSprites` - `ExtractedUiNodes` ## Benchmarks All benchmarks have been conducted on an M1 Max connected to AC power. The tests are run for 1500 frames. The 1000th frame is captured for comparison to check for visual regressions. There were none. ### 2D Meshes `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d` #### `--ordered-z` This test spawns the 2D meshes with z incrementing back to front, which is the ideal arrangement allocation order as it matches the sorted render order which means lookups have a high cache hit rate. <img width="1112" alt="Screenshot 2023-09-27 at 07 50 45" src="https://github.com/bevyengine/bevy/assets/302146/e140bc98-7091-4a3b-8ae1-ab75d16d2ccb"> -39.1% median frame time. #### Random This test spawns the 2D meshes with random z. This not only makes the batching and transparent 2D pass lookups get a lot of cache misses, it also currently means that the meshes are almost certain to not be batchable. <img width="1108" alt="Screenshot 2023-09-27 at 07 51 28" src="https://github.com/bevyengine/bevy/assets/302146/29c2e813-645a-43ce-982a-55df4bf7d8c4"> -7.2% median frame time. ### 3D Meshes `many_cubes --benchmark` <img width="1112" alt="Screenshot 2023-09-27 at 07 51 57" src="https://github.com/bevyengine/bevy/assets/302146/1a729673-3254-4e2a-9072-55e27c69f0fc"> -7.7% median frame time. ### Sprites **NOTE: On `main` sprites are using `SparseSet<Entity, T>`!** `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite` #### `--ordered-z` This test spawns the sprites with z incrementing back to front, which is the ideal arrangement allocation order as it matches the sorted render order which means lookups have a high cache hit rate. <img width="1116" alt="Screenshot 2023-09-27 at 07 52 31" src="https://github.com/bevyengine/bevy/assets/302146/bc8eab90-e375-4d31-b5cd-f55f6f59ab67"> +13.0% median frame time. #### Random This test spawns the sprites with random z. This makes the batching and transparent 2D pass lookups get a lot of cache misses. <img width="1109" alt="Screenshot 2023-09-27 at 07 53 01" src="https://github.com/bevyengine/bevy/assets/302146/22073f5d-99a7-49b0-9584-d3ac3eac3033"> +0.6% median frame time. ### UI **NOTE: On `main` UI is using `SparseSet<Entity, T>`!** `many_buttons` <img width="1111" alt="Screenshot 2023-09-27 at 07 53 26" src="https://github.com/bevyengine/bevy/assets/302146/66afd56d-cbe4-49e7-8b64-2f28f6043d85"> +15.1% median frame time. ## Alternatives - Cart originally suggested trying out `SparseSet<Entity, T>` and indeed that is slightly faster under ideal conditions. However, `PassHashMap<Entity, T>` has better worst case performance when data is randomly distributed, rather than in sorted render order, and does not have the worst case memory usage that `SparseSet`'s dense `Vec<usize>` that maps from the `Entity` index to sparse index into `Vec<T>`. This dense `Vec` has to be as large as the largest Entity index used with the `SparseSet`. - I also tested `PassHashMap<u32, T>`, intending to use `Entity.index()` as the key, but this proved to sometimes be slower and mostly no different. - The only outstanding approach that has not been implemented and tested is to _not_ clear the render world of its entities each frame. That has its own problems, though they could perhaps be solved. - Performance-wise, if the entities and their component data were not cleared, then they would incur table moves on spawn, and should not thereafter, rather just their component data would be overwritten. Ideally we would have a neat way of either updating data in-place via `&mut T` queries, or inserting components if not present. This would likely be quite cumbersome to have to remember to do everywhere, but perhaps it only needs to be done in the more performance-sensitive systems. - The main problem to solve however is that we want to both maintain a mapping between main world entities and render world entities, be able to run the render app and world in parallel with the main app and world for pipelined rendering, and at the same time be able to spawn entities in the render world in such a way that those Entity ids do not collide with those spawned in the main world. This is potentially quite solvable, but could well be a lot of ECS work to do it in a way that makes sense. --- ## Changelog - Changed: Component data for entities to be drawn are no longer stored on entities in the render world. Instead, data is stored in a `EntityHashMap<Entity, T>` in various resources. This brings significant performance benefits due to the way the render app clears entities every frame. Resources of most interest are `RenderMeshInstances` and `RenderMaterialInstances`, and their 2D counterparts. ## Migration Guide Previously the render app extracted mesh entities and their component data from the main world and stored them as entities and components in the render world. Now they are extracted into essentially `EntityHashMap<Entity, T>` where `T` are structs containing an appropriate group of data. This means that while extract set systems will continue to run extract queries against the main world they will store their data in hash maps. Also, systems in later sets will either need to look up entities in the available resources such as `RenderMeshInstances`, or maintain their own `EntityHashMap<Entity, T>` for their own data. Before: ```rust fn queue_custom( material_meshes: Query<(Entity, &MeshTransforms, &Handle<Mesh>), With<InstanceMaterialData>>, ) { ... for (entity, mesh_transforms, mesh_handle) in &material_meshes { ... } } ``` After: ```rust fn queue_custom( render_mesh_instances: Res<RenderMeshInstances>, instance_entities: Query<Entity, With<InstanceMaterialData>>, ) { ... for entity in &instance_entities { let Some(mesh_instance) = render_mesh_instances.get(&entity) else { continue; }; // The mesh handle in `AssetId<Mesh>` form, and the `MeshTransforms` can now // be found in `mesh_instance` which is a `RenderMeshInstance` ... } } ``` --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-09-27 08:28:28 +00:00
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
present_mode: PresentMode::AutoNoVsync,
..default()
}),
Plugins own their settings. Rework PluginGroup trait. (#6336) # Objective Fixes #5884 #2879 Alternative to #2988 #5885 #2886 "Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems: 1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead) 2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed. (1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem. ## Solution Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources. Plugins are now configured like this: ```rust app.add_plugin(AssetPlugin { watch_for_changes: true, ..default() }) ``` PluginGroups are now configured like this: ```rust app.add_plugins(DefaultPlugins .set(AssetPlugin { watch_for_changes: true, ..default() }) ) ``` This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons: * ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong! * This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it). * I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints. ## Changelog - PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values. - `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin` - `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern. ## Migration Guide The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`: ```rust // Old (Bevy 0.8) app .insert_resource(WindowDescriptor { width: 400.0, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(WindowPlugin { window: WindowDescriptor { width: 400.0, ..default() }, ..default() })) ``` The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(AssetServerSettings { watch_for_changes: true, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(AssetPlugin { watch_for_changes: true, ..default() })) ``` `add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern: ```rust // Old (Bevy 0.8) app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>()); // New (Bevy 0.9) app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>()); ```
2022-10-24 21:20:33 +00:00
..default()
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.insert_resource(args)
.insert_resource(BevyCounter {
count: 0,
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
color: Color::WHITE,
})
.add_systems(Startup, setup)
.add_systems(FixedUpdate, scheduled_spawner)
.add_systems(
Update,
(
mouse_handler,
movement_system,
collision_system,
counter_system,
),
)
Unify `FixedTime` and `Time` while fixing several problems (#8964) # Objective Current `FixedTime` and `Time` have several problems. This pull aims to fix many of them at once. - If there is a longer pause between app updates, time will jump forward a lot at once and fixed time will iterate on `FixedUpdate` for a large number of steps. If the pause is merely seconds, then this will just mean jerkiness and possible unexpected behaviour in gameplay. If the pause is hours/days as with OS suspend, the game will appear to freeze until it has caught up with real time. - If calculating a fixed step takes longer than specified fixed step period, the game will enter a death spiral where rendering each frame takes longer and longer due to more and more fixed step updates being run per frame and the game appears to freeze. - There is no way to see current fixed step elapsed time inside fixed steps. In order to track this, the game designer needs to add a custom system inside `FixedUpdate` that calculates elapsed or step count in a resource. - Access to delta time inside fixed step is `FixedStep::period` rather than `Time::delta`. This, coupled with the issue that `Time::elapsed` isn't available at all for fixed steps, makes it that time requiring systems are either implemented to be run in `FixedUpdate` or `Update`, but rarely work in both. - Fixes #8800 - Fixes #8543 - Fixes #7439 - Fixes #5692 ## Solution - Create a generic `Time<T>` clock that has no processing logic but which can be instantiated for multiple usages. This is also exposed for users to add custom clocks. - Create three standard clocks, `Time<Real>`, `Time<Virtual>` and `Time<Fixed>`, all of which contain their individual logic. - Create one "default" clock, which is just `Time` (or `Time<()>`), which will be overwritten from `Time<Virtual>` on each update, and `Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do not care specifically which time they track can work both in `Update` and `FixedUpdate` without changes and the behaviour is intuitive. - Add `max_delta` to virtual time update, which limits how much can be added to virtual time by a single update. This fixes both the behaviour after a long freeze, and also the death spiral by limiting how many fixed timestep iterations there can be per update. Possible future work could be adding `max_accumulator` to add a sort of "leaky bucket" time processing to possibly smooth out jumps in time while keeping frame rate stable. - Many minor tweaks and clarifications to the time functions and their documentation. ## Changelog - `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match `Time` API - `FixedTime` is now `Time<Fixed>` and matches `Time` API. - `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds. - `Time` inside `FixedUpdate` now reflects fixed timestep time, making systems portable between `Update ` and `FixedUpdate`. - `Time::pause()`, `Time::set_relative_speed()` and related methods must now be called as `Time<Virtual>::pause()` etc. - There is a new `max_delta` setting in `Time<Virtual>` that limits how much the clock can jump by a single update. The default value is 0.25 seconds. - Removed `on_fixed_timer()` condition as `on_timer()` does the right thing inside `FixedUpdate` now. ## Migration Guide - Change all `Res<Time>` instances that access `raw_delta()`, `raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`, `elapsed()`, etc. - Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>` and use `delta()`. - The default timestep has been changed from 60 Hz to 64 Hz. If you wish to restore the old behaviour, use `app.insert_resource(Time::<Fixed>::from_hz(60.0))`. - Change `app.insert_resource(FixedTime::new(duration))` to `app.insert_resource(Time::<Fixed>::from_duration(duration))` - Change `app.insert_resource(FixedTime::new_from_secs(secs))` to `app.insert_resource(Time::<Fixed>::from_seconds(secs))` - Change `system.on_fixed_timer(duration)` to `system.on_timer(duration)`. Timers in systems placed in `FixedUpdate` schedule automatically use the fixed time clock. - Change `ResMut<Time>` calls to `pause()`, `is_paused()`, `set_relative_speed()` and related methods to `ResMut<Time<Virtual>>` calls. The API is the same, with the exception that `relative_speed()` will return the actual last ste relative speed, while `effective_relative_speed()` returns 0.0 if the time is paused and corresponds to the speed that was set when the update for the current frame started. ## Todo - [x] Update pull name and description - [x] Top level documentation on usage - [x] Fix examples - [x] Decide on default `max_delta` value - [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed` good? - [x] Decide if the three clock inner structures should be in prelude - [x] Decide on best way to configure values at startup: is manually inserting a new clock instance okay, or should there be config struct separately? - [x] Fix links in docs - [x] Decide what should be public and what not - [x] Decide how `wrap_period` should be handled when it is changed - [x] ~~Add toggles to disable setting the clock as default?~~ No, separate pull if needed. - [x] Add tests - [x] Reformat, ensure adheres to conventions etc. - [x] Build documentation and see that it looks correct ## Contributors Huge thanks to @alice-i-cecile and @maniwani while building this pull. It was a shared effort! --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com> Co-authored-by: Jerome Humbert <djeedai@gmail.com>
2023-10-16 01:57:55 +00:00
.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
FIXED_TIMESTEP,
)))
.run();
}
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource)]
struct BirdScheduled {
waves: usize,
per_wave: usize,
}
fn scheduled_spawner(
mut commands: Commands,
args: Res<Args>,
window: Single<&Window>,
mut scheduled: ResMut<BirdScheduled>,
mut counter: ResMut<BevyCounter>,
bird_resources: ResMut<BirdResources>,
) {
if scheduled.waves > 0 {
let bird_resources = bird_resources.into_inner();
spawn_birds(
&mut commands,
args.into_inner(),
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
&window.resolution,
&mut counter,
scheduled.per_wave,
bird_resources,
None,
scheduled.waves - 1,
);
scheduled.waves -= 1;
}
}
#[derive(Resource)]
struct BirdResources {
textures: Vec<Handle<Image>>,
materials: Vec<Handle<ColorMaterial>>,
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
quad: Handle<Mesh>,
color_rng: ChaCha8Rng,
material_rng: ChaCha8Rng,
velocity_rng: ChaCha8Rng,
transform_rng: ChaCha8Rng,
}
#[derive(Component)]
struct StatsText;
#[allow(clippy::too_many_arguments)]
fn setup(
mut commands: Commands,
args: Res<Args>,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
material_assets: ResMut<Assets<ColorMaterial>>,
images: ResMut<Assets<Image>>,
window: Single<&Window>,
counter: ResMut<BevyCounter>,
) {
warn!(include_str!("warning_string.txt"));
let args = args.into_inner();
let images = images.into_inner();
let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
textures.push(asset_server.load("branding/icon.png"));
}
init_textures(&mut textures, args, images);
let material_assets = material_assets.into_inner();
let materials = init_materials(args, &textures, material_assets);
let mut bird_resources = BirdResources {
textures,
materials,
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
quad: meshes.add(Rectangle::from_size(Vec2::splat(BIRD_TEXTURE_SIZE as f32))),
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
color_rng: ChaCha8Rng::seed_from_u64(42),
material_rng: ChaCha8Rng::seed_from_u64(42),
velocity_rng: ChaCha8Rng::seed_from_u64(42),
transform_rng: ChaCha8Rng::seed_from_u64(42),
};
let font = TextFont {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
font_size: 40.0,
..Default::default()
Add Exponential Moving Average into diagnostics (#4992) # Objective - Add Time-Adjusted Rolling EMA-based smoothing to diagnostics. - Closes #4983; see that issue for more more information. ## Terms - EMA - [Exponential Moving Average](https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average) - SMA - [Simple Moving Average](https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average) ## Solution - We use a fairly standard approximation of a true EMA where $EMA_{\text{frame}} = EMA_{\text{previous}} + \alpha \left( x_{\text{frame}} - EMA_{\text{previous}} \right)$ where $\alpha = \Delta t / \tau$ and $\tau$ is an arbitrary smoothness factor. (See #4983 for more discussion of the math.) - The smoothness factor is here defaulted to $2 / 21$; this was chosen fairly arbitrarily as supposedly related to the existing 20-bucket SMA. - The smoothness factor can be set on a per-diagnostic basis via `Diagnostic::with_smoothing_factor`. --- ## Changelog ### Added - `Diagnostic::smoothed` - provides an exponentially smoothed view of a recorded diagnostic, to e.g. reduce jitter in frametime readings. ### Changed - `LogDiagnosticsPlugin` now records the smoothed value rather than the raw value. - For diagnostics recorded less often than every 0.1 seconds, this change to defaults will have no visible effect. - For discrete diagnostics where this smoothing is not desirable, set a smoothing factor of 0 to disable smoothing. - The average of the recent history is still shown when available.
2022-10-24 13:46:37 +00:00
};
commands.spawn(Camera2d);
commands
Simplified `ui_stack_system` (#9889) # Objective `ui_stack_system` generates a tree of `StackingContexts` which it then flattens to get the `UiStack`. But there's no need to construct a new tree. We can query for nodes with a global `ZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, ignoring any branches that have a global `Zindex`. Fixes #9877 ## Solution Split the `ZIndex` enum into two separate components, `ZIndex` and `GlobalZIndex` Query for nodes with a `GlobalZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, filtering branches by `Without<GlobalZIndex>` so we don't revisit nodes. ``` cargo run --profile stress-test --features trace_tracy --example many_buttons ``` <img width="672" alt="ui-stack-system-walk-split-enum" src="https://github.com/bevyengine/bevy/assets/27962798/11e357a5-477f-4804-8ada-c4527c009421"> (Yellow is this PR, red is main) --- ## Changelog `Zindex` * The `ZIndex` enum has been split into two separate components `ZIndex` (which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces `ZIndex::Global`). An entity can have both a `ZIndex` and `GlobalZIndex`, in comparisons `ZIndex` breaks ties if two `GlobalZIndex` values are equal. `ui_stack_system` * Instead of generating a tree of `StackingContexts`, query for nodes with a `GlobalZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, filtering branches by `Without<GlobalZIndex` so we don't revisit nodes. ## Migration Guide The `ZIndex` enum has been split into two separate components `ZIndex` (which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces `ZIndex::Global`). An entity can have both a `ZIndex` and `GlobalZIndex`, in comparisons `ZIndex` breaks ties if two `GlobalZindex` values are equal. --------- Co-authored-by: Gabriel Bourgeois <gabriel.bourgeoisv4si@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-09-30 18:43:57 +00:00
.spawn((
NodeBundle {
style: Style {
position_type: PositionType::Absolute,
padding: UiRect::all(Val::Px(5.0)),
..default()
},
background_color: Color::BLACK.with_alpha(0.75).into(),
..default()
},
Simplified `ui_stack_system` (#9889) # Objective `ui_stack_system` generates a tree of `StackingContexts` which it then flattens to get the `UiStack`. But there's no need to construct a new tree. We can query for nodes with a global `ZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, ignoring any branches that have a global `Zindex`. Fixes #9877 ## Solution Split the `ZIndex` enum into two separate components, `ZIndex` and `GlobalZIndex` Query for nodes with a `GlobalZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, filtering branches by `Without<GlobalZIndex>` so we don't revisit nodes. ``` cargo run --profile stress-test --features trace_tracy --example many_buttons ``` <img width="672" alt="ui-stack-system-walk-split-enum" src="https://github.com/bevyengine/bevy/assets/27962798/11e357a5-477f-4804-8ada-c4527c009421"> (Yellow is this PR, red is main) --- ## Changelog `Zindex` * The `ZIndex` enum has been split into two separate components `ZIndex` (which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces `ZIndex::Global`). An entity can have both a `ZIndex` and `GlobalZIndex`, in comparisons `ZIndex` breaks ties if two `GlobalZIndex` values are equal. `ui_stack_system` * Instead of generating a tree of `StackingContexts`, query for nodes with a `GlobalZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, filtering branches by `Without<GlobalZIndex` so we don't revisit nodes. ## Migration Guide The `ZIndex` enum has been split into two separate components `ZIndex` (which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces `ZIndex::Global`). An entity can have both a `ZIndex` and `GlobalZIndex`, in comparisons `ZIndex` breaks ties if two `GlobalZindex` values are equal. --------- Co-authored-by: Gabriel Bourgeois <gabriel.bourgeoisv4si@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-09-30 18:43:57 +00:00
GlobalZIndex(i32::MAX),
))
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
.with_children(|p| {
p.spawn((Text::default(), StatsText)).with_children(|p| {
p.spawn((
TextSpan::new("Bird Count: "),
font.clone(),
TextColor(LIME.into()),
));
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
p.spawn((
TextSpan::new("\nFPS (raw): "),
font.clone(),
TextColor(LIME.into()),
));
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
p.spawn((
TextSpan::new("\nFPS (SMA): "),
font.clone(),
TextColor(LIME.into()),
));
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
p.spawn((
TextSpan::new("\nFPS (EMA): "),
font.clone(),
TextColor(LIME.into()),
));
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
});
});
let mut scheduled = BirdScheduled {
per_wave: args.per_wave,
waves: args.waves,
};
if args.benchmark {
let counter = counter.into_inner();
for wave in (0..scheduled.waves).rev() {
spawn_birds(
&mut commands,
args,
&window.resolution,
counter,
scheduled.per_wave,
&mut bird_resources,
Some(wave),
wave,
);
}
scheduled.waves = 0;
}
commands.insert_resource(bird_resources);
commands.insert_resource(scheduled);
}
#[allow(clippy::too_many_arguments)]
fn mouse_handler(
Bevy ECS V2 (#1525) # Bevy ECS V2 This is a rewrite of Bevy ECS (basically everything but the new executor/schedule, which are already awesome). The overall goal was to improve the performance and versatility of Bevy ECS. Here is a quick bulleted list of changes before we dive into the details: * Complete World rewrite * Multiple component storage types: * Tables: fast cache friendly iteration, slower add/removes (previously called Archetypes) * Sparse Sets: fast add/remove, slower iteration * Stateful Queries (caches query results for faster iteration. fragmented iteration is _fast_ now) * Stateful System Params (caches expensive operations. inspired by @DJMcNab's work in #1364) * Configurable System Params (users can set configuration when they construct their systems. once again inspired by @DJMcNab's work) * Archetypes are now "just metadata", component storage is separate * Archetype Graph (for faster archetype changes) * Component Metadata * Configure component storage type * Retrieve information about component size/type/name/layout/send-ness/etc * Components are uniquely identified by a densely packed ComponentId * TypeIds are now totally optional (which should make implementing scripting easier) * Super fast "for_each" query iterators * Merged Resources into World. Resources are now just a special type of component * EntityRef/EntityMut builder apis (more efficient and more ergonomic) * Fast bitset-backed `Access<T>` replaces old hashmap-based approach everywhere * Query conflicts are determined by component access instead of archetype component access (to avoid random failures at runtime) * With/Without are still taken into account for conflicts, so this should still be comfy to use * Much simpler `IntoSystem` impl * Significantly reduced the amount of hashing throughout the ecs in favor of Sparse Sets (indexed by densely packed ArchetypeId, ComponentId, BundleId, and TableId) * Safety Improvements * Entity reservation uses a normal world reference instead of unsafe transmute * QuerySets no longer transmute lifetimes * Made traits "unsafe" where relevant * More thorough safety docs * WorldCell * Exposes safe mutable access to multiple resources at a time in a World * Replaced "catch all" `System::update_archetypes(world: &World)` with `System::new_archetype(archetype: &Archetype)` * Simpler Bundle implementation * Replaced slow "remove_bundle_one_by_one" used as fallback for Commands::remove_bundle with fast "remove_bundle_intersection" * Removed `Mut<T>` query impl. it is better to only support one way: `&mut T` * Removed with() from `Flags<T>` in favor of `Option<Flags<T>>`, which allows querying for flags to be "filtered" by default * Components now have is_send property (currently only resources support non-send) * More granular module organization * New `RemovedComponents<T>` SystemParam that replaces `query.removed::<T>()` * `world.resource_scope()` for mutable access to resources and world at the same time * WorldQuery and QueryFilter traits unified. FilterFetch trait added to enable "short circuit" filtering. Auto impled for cases that don't need it * Significantly slimmed down SystemState in favor of individual SystemParam state * System Commands changed from `commands: &mut Commands` back to `mut commands: Commands` (to allow Commands to have a World reference) Fixes #1320 ## `World` Rewrite This is a from-scratch rewrite of `World` that fills the niche that `hecs` used to. Yes, this means Bevy ECS is no longer a "fork" of hecs. We're going out our own! (the only shared code between the projects is the entity id allocator, which is already basically ideal) A huge shout out to @SanderMertens (author of [flecs](https://github.com/SanderMertens/flecs)) for sharing some great ideas with me (specifically hybrid ecs storage and archetype graphs). He also helped advise on a number of implementation details. ## Component Storage (The Problem) Two ECS storage paradigms have gained a lot of traction over the years: * **Archetypal ECS**: * Stores components in "tables" with static schemas. Each "column" stores components of a given type. Each "row" is an entity. * Each "archetype" has its own table. Adding/removing an entity's component changes the archetype. * Enables super-fast Query iteration due to its cache-friendly data layout * Comes at the cost of more expensive add/remove operations for an Entity's components, because all components need to be copied to the new archetype's "table" * **Sparse Set ECS**: * Stores components of the same type in densely packed arrays, which are sparsely indexed by densely packed unsigned integers (Entity ids) * Query iteration is slower than Archetypal ECS because each entity's component could be at any position in the sparse set. This "random access" pattern isn't cache friendly. Additionally, there is an extra layer of indirection because you must first map the entity id to an index in the component array. * Adding/removing components is a cheap, constant time operation Bevy ECS V1, hecs, legion, flec, and Unity DOTS are all "archetypal ecs-es". I personally think "archetypal" storage is a good default for game engines. An entity's archetype doesn't need to change frequently in general, and it creates "fast by default" query iteration (which is a much more common operation). It is also "self optimizing". Users don't need to think about optimizing component layouts for iteration performance. It "just works" without any extra boilerplate. Shipyard and EnTT are "sparse set ecs-es". They employ "packing" as a way to work around the "suboptimal by default" iteration performance for specific sets of components. This helps, but I didn't think this was a good choice for a general purpose engine like Bevy because: 1. "packs" conflict with each other. If bevy decides to internally pack the Transform and GlobalTransform components, users are then blocked if they want to pack some custom component with Transform. 2. users need to take manual action to optimize Developers selecting an ECS framework are stuck with a hard choice. Select an "archetypal" framework with "fast iteration everywhere" but without the ability to cheaply add/remove components, or select a "sparse set" framework to cheaply add/remove components but with slower iteration performance. ## Hybrid Component Storage (The Solution) In Bevy ECS V2, we get to have our cake and eat it too. It now has _both_ of the component storage types above (and more can be added later if needed): * **Tables** (aka "archetypal" storage) * The default storage. If you don't configure anything, this is what you get * Fast iteration by default * Slower add/remove operations * **Sparse Sets** * Opt-in * Slower iteration * Faster add/remove operations These storage types complement each other perfectly. By default Query iteration is fast. If developers know that they want to add/remove a component at high frequencies, they can set the storage to "sparse set": ```rust world.register_component( ComponentDescriptor::new::<MyComponent>(StorageType::SparseSet) ).unwrap(); ``` ## Archetypes Archetypes are now "just metadata" ... they no longer store components directly. They do store: * The `ComponentId`s of each of the Archetype's components (and that component's storage type) * Archetypes are uniquely defined by their component layouts * For example: entities with "table" components `[A, B, C]` _and_ "sparse set" components `[D, E]` will always be in the same archetype. * The `TableId` associated with the archetype * For now each archetype has exactly one table (which can have no components), * There is a 1->Many relationship from Tables->Archetypes. A given table could have any number of archetype components stored in it: * Ex: an entity with "table storage" components `[A, B, C]` and "sparse set" components `[D, E]` will share the same `[A, B, C]` table as an entity with `[A, B, C]` table component and `[F]` sparse set components. * This 1->Many relationship is how we preserve fast "cache friendly" iteration performance when possible (more on this later) * A list of entities that are in the archetype and the row id of the table they are in * ArchetypeComponentIds * unique densely packed identifiers for (ArchetypeId, ComponentId) pairs * used by the schedule executor for cheap system access control * "Archetype Graph Edges" (see the next section) ## The "Archetype Graph" Archetype changes in Bevy (and a number of other archetypal ecs-es) have historically been expensive to compute. First, you need to allocate a new vector of the entity's current component ids, add or remove components based on the operation performed, sort it (to ensure it is order-independent), then hash it to find the archetype (if it exists). And thats all before we get to the _already_ expensive full copy of all components to the new table storage. The solution is to build a "graph" of archetypes to cache these results. @SanderMertens first exposed me to the idea (and he got it from @gjroelofs, who came up with it). They propose adding directed edges between archetypes for add/remove component operations. If `ComponentId`s are densely packed, you can use sparse sets to cheaply jump between archetypes. Bevy takes this one step further by using add/remove `Bundle` edges instead of `Component` edges. Bevy encourages the use of `Bundles` to group add/remove operations. This is largely for "clearer game logic" reasons, but it also helps cut down on the number of archetype changes required. `Bundles` now also have densely-packed `BundleId`s. This allows us to use a _single_ edge for each bundle operation (rather than needing to traverse N edges ... one for each component). Single component operations are also bundles, so this is strictly an improvement over a "component only" graph. As a result, an operation that used to be _heavy_ (both for allocations and compute) is now two dirt-cheap array lookups and zero allocations. ## Stateful Queries World queries are now stateful. This allows us to: 1. Cache archetype (and table) matches * This resolves another issue with (naive) archetypal ECS: query performance getting worse as the number of archetypes goes up (and fragmentation occurs). 2. Cache Fetch and Filter state * The expensive parts of fetch/filter operations (such as hashing the TypeId to find the ComponentId) now only happen once when the Query is first constructed 3. Incrementally build up state * When new archetypes are added, we only process the new archetypes (no need to rebuild state for old archetypes) As a result, the direct `World` query api now looks like this: ```rust let mut query = world.query::<(&A, &mut B)>(); for (a, mut b) in query.iter_mut(&mut world) { } ``` Requiring `World` to generate stateful queries (rather than letting the `QueryState` type be constructed separately) allows us to ensure that _all_ queries are properly initialized (and the relevant world state, such as ComponentIds). This enables QueryState to remove branches from its operations that check for initialization status (and also enables query.iter() to take an immutable world reference because it doesn't need to initialize anything in world). However in systems, this is a non-breaking change. State management is done internally by the relevant SystemParam. ## Stateful SystemParams Like Queries, `SystemParams` now also cache state. For example, `Query` system params store the "stateful query" state mentioned above. Commands store their internal `CommandQueue`. This means you can now safely use as many separate `Commands` parameters in your system as you want. `Local<T>` system params store their `T` value in their state (instead of in Resources). SystemParam state also enabled a significant slim-down of SystemState. It is much nicer to look at now. Per-SystemParam state naturally insulates us from an "aliased mut" class of errors we have hit in the past (ex: using multiple `Commands` system params). (credit goes to @DJMcNab for the initial idea and draft pr here #1364) ## Configurable SystemParams @DJMcNab also had the great idea to make SystemParams configurable. This allows users to provide some initial configuration / values for system parameters (when possible). Most SystemParams have no config (the config type is `()`), but the `Local<T>` param now supports user-provided parameters: ```rust fn foo(value: Local<usize>) { } app.add_system(foo.system().config(|c| c.0 = Some(10))); ``` ## Uber Fast "for_each" Query Iterators Developers now have the choice to use a fast "for_each" iterator, which yields ~1.5-3x iteration speed improvements for "fragmented iteration", and minor ~1.2x iteration speed improvements for unfragmented iteration. ```rust fn system(query: Query<(&A, &mut B)>) { // you now have the option to do this for a speed boost query.for_each_mut(|(a, mut b)| { }); // however normal iterators are still available for (a, mut b) in query.iter_mut() { } } ``` I think in most cases we should continue to encourage "normal" iterators as they are more flexible and more "rust idiomatic". But when that extra "oomf" is needed, it makes sense to use `for_each`. We should also consider using `for_each` for internal bevy systems to give our users a nice speed boost (but that should be a separate pr). ## Component Metadata `World` now has a `Components` collection, which is accessible via `world.components()`. This stores mappings from `ComponentId` to `ComponentInfo`, as well as `TypeId` to `ComponentId` mappings (where relevant). `ComponentInfo` stores information about the component, such as ComponentId, TypeId, memory layout, send-ness (currently limited to resources), and storage type. ## Significantly Cheaper `Access<T>` We used to use `TypeAccess<TypeId>` to manage read/write component/archetype-component access. This was expensive because TypeIds must be hashed and compared individually. The parallel executor got around this by "condensing" type ids into bitset-backed access types. This worked, but it had to be re-generated from the `TypeAccess<TypeId>`sources every time archetypes changed. This pr removes TypeAccess in favor of faster bitset access everywhere. We can do this thanks to the move to densely packed `ComponentId`s and `ArchetypeComponentId`s. ## Merged Resources into World Resources had a lot of redundant functionality with Components. They stored typed data, they had access control, they had unique ids, they were queryable via SystemParams, etc. In fact the _only_ major difference between them was that they were unique (and didn't correlate to an entity). Separate resources also had the downside of requiring a separate set of access controls, which meant the parallel executor needed to compare more bitsets per system and manage more state. I initially got the "separate resources" idea from `legion`. I think that design was motivated by the fact that it made the direct world query/resource lifetime interactions more manageable. It certainly made our lives easier when using Resources alongside hecs/bevy_ecs. However we already have a construct for safely and ergonomically managing in-world lifetimes: systems (which use `Access<T>` internally). This pr merges Resources into World: ```rust world.insert_resource(1); world.insert_resource(2.0); let a = world.get_resource::<i32>().unwrap(); let mut b = world.get_resource_mut::<f64>().unwrap(); *b = 3.0; ``` Resources are now just a special kind of component. They have their own ComponentIds (and their own resource TypeId->ComponentId scope, so they don't conflict wit components of the same type). They are stored in a special "resource archetype", which stores components inside the archetype using a new `unique_components` sparse set (note that this sparse set could later be used to implement Tags). This allows us to keep the code size small by reusing existing datastructures (namely Column, Archetype, ComponentFlags, and ComponentInfo). This allows us the executor to use a single `Access<ArchetypeComponentId>` per system. It should also make scripting language integration easier. _But_ this merge did create problems for people directly interacting with `World`. What if you need mutable access to multiple resources at the same time? `world.get_resource_mut()` borrows World mutably! ## WorldCell WorldCell applies the `Access<ArchetypeComponentId>` concept to direct world access: ```rust let world_cell = world.cell(); let a = world_cell.get_resource_mut::<i32>().unwrap(); let b = world_cell.get_resource_mut::<f64>().unwrap(); ``` This adds cheap runtime checks (a sparse set lookup of `ArchetypeComponentId` and a counter) to ensure that world accesses do not conflict with each other. Each operation returns a `WorldBorrow<'w, T>` or `WorldBorrowMut<'w, T>` wrapper type, which will release the relevant ArchetypeComponentId resources when dropped. World caches the access sparse set (and only one cell can exist at a time), so `world.cell()` is a cheap operation. WorldCell does _not_ use atomic operations. It is non-send, does a mutable borrow of world to prevent other accesses, and uses a simple `Rc<RefCell<ArchetypeComponentAccess>>` wrapper in each WorldBorrow pointer. The api is currently limited to resource access, but it can and should be extended to queries / entity component access. ## Resource Scopes WorldCell does not yet support component queries, and even when it does there are sometimes legitimate reasons to want a mutable world ref _and_ a mutable resource ref (ex: bevy_render and bevy_scene both need this). In these cases we could always drop down to the unsafe `world.get_resource_unchecked_mut()`, but that is not ideal! Instead developers can use a "resource scope" ```rust world.resource_scope(|world: &mut World, a: &mut A| { }) ``` This temporarily removes the `A` resource from `World`, provides mutable pointers to both, and re-adds A to World when finished. Thanks to the move to ComponentIds/sparse sets, this is a cheap operation. If multiple resources are required, scopes can be nested. We could also consider adding a "resource tuple" to the api if this pattern becomes common and the boilerplate gets nasty. ## Query Conflicts Use ComponentId Instead of ArchetypeComponentId For safety reasons, systems cannot contain queries that conflict with each other without wrapping them in a QuerySet. On bevy `main`, we use ArchetypeComponentIds to determine conflicts. This is nice because it can take into account filters: ```rust // these queries will never conflict due to their filters fn filter_system(a: Query<&mut A, With<B>>, b: Query<&mut B, Without<B>>) { } ``` But it also has a significant downside: ```rust // these queries will not conflict _until_ an entity with A, B, and C is spawned fn maybe_conflicts_system(a: Query<(&mut A, &C)>, b: Query<(&mut A, &B)>) { } ``` The system above will panic at runtime if an entity with A, B, and C is spawned. This makes it hard to trust that your game logic will run without crashing. In this pr, I switched to using `ComponentId` instead. This _is_ more constraining. `maybe_conflicts_system` will now always fail, but it will do it consistently at startup. Naively, it would also _disallow_ `filter_system`, which would be a significant downgrade in usability. Bevy has a number of internal systems that rely on disjoint queries and I expect it to be a common pattern in userspace. To resolve this, I added a new `FilteredAccess<T>` type, which wraps `Access<T>` and adds with/without filters. If two `FilteredAccess` have with/without values that prove they are disjoint, they will no longer conflict. ## EntityRef / EntityMut World entity operations on `main` require that the user passes in an `entity` id to each operation: ```rust let entity = world.spawn((A, )); // create a new entity with A world.get::<A>(entity); world.insert(entity, (B, C)); world.insert_one(entity, D); ``` This means that each operation needs to look up the entity location / verify its validity. The initial spawn operation also requires a Bundle as input. This can be awkward when no components are required (or one component is required). These operations have been replaced by `EntityRef` and `EntityMut`, which are "builder-style" wrappers around world that provide read and read/write operations on a single, pre-validated entity: ```rust // spawn now takes no inputs and returns an EntityMut let entity = world.spawn() .insert(A) // insert a single component into the entity .insert_bundle((B, C)) // insert a bundle of components into the entity .id() // id returns the Entity id // Returns EntityMut (or panics if the entity does not exist) world.entity_mut(entity) .insert(D) .insert_bundle(SomeBundle::default()); { // returns EntityRef (or panics if the entity does not exist) let d = world.entity(entity) .get::<D>() // gets the D component .unwrap(); // world.get still exists for ergonomics let d = world.get::<D>(entity).unwrap(); } // These variants return Options if you want to check existence instead of panicing world.get_entity_mut(entity) .unwrap() .insert(E); if let Some(entity_ref) = world.get_entity(entity) { let d = entity_ref.get::<D>().unwrap(); } ``` This _does not_ affect the current Commands api or terminology. I think that should be a separate conversation as that is a much larger breaking change. ## Safety Improvements * Entity reservation in Commands uses a normal world borrow instead of an unsafe transmute * QuerySets no longer transmutes lifetimes * Made traits "unsafe" when implementing a trait incorrectly could cause unsafety * More thorough safety docs ## RemovedComponents SystemParam The old approach to querying removed components: `query.removed:<T>()` was confusing because it had no connection to the query itself. I replaced it with the following, which is both clearer and allows us to cache the ComponentId mapping in the SystemParamState: ```rust fn system(removed: RemovedComponents<T>) { for entity in removed.iter() { } } ``` ## Simpler Bundle implementation Bundles are no longer responsible for sorting (or deduping) TypeInfo. They are just a simple ordered list of component types / data. This makes the implementation smaller and opens the door to an easy "nested bundle" implementation in the future (which i might even add in this pr). Duplicate detection is now done once per bundle type by World the first time a bundle is used. ## Unified WorldQuery and QueryFilter types (don't worry they are still separate type _parameters_ in Queries .. this is a non-breaking change) WorldQuery and QueryFilter were already basically identical apis. With the addition of `FetchState` and more storage-specific fetch methods, the overlap was even clearer (and the redundancy more painful). QueryFilters are now just `F: WorldQuery where F::Fetch: FilterFetch`. FilterFetch requires `Fetch<Item = bool>` and adds new "short circuit" variants of fetch methods. This enables a filter tuple like `(With<A>, Without<B>, Changed<C>)` to stop evaluating the filter after the first mismatch is encountered. FilterFetch is automatically implemented for `Fetch` implementations that return bool. This forces fetch implementations that return things like `(bool, bool, bool)` (such as the filter above) to manually implement FilterFetch and decide whether or not to short-circuit. ## More Granular Modules World no longer globs all of the internal modules together. It now exports `core`, `system`, and `schedule` separately. I'm also considering exporting `core` submodules directly as that is still pretty "glob-ey" and unorganized (feedback welcome here). ## Remaining Draft Work (to be done in this pr) * ~~panic on conflicting WorldQuery fetches (&A, &mut A)~~ * ~~bevy `main` and hecs both currently allow this, but we should protect against it if possible~~ * ~~batch_iter / par_iter (currently stubbed out)~~ * ~~ChangedRes~~ * ~~I skipped this while we sort out #1313. This pr should be adapted to account for whatever we land on there~~. * ~~The `Archetypes` and `Tables` collections use hashes of sorted lists of component ids to uniquely identify each archetype/table. This hash is then used as the key in a HashMap to look up the relevant ArchetypeId or TableId. (which doesn't handle hash collisions properly)~~ * ~~It is currently unsafe to generate a Query from "World A", then use it on "World B" (despite the api claiming it is safe). We should probably close this gap. This could be done by adding a randomly generated WorldId to each world, then storing that id in each Query. They could then be compared to each other on each `query.do_thing(&world)` operation. This _does_ add an extra branch to each query operation, so I'm open to other suggestions if people have them.~~ * ~~Nested Bundles (if i find time)~~ ## Potential Future Work * Expand WorldCell to support queries. * Consider not allocating in the empty archetype on `world.spawn()` * ex: return something like EntityMutUninit, which turns into EntityMut after an `insert` or `insert_bundle` op * this actually regressed performance last time i tried it, but in theory it should be faster * Optimize SparseSet::insert (see `PERF` comment on insert) * Replace SparseArray `Option<T>` with T::MAX to cut down on branching * would enable cheaper get_unchecked() operations * upstream fixedbitset optimizations * fixedbitset could be allocation free for small block counts (store blocks in a SmallVec) * fixedbitset could have a const constructor * Consider implementing Tags (archetype-specific by-value data that affects archetype identity) * ex: ArchetypeA could have `[A, B, C]` table components and `[D(1)]` "tag" component. ArchetypeB could have `[A, B, C]` table components and a `[D(2)]` tag component. The archetypes are different, despite both having D tags because the value inside D is different. * this could potentially build on top of the `archetype.unique_components` added in this pr for resource storage. * Consider reverting `all_tuples` proc macro in favor of the old `macro_rules` implementation * all_tuples is more flexible and produces cleaner documentation (the macro_rules version produces weird type parameter orders due to parser constraints) * but unfortunately all_tuples also appears to make Rust Analyzer sad/slow when working inside of `bevy_ecs` (does not affect user code) * Consider "resource queries" and/or "mixed resource and entity component queries" as an alternative to WorldCell * this is basically just "systems" so maybe it's not worth it * Add more world ops * `world.clear()` * `world.reserve<T: Bundle>(count: usize)` * Try using the old archetype allocation strategy (allocate new memory on resize and copy everything over). I expect this to improve batch insertion performance at the cost of unbatched performance. But thats just a guess. I'm not an allocation perf pro :) * Adapt Commands apis for consistency with new World apis ## Benchmarks key: * `bevy_old`: bevy `main` branch * `bevy`: this branch * `_foreach`: uses an optimized for_each iterator * ` _sparse`: uses sparse set storage (if unspecified assume table storage) * `_system`: runs inside a system (if unspecified assume test happens via direct world ops) ### Simple Insert (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109245573-9c3ce100-7795-11eb-9003-bfd41cd5c51f.png) ### Simpler Iter (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109245795-ffc70e80-7795-11eb-92fb-3ffad09aabf7.png) ### Fragment Iter (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109245849-0fdeee00-7796-11eb-8d25-eb6b7a682c48.png) ### Sparse Fragmented Iter Iterate a query that matches 5 entities from a single matching archetype, but there are 100 unmatching archetypes ![image](https://user-images.githubusercontent.com/2694663/109245916-2b49f900-7796-11eb-9a8f-ed89c203f940.png) ### Schedule (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109246428-1fab0200-7797-11eb-8841-1b2161e90fa4.png) ### Add Remove Component (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109246492-39e4e000-7797-11eb-8985-2706bd0495ab.png) ### Add Remove Component Big Same as the test above, but each entity has 5 "large" matrix components and 1 "large" matrix component is added and removed ![image](https://user-images.githubusercontent.com/2694663/109246517-449f7500-7797-11eb-835e-28b6790daeaa.png) ### Get Component Looks up a single component value a large number of times ![image](https://user-images.githubusercontent.com/2694663/109246129-87ad1880-7796-11eb-9fcb-c38012aa7c70.png)
2021-03-05 07:54:35 +00:00
mut commands: Commands,
args: Res<Args>,
time: Res<Time>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
window: Single<&Window>,
bird_resources: ResMut<BirdResources>,
mut counter: ResMut<BevyCounter>,
mut rng: Local<Option<ChaCha8Rng>>,
mut wave: Local<usize>,
) {
if rng.is_none() {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
*rng = Some(ChaCha8Rng::seed_from_u64(42));
}
let rng = rng.as_mut().unwrap();
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
if mouse_button_input.just_released(MouseButton::Left) {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
counter.color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
}
if mouse_button_input.pressed(MouseButton::Left) {
let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_seconds_f64()) as usize;
spawn_birds(
&mut commands,
args.into_inner(),
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
&window.resolution,
&mut counter,
spawn_count,
bird_resources.into_inner(),
None,
*wave,
);
*wave += 1;
}
}
fn bird_velocity_transform(
half_extents: Vec2,
mut translation: Vec3,
velocity_rng: &mut ChaCha8Rng,
waves: Option<usize>,
dt: f32,
) -> (Transform, Vec3) {
let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
if let Some(waves) = waves {
// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
// and with dt-spaced frames of simulation
for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
step_movement(&mut translation, &mut velocity, dt);
handle_collision(half_extents, &translation, &mut velocity);
}
}
(
Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
velocity,
)
}
const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
#[allow(clippy::too_many_arguments)]
fn spawn_birds(
commands: &mut Commands,
args: &Args,
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
primary_window_resolution: &WindowResolution,
counter: &mut BevyCounter,
spawn_count: usize,
bird_resources: &mut BirdResources,
waves_to_simulate: Option<usize>,
wave: usize,
) {
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
let half_extents = 0.5 * primary_window_resolution.size();
let color = counter.color;
let current_count = counter.count;
match args.mode {
Mode::Sprite => {
let batch = (0..spawn_count)
.map(|count| {
Use radsort for Transparent2d PhaseItem sorting (#9882) # Objective Fix a performance regression in the "[bevy vs pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark. This benchmark seems to have a slightly pathological distribution of `z` values -- Sprites are spawned with a random `z` value with a child sprite at `f32::EPSILON` relative to the parent. See discussion here: https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633 ## Solution Use `radsort` for sorting `Transparent2d` `PhaseItem`s. Use random `z` values in bevymark to stress the phase sort. Add an `--ordered-z` option to `bevymark` that uses the old behavior. ## Benchmarks mac m1 max | benchmark | fps before | fps after | diff | | - | - | - | - | | bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩 +11.6% | | bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 | 10.24 | 🟩 +6.2% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥 -1.5% | | bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% | ## Discussion It's possible that `TransparentUi` should also change. We could probably use `slice::sort_unstable_by_key` with the current sort key though, as its items are always sorted and unique. I'd prefer to follow up later to look into that. Here's a survey of sorts used by other `PhaseItem`s #### slice::sort_by_key `Transparent2d`, `TransparentUi` #### radsort `Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`, `AlphaMask3dPrepass`, `Shadow` I also tried `slice::sort_unstable_by_key` with a compound sort key including `Entity`, but it didn't seem as promising and I didn't test it as thoroughly. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-21 17:53:20 +00:00
let bird_z = if args.ordered_z {
(current_count + count) as f32 * 0.00001
} else {
bird_resources.transform_rng.gen::<f32>()
};
let (transform, velocity) = bird_velocity_transform(
half_extents,
Vec3::new(bird_x, bird_y, bird_z),
&mut bird_resources.velocity_rng,
waves_to_simulate,
FIXED_DELTA_TIME,
);
let color = if args.vary_per_instance {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
Color::linear_rgb(
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
)
} else {
color
};
(
Sprite {
image: bird_resources
.textures
.choose(&mut bird_resources.material_rng)
.unwrap()
.clone(),
color,
..default()
},
transform,
Bird { velocity },
)
})
.collect::<Vec<_>>();
commands.spawn_batch(batch);
}
Mode::Mesh2d => {
let batch = (0..spawn_count)
.map(|count| {
Use radsort for Transparent2d PhaseItem sorting (#9882) # Objective Fix a performance regression in the "[bevy vs pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark. This benchmark seems to have a slightly pathological distribution of `z` values -- Sprites are spawned with a random `z` value with a child sprite at `f32::EPSILON` relative to the parent. See discussion here: https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633 ## Solution Use `radsort` for sorting `Transparent2d` `PhaseItem`s. Use random `z` values in bevymark to stress the phase sort. Add an `--ordered-z` option to `bevymark` that uses the old behavior. ## Benchmarks mac m1 max | benchmark | fps before | fps after | diff | | - | - | - | - | | bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩 +11.6% | | bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 | 10.24 | 🟩 +6.2% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥 -1.5% | | bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% | ## Discussion It's possible that `TransparentUi` should also change. We could probably use `slice::sort_unstable_by_key` with the current sort key though, as its items are always sorted and unique. I'd prefer to follow up later to look into that. Here's a survey of sorts used by other `PhaseItem`s #### slice::sort_by_key `Transparent2d`, `TransparentUi` #### radsort `Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`, `AlphaMask3dPrepass`, `Shadow` I also tried `slice::sort_unstable_by_key` with a compound sort key including `Entity`, but it didn't seem as promising and I didn't test it as thoroughly. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-21 17:53:20 +00:00
let bird_z = if args.ordered_z {
(current_count + count) as f32 * 0.00001
} else {
bird_resources.transform_rng.gen::<f32>()
};
let (transform, velocity) = bird_velocity_transform(
half_extents,
Vec3::new(bird_x, bird_y, bird_z),
&mut bird_resources.velocity_rng,
waves_to_simulate,
FIXED_DELTA_TIME,
);
let material =
if args.vary_per_instance || args.material_texture_count > args.waves {
bird_resources
.materials
.choose(&mut bird_resources.material_rng)
.unwrap()
.clone()
} else {
bird_resources.materials[wave % bird_resources.materials.len()].clone()
};
(
Migrate meshes and materials to required components (#15524) # Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
Mesh2d(bird_resources.quad.clone()),
MeshMaterial2d(material),
transform,
Bird { velocity },
)
})
.collect::<Vec<_>>();
commands.spawn_batch(batch);
}
}
counter.count += spawn_count;
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
counter.color = Color::linear_rgb(
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
);
}
fn step_movement(translation: &mut Vec3, velocity: &mut Vec3, dt: f32) {
translation.x += velocity.x * dt;
translation.y += velocity.y * dt;
velocity.y += GRAVITY * dt;
}
fn movement_system(
args: Res<Args>,
time: Res<Time>,
mut bird_query: Query<(&mut Bird, &mut Transform)>,
) {
let dt = if args.benchmark {
FIXED_DELTA_TIME
} else {
time.delta_seconds()
};
for (mut bird, mut transform) in &mut bird_query {
step_movement(&mut transform.translation, &mut bird.velocity, dt);
}
}
fn handle_collision(half_extents: Vec2, translation: &Vec3, velocity: &mut Vec3) {
if (velocity.x > 0. && translation.x + HALF_BIRD_SIZE > half_extents.x)
|| (velocity.x <= 0. && translation.x - HALF_BIRD_SIZE < -half_extents.x)
{
velocity.x = -velocity.x;
}
let velocity_y = velocity.y;
if velocity_y < 0. && translation.y - HALF_BIRD_SIZE < -half_extents.y {
velocity.y = -velocity_y;
}
if translation.y + HALF_BIRD_SIZE > half_extents.y && velocity_y > 0.0 {
velocity.y = 0.0;
}
}
fn collision_system(window: Single<&Window>, mut bird_query: Query<(&mut Bird, &Transform)>) {
let half_extents = 0.5 * window.size();
for (mut bird, transform) in &mut bird_query {
handle_collision(half_extents, &transform.translation, &mut bird.velocity);
}
}
fn counter_system(
Allow systems using Diagnostics to run in parallel (#8677) # Objective I was trying to add some `Diagnostics` to have a better break down of performance but I noticed that the current implementation uses a `ResMut` which forces the functions to all run sequentially whereas before they could run in parallel. This created too great a performance penalty to be usable. ## Solution This PR reworks how the diagnostics work with a couple of breaking changes. The idea is to change how `Diagnostics` works by changing it to a `SystemParam`. This allows us to hold a `Deferred` buffer of measurements that can be applied later, avoiding the need for multiple mutable references to the hashmap. This means we can run systems that write diagnostic measurements in parallel. Firstly, we rename the old `Diagnostics` to `DiagnosticsStore`. This clears up the original name for the new interface while allowing us to preserve more closely the original API. Then we create a new `Diagnostics` struct which implements `SystemParam` and contains a deferred `SystemBuffer`. This can be used very similar to the old `Diagnostics` for writing new measurements. ```rust fn system(diagnostics: ResMut<Diagnostics>) { diagnostics.new_measurement(ID, || 10.0)} // changes to fn system(mut diagnostics: Diagnostics) { diagnostics.new_measurement(ID, || 10.0)} ``` For reading the diagnostics, the user needs to change from `Diagnostics` to `DiagnosticsStore` but otherwise the function calls are the same. Finally, we add a new method to the `App` for registering diagnostics. This replaces the old method of creating a startup system and adding it manually. Testing it, this PR does indeed allow Diagnostic systems to be run in parallel. ## Changelog - Change `Diagnostics` to implement `SystemParam` which allows diagnostic systems to run in parallel. ## Migration Guide - Register `Diagnostic`'s using the new `app.register_diagnostic(Diagnostic::new(DIAGNOSTIC_ID, "diagnostic_name", 10));` - In systems for writing new measurements, change `mut diagnostics: ResMut<Diagnostics>` to `mut diagnostics: Diagnostics` to allow the systems to run in parallel. - In systems for reading measurements, change `diagnostics: Res<Diagnostics>` to `diagnostics: Res<DiagnosticsStore>`.
2023-06-05 20:51:22 +00:00
diagnostics: Res<DiagnosticsStore>,
counter: Res<BevyCounter>,
query: Single<Entity, With<StatsText>>,
mut writer: TextUiWriter,
) {
let text = *query;
if counter.is_changed() {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
*writer.text(text, 2) = counter.count.to_string();
}
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
Add Exponential Moving Average into diagnostics (#4992) # Objective - Add Time-Adjusted Rolling EMA-based smoothing to diagnostics. - Closes #4983; see that issue for more more information. ## Terms - EMA - [Exponential Moving Average](https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average) - SMA - [Simple Moving Average](https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average) ## Solution - We use a fairly standard approximation of a true EMA where $EMA_{\text{frame}} = EMA_{\text{previous}} + \alpha \left( x_{\text{frame}} - EMA_{\text{previous}} \right)$ where $\alpha = \Delta t / \tau$ and $\tau$ is an arbitrary smoothness factor. (See #4983 for more discussion of the math.) - The smoothness factor is here defaulted to $2 / 21$; this was chosen fairly arbitrarily as supposedly related to the existing 20-bucket SMA. - The smoothness factor can be set on a per-diagnostic basis via `Diagnostic::with_smoothing_factor`. --- ## Changelog ### Added - `Diagnostic::smoothed` - provides an exponentially smoothed view of a recorded diagnostic, to e.g. reduce jitter in frametime readings. ### Changed - `LogDiagnosticsPlugin` now records the smoothed value rather than the raw value. - For diagnostics recorded less often than every 0.1 seconds, this change to defaults will have no visible effect. - For discrete diagnostics where this smoothing is not desirable, set a smoothing factor of 0 to disable smoothing. - The average of the recent history is still shown when available.
2022-10-24 13:46:37 +00:00
if let Some(raw) = fps.value() {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
*writer.text(text, 4) = format!("{raw:.2}");
Add Exponential Moving Average into diagnostics (#4992) # Objective - Add Time-Adjusted Rolling EMA-based smoothing to diagnostics. - Closes #4983; see that issue for more more information. ## Terms - EMA - [Exponential Moving Average](https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average) - SMA - [Simple Moving Average](https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average) ## Solution - We use a fairly standard approximation of a true EMA where $EMA_{\text{frame}} = EMA_{\text{previous}} + \alpha \left( x_{\text{frame}} - EMA_{\text{previous}} \right)$ where $\alpha = \Delta t / \tau$ and $\tau$ is an arbitrary smoothness factor. (See #4983 for more discussion of the math.) - The smoothness factor is here defaulted to $2 / 21$; this was chosen fairly arbitrarily as supposedly related to the existing 20-bucket SMA. - The smoothness factor can be set on a per-diagnostic basis via `Diagnostic::with_smoothing_factor`. --- ## Changelog ### Added - `Diagnostic::smoothed` - provides an exponentially smoothed view of a recorded diagnostic, to e.g. reduce jitter in frametime readings. ### Changed - `LogDiagnosticsPlugin` now records the smoothed value rather than the raw value. - For diagnostics recorded less often than every 0.1 seconds, this change to defaults will have no visible effect. - For discrete diagnostics where this smoothing is not desirable, set a smoothing factor of 0 to disable smoothing. - The average of the recent history is still shown when available.
2022-10-24 13:46:37 +00:00
}
if let Some(sma) = fps.average() {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
*writer.text(text, 6) = format!("{sma:.2}");
Add Exponential Moving Average into diagnostics (#4992) # Objective - Add Time-Adjusted Rolling EMA-based smoothing to diagnostics. - Closes #4983; see that issue for more more information. ## Terms - EMA - [Exponential Moving Average](https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average) - SMA - [Simple Moving Average](https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average) ## Solution - We use a fairly standard approximation of a true EMA where $EMA_{\text{frame}} = EMA_{\text{previous}} + \alpha \left( x_{\text{frame}} - EMA_{\text{previous}} \right)$ where $\alpha = \Delta t / \tau$ and $\tau$ is an arbitrary smoothness factor. (See #4983 for more discussion of the math.) - The smoothness factor is here defaulted to $2 / 21$; this was chosen fairly arbitrarily as supposedly related to the existing 20-bucket SMA. - The smoothness factor can be set on a per-diagnostic basis via `Diagnostic::with_smoothing_factor`. --- ## Changelog ### Added - `Diagnostic::smoothed` - provides an exponentially smoothed view of a recorded diagnostic, to e.g. reduce jitter in frametime readings. ### Changed - `LogDiagnosticsPlugin` now records the smoothed value rather than the raw value. - For diagnostics recorded less often than every 0.1 seconds, this change to defaults will have no visible effect. - For discrete diagnostics where this smoothing is not desirable, set a smoothing factor of 0 to disable smoothing. - The average of the recent history is still shown when available.
2022-10-24 13:46:37 +00:00
}
if let Some(ema) = fps.smoothed() {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
*writer.text(text, 8) = format!("{ema:.2}");
}
};
}
fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
while textures.len() < args.material_texture_count {
let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
textures.push(images.add(Image::new_fill(
Extent3d {
width: BIRD_TEXTURE_SIZE as u32,
height: BIRD_TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&pixel,
TextureFormat::Rgba8UnormSrgb,
RenderAssetPersistencePolicy → RenderAssetUsages (#11399) # Objective Right now, all assets in the main world get extracted and prepared in the render world (if the asset's using the RenderAssetPlugin). This is unfortunate for two cases: 1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual `Image` assets that make up the atlas are cloned and prepared individually when there's no reason for them to be. The atlas textures are built on the CPU in the main world. *There can be hundreds of images that get prepared for rendering only not to be used.* 2. If one loads an Image and needs to transform it in a system before rendering it, kind of like the [decompression example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120), there's a price paid for extracting & preparing the asset that's not intended to be rendered yet. ------ * References #10520 * References #1782 ## Solution This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt that the objective with the parameter is so similar in nature to wgpu's [`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html) and [`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html), that it may as well be just like that. ```rust // This asset only needs to be in the main world. Don't extract and prepare it. RenderAssetUsages::MAIN_WORLD // Keep this asset in the main world and RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD // This asset is only needed in the render world. Remove it from the asset server once extracted. RenderAssetUsages::RENDER_WORLD ``` ### Alternate Solution I considered introducing a third field to `RenderAssetPersistencePolicy` enum: ```rust enum RenderAssetPersistencePolicy { /// Keep the asset in the main world after extracting to the render world. Keep, /// Remove the asset from the main world after extracting to the render world. Unload, /// This doesn't need to be in the render world at all. NoExtract, // <----- } ``` Functional, but this seemed like shoehorning. Another option is renaming the enum to something like: ```rust enum RenderAssetExtractionPolicy { /// Extract the asset and keep it in the main world. Extract, /// Remove the asset from the main world after extracting to the render world. ExtractAndUnload, /// This doesn't need to be in the render world at all. NoExtract, } ``` I think this last one could be a good option if the bitflags are too clunky. ## Migration Guide * `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD | RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`) * `RenderAssetPersistencePolicy::Unload` → `RenderAssetUsage::RENDER_WORLD` * For types implementing the `RenderAsset` trait, change `fn persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn asset_usage(&self) -> RenderAssetUsages`. * Change any references to `cpu_persistent_access` (`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`). This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00
RenderAssetUsages::RENDER_WORLD,
)));
}
}
fn init_materials(
args: &Args,
textures: &[Handle<Image>],
assets: &mut Assets<ColorMaterial>,
) -> Vec<Handle<ColorMaterial>> {
let capacity = if args.vary_per_instance {
args.per_wave * args.waves
} else {
args.material_texture_count.max(args.waves)
}
.max(1);
let alpha_mode = match args.alpha_mode {
AlphaMode::Opaque => AlphaMode2d::Opaque,
AlphaMode::Blend => AlphaMode2d::Blend,
AlphaMode::AlphaMask => AlphaMode2d::Mask(0.5),
};
let mut materials = Vec::with_capacity(capacity);
materials.push(assets.add(ColorMaterial {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
color: Color::WHITE,
texture: textures.first().cloned(),
alpha_mode,
}));
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
let mut texture_rng = ChaCha8Rng::seed_from_u64(42);
materials.extend(
std::iter::repeat_with(|| {
assets.add(ColorMaterial {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
color: Color::srgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
texture: textures.choose(&mut texture_rng).cloned(),
alpha_mode,
})
})
.take(capacity - materials.len()),
);
materials
}