bevy/tests/window/resizing.rs

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Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
//! This is run in CI to ensure that this doesn't regress again.
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
use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*, window::WindowResolution};
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
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// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
const MAX_WIDTH: u16 = 401;
const MAX_HEIGHT: u16 = 401;
const MIN_WIDTH: u16 = 1;
const MIN_HEIGHT: u16 = 1;
const RESIZE_STEP: u16 = 4;
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)]
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
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struct Dimensions {
width: u16,
height: u16,
}
fn main() {
App::new()
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
.add_plugins(
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
.with_scale_factor_override(1.0),
title: "Resizing".into(),
..default()
}),
..default()
}),
)
.insert_resource(Dimensions {
width: MAX_WIDTH,
height: MAX_HEIGHT,
})
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
.insert_resource(Phase::ContractingY)
.add_systems(Startup, (setup_3d, setup_2d))
.add_systems(
Update,
(
change_window_size,
sync_dimensions,
bevy::window::close_on_esc,
),
)
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
.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)]
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
enum Phase {
ContractingY,
ContractingX,
ExpandingY,
ExpandingX,
}
use Phase::*;
fn change_window_size(
mut windows: ResMut<Dimensions>,
mut phase: ResMut<Phase>,
mut first_complete: Local<bool>,
) {
// Put off rendering for one frame, as currently for a frame where
// resizing happens, nothing is presented.
// TODO: Debug and fix this if feasible
if !*first_complete {
*first_complete = true;
return;
}
let height = windows.height;
let width = windows.width;
match *phase {
Phase::ContractingY => {
if height <= MIN_HEIGHT {
*phase = ContractingX;
} else {
windows.height -= RESIZE_STEP;
}
}
Phase::ContractingX => {
if width <= MIN_WIDTH {
*phase = ExpandingY;
} else {
windows.width -= RESIZE_STEP;
}
}
Phase::ExpandingY => {
if height >= MAX_HEIGHT {
*phase = ExpandingX;
} else {
windows.height += RESIZE_STEP;
}
}
Phase::ExpandingX => {
if width >= MAX_WIDTH {
*phase = ContractingY;
} else {
windows.width += RESIZE_STEP;
}
}
}
}
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
fn sync_dimensions(dim: Res<Dimensions>, mut windows: Query<&mut Window>) {
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
if dim.is_changed() {
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 mut window = windows.single_mut();
window.resolution.set(dim.width as f32, dim.height as f32);
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
}
}
/// A simple 3d scene, taken from the `3d_scene` example
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane {
size: 5.0,
subdivisions: 0,
})),
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// cube
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
commands.spawn(PbrBundle {
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
commands.spawn(PointLightBundle {
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
commands.spawn(Camera3dBundle {
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
/// A simple 2d scene, taken from the `rect` example
fn setup_2d(mut commands: Commands) {
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
commands.spawn(Camera2dBundle {
Camera Driven Rendering (#4745) This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915): ![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png) Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
camera: Camera {
// render the 2d camera after the 3d camera
order: 1,
Camera Driven Rendering (#4745) This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915): ![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png) Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
..default()
},
camera_2d: Camera2d {
// do not use a clear color
clear_color: ClearColorConfig::None,
},
..default()
});
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
commands.spawn(SpriteBundle {
Add an example to test small window sizes (#3597) # Objective We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545) ## Solution - Add a test that we can make small windows. Currently, this fails on my machine with some quite scary vulkan errors: ``` 2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) 2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance: objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?) 2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)] Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274) ``` etc. This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
sprite: Sprite {
color: Color::rgb(0.25, 0.25, 0.75),
custom_size: Some(Vec2::new(50.0, 50.0)),
..default()
},
..default()
});
}