bevy/crates/bevy_sprite/Cargo.toml

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[package]
name = "bevy_sprite"
version = "0.14.0-dev"
edition = "2021"
2020-08-10 00:24:27 +00:00
description = "Provides sprite functionality for Bevy Engine"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
Relicense Bevy under the dual MIT or Apache-2.0 license (#2509) This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373. * Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons: * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. * I like keeping the root clean and noise free * There is precedent for putting the apache and mit license text in sub folders (amethyst) * Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach). * Updates crates to use the new "MIT OR Apache-2.0" license value * Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies. * Added a License section to the main readme * Updated our Bevy Plugin licensing guidelines. As a follow-up we should update the website to properly describe the new license. Closes #2373
2021-07-23 21:11:51 +00:00
license = "MIT OR Apache-2.0"
2020-08-10 00:24:27 +00:00
keywords = ["bevy"]
[features]
webgl = []
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) # Objective Keep core dependencies up to date. ## Solution Update the dependencies. wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was included in this. The rwh 0.6 version bump is just the simplest way of doing it. There might be a way we can take advantage of wgpu's new safe surface creation api, but I'm not familiar enough with bevy's window management to untangle it and my attempt ended up being a mess of lifetimes and rustc complaining about missing trait impls (that were implemented). Thanks to @MiniaczQ for the (much simpler) rwh 0.6 version bump code. Unblocks https://github.com/bevyengine/bevy/pull/9172 and https://github.com/bevyengine/bevy/pull/10812 ~~This might be blocked on cpal and oboe updating their ndk versions to 0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested on android, and everything seems to work correctly (audio properly stops when minimized, and plays when re-focusing the app). --- ## Changelog - `wgpu` has been updated to 0.19! The long awaited arcanization has been merged (for more info, see https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan should now be working again on Intel GPUs. - Targeting WebGPU now requires that you add the new `webgpu` feature (setting the `RUSTFLAGS` environment variable to `--cfg=web_sys_unstable_apis` is still required). This feature currently overrides the `webgl2` feature if you have both enabled (the `webgl2` feature is enabled by default), so it is not recommended to add it as a default feature to libraries without putting it behind a flag that allows library users to opt out of it! In the future we plan on supporting wasm binaries that can target both webgl2 and webgpu now that wgpu added support for doing so (see https://github.com/bevyengine/bevy/issues/11505). - `raw-window-handle` has been updated to version 0.6. ## Migration Guide - `bevy_render::instance_index::get_instance_index()` has been removed as the webgl2 workaround is no longer required as it was fixed upstream in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed. - WebGPU now requires the new `webgpu` feature to be enabled. The `webgpu` feature currently overrides the `webgl2` feature so you no longer need to disable all default features and re-add them all when targeting `webgpu`, but binaries built with both the `webgpu` and `webgl2` features will only target the webgpu backend, and will only work on browsers that support WebGPU. - Places where you conditionally compiled things for webgl2 need to be updated because of this change, eg: - `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]` becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"), feature = "webgpu"))]` - `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes `#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]` - `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))` - `create_texture_with_data` now also takes a `TextureDataOrder`. You can probably just set this to `TextureDataOrder::default()` - `TextureFormat`'s `block_size` has been renamed to `block_copy_size` - See the `wgpu` changelog for anything I might've missed: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md --------- Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
webgpu = []
[dependencies]
# bevy
bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.14.0-dev" }
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
bevy_color = { path = "../bevy_color", version = "0.14.0-dev" }
bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.14.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.14.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.14.0-dev", features = [
"bevy",
] }
bevy_render = { path = "../bevy_render", version = "0.14.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.14.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.14.0-dev" }
bevy_derive = { path = "../bevy_derive", version = "0.14.0-dev" }
2020-06-06 07:12:38 +00:00
# other
bytemuck = { version = "1.5", features = ["derive"] }
fixedbitset = "0.5"
2020-09-10 19:54:24 +00:00
guillotiere = "0.6.0"
thiserror = "1.0"
rectangle-pack = "0.4"
bitflags = "2.3"
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
radsort = "0.1"
[lints]
workspace = true
[package.metadata.docs.rs]
rustdoc-args = ["-Zunstable-options", "--cfg", "docsrs"]
all-features = true