bevy/crates/bevy_render/Cargo.toml

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[package]
name = "bevy_render"
version = "0.8.0-dev"
edition = "2021"
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description = "Provides rendering 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
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license = "MIT OR Apache-2.0"
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keywords = ["bevy"]
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[features]
png = ["image/png"]
hdr = ["image/hdr"]
tga = ["image/tga"]
jpeg = ["image/jpeg"]
bmp = ["image/bmp"]
dds = ["ddsfile"]
# For ktx2 supercompression
zlib = ["flate2"]
zstd = ["ruzstd"]
trace = ["profiling"]
tracing-tracy = []
wgpu_trace = ["wgpu/trace"]
ci_limits = []
webgl = ["wgpu/webgl"]
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[dependencies]
# bevy
bevy_app = { path = "../bevy_app", version = "0.8.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.8.0-dev" }
bevy_core = { path = "../bevy_core", version = "0.8.0-dev" }
bevy_derive = { path = "../bevy_derive", version = "0.8.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.8.0-dev" }
bevy_encase_derive = { path = "../bevy_encase_derive", version = "0.8.0-dev" }
Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310) # Objective Fixes #4907. Fixes #838. Fixes #5089. Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114 Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities. Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information. ## Solution Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function. Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate. This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views. Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice. Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite. ![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png) Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale. ## Follow up work * Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?. * Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset. * Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc). --- ## Changelog * ComputedVisibility now takes hierarchy visibility into account. * 2D, UI and Light entities now use the ComputedVisibility component. ## Migration Guide If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead: ```rust // before (0.7) fn system(query: Query<&Visibility>) { for visibility in query.iter() { if visibility.is_visible { log!("found visible entity"); } } } // after (0.8) fn system(query: Query<&ComputedVisibility>) { for visibility in query.iter() { if visibility.is_visible() { log!("found visible entity"); } } } ``` Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.8.0-dev" }
bevy_log = { path = "../bevy_log", version = "0.8.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.8.0-dev" }
Generate vertex tangents using mikktspace (#3872) # Objective Models can be produced that do not have vertex tangents but do have normal map textures. The tangents can be generated. There is a way that the vertex tangents can be generated to be exactly invertible to avoid introducing error when recreating the normals in the fragment shader. ## Solution - After attempts to get https://github.com/gltf-rs/mikktspace to integrate simple glam changes and version bumps, and releases of that crate taking weeks / not being made (no offense intended to the authors/maintainers, bevy just has its own timelines and needs to take care of) it was decided to fork that repository. The following steps were taken: - mikktspace was forked to https://github.com/bevyengine/mikktspace in order to preserve the repository's history in case the original is ever taken down - The README in that repo was edited to add a note stating from where the repository was forked and explaining why - The repo was locked for changes as its only purpose is historical - The repo was integrated into the bevy repo using `git subtree add --prefix crates/bevy_mikktspace git@github.com:bevyengine/mikktspace.git master` - In `bevy_mikktspace`: - The travis configuration was removed - `cargo fmt` was run - The `Cargo.toml` was conformed to bevy's (just adding bevy to the keywords, changing the homepage and repository, changing the version to 0.7.0-dev - importantly the license is exactly the same) - Remove the features, remove `nalgebra` entirely, only use `glam`, suppress clippy. - This was necessary because our CI runs clippy with `--all-features` and the `nalgebra` and `glam` features are mutually exclusive, plus I don't want to modify this highly numerically-sensitive code just to appease clippy and diverge even more from upstream. - Rebase https://github.com/bevyengine/bevy/pull/1795 - @jakobhellermann said it was fine to copy and paste but it ended up being almost exactly the same with just a couple of adjustments when validating correctness so I decided to actually rebase it and then build on top of it. - Use the exact same fragment shader code to ensure correct normal mapping. - Tested with both https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentMirrorTest which has vertex tangents and https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentTest which requires vertex tangent generation Co-authored-by: alteous <alteous@outlook.com>
2022-05-31 22:53:54 +00:00
bevy_mikktspace = { path = "../bevy_mikktspace", version = "0.8.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.8.0-dev", features = ["bevy"] }
bevy_render_macros = { path = "macros", version = "0.8.0-dev" }
Update time by sending frame instant through a channel (#4744) # Objective - The time update is currently done in the wrong part of the schedule. For a single frame the current order of things is update input, update time (First stage), other stages, render stage (frame presentation). So when we update the time it includes the input processing of the current frame and the frame presentation of the previous frame. This is a problem when vsync is on. When input processing takes a longer amount of time for a frame, the vsync wait time gets shorter. So when these are not paired correctly we can potentially have a long input processing time added to the normal vsync wait time in the previous frame. This leads to inaccurate frame time reporting and more variance of the time than actually exists. For more details of why this is an issue see the linked issue below. - Helps with https://github.com/bevyengine/bevy/issues/4669 - Supercedes https://github.com/bevyengine/bevy/pull/4728 and https://github.com/bevyengine/bevy/pull/4735. This PR should be less controversial than those because it doesn't add to the API surface. ## Solution - The most accurate frame time would come from hardware. We currently don't have access to that for multiple reasons, so the next best thing we can do is measure the frame time as close to frame presentation as possible. This PR gets the Instant::now() for the time immediately after frame presentation in the render system and then sends that time to the app world through a channel. - implements suggestion from @aevyrie from here https://github.com/bevyengine/bevy/pull/4728#discussion_r872010606 ## Statistics ![image](https://user-images.githubusercontent.com/2180432/168410265-f249f66e-ea9d-45d1-b3d8-7207a7bc536c.png) --- ## Changelog - Make frame time reporting more accurate. ## Migration Guide `time.delta()` now reports zero for 2 frames on startup instead of 1 frame.
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bevy_time = { path = "../bevy_time", version = "0.8.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.8.0-dev" }
bevy_window = { path = "../bevy_window", version = "0.8.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.8.0-dev" }
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# rendering
image = { version = "0.24", default-features = false }
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# misc
wgpu = { version = "0.13.1", features = ["spirv"] }
codespan-reporting = "0.11.0"
naga = { version = "0.9.0", features = ["glsl-in", "spv-in", "spv-out", "wgsl-in", "wgsl-out"] }
serde = { version = "1", features = ["derive"] }
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bitflags = "1.2.1"
smallvec = { version = "1.6", features = ["union", "const_generics"] }
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once_cell = "1.4.1" # TODO: replace once_cell with std equivalent if/when this lands: https://github.com/rust-lang/rfcs/pull/2788
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downcast-rs = "1.2.0"
thread_local = "1.1"
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thiserror = "1.0"
futures-lite = "1.4.0"
anyhow = "1.0"
hex = "0.4.2"
hexasphere = "7.2"
parking_lot = "0.12.1"
regex = "1.5"
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copyless = "0.1.5"
ddsfile = { version = "0.5.0", optional = true }
ktx2 = { version = "0.3.0", optional = true }
# For ktx2 supercompression
flate2 = { version = "1.0.22", optional = true }
ruzstd = { version = "0.2.4", optional = true }
# For transcoding of UASTC/ETC1S universal formats, and for .basis file support
basis-universal = { version = "0.2.0", optional = true }
encase = { version = "0.3", features = ["glam"] }
# For wgpu profiling using tracing. Use `RUST_LOG=info` to also capture the wgpu spans.
profiling = { version = "1", features = ["profile-with-tracing"], optional = true }