# Objective
- Revert #10296
## Solution
- Avoid implementing `Display` without a justification
- `Display` implementation is a guarantee without a direct use, takes
additional time to compile and require work to maintain
- `Debug`, `Reflect` or `Serialize` should cover all needs
# Objective
The `BuildWorldChildren` API was missing several methods that exist in
`BuildChildren`.
## Solution
Added the methods (and tests) for consistency.
# Objective
If we add the stack index to `Node` then we don't need to walk the
`UiStack` repeatedly during extraction.
## Solution
Add a field `stack_index` to `Node`.
Update it in `ui_stack_system`.
Iterate queries directly in the UI's extraction systems.
### Benchmarks
```
cargo run --profile stress-test --features trace_tracy --example many_buttons -- --no-text --no-borders
```
frames (yellow this PR, red main):
<img width="447" alt="frames-per-second"
src="https://github.com/bevyengine/bevy/assets/27962798/385c0ccf-c257-42a2-b736-117542d56eff">
`ui_stack_system`:
<img width="585" alt="ui-stack-system"
src="https://github.com/bevyengine/bevy/assets/27962798/2916cc44-2887-4c3b-a144-13250d84f7d5">
extract schedule:
<img width="469" alt="extract-schedule"
src="https://github.com/bevyengine/bevy/assets/27962798/858d4ab4-d99f-48e8-b153-1c92f51e0743">
---
## Changelog
* Added the field `stack_index` to `Node`.
* `ui_stack_system` updates `Node::stack_index` after a new `UiStack` is
generated.
* The UI's extraction functions iterate a query directly rather than
walking the `UiStack` and doing lookups.
# Objective
<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">
This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:
- Glass; (Including frosted glass)
- Transparent and translucent plastics;
- Various liquids and gels;
- Gemstones;
- Marble;
- Wax;
- Paper;
- Leaves;
- Porcelain.
Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.
## Solution
- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.
## To Do
- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
- [x] `transmission` and `transmission_texture`
- [x] `thickness` and `thickness_texture`
- [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?
## A Note on Texture Packing
_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_
Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:
- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`
The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.
---
## Changelog
- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency
## Migration Guide
- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
# Objective
- We need to check multiple times if a color is fully transparent, e.g.
for performance optimizations.
- Make code more readable.
- Reduce code duplication, to simplify making changes if needed (e.g. if
we need to take floating point weirdness into account later on).
## Solution
- Introduce a new `Color::is_fully_transparent` helper function to
determine if the alpha of a color is 0.
- Use the helper function in our UI rendering code.
---
## Changelog
- Added `Color::is_fully_transparent` helper function.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
Right now, we flip the `world_normal` in response to `double_sided &&
!is_front`, however when calculating `N` from tangents and the normal
map, we don't flip the normal read from the normal map, which produces
extremely weird results.
## Solution
- Pass `double_sided` and `is_front` flags to the
`apply_normal_mapping()` function and use them to conditionally flip
`Nt`
## Comparison
Note: These are from a custom scene running with the `transmission`
branch, (#8015) I noticed lighting got pretty weird for the back side of
translucent `double_sided` materials whenever I added a normal map.
### Before
<img width="1392" alt="Screenshot 2023-10-31 at 01 26 06"
src="https://github.com/bevyengine/bevy/assets/418473/d5f8c9c3-aca1-4c2f-854d-f0d0fd2fb19a">
### After
<img width="1392" alt="Screenshot 2023-10-31 at 01 25 42"
src="https://github.com/bevyengine/bevy/assets/418473/fa0e1aa2-19ad-4c27-bb08-37299d97971c">
---
## Changelog
- Fixed a bug where `StandardMaterial::double_sided` would interact
incorrectly with normal maps, producing broken results.
# Objective
- Work towards GPU-driven culling
(https://github.com/bevyengine/bevy/pull/10164)
## Solution
- Pass the view frustum to the shader view uniform
---
## Changelog
- View Frustums are now extracted to the render world and made available
to shaders
# Objective
- Address inconsistent term usage in the docs for the alignment
properties for UI nodes. Fixes#10218
- `JustifyContent::Stretch` is missing despite being supported by Taffy,
being as the default value for Grids, so it should be added to Bevy as
well
## Solution
- Consistently provide links to the mdn site for the css equivalent
- Match (mostly) the documentation given on the pub struct and the
underlying enums
- Use the term `items` consistently to refer each child in the container
- Add `JustifyContent::Stretch` and map it to Taffy
## Migration Guide
- The `JustifyContents` enum has been expanded to include
`JustifyContents::Stretch`.
# Objective
Align all error-like types to implement `Error`.
Fixes #10176
## Solution
- Derive `Error` on more types
- Refactor instances of manual implementations that could be derived
This adds thiserror as a dependency to bevy_transform, which might
increase compilation time -- but I don't know of any situation where you
might only use that but not any other crate that pulls in bevy_utils.
The `contributors` example has a `LoadContributorsError` type, but as
it's an example I have not updated it. Doing that would mean either
having a `use bevy_internal::utils::thiserror::Error;` in an example
file, or adding `thiserror` as a dev-dependency to the main `bevy`
crate.
---
## Changelog
- All `…Error` types now implement the `Error` trait
Existing truncation code limits the number of attribute buffers to be
less than or equal to the number of vertices.
Instead the number of elements from each attribute buffer should be
limited to the length of the shortest buffer as mentioned in the earlier
warning.
# Objective
- Fixes#10267
## Solution
- Moves the `.take()` from the outer loop of attribute buffers, to the
inner loop of attribute values.
---
# Objective
`normalize` method that expresses a rectangle relative to a normalized
[0..1] x [0..1] space defined by another rectangle.
Useful for UI and texture atlas calculations etc.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- When finding the `CursorIcon` doc, it should be easier to find out
where to use it.
- When saying it is partially copied from the browser, be more clear
about the provenance and link to the spec document.
## Solution
- Link to the example code.
- Link to the CSS3 UI spec document.
Extracted the easy stuff from #8974 .
# Problem
1. Commands from `update_previous_view_projections` would crash when
matching entities were despawned.
2. `TaaPipelineId` and `draw_3d_graph` module were not public.
3. When the motion vectors pointed to pixels that are now off screen, a
smearing artifact could occur.
# Solution
1. Use `try_insert` command instead.
2. Make them public, renaming to `TemporalAntiAliasPipelineId`.
3. Check for this case, and ignore history for pixels that are
off-screen.
# Objective
- Remove special cases where `clippy::doc_markdown` lint is disabled.
## Solution
- Add default values back into `clippy.toml` by adding `".."` to the
list of `doc-valid-idents`.
- Add `"VSync"` and `"WebGL2"` to the list of `doc-valid-idents`.
- Remove all instances where `clippy::doc_markdown` is allowed.
- Fix `max_mip` formatting so that there isn't a warning.
# Objective
- Have more docs for `bevy_text` to avoid reading the source code for
some things.
## Solution
- Add some additional docs.
## Changelog
- `TextSettings.max_font_atlases` in `bevy_text` has been renamed to `
TextSettings.soft_max_font_atlases`.
## Migration Guide
- Usages of `TextSettings.max_font_atlases` from `bevy_text` must be
changed to `TextSettings.soft_max_font_atlases`.
# Situation
- In case of parent without visibility components, the visibility
inheritance of children creates a panic.
## Solution
- Apply same fallback visibility as parent not found instead of panic.
# Objective
Make it obvious why stuff renders pink when rendering stuff with bevy
with `default_features = false` and bevy's default tonemapper
(TonyMcMapFace, it requires a LUT which requires the `tonemapping_luts`,
`ktx2`, and `zstd` features).
Not sure if this should be considered as fixing these issues, but in my
previous PR (https://github.com/bevyengine/bevy/pull/9073, and old
discussions on discord that I only somewhat remember) it seemed like we
didn't want to make ktx2 and zstd required features for
bevy_core_pipeline.
Related https://github.com/bevyengine/bevy/issues/9179
Related https://github.com/bevyengine/bevy/issues/9098
## Solution
This logs an error when a LUT based tonemapper is used without the
`tonemapping_luts` feature enabled, and cleans up the default features a
bit (`tonemapping_luts` now includes the `ktx2` and `zstd` features,
since it panics without them).
Another solution would be to fall back to a non-lut based tonemapper,
but I don't like this solution as then it's not explicitly clear to
users why eg. a library example renders differently than a normal bevy
app (if the library forgot the `tonemapping_luts` feature).
I did remove the `ktx2` and `zstd` features from the list of default
features in Cargo.toml, as I don't believe anything else currently in
bevy relies on them (or at least searching through every hit for `ktx2`
and `zstd` didn't show anything except loading an environment map in
some examples), and they still show up in the `cargo_features` doc as
default features.
---
## Changelog
- The `tonemapping_luts` feature now includes both the `ktx2` and `zstd`
features to avoid a panic when the `tonemapping_luts` feature was enable
without both the `ktx2` and `zstd` feature enabled.
# Objective
- `deferred_rendering` and `load_gltf` fail in WebGPU builds due to
textureSample() being called on the diffuse environment map texture
after non-uniform control flow
## Solution
- The diffuse environment map texture only has one mip, so use
`textureSampleLevel(..., 0.0)` to sample that mip and not require UV
gradient calculation.
# Objective
- Build on the changes in https://github.com/bevyengine/bevy/pull/9982
- Use `ImageSamplerDescriptor` as the "public image sampler descriptor"
interface in all places (for consistency)
- Make it possible to configure textures to use the "default" sampler
(as configured in the `DefaultImageSampler` resource)
- Fix a bug introduced in #9982 that prevents configured samplers from
being used in Basis, KTX2, and DDS textures
---
## Migration Guide
- When using the `Image` API, use `ImageSamplerDescriptor` instead of
`wgpu::SamplerDescriptor`
- If writing custom wgpu renderer features that work with `Image`, call
`&image_sampler.as_wgpu()` to convert to a wgpu descriptor.
# Objective
- Folder handles are not shared. Loading the same folder multiple times
will result in different handles.
- Once folder handles are shared, they can no longer be manually
reloaded, so we should add support for hot-reloading them
## Solution
- Reuse folder handles based on their path
- Trigger a reload of a folder if a file contained in it (or a sub
folder) is added or removed
- This also covers adding/removing/moving sub folders containing files
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Assets v2 does not currently offer a public API to load untyped assets
## Solution
- Wrap the untyped handle in a `LoadedUntypedAsset` asset to offer a
non-blocking load for untyped assets. The user does not need to know the
actual asset type.
- Handles to `LoadedUntypedAsset` have the same path as the wrapped
asset, but their handles are shared using a label.
The user side of `load_untyped` looks like this:
```rust
use bevy::prelude::*;
use bevy_internal::asset::LoadedUntypedAsset;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, check)
.run();
}
#[derive(Resource)]
struct UntypedAsset {
handle: Handle<LoadedUntypedAsset>,
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
let handle = asset_server.load_untyped("branding/banner.png");
commands.insert_resource(UntypedAsset { handle });
commands.spawn(Camera2dBundle::default());
}
fn check(
mut commands: Commands,
res: Option<Res<UntypedAsset>>,
assets: Res<Assets<LoadedUntypedAsset>>,
) {
if let Some(untyped_asset) = res {
if let Some(asset) = assets.get(&untyped_asset.handle) {
commands.spawn(SpriteBundle {
texture: asset.handle.clone().typed(),
..default()
});
commands.remove_resource::<UntypedAsset>();
}
}
}
```
---
## Changelog
- `load_untyped` on the asset server now returns a handle to a
`LoadedUntypedAsset` instead of an untyped handle to the asset at the
given path. The untyped handle for the given path can be retrieved from
the `LoadedUntypedAsset` once it is done loading.
## Migration Guide
Whenever possible use the typed API in order to directly get a handle to
your asset. If you do not know the type or need to use `load_untyped`
for a different reason, Bevy 0.12 introduces an additional layer of
indirection. The asset server will return a handle to a
`LoadedUntypedAsset`, which will load in the background. Once it is
loaded, the untyped handle to the asset file can be retrieved from the
`LoadedUntypedAsset`s field `handle`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#9395
Alternative to #9415 (See discussion here)
## Solution
Do clamping like
[`fit-content`](https://www.w3.org/TR/css-sizing-3/#column-sizing).
## Notes
I am not sure if this is a valid approach. It doesn't seem to cause any
obvious issues with our existing examples.
# Objective
- Hot reloading doesn't work the first time it is used
## Solution
- Currently, Bevy processor:
1. Create the `imported_assets` folder
2. Setup a watcher on it
3. Clear empty folders, so the `imported_assets` folder is deleted
4. Recreate the `imported_assets` folder and add all the imported assets
- On a first run without an existing `imported_assets` with some
content, hot reloading won't work as step 3 breaks the file watcher
- This PR stops the empty root folder from being deleted
- Also don't setup the processor internal asset server for file
watching, freeing up a thread
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#9473
## Solution
Added `resolve()` method to AssetPath. This method accepts a relative
asset path string and returns a "full" path that has been resolved
relative to the current (self) path.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
First of all, this PR took heavy inspiration from #7760 and #5715. It
intends to also fix#5569, but with a slightly different approach.
This also fixes#9335 by reexporting `DynEq`.
## Solution
The advantage of this API is that we can intern a value without
allocating for zero-sized-types and for enum variants that have no
fields. This PR does this automatically in the `SystemSet` and
`ScheduleLabel` derive macros for unit structs and fieldless enum
variants. So this should cover many internal and external use cases of
`SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory
will be allocated.
- The interning returns a `Interned<dyn SystemSet>`, which is just a
wrapper around a `&'static dyn SystemSet`.
- `Hash` and `Eq` are implemented in terms of the pointer value of the
reference, similar to my first approach of anonymous system sets in
#7676.
- Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`.
- The debug output of `Interned<T>` is the same as the interned value.
Edit:
- `AppLabel` is now also interned and the old
`derive_label`/`define_label` macros were replaced with the new
interning implementation.
- Anonymous set ids are reused for different `Schedule`s, reducing the
amount of leaked memory.
### Pros
- `InternedSystemSet` and `InternedScheduleLabel` behave very similar to
the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied
without an allocation.
- Many use cases don't allocate at all.
- Very fast lookups and comparisons when using `InternedSystemSet` and
`InternedScheduleLabel`.
- The `intern` module might be usable in other areas.
- `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement
`{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics.
### Cons
- Implementors of `SystemSet` and `ScheduleLabel` still need to
implement `Hash` and `Eq` (and `Clone`) for it to work.
## Changelog
### Added
- Added `intern` module to `bevy_utils`.
- Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`.
### Changed
- Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with
`InternedSystemSet` and `InternedScheduleLabel`.
- Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`.
- Replaced `AppLabelId` with `InternedAppLabel`.
- Changed `AppLabel` to use `Debug` for error messages.
- Changed `AppLabel` to use interning.
- Changed `define_label`/`derive_label` to use interning.
- Replaced `define_boxed_label`/`derive_boxed_label` with
`define_label`/`derive_label`.
- Changed anonymous set ids to be only unique inside a schedule, not
globally.
- Made interned label types implement their label trait.
### Removed
- Removed `define_boxed_label` and `derive_boxed_label`.
## Migration guide
- Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with
`InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`.
- Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with
`InternedSystemSet` or `Interned<dyn SystemSet>`.
- Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn
AppLabel>`.
- Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet`
need to implement:
- `dyn_hash` directly instead of implementing `DynHash`
- `as_dyn_eq`
- Pass labels to `World::try_schedule_scope`, `World::schedule_scope`,
`World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`,
`Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and
`Schedules::get_mut` by value instead of by reference.
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
When a mesh vertex attribute has a vertex count mismatch, a warning
message is printed with the index of the attribute which did not match.
Change to name the attribute, or fall back to the old behaviour if it
was not a known attribute.
Before:
```
MeshVertexAttributeId(2) has a different vertex count (32) than other attributes (64) in this mesh, all attributes will be truncated to match the smallest.
```
After:
```
Vertex_Uv has a different vertex count (32) than other attributes (64) in this mesh, all attributes will be truncated to match the smallest.
```
## Solution
Name the mesh attribute which had a count mismatch.
## Changelog
- If a mesh vertex attribute has a different count than other vertex
attributes, name the offending attribute using a human readable name
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
- the style of import used by bevy guarantees merge conflicts when any
file change
- This is especially true when import lists are large, such as in
`bevy_pbr`
- Merge conflicts are tricky to resolve. This bogs down rendering PRs
and makes contributing to bevy's rendering system more difficult than it
needs to
## Solution
- Use wildcard imports to replace multiline import list in `bevy_pbr`
I suspect this is controversial, but I'd like to hear alternatives.
Because this is one of many papercuts that makes developing render
features near impossible.
Closes#9946
# Objective
Add a new type mirroring `wgpu::SamplerDescriptor` for
`ImageLoaderSettings` to control how a loaded image should be sampled.
Fix issues with texture sampler descriptors not being set when loading
gltf texture from URI.
## Solution
Add a new `ImageSamplerDescriptor` and its affiliated types that mirrors
`wgpu::SamplerDescriptor`, use it in the image loader settings.
---
## Changelog
### Added
- Added new types `ImageSamplerDescriptor`, `ImageAddressMode`,
`ImageFilterMode`, `ImageCompareFunction` and `ImageSamplerBorderColor`
that mirrors the corresponding wgpu types.
- `ImageLoaderSettings` now carries an `ImageSamplerDescriptor` field
that will be used to determine how the loaded image is sampled, and will
be serialized as part of the image assets `.meta` files.
### Changed
- `Image::from_buffer` now takes the sampler descriptor to use as an
additional parameter.
### Fixed
- Sampler descriptors are set for gltf textures loaded from URI.
# Objective
- Fixes#10250
```
[Log] ERROR crates/bevy_render/src/render_resource/pipeline_cache.rs:823 failed to process shader: (wasm_example.js, line 376)
error: no definition in scope for identifier: 'bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_'
┌─ crates/bevy_pbr/src/deferred/deferred_lighting.wgsl:44:20
│
44 │ frag_coord.z = bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_(deferred_data.b).w;
│ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ unknown identifier
│
= no definition in scope for identifier: 'bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_'
```
## Solution
- Fix the import path
The "gray" issue is since #9258 on macOS
... at least they're not white anymore
<img width="1294" alt="Screenshot 2023-10-25 at 00 14 11"
src="https://github.com/bevyengine/bevy/assets/8672791/df1a1138-c26c-4417-9b49-a00fbb8561d7">
Updates the requirements on
[async-io](https://github.com/smol-rs/async-io) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/smol-rs/async-io/releases">async-io's
releases</a>.</em></p>
<blockquote>
<h2>v2.0.0</h2>
<ul>
<li><strong>Breaking:</strong> <code>Async::new()</code> now takes types
that implement <code>AsFd</code>/<code>AsSocket</code> instead of
<code>AsRawFd</code>/<code>AsRawSocket</code>, in order to implement I/O
safety. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li><strong>Breaking:</strong> <code>Async::get_mut()</code>,
<code>Async::read_with_mut()</code> and
<code>Async::write_with_mut()</code> are now <code>unsafe</code>. The
underlying source is technically "borrowed" by the polling
instance, so moving it out would be unsound. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Expose miscellaneous <code>kqueue</code> filters in the
<code>os::kqueue</code> module. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/112">#112</a>)</li>
<li>Expose a way to get the underlying <code>Poller</code>'s file
descriptor on Unix. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/125">#125</a>)</li>
<li>Add a new <code>Async::new_nonblocking</code> method to allow users
to avoid duplicating an already nonblocking socket. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/159">#159</a>)</li>
<li>Remove the unused <code>fastrand</code> and <code>memchr</code>
dependencies. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/131">#131</a>)</li>
<li>Use <code>tracing</code> instead of <code>log</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/140">#140</a>)</li>
<li>Support ESP-IDF. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/144">#144</a>)</li>
<li>Optimize the <code>block_on</code> function to reduce allocation,
leading to a slight performance improvement. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/149">#149</a>)</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/smol-rs/async-io/blob/master/CHANGELOG.md">async-io's
changelog</a>.</em></p>
<blockquote>
<h1>Version 2.0.0</h1>
<ul>
<li><strong>Breaking:</strong> <code>Async::new()</code> now takes types
that implement <code>AsFd</code>/<code>AsSocket</code> instead of
<code>AsRawFd</code>/<code>AsRawSocket</code>, in order to implement I/O
safety. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li><strong>Breaking:</strong> <code>Async::get_mut()</code>,
<code>Async::read_with_mut()</code> and
<code>Async::write_with_mut()</code> are now <code>unsafe</code>. The
underlying source is technically "borrowed" by the polling
instance, so moving it out would be unsound. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Expose miscellaneous <code>kqueue</code> filters in the
<code>os::kqueue</code> module. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/112">#112</a>)</li>
<li>Expose a way to get the underlying <code>Poller</code>'s file
descriptor on Unix. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/125">#125</a>)</li>
<li>Add a new <code>Async::new_nonblocking</code> method to allow users
to avoid duplicating an already nonblocking socket. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/159">#159</a>)</li>
<li>Remove the unused <code>fastrand</code> and <code>memchr</code>
dependencies. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/131">#131</a>)</li>
<li>Use <code>tracing</code> instead of <code>log</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/140">#140</a>)</li>
<li>Support ESP-IDF. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/144">#144</a>)</li>
<li>Optimize the <code>block_on</code> function to reduce allocation,
leading to a slight performance improvement. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/149">#149</a>)</li>
</ul>
<h1>Version 1.13.0</h1>
<ul>
<li>Use <a
href="https://crates.io/crates/rustix/"><code>rustix</code></a> instead
of <a href="https://crates.io/crates/libc/"><code>libc</code></a>/<a
href="https://crates.io/crates/windows-sys/"><code>windows-sys</code></a>
for system calls (<a
href="https://redirect.github.com/smol-rs/async-io/issues/76">#76</a>)</li>
<li>Add a <code>will_fire</code> method to <code>Timer</code> to test if
it will ever fire (<a
href="https://redirect.github.com/smol-rs/async-io/issues/106">#106</a>)</li>
<li>Reduce syscalls in <code>Async::new</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/107">#107</a>)</li>
<li>Improve the drop ergonomics of <code>Readable</code> and
<code>Writable</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/109">#109</a>)</li>
<li>Change the "<code>wepoll</code>" in documentation to
"<code>IOCP</code>" (<a
href="https://redirect.github.com/smol-rs/async-io/issues/116">#116</a>)</li>
</ul>
<h1>Version 1.12.0</h1>
<ul>
<li>Switch from <code>winapi</code> to <code>windows-sys</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/102">#102</a>)</li>
</ul>
<h1>Version 1.11.0</h1>
<ul>
<li>Update <code>concurrent-queue</code> to v2. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/99">#99</a>)</li>
</ul>
<h1>Version 1.10.0</h1>
<ul>
<li>Remove the dependency on the <code>once_cell</code> crate to restore
the MSRV. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/95">#95</a>)</li>
</ul>
<h1>Version 1.9.0</h1>
<ul>
<li>Fix panic on very large durations. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/87">#87</a>)</li>
<li>Add <code>Timer::never</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/87">#87</a>)</li>
</ul>
<h1>Version 1.8.0</h1>
<ul>
<li>Implement I/O safety traits on Rust 1.63+ (<a
href="https://redirect.github.com/smol-rs/async-io/issues/84">#84</a>)</li>
</ul>
<h1>Version 1.7.0</h1>
<ul>
<li>Process timers set for exactly <code>now</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/73">#73</a>)</li>
</ul>
<h1>Version 1.6.0</h1>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="7e89eec4d1"><code>7e89eec</code></a>
v2.0.0</li>
<li><a
href="356431754c"><code>3564317</code></a>
tests: Add test for <a
href="https://redirect.github.com/smol-rs/async-io/issues/154">#154</a></li>
<li><a
href="a5da16f072"><code>a5da16f</code></a>
Expose Async::new_nonblocking</li>
<li><a
href="0f2af634d8"><code>0f2af63</code></a>
Avoid needless set_nonblocking calls</li>
<li><a
href="62e3454f38"><code>62e3454</code></a>
Migrate to Rust 2021 (<a
href="https://redirect.github.com/smol-rs/async-io/issues/160">#160</a>)</li>
<li><a
href="59ee2ea27c"><code>59ee2ea</code></a>
Use set_nonblocking in Async::new on Windows (<a
href="https://redirect.github.com/smol-rs/async-io/issues/157">#157</a>)</li>
<li><a
href="d5bc619021"><code>d5bc619</code></a>
Remove needless as_fd/as_socket calls (<a
href="https://redirect.github.com/smol-rs/async-io/issues/158">#158</a>)</li>
<li><a
href="0b5016e567"><code>0b5016e</code></a>
m: Replace socket2 calls with rustix</li>
<li><a
href="8c3c3bd80b"><code>8c3c3bd</code></a>
m: Optimize block_on by caching Parker and Waker</li>
<li><a
href="1b1466a6c1"><code>1b1466a</code></a>
Update this crate to use the new polling breaking changes (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/smol-rs/async-io/compare/v1.13.0...v2.0.0">compare
view</a></li>
</ul>
</details>
<br />
Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.
[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)
---
<details>
<summary>Dependabot commands and options</summary>
<br />
You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits
that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after
your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge
and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating
it. You can achieve the same result by closing it manually
- `@dependabot show <dependency name> ignore conditions` will show all
of the ignore conditions of the specified dependency
- `@dependabot ignore this major version` will close this PR and stop
Dependabot creating any more for this major version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop
Dependabot creating any more for this minor version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop
Dependabot creating any more for this dependency (unless you reopen the
PR or upgrade to it yourself)
</details>
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
# Objective
A follow-up PR for https://github.com/bevyengine/bevy/pull/10221
## Changelog
Replaced usages of texture_descriptor.size with the helper methods of
`Image` through the entire engine codebase
# Objective
Reduce code duplication and improve APIs of Bevy's [global
taskpools](https://github.com/bevyengine/bevy/blob/main/crates/bevy_tasks/src/usages.rs).
## Solution
- As all three of the global taskpools have identical implementations
and only differ in their identifiers, this PR moves the implementation
into a macro to reduce code duplication.
- The `init` method is renamed to `get_or_init` to more accurately
reflect what it really does.
- Add a new `try_get` method that just returns `None` when the pool is
uninitialized, to complement the other getter methods.
- Minor documentation improvements to accompany the above changes.
---
## Changelog
- Added a new `try_get` method to the global TaskPools
- The global TaskPools' `init` method has been renamed to `get_or_init`
for clarity
- Documentation improvements
## Migration Guide
- Uses of `ComputeTaskPool::init`, `AsyncComputeTaskPool::init` and
`IoTaskPool::init` should be changed to `::get_or_init`.
# Objective
- Handle pausing audio when Android app is suspended
## Solution
- This is the start of application lifetime events. They are mostly
useful on mobile
- Next version of winit should add a few more
- When application is suspended, send an event to notify the
application, and run the schedule one last time before actually
suspending the app
- Audio is now suspended too 🎉https://github.com/bevyengine/bevy/assets/8672791/d74e2e09-ee29-4f40-adf2-36a0c064f94e
---------
Co-authored-by: Marco Buono <418473+coreh@users.noreply.github.com>
# Objective
Fog color was passed to shaders without conversion from sRGB to linear
color space. Because shaders expect colors in linear space this resulted
in wrong color being used. This is most noticeable in open scenes with
dark fog color and clear color set to the same color. In such case
background/clear color (which is properly processed) is going to be
darker than very far objects.
Example:
![image](https://github.com/bevyengine/bevy/assets/160391/89b70d97-b2d0-4bc5-80f4-c9e8b8801c4c)
[bevy-fog-color-bug.zip](https://github.com/bevyengine/bevy/files/13063718/bevy-fog-color-bug.zip)
## Solution
Add missing conversion of fog color to linear color space.
---
## Changelog
* Fixed conversion of fog color
## Migration Guide
- Colors in `FogSettings` struct (`color` and `directional_light_color`)
are now sent to the GPU in linear space. If you were using
`Color::rgb()`/`Color::rgba()` and would like to retain the previous
colors, you can quickly fix it by switching to
`Color::rgb_linear()`/`Color::rgba_linear()`.
# Objective
- After #9826, there are issues on "run once runners"
- example `without_winit` crashes:
```
2023-10-19T22:06:01.810019Z INFO bevy_render::renderer: AdapterInfo { name: "llvmpipe (LLVM 15.0.7, 256 bits)", vendor: 65541, device: 0, device_type: Cpu, driver: "llvmpipe", driver_info: "Mesa 23.2.1 - kisak-mesa PPA (LLVM 15.0.7)", backend: Vulkan }
2023-10-19T22:06:02.860331Z WARN bevy_audio::audio_output: No audio device found.
2023-10-19T22:06:03.215154Z INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Linux 22.04 Ubuntu", kernel: "6.2.0-1014-azure", cpu: "Intel(R) Xeon(R) CPU E5-2673 v3 @ 2.40GHz", core_count: "2", memory: "6.8 GiB" }
thread 'main' panicked at crates/bevy_render/src/pipelined_rendering.rs:91:14:
Unable to get RenderApp. Another plugin may have removed the RenderApp before PipelinedRenderingPlugin
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
- example `headless` runs the app twice with the `run_once` schedule
## Solution
- Expose a more complex state of an app than just "ready"
- Also block adding plugins to an app after it has finished or cleaned
up its plugins as that wouldn't work anyway
## Migration Guide
* `app.ready()` has been replaced by `app.plugins_state()` which will
return more details on the current state of plugins in the app
# Objective
- Replace md5 by another hasher, as suggested in
https://github.com/bevyengine/bevy/pull/8624#discussion_r1359291028
- md5 is not secure, and is slow. use something more secure and faster
## Solution
- Replace md5 by blake3
Putting this PR in the 0.12 as once it's released, changing the hash
algorithm will be a painful breaking change
# Objective
Even at `reflectance == 0.0`, our ambient and environment map light
implementations still produce fresnel/specular highlights.
Such a low `reflectance` value lies outside of the physically possible
range and is already used by our directional, point and spot light
implementations (via the `fresnel()` function) to enable artistic
control, effectively disabling the fresnel "look" for non-physically
realistic materials. Since ambient and environment lights use a
different formulation, they were not honoring this same principle.
This PR aims to bring consistency to all light types, offering the same
fresnel extinguishing control to ambient and environment lights.
Thanks to `@nathanf` for [pointing
out](https://discord.com/channels/691052431525675048/743663924229963868/1164083373514440744)
the [Filament docs section about
this](https://google.github.io/filament/Filament.md.html#lighting/occlusion/specularocclusion).
## Solution
- We use [the same
formulation](ffc572728f/crates/bevy_pbr/src/render/pbr_lighting.wgsl (L99))
already used by the `fresnel()` function in `bevy_pbr::lighting` to
modulate the F90, to modulate the specular component of Ambient and
Environment Map lights.
## Comparison
⚠️ **Modified version of the PBR example for demo purposes, that shows
reflectance (_NOT_ part of this PR)** ⚠️
Also, keep in mind this is a very subtle difference (look for the
fresnel highlights on the lower left spheres, you might need to zoom in.
### Before
<img width="1392" alt="Screenshot 2023-10-18 at 23 02 25"
src="https://github.com/bevyengine/bevy/assets/418473/ec0efb58-9a98-4377-87bc-726a1b0a3ff3">
### After
<img width="1392" alt="Screenshot 2023-10-18 at 23 01 43"
src="https://github.com/bevyengine/bevy/assets/418473/a2809325-5728-405e-af02-9b5779767843">
---
## Changelog
- Ambient and Environment Map lights will now honor values of
`reflectance` that are below the physically possible range (⪅ 0.35) by
extinguishing their fresnel highlights. (Just like point, directional
and spot lights already did.) This allows for more consistent artistic
control and for non-physically realistic looks with all light types.
## Migration Guide
- If Fresnel highlights from Ambient and Environment Map lights are no
longer visible in your materials, make sure you're using a higher,
physically plausible value of `reflectance` (⪆ 0.35).
# Objective
- I want to use the `debug_glam_assert` feature with bevy.
## Solution
- Re-export the feature flag
---
## Changelog
- Re-export `debug_glam_assert` feature flag from glam.