Commit graph

2119 commits

Author SHA1 Message Date
Daniel McNab
0ee4195fb0 Remove some superfluous unsafe code (#3297)
# Objective

- This `unsafe` is weird

## Solution

- Don't use `unsafe` here

Hopefully this isn't already in an open PR.
2021-12-11 22:58:46 +00:00
Niklas Eicker
d8abfdbc6a Make currently required features for some examples explicit (#3262)
# Objective

Fixes #3255 

## Solution

- mark the `bevy_gltf` feature as required for some examples

This should be cleaned up when we remove the old renderer
2021-12-11 20:54:37 +00:00
davier
25b62f9577 Port bevy_ui to pipelined-rendering (#2653)
# Objective

Port bevy_ui to pipelined-rendering (see #2535 )

## Solution

I did some changes during the port:
- [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406))
- [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching)

Remaining features to implement to reach parity with the old renderer:
- [x] textures
- [X] TextBundle

I'd also like to add these features, but they need some design discussion:
- [x] batching
- [ ] separate opaque and transparent phases
- [ ] multiple windows
- [ ] texture atlases
- [ ] (maybe) clipping
2021-12-10 22:21:23 +00:00
Jakob Hellermann
58474d7c4a update wireframe rendering to new renderer (#3193)
Updates the wireframe rendering initialliy implemented in https://github.com/bevyengine/bevy/pull/562 to the new renderer.
It lives in `bevy_pbr2` instead of `bevy_render2` because that way it can reuse the `MeshPipeline`.
2021-12-10 21:09:36 +00:00
François
cf48132efd clearpass: also clear views without depth (2d) (#3286)
# Objective

- after #3209, 2d examples background were not cleared

<img width="912" alt="Screenshot 2021-12-10 at 00 48 04" src="https://user-images.githubusercontent.com/8672791/145494415-d4b7a149-6f9a-4036-9ac5-3d1227b4de69.png">

## Solution

- Change the query to also work when there isn't a `ViewDepthTexture`
2021-12-10 02:32:51 +00:00
Weasy
a2f0fe24e8 Allow String and &String as Id for AssetServer.get_handle(id) (#3280)
# Objective

Make it easier to build and use an asset path with `format!()`. This can be useful for accessing assets in a loop.

Enabled by this PR:
```rust
let monkey_handle = asset_server.get_handle(&format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
```

Before this PR:
```rust
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0").as_str());
```

It's just a tiny improvement in ergonomics, but i ran into it and was wondering why the function does not accept a `String` and Bevy is all about simplicity/ergonomics, right? 😄😉

## Solution

Implement `Into<HandleId>` for `String` and `&String`.
2021-12-09 22:40:15 +00:00
Bude
82c04f93f5 Add a separate ClearPass (#3209)
# Objective

- Rendering before MainPass should be possible, so clearing needs to happen in an earlier pass.
- Fixes #3190.

## Solution

- I added a "Clear" SubGraph, a "ClearPassNode" Node, that clears the color and depth attachments of all views and a "ClearNodeDriver" Node, that schedules the "ClearPassNode" before MainPass.
- Make sure that the 2d and 3d draw passes do not clear their attachments anymore.

### Notes

- It works in the way, that with the current pipeline examples nothing should have changed in their behaviour
- I would like to add an example that adds a pass inbetween ClearPass and MainPass, but I do not understand enough about the new render architecture to do that yet
- Clears all attachment for all views: I do not know enough about rendering in general to say, whether there is a use case for not clearing
- Does not solve #3043 as we still need Cameras/ViewTargets to clear.
2021-12-09 21:52:32 +00:00
Folke Lemaitre
4c91613ae6 Ported WgpuOptions to bevy_render2 (#3282)
# Objective

The new renderer does not support any options yet for wgpu. These are needed for example for rendering wireframes (see #3193).

## Solution

I've ported WgpuOptions to bevy_render2.

The defaults match the defaults that were used before this PR (meaning, some specific options when target_arch = wasm32).

Additionally, I removed `Auto` from WgpuBackends and added `Primary`. The default will use primary or GL based on the target_arch.
2021-12-09 21:14:17 +00:00
TheRawMeatball
6caa2622b0 Add despawn_children (#2903)
Adds a convenience method for despawning all the children of the entity, but not the entity itself.
2021-12-09 20:42:44 +00:00
François
92a7e16aed Update dependencies ron winit& fix cargo-deny lists (#3244)
# Objective

- there are a few new versions for `ron`, `winit`, `ndk`, `raw-window-handle`
- `cargo-deny` is failing due to new security issues / duplicated dependencies

## Solution

- Update our dependencies
- Note all new security issues, with which of Bevy direct dependency it comes from
- Update duplicate crate list, with which of Bevy direct dependency it comes from

`notify` is not updated here as it's in #2993
2021-12-09 20:14:00 +00:00
Robert Swain
2abf5cc618 Clustered forward rendering (#3153)
# Objective

Implement clustered-forward rendering.

## Solution

~~FIXME - in the interest of keeping the merge train moving, I'm submitting this PR now before the description is ready. I want to add in some comments into the code with references for the various bits and pieces and I want to describe some of the key decisions I made here. I'll do that as soon as I can.~~ Anyone reviewing is welcome to add review comments where you want to know more about how something or other works.

* The summary of the technique is that the view frustum is divided into a grid of sub-volumes called clusters, point lights are tested against each of the clusters to see if they would affect that volume within the scene and if so, added to a list of lights affecting that cluster. Then when shading a fragment which is a point on the surface of a mesh within the scene, the point is mapped to a cluster and only the lights affecting that clusters are used in lighting calculations. This brings huge performance and scalability benefits as most of the time lights are placed so that there are not that many that overlap each other in terms of their sphere of influence, but there may be many distinct point lights visible in the scene. Doing all the lighting calculations for all visible lights in the scene for every pixel on the screen quickly becomes a performance limitation. Clustered forward rendering allows us to make an approximate list of lights that affect each pixel, indeed each surface in the scene (as it works along the view z axis too, unlike tiled/forward+).
* WebGL2 is a platform we want to support and it does not support storage buffers. Uniform buffer bindings are limited to a maximum of 16384 bytes per binding. I used bit shifting and masking to pack the cluster light lists and various indices into a uniform buffer and the 16kB limit is very likely the first bottleneck in scaling the number of lights in a scene at the moment if the lights can affect many clusters due to their range or proximity to the camera (there are a lot of clusters close to the camera, which is an area for improvement). We could store the information in textures instead of uniform buffers to remove this bottleneck though I don’t know if there are performance implications to reading from textures instead if uniform buffers.
* Because of the uniform buffer binding size limitations we can support a maximum of 256 lights with the current size of the PointLight struct
* The z-slicing method (i.e. the mapping from view space z to a depth slice which defines the near and far planes of a cluster) is using the Doom 2016 method. I need to add comments with references to this. It’s an exponential function that simplifies well for the purposes of optimising the fragment shader. xy grid divisions are regular in screen space.
* Some optimisation work was done on the allocation of lights to clusters, which involves intersection tests, and for this number of clusters and lights the system has insignificant cost using a fairly naïve algorithm. I think for more lights / finer-grained clusters we could use a BVH, but at some point it would be just much better to use compute shaders and storage buffers.
* Something else to note is that it is absolutely infeasible to use plain cube map point light shadow mapping for many lights. It does not scale in terms of performance nor memory usage. There are some interesting methods I saw discussed in reference material that I will add a link to which render and update shadow maps piece-wise, but they also need compute shaders to work well. Basically for now you need to sacrifice point light shadows for all but a handful of point lights if you don’t want to kill performance. I set the limit to 10 but that’s just what we had from before where 10 was the maximum number of point lights before this PR.
* I added a couple of debug visualisations behind a shader def that were useful for seeing performance impact of light distribution - I should make the debug mode configurable without modifying the shader code. One mode shows the number of lights affecting each cluster by tinting toward red for few lights or green for many lights (maxes out at 16, but not sure that’s a reasonable max). The other shows which cluster the surface at a fragment belongs to by tinting it with a randomish colour. This can help to understand deeper performance issues due to screen space tiles spanning multiple clusters in depth with divergent shader execution times.

Also, there are more things that could be done as improvements, and I will document those somewhere (I'm not sure where will be the best place... in a todo alongside the code, a GitHub issue, somewhere else?) but I think it works well enough and brings significant performance and scalability benefits that it's worth integrating already now and then iterating on.
* Calculate the light’s effective range based on its intensity and physical falloff and either just use this, or take the minimum of the user-supplied range and this. This would avoid unnecessary lighting calculations for clusters that cannot be affected. This would need to take into account HDR tone mapping as in my not-fully-understanding-the-details understanding, the threshold is relative to how bright the scene is.
* Improve the z-slicing to use a larger first slice.
* More gracefully handle the cluster light list uniform buffer binding size limitations by prioritising which lights are included (some heuristic for most significant like closest to the camera, brightest, affecting the most pixels, …)
* Switch to using a texture instead of uniform buffer
* Figure out the / a better story for shadows

I will also probably add an example that demonstrates some of the issues:
* What situations exhaust the space available in the uniform buffers
  * Light range too large making lights affect many clusters and so exhausting the space for the lists of lights that affect clusters
  * Light range set to be too small producing visible artifacts where clusters the light would physically affect are not affected by the light
* Perhaps some performance issues
  * How many lights can be closely packed or affect large portions of the view before performance drops?
2021-12-09 03:08:54 +00:00
Carter Anderson
7dd92e72d4 More Bevy ECS schedule spans (#3281)
Fills in some gaps we had in our Bevy ECS tracing spans:

* Exclusive systems
* System Commands (for `apply_buffers = true` cases)
* System archetype updates
* Parallel system execution prep
2021-12-08 23:43:03 +00:00
loui
3ca8844c90 Added transparency to window builder (#3105)
Applogies, had to recreate this pr because of branching issue.
Old PR: https://github.com/bevyengine/bevy/pull/3033

# Objective

Fixes #3032

Allowing a user to create a transparent window 

## Solution

I've allowed the transparent bool to be passed to the winit window builder
2021-12-08 20:53:35 +00:00
Rostyslav Toch
01e2141ce3 Add Gamepads resource (#3257)
# Objective

Fixes #3245 

## Solution

- Move GamepadLobby to lib
- Add connection_system to InputPlugin
- Updated gamepad_input example


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-08 20:28:08 +00:00
Rostyslav Toch
ca80fe65ed Improve contributors example quality (#3258)
# Objective

Fixes #3181

## Solution

Refactored `contributors.rs` example:
- Renamed unclear variables
- Split setup system into two separate systems 


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-08 20:09:53 +00:00
Aevyrie
38c7d5eb9e Check for NaN in Camera::world_to_screen() (#3268)
# Objective

- Checks for NaN in computed NDC space coordinates, fixing unexpected NaN in a fallible (`Option<T>`) function.

## Solution

- Adds a NaN check, in addition to the existing NDC bounds checks.
- This is a helper function, and should have no performance impact to the engine itself.
- This will help prevent hard-to-trace NaN propagation in user code, by returning `None` instead of `Some(NaN)`.


Depends on https://github.com/bevyengine/bevy/pull/3269 for CI error fix.
2021-12-08 01:31:31 +00:00
Rostyslav Toch
bf96f266d7 Added tests to ButtonAxisSettings (#3272)
# Objective

`ButtonAxisSettings` wasn't tested properly.

## Solution

I added tests and fixed issue with `filter` method


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-08 01:12:49 +00:00
John
c05a9cf8f5 Expose command encoders (#3271)
# Objective
I'm exposing these command encoders so bevy user's can create their own command encoders. This is useful when you want to copy a texture to a texture or create a compute pass manually for example.

Note: I formatted this file which might of changed the order of some exports.

## Solution
Just re-export `CommandEncoder` and `CommandEncoderDescriptor`.
2021-12-08 00:41:32 +00:00
Alex Helfet
5e516ab398 Made Time::time_since_startup return from last tick. (#3264)
Also added unit tests for it.

# Objective

- Fixes #3259 

## Solution

- As discussed in #3259

Co-authored-by: Alex Helfet <alex.helfet@gmail.com>
2021-12-07 01:30:08 +00:00
François
a636145d90 Default image used in PipelinedSpriteBundle to be able to render without loading a texture (#3270)
# Objective

- Fix #3188 
- Allow creating a `PipelinedSpriteBundle` without an image, just a plain color

```rust
PipelinedSpriteBundle {
    sprite: Sprite {
        color: Color::rgba(0.8, 0.0, 0.0, 0.3),
        custom_size: Some(Vec2::new(500.0, 500.0)),
        ..Default::default()
    },
    ..Default::default()
}
```

## Solution

- The default impl for `Image` was creating a one pixel image with all values at `1`. I changed it to `255` as picking `1` for it doesn't really make sense, it should be either `0` or `255`
- I created a static handle and added the default image to the assets with this handle
- I changed the default impl for `PipelinedSpriteBundle` to use this handle
2021-12-07 01:13:55 +00:00
Rostyslav Toch
a4e85536c1 Fix clippy errors related to IntoIter::new (#3269)
# Objective

Fixes recent pipeline errors:
```
error: use of deprecated associated function `std::array::IntoIter::<T, N>::new`: use `IntoIterator::into_iter` instead
   --> crates/bevy_render/src/mesh/mesh.rs:467:54
    |
467 |             .flat_map(|normal| std::array::IntoIter::new([normal, normal, normal]))
    |                                                      ^^^
    |
    = note: `-D deprecated` implied by `-D warnings`

   Compiling bevy_render2 v0.5.0 (/home/runner/work/bevy/bevy/pipelined/bevy_render2)
error: use of deprecated associated function `std::array::IntoIter::<T, N>::new`: use `IntoIterator::into_iter` instead
   --> pipelined/bevy_render2/src/mesh/mesh/mod.rs:287:54
    |
287 |             .flat_map(|normal| std::array::IntoIter::new([normal, normal, normal]))
    |                                                      ^^^
    |
    = note: `-D deprecated` implied by `-D warnings`

error: could not compile `bevy_render` due to previous error
```

## Solution

- Replaced `IntoIter::new` with `IntoIterator::into_iter`

## Suggestions

For me it looks like two equivalent `Mesh` structs with the same methods. Should we refactor it? Or, they will be different in the near future?


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-06 22:26:35 +00:00
François
4423a2fa2d make texture from sprite pipeline filterable (#3236)
# Objective

- Fix #3235

## Solution

- in `sprite_pipeline`, make the texture filterable
2021-12-02 23:56:44 +00:00
François
c6fec1f0c2 Fix clippy lints for 1.57 (#3238)
# Objective

- New clippy lints with rust 1.57 are failing

## Solution

- Fixed clippy lints following suggestions
- I ignored clippy in old renderer because there was many and it will be removed soon
2021-12-02 23:40:37 +00:00
François
ccee658436 Fix iOS CI on Intel (for real this time) (#3232)
# Objective

- iOS CI has linker issues https://github.com/bevyengine/bevy/runs/4388921574?check_suite_focus=true

## Solution

- Building for iOS actually requires ~~both iOS SDK for target and~~ macOS SDK for build scripts. ~~I added them both when needed~~ I replaced the iOS SDK with the maOS. This was not an issue on m1 as they are compatible enough to make the build pass.
- This completely confused `shader-sys` which fails to build in this configuration. Luckily as the example now uses the new renderer, I was able to remove the old renderer and depend no more on this lib.

This is confirmed to work:
- on intel mac with simulator
- on m1 mac with simulator
- on m1 mac with real iphone
2021-12-02 07:44:40 +00:00
Robert Swain
02b8a782e5 bevy_render2: Add support for #else for shader defs (#3206)
# Objective

- Add support for `#else` for shader defs

## Solution

- When entering a scope with `#ifdef` or `#ifndef`, if the parent scope is truthy, and the shader definition is also truthy, then the a new scope is pushed onto the scope stack that is also truthy, else falsy. When encountering a subsequent else clause within a scope, if the parent is truthy and the current scope is truthy, then it should become falsy. If the parent scope is truthy and the current scope is falsy then it should become truthy. If the parent scope is falsy, then the current scope should remain falsy as the parent scope takes precedent.
- I added a simple test for an else case.
2021-12-02 03:27:13 +00:00
Joshua Chapman
274ace790b Implement iter() for mutable Queries (#2305)
A sample implementation of how to have `iter()` work on mutable queries without breaking aliasing rules.

# Objective

- Fixes #753

## Solution

- Added a ReadOnlyFetch to WorldQuery that is the `&T` version of `&mut T` that is used to specify the return type for read only operations like `iter()`.
- ~~As the comment suggests specifying the bound doesn't work due to restrictions on defining recursive implementations (like `Or`). However bounds on the functions are fine~~ Never mind I misread how `Or` was constructed, bounds now exist.
- Note that the only mutable one has a new `Fetch` for readonly as the `State` has to be the same for any of this to work


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-01 23:28:10 +00:00
Daniel McNab
5fe73be2b5 Sprite change image (#3207)
# Objective

- Changing the underlying image would not update a sprite

## Solution

- 'Detect' if the underlying image changes to update the sprite

Currently, we don't support change detection on `RenderAssets`, so we have to manually check it. 
This method at least maintains the bind groups when the image isn't changing. They were cached, so I assume that's important.

This gives us correct behaviour here.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-01 23:09:31 +00:00
François
2def9027d7 Fix iOS CI (#3228)
# Objective

- With #3109 I broke iOS CI: https://github.com/bevyengine/bevy/runs/4374891646?check_suite_focus=true

## Solution

- Fix indentation in makefile
- Adds scheme that is now needed

With this, `make install` works on my m1 Mac but still fails on my intel Mac unless I run something like `make install; cargo build --target x86_64-apple-ios; make install; cargo build --target x86_64-apple-ios; make install`. It seems something is off when executing cargo through `xcodebuild` on my setup but not sure what. So this PR will probably not fix iOS CI 😞
2021-12-01 21:44:29 +00:00
Dimitri Bobkov
bab4ee962d Added documentation to WindowMode to better document what 'use_size' … (#3216)
This pull request aims to solve the issue of a lack of documentation in the enum WindowMode

# Objective

- Fixes #3136

## Solution

- Added a few lines of documentation that should document what the enum does better
2021-11-30 23:51:11 +00:00
François
d59a3ddd61 iOS: replace cargo-lipo, and update for new macOS (#3109)
# Objective

- Remove `cargo-lipo` as [it's deprecated](https://github.com/TimNN/cargo-lipo#maintenance-status) and doesn't work on new Apple processors
- Fix CI that will fail as soon as GitHub update the worker used by Bevy to macOS 11

## Solution

- Replace `cargo-lipo` with building with the correct target
- Setup the correct path to libraries by using `xcrun --show-sdk-path`
- Also try and fix path to cmake in case it's not found but available through homebrew
2021-11-29 23:25:22 +00:00
Jonathan Cornaz
1b8453d9a0 Fix path used by macro not considering that we can use a sub-crate (#3178)
# Problem

Let's say I am writting a simple bevy plugin, and I want to depend on `bevy_ecs` crate instead of depending on the full `bevy`. 

So I write the following:

*Cargo.toml*:
```toml
[dependencies]
bevy_ecs = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886" }
```

*lib.rs*:
```rust
use bevy_ecs::prelude::*;

#[derive(Debug, Default, Component)
pub struct MyFancyComponent;
```

So far, so good. Everything works. But let's say I want to write some examples for using my plugin. And for theses I'd like to use the `bevy` crate, so that I can write complete examples (rendering stuff, etc.) that are simple and look like what the consumer of my plugin will do (`use bevy::prelude::*` and `DefaultPlugins`)

So I amend my *Cargo.toml*:
```toml
[dependencies]
bevy_ecs = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886" }

[dev-dependencies]
bevy = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886", default-features = false }
```

And that  leads to a complilation error 

```
error[E0433]: failed to resolve: use of undeclared crate or module `bevy`
```

Basically, because `bevy` is in the `dev-dependencies`, the macro (of the production code) decides to use the `bevy::ecs` path instead of `bevy_ecs`. But `bevy` is not available there.

## Solution

This PR fixes the problem. I amend the macro utility responsible of finding the path of a module.

If we try to find a path, we first test if this correspond to a crate that the user directly depend on. (Like, if we search for `bevy_ecs`, we first check if there is a `bevy_ecs` dependency). If yes, we can depend on that directly. Otherwise, we proceed with the existing logic (testing `bevy` and `bevy_internal`)
2021-11-29 23:10:31 +00:00
François
eb15f81e17 enable alpha mode for textures materials that are transparent (#3202)
# Objective

- Transparent materials used in 3d are not transparent by default

## Solution

- Enable transparency in example
2021-11-29 21:22:53 +00:00
Carter Anderson
32c14d8c6b Ignore reddit when checking markdown links (#3223)
Reddit regularly blocks CI requests (ex: 403s), causing disruptions. It is better to just not check.
2021-11-29 20:55:12 +00:00
François
3de391be21 fix calls to as_rgba_linear (#3200)
# Objective

- After #3192, some places where `as_rgba_linear` was called were doing too many conversions

## Solution

- Fix the conversions
2021-11-28 10:40:42 +00:00
François
e8412df021 add shadows in examples (#3201)
# Objective

- As mentioned in #3126, shadows need to be readded in examples

## Solution

- Add shadows in examples
2021-11-27 10:12:47 +00:00
François
7ced541cb2 increase light intensity in pbr_pipelined example (#3182)
# Objective

- example `pbr_pipelined` doesn't look like example `pbr`

`pbr`:
![pbr](https://user-images.githubusercontent.com/8672791/143328022-83797197-233c-4824-8daa-4d7bd092938d.png)


`pbr_pipelined`:
![pbr_pipelined](https://user-images.githubusercontent.com/8672791/143328034-8a8bdb39-0d75-472b-8880-7bb7cd48f448.png)


## Solution

- set the light intensity to a higher value

`pbr_pipelined` with this pr:
![pbr_pipelined_fixed](https://user-images.githubusercontent.com/8672791/143328040-4149e96c-dada-4940-9f6f-f8925e48b22e.png)
2021-11-27 10:12:45 +00:00
Andreas Weibye
72c888feea Enforce linux-style line endings for .rs and .toml (#3197)
# Objective

Fixes #3160 

Unless I'm mistaken, the problem was caused by a simple typo

## Solution

- Fix the typo

Reference documentation: https://git-scm.com/docs/gitattributes#_eol

## Question

Are there other file-types that should be included here?
2021-11-26 21:05:35 +00:00
Robert Swain
f3d4be316d bevy_pbr2: Fix shadow logic (#3186)
# Objective

- Shadow maps should only be sampled if the mesh is a shadow receiver AND shadow mapping is enabled for the light

## Solution

- Fix the logic in the shader
2021-11-26 13:16:11 +00:00
Minghao Liu
73fd6a6f6f fix: as_rgba_linear used wrong variant (#3192)
# Objective

as_rgba_linear used wrong variant

## Solution

Fixed it.
2021-11-26 12:57:05 +00:00
Daniel McNab
f512c853d7 Faster gltf loader (re-merge of #3165) (#3189)
See #3165 and #3175

# Objective

- @superdump was having trouble with this loop in the GLTF loader.

## Solution

- Make it probably linear.
- Measured times: 
- Old: 40s, new: 200ms

I think there's still room for improvement. For example, I think making the nodes be in `Arc`s could be a significant gain, since currently there's duplication all the way down the tree.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-25 16:35:50 +00:00
Carter Anderson
0bf90bb98d
Merge pull request #3175 from cart/merge-renderer
Merge New Renderer
2021-11-24 13:31:17 -08:00
Carter Anderson
8009af3879 Merge New Renderer 2021-11-22 23:57:42 -08:00
Robert Swain
65e834ce8d Use crevice std140_size_static everywhere (#3168)
# Objective

- Use `std140_size_static()` everywhere instead of manual sizes as the crevice rewrite appears to have fixed all the problems as it claimed to do.

I've tested `3d_scene_pipelined`, `bevymark_pipelined`, and `load_gltf_pipelined` and all three look fine.
2021-11-22 21:44:05 +00:00
John
900acc6154 Added missing wgpu image render resources. (#3171)
# Objective
I need to queue my own textures up for font rendering(texture arrays) and I noticed a bunch of `ImageX`, like `ImageDataLayout`, were missing from the render resources exports.

## Solution
Add new exports to render resources.
2021-11-22 19:49:48 +00:00
Robert Swain
a7729319cc Per-light toggleable shadow mapping (#3126)
# Objective

Allow shadow mapping to be enabled/disabled per-light.

## Solution

- NOTE: This PR is on top of https://github.com/bevyengine/bevy/pull/3072
- Add `shadows_enabled` boolean property to `PointLight` and `DirectionalLight` components.
- Do not update the frusta for the light if shadows are disabled.
- Do not check for visible entities for the light if shadows are disabled.
- Do not fetch shadows for lights with shadows disabled.
- I reworked a few types for clarity: `ViewLight` -> `ShadowView`, the bulk of `ViewLights` members -> `ViewShadowBindings`, the entities Vec in `ViewLights` -> `ViewLightEntities`, the uniform offset in `ViewLights` for `GpuLights` -> `ViewLightsUniformOffset`

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-19 21:16:58 +00:00
Carter Anderson
2e79951659 Shader Imports. Decouple Mesh logic from PBR (#3137)
## Shader Imports

This adds "whole file" shader imports. These come in two flavors:

### Asset Path Imports

```rust
// /assets/shaders/custom.wgsl

#import "shaders/custom_material.wgsl"

[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
    return get_color();
}
```

```rust
// /assets/shaders/custom_material.wgsl

[[block]]
struct CustomMaterial {
    color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
```

### Custom Path Imports

Enables defining custom import paths. These are intended to be used by crates to export shader functionality:

```rust
// bevy_pbr2/src/render/pbr.wgsl

#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_bind_group

[[block]]
struct StandardMaterial {
    base_color: vec4<f32>;
    emissive: vec4<f32>;
    perceptual_roughness: f32;
    metallic: f32;
    reflectance: f32;
    flags: u32;
};

/* rest of PBR fragment shader here */
```

```rust
impl Plugin for MeshRenderPlugin {
    fn build(&self, app: &mut bevy_app::App) {
        let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
        shaders.set_untracked(
            MESH_BIND_GROUP_HANDLE,
            Shader::from_wgsl(include_str!("mesh_bind_group.wgsl"))
                .with_import_path("bevy_pbr::mesh_bind_group"),
        );
        shaders.set_untracked(
            MESH_VIEW_BIND_GROUP_HANDLE,
            Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
                .with_import_path("bevy_pbr::mesh_view_bind_group"),
        );
```

By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention.

Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that.

## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin

This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials.

## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache

This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`.

##  RenderCommands are now fallible

This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". 

# Next Steps

* Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct)
* Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders
* Move shader import logic into the asset preprocessor once bevy gets support for that.

Fixes #3132
2021-11-18 03:45:02 +00:00
dataphract
1076a8f2b5 Document the new pipelined renderer (#3094)
This is a squash-and-rebase of @Ku95's documentation of the new renderer onto the latest `pipelined-rendering` branch.

Original PR is #2884.

Co-authored-by: dataphract <dataphract@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-16 03:37:48 +00:00
Robert Swain
14ce281904 bevy_render2: Support nested shader defs (#3113)
# Objective

Fix nested shader defs. For example, in:
```rust
#ifdef A
#ifdef B
some code here
#endif
#endif
```
...before this PR, if `A` *is not* defined, and `B` *is* defined, then `some code here` will be output.

## Solution

- Combine the logic of whether the parent and child scope guards are defined and use that as the resulting child scope guard boolean value
2021-11-16 03:19:08 +00:00
Robert Swain
213839f503 Add support for opaque, alpha mask, and alpha blend modes (#3072)
# Objective

Add depth prepass and support for opaque, alpha mask, and alpha blend modes for the 3D PBR target.

## Solution

NOTE: This is based on top of #2861 frustum culling. Just lining it up to keep @cart loaded with the review train. 🚂 

There are a lot of important details here. Big thanks to @cwfitzgerald of wgpu, naga, and rend3 fame for explaining how to do it properly!

* An `AlphaMode` component is added that defines whether a material should be considered opaque, an alpha mask (with a cutoff value that defaults to 0.5, the same as glTF), or transparent and should be alpha blended
* Two depth prepasses are added:
  * Opaque does a plain vertex stage
  * Alpha mask does the vertex stage but also a fragment stage that samples the colour for the fragment and discards if its alpha value is below the cutoff value
  * Both are sorted front to back, not that it matters for these passes. (Maybe there should be a way to skip sorting?)
* Three main passes are added:
  * Opaque and alpha mask passes use a depth comparison function of Equal such that only the geometry that was closest is processed further, due to early-z testing
  * The transparent pass uses the Greater depth comparison function so that only transparent objects that are closer than anything opaque are rendered
  * The opaque fragment shading is as before except that alpha is explicitly set to 1.0
  * Alpha mask fragment shading sets the alpha value to 1.0 if it is equal to or above the cutoff, as defined by glTF
  * Opaque and alpha mask are sorted front to back (again not that it matters as we will skip anything that is not equal... maybe sorting is no longer needed here?)
  * Transparent is sorted back to front. Transparent fragment shading uses the alpha blending over operator

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-16 03:03:27 +00:00
Niklas Eicker
94db0176fe Add readme to errors crate and clean up cargo files (#3125)
# Objective

- Document that the error codes will be rendered on the bevy website (see bevyengine/bevy-website#216)
- Some Cargo.toml files did not include the license or a description field

## Solution

- Readme for the errors crate
- Mark internal/development crates with `publish = false`
- Add missing license/descriptions to some crates

- [x] merge bevyengine/bevy-website#216
2021-11-13 23:06:48 +00:00