Commit graph

11 commits

Author SHA1 Message Date
Alice Cecile
557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00
Dusty DeWeese
81d57e129b Add capability to render to a texture (#3412)
# Objective

Will fix #3377 and #3254

## Solution

Use an enum to represent either a `WindowId` or `Handle<Image>` in place of `Camera::window`.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-24 00:40:24 +00:00
danieleades
d8974e7c3d small and mostly pointless refactoring (#2934)
What is says on the tin.

This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.

that said, deriving `Default` for a couple of structs is a nice easy win
2022-02-13 22:33:55 +00:00
Andrew Jackson
6cab36165f Update ClearColor Resource docs (#3842)
# Objective
- Update the `ClearColor` resource docs as described in #3837  so new users (like me) understand it better

## Solution
- Update the docs to use what @alice-i-cecile described in #3837 


I took this one up because I got confused by it this weekend. I didn't understand why the  "background" was being set by a `ClearColor` resource.
2022-02-02 21:29:48 +00:00
Hennadii Chernyshchyk
458cb7a9e9 Add headless mode (#3439)
# Objective

In this PR I added the ability to opt-out graphical backends. Closes #3155.

## Solution

I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~.
2022-01-08 10:39:43 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
davier
c2da7800e3 Add 2d meshes and materials (#3460)
# Objective

The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.

## Solution

I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.

~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_

## Remaining work

- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)

## Remaining questions

- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_



Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-08 01:29:08 +00:00
Jakob Hellermann
adb3ad399c make sub_app return an &App and add sub_app_mut() -> &mut App (#3309)
It's sometimes useful to have a reference to an app a sub app at the same time, which is only possible with an immutable reference.
2021-12-24 06:57:30 +00:00
Alex
49a4009d5c re-export ClearPassNode (#3336)
Currently the `ClearPassNode` is not exported, due to an additional `use ...;` in the core pipeline's `lib.rs`. This seems unintentional, as there already is a public glob import in the file.

This just removes the explicit use. If it actually was intentional to keep the node internal, let me know.
2021-12-15 22:04:39 +00:00
Hennadii Chernyshchyk
70c9165886 Fix crash with disabled winit (#3330)
# Objective

This PR fixes a crash when winit is enabled when there is a camera in the world. Part of #3155

## Solution

In this PR, I removed two unwraps and added an example for regression testing.
2021-12-15 00:15:47 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00