mirror of
https://github.com/bevyengine/bevy
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263 commits
Author | SHA1 | Message | Date | |
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ickshonpe
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166686e0f2
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Rename TextAlignment to JustifyText . (#10854)
# Objective The name `TextAlignment` is really deceptive and almost every new user gets confused about the differences between aligning text with `TextAlignment`, aligning text with `Style` and aligning text with anchor (when using `Text2d`). ## Solution * Rename `TextAlignment` to `JustifyText`. The associated helper methods are also renamed. * Improve the doc comments for text explaining explicitly how the `JustifyText` component affects the arrangement of text. * Add some extra cases to the `text_debug` example that demonstate the differences between alignment using `JustifyText` and alignment using `Style`. <img width="757" alt="text_debug_2" src="https://github.com/bevyengine/bevy/assets/27962798/9d53e647-93f9-4bc7-8a20-0d9f783304d2"> --- ## Changelog * `TextAlignment` has been renamed to `JustifyText` * `TextBundle::with_text_alignment` has been renamed to `TextBundle::with_text_justify` * `Text::with_alignment` has been renamed to `Text::with_justify` * The `text_alignment` field of `TextMeasureInfo` has been renamed to `justification` ## Migration Guide * `TextAlignment` has been renamed to `JustifyText` * `TextBundle::with_text_alignment` has been renamed to `TextBundle::with_text_justify` * `Text::with_alignment` has been renamed to `Text::with_justify` * The `text_alignment` field of `TextMeasureInfo` has been renamed to `justification` |
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Torstein Grindvik
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73bb310304
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impl From<Color> for ClearColorConfig (#10734)
# Objective I tried setting `ClearColorConfig` in my app via `Color::FOO.into()` expecting it to work, but the impl was missing. ## Solution - Add `impl From<Color> for ClearColorConfig` - Change examples to use this impl ## Changelog ### Added - `ClearColorConfig` can be constructed via `.into()` on a `Color` --------- Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com> Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com> |
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Ame
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951c9bb1a2
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Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective - Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796 ## Solution - Use the new [lints] table that will land in 1.74 (https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints) - inherit lint to the workspace, crates and examples. ``` [lints] workspace = true ``` ## Changelog - Bump rust version to 1.74 - Enable lints table for the workspace ```toml [workspace.lints.clippy] type_complexity = "allow" ``` - Allow type complexity for all crates and examples ```toml [lints] workspace = true ``` --------- Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com> |
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Connor King
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ab300d0ed9
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Gizmo Arrows (#10550)
## Objective - Add an arrow gizmo as suggested by #9400 ## Solution (excuse my Protomen music) https://github.com/bevyengine/bevy/assets/14184826/192adf24-079f-4a4b-a17b-091e892974ec Wasn't horribly hard when i remembered i can change coordinate systems whenever I want. Gave them four tips (as suggested by @alice-i-cecile in discord) instead of trying to decide what direction the tips should point. Made the tip length default to 1/10 of the arrow's length, which looked good enough to me. Hard-coded the angle from the body to the tips to 45 degrees. ## Still TODO - [x] actual doc comments - [x] doctests - [x] `ArrowBuilder.with_tip_length()` --- ## Changelog - Added `gizmos.arrow()` and `gizmos.arrow_2d()` - Added arrows to `2d_gizmos` and `3d_gizmos` examples ## Migration Guide N/A --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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Aevyrie
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1d8d78ef0e
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Update color and naming for consistency (#10367)
The `ClearColor` PR was merged before I was quite finished. This fixes a few errors, and addresses Cart's feedback about the pixel perfect example by updating the sprite colors to match the existing bevy bird branding colors. ![image](https://github.com/bevyengine/bevy/assets/2632925/33722c45-ed66-4d3a-af11-f4197611a13c) |
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Aevyrie
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1918608b02
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Update default ClearColor to better match Bevy's branding (#10339)
# Objective - Changes the default clear color to match the code block color on Bevy's website. ## Solution - Changed the clear color, updated text in examples to ensure adequate contrast. Inconsistent usage of white text color set to use the default color instead, which is already white. - Additionally, updated the `3d_scene` example to make it look a bit better, and use bevy's branding colors. ![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a) |
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Marco Buono
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44928e0df4
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StandardMaterial Light Transmission (#8015)
# 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
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François
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5d44d2a648
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make deferred_rendering simpler to render for CI (#10150)
# Objective - Example `deferred_rendering` sometimes fail to render in CI - Make it easier to render ## Solution - Reduce the complexity of the sphere used |
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Carter Anderson
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134750d18e
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Image Sampler Improvements (#10254)
# 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. |
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Griffin
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6c74c8a311
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fix deferred example fog values (#10249)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/10248 ## Solution - Update fog color values matching the update to the values for [atmospheric_fog.rs](https://github.com/bevyengine/bevy/pull/10226/files#diff-d43c34c9cf52e7ee72b56f8c4fc99ed86e9a1ec2f83642b839c4e75e1dd24f87) in https://github.com/bevyengine/bevy/pull/10226 After this update: ![image](https://github.com/bevyengine/bevy/assets/33357138/5924f97d-e12b-496e-90fa-160d20b82a2e) |
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st0rmbtw
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afe8b5f20d
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Replace all usages of texture_descritor.size.* with the helper methods (#10227)
# 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 |
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Rafał Harabień
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51c70bc98c
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Fix fog color being inaccurate (#10226)
# 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()`. |
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st0rmbtw
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8efcbf3e4f
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Add convenient methods for Image (#10221)
# Objective To get the width or height of an image you do: ```rust self.texture_descriptor.size.{width, height} ``` that is quite verbose. This PR adds some convenient methods for Image to reduce verbosity. ## Changelog * Add a `width()` method for getting the width of an image. * Add a `height()` method for getting the height of an image. * Rename the `size()` method to `size_f32()`. * Add a `size()` method for getting the size of an image as u32. * Renamed the `aspect_2d()` method to `aspect_ratio()`. ## Migration Guide Replace calls to the `Image::size()` method with `size_f32()`. Replace calls to the `Image::aspect_2d()` method with `aspect_ratio()`. |
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Robert Swain
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15c54b5542
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shadow_biases: Support moving the light position and resetting biases (#10185)
# Objective - Make it possible to move the light position around in the `shadow_biases` example - Also support resetting the depth/normal biases to the engine defaults, or zero. ## Solution - The light position is displayed in the text overlay. - The light position can be adjusted with left/right/up/down/pgup/pgdown. - The depth/normal biases can be reset to defaults by pressing R, or to zero by pressing Z. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |
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Robert Swain
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219e2ac6e1
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shadow_biases: Support different PCF methods (#10184)
# Objective - Demonstrate the different shadow PCF methods in the `shadow_biases` example ## Solution - Cycle through the available methods when pressing the `F` key - Display which filter method is being used |
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IceSentry
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068e42a01f
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Configurable colors for wireframe (#5303)
# Objective - Make the wireframe colors configurable at the global level and the single mesh level - Based on https://github.com/bevyengine/bevy/pull/5314 This video shows what happens when playing with various settings from the example https://github.com/bevyengine/bevy/assets/8348954/1ee9aee0-fab7-4da8-bc5d-8d0562bb34e6 ## Solution - Add a `color` field to the `WireframeMaterial` - Use a `WireframeColor` component to configure the color per entity - Add a `default_color` field to `WireframeConfig` for global wireframes or wireframes with no specified color. ## Notes - Most of the docs and the general idea for `WireframeColor` came from [UberLambda](https://github.com/UberLambda) in #3677 but the code ended up completely different so I created a separate branch. ~~I'm not sure how to correctly credit them on this PR.~~ (I re-created the commit but I added them as co-author in the commit message) ~~Closes https://github.com/bevyengine/bevy/pull/3677~~ ~~Closes https://github.com/bevyengine/bevy/pull/5301~~ ~~https://github.com/bevyengine/bevy/pull/5314 should be merged before this PR.~~ |
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Griffin
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a15d152635
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Deferred Renderer (#9258)
# Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer]( |
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IceSentry
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e05a9f9315
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use Material for wireframes (#5314)
# Objective - Use the `Material` abstraction for the Wireframes - Right now this doesn't have many benefits other than simplifying some of the rendering code - We can reuse the default vertex shader and avoid rendering inconsistencies - The goal is to have a material with a color on each mesh so this approach will make it easier to implement - Originally done in https://github.com/bevyengine/bevy/pull/5303 but I decided to split the Material part to it's own PR and then adding per-entity colors and globally configurable colors will be a much simpler diff. ## Solution - Use the new `Material` abstraction for the Wireframes ## Notes It's possible this isn't ideal since this adds a `Handle<WireframeMaterial>` to all the meshes compared to the original approach that didn't need anything. I didn't notice any performance impact on my machine. This might be a surprising usage of `Material` at first, because intuitively you only have one material per mesh, but the way it's implemented you can have as many different types of materials as you want on a mesh. ## Migration Guide `WireframePipeline` was removed. If you were using it directly, please create an issue explaining your use case. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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Marco Buono
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12a2f83edd
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Add consuming builder methods for more ergonomic Mesh creation (#10056)
# Objective - This PR aims to make creating meshes a little bit more ergonomic, specifically by removing the need for intermediate mutable variables. ## Solution - We add methods that consume the `Mesh` and return a mesh with the specified changes, so that meshes can be entirely constructed via builder-style calls, without intermediate variables; - Methods are flagged with `#[must_use]` to ensure proper use; - Examples are updated to use the new methods where applicable. Some examples are kept with the mutating methods so that users can still easily discover them, and also where the new methods wouldn't really be an improvement. ## Examples Before: ```rust let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs); mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts); mesh.set_indices(Some(Indices::U32(tris))); mesh ``` After: ```rust Mesh::new(PrimitiveTopology::TriangleList) .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns) .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts) .with_indices(Some(Indices::U32(tris))) ``` Before: ```rust let mut cube = Mesh::from(shape::Cube { size: 1.0 }); cube.generate_tangents().unwrap(); PbrBundle { mesh: meshes.add(cube), ..default() } ``` After: ```rust PbrBundle { mesh: meshes.add( Mesh::from(shape::Cube { size: 1.0 }) .with_generated_tangents() .unwrap(), ), ..default() } ``` --- ## Changelog - Added consuming builder methods for more ergonomic `Mesh` creation: `with_inserted_attribute()`, `with_removed_attribute()`, `with_indices()`, `with_duplicated_vertices()`, `with_computed_flat_normals()`, `with_generated_tangents()`, `with_morph_targets()`, `with_morph_target_names()`. |
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IceSentry
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a962240866
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Alternate wireframe override api (#10023)
# Objective https://github.com/bevyengine/bevy/pull/7328 introduced an API to override the global wireframe config. I believe it is flawed for a few reasons. This PR uses a non-breaking API. Instead of making the `Wireframe` an enum I introduced the `NeverRenderWireframe` component. Here's the reason why I think this is better: - Easier to migrate since it doesn't change the old behaviour. Essentially nothing to migrate. Right now this PR is a breaking change but I don't think it has to be. - It's similar to other "per mesh" rendering features like NotShadowCaster/NotShadowReceiver - It doesn't force new users to also think about global vs not global if all they want is to render a wireframe - This would also let you filter at the query definition level instead of filtering when running the query ## Solution - Introduce a `NeverRenderWireframe` component that ignores the global config --- ## Changelog - Added a `NeverRenderWireframe` component that ignores the global `WireframeConfig` |
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Wybe Westra
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f9e50e767b
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Allow overriding global wireframe setting. (#7328)
# Objective Allow the user to choose between "Add wireframes to these specific entities" or "Add wireframes to everything _except_ these specific entities". Fixes #7309 # Solution Make the `Wireframe` component act like an override to the global configuration. Having `global` set to `false`, and adding a `Wireframe` with `enable: true` acts exactly as before. But now the opposite is also possible: Set `global` to `true` and add a `Wireframe` with `enable: false` will draw wireframes for everything _except_ that entity. Updated the example to show how overriding the global config works. |
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Bruce Mitchener
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9a798aa100
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Allow clippy::type_complexity in more places. (#9796)
# Objective - See fewer warnings when running `cargo clippy` locally. ## Solution - allow `clippy::type_complexity` in more places, which also signals to users they should do the same. |
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Rob Parrett
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7063c86ed4
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Fix some typos (#9934)
# Objective To celebrate the turning of the seasons, I took a small walk through the codebase guided by the "[code spell checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)" VS Code extension and fixed a few typos. |
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piper
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bc88f33e48
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Allow other plugins to create renderer resources (#9925)
This is a duplicate of #9632, it was created since I forgot to make a new branch when I first made this PR, so I was having trouble resolving merge conflicts, meaning I had to rebuild my PR. # Objective - Allow other plugins to create the renderer resources. An example of where this would be required is my [OpenXR plugin](https://github.com/awtterpip/bevy_openxr) ## Solution - Changed the bevy RenderPlugin to optionally take precreated render resources instead of a configuration. ## Migration Guide The `RenderPlugin` now takes a `RenderCreation` enum instead of `WgpuSettings`. `RenderSettings::default()` returns `RenderSettings::Automatic(WgpuSettings::default())`. `RenderSettings` also implements `From<WgpuSettings>`. ```rust // before RenderPlugin { wgpu_settings: WgpuSettings { ... }, } // now RenderPlugin { render_creation: RenderCreation::Automatic(WgpuSettings { ... }), } // or RenderPlugin { render_creation: WgpuSettings { ... }.into(), } ``` --------- Co-authored-by: Malek <pocmalek@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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ira
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f3ab38a802
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Add example for Camera::viewport_to_world (#7179)
Fixes #7177 --------- Co-authored-by: Rob Parrett <robparrett@gmail.com> |
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Joseph
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8eb6ccdd87
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Remove useless single tuples and trailing commas (#9720)
# Objective Title |
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Carter Anderson
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5eb292dc10
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Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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lelo
|
42e6dc8987
|
Refactor EventReader::iter to read (#9631)
# Objective - The current `EventReader::iter` has been determined to cause confusion among new Bevy users. It was suggested by @JoJoJet to rename the method to better clarify its usage. - Solves #9624 ## Solution - Rename `EventReader::iter` to `EventReader::read`. - Rename `EventReader::iter_with_id` to `EventReader::read_with_id`. - Rename `ManualEventReader::iter` to `ManualEventReader::read`. - Rename `ManualEventReader::iter_with_id` to `ManualEventReader::read_with_id`. --- ## Changelog - `EventReader::iter` has been renamed to `EventReader::read`. - `EventReader::iter_with_id` has been renamed to `EventReader::read_with_id`. - `ManualEventReader::iter` has been renamed to `ManualEventReader::read`. - `ManualEventReader::iter_with_id` has been renamed to `ManualEventReader::read_with_id`. - Deprecated `EventReader::iter` - Deprecated `EventReader::iter_with_id` - Deprecated `ManualEventReader::iter` - Deprecated `ManualEventReader::iter_with_id` ## Migration Guide - Existing usages of `EventReader::iter` and `EventReader::iter_with_id` will have to be changed to `EventReader::read` and `EventReader::read_with_id` respectively. - Existing usages of `ManualEventReader::iter` and `ManualEventReader::iter_with_id` will have to be changed to `ManualEventReader::read` and `ManualEventReader::read_with_id` respectively. |
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Zachary Harrold
|
90b3ac7f3a
|
Added Val::ZERO Constant (#9566)
# Objective - Fixes #9533 ## Solution * Added `Val::ZERO` as a constant which is defined as `Val::Px(0.)`. * Added manual `PartialEq` implementation for `Val` which allows any zero value to equal any other zero value. E.g., `Val::Px(0.) == Val::Percent(0.)` etc. This is technically a breaking change, as `Val::Px(0.) == Val::Percent(0.)` now equals `true` instead of `false` (as an example) * Replaced instances of `Val::Px(0.)`, `Val::Percent(0.)`, etc. with `Val::ZERO` * Fixed `bevy_ui::layout::convert::tests::test_convert_from` test to account for Taffy not equating `Points(0.)` and `Percent(0.)`. These tests now use `assert_eq!(...)` instead of `assert!(matches!(...))` which gives easier to diagnose error messages. |
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Rob Parrett
|
a788e31ad5
|
Fix CI for Rust 1.72 (#9562)
# Objective [Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is now stable. # Notes - `let-else` formatting has arrived! - I chose to allow `explicit_iter_loop` due to https://github.com/rust-lang/rust-clippy/issues/11074. We didn't hit any of the false positives that prevent compilation, but fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for image in &mut *image_events {`. Happy to undo this if there's consensus the other way. --------- Co-authored-by: François <mockersf@gmail.com> |
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François
|
b6a2fc5d80
|
Improve execution of examples in CI (#9331)
# Objective - Some examples crash in CI because of needing too many resources for the windows runner - Some examples have random results making it hard to compare screenshots ## Solution - `bloom_3d`: reduce the number of spheres - `pbr`: use simpler spheres and reuse the mesh - `tonemapping`: use simpler spheres and reuse the mesh - `shadow_biases`: reduce the number of spheres - `spotlight`: use a seeded rng, move more cubes in view while reducing the total number of cubes, and reuse meshes and materials - `external_source_external_thread`, `iter_combinations`, `parallel_query`: use a seeded rng Examples of errors encountered: ``` Caused by: In Device::create_bind_group note: label = `bloom_upsampling_bind_group` Not enough memory left ``` ``` Caused by: In Queue::write_buffer Parent device is lost ``` ``` ERROR wgpu_core::device::life: Mapping failed Device(Lost) ``` |
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François
|
8fa94a0a0d
|
blend_modes example: fix label position (#8454)
# Objective - Labels are not correctly placed <img width="1392" alt="Screenshot 2023-04-22 at 00 12 54" src="https://user-images.githubusercontent.com/8672791/233742996-0189b3c2-ea6b-4f3f-b2e8-68fdbf74f52f.png"> ## Solution - Set a width in the UI so that text doesn't try to wrap <img width="1392" alt="Screenshot 2023-04-22 at 00 13 04" src="https://user-images.githubusercontent.com/8672791/233743064-8d6045e5-3936-4c22-be07-ac618399c093.png"> |
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Adam Kobzan
|
75c6641b41
|
Add example to demonstrate manual generation and UV mapping of 3D mesh (generate_custom_mesh) solve #4922 (#8909)
# Objective - Fixes #4922 ## Solution - Add an example that maps a custom texture on a 3D mesh. --- ## Changelog > Added the texture itself (confirmed with mod on discord before it should be ok) to the assets folder, added to the README and Cargo.toml. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com> |
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Edgar Geier
|
f18f28874a
|
Allow tuples and single plugins in add_plugins , deprecate add_plugin (#8097)
# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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JMS55
|
af9c945f40
|
Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)
# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](
|
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Jim Eckerlein
|
13f50c7a53
|
Rename keys like LAlt to AltLeft (#8792)
# Objective The [`KeyCode`](https://github.com/bevyengine/bevy/blob/main/crates/bevy_input/src/keyboard.rs#L86) enum cases `LWin` and `RWin` are too opinionated because they are also assigned meaning by non-Windows operating systems. macOS calls the keys completely different. ## Solution Match [winits approach](https://github.com/rust-windowing/winit/blob/master/src/keyboard.rs#L1635) naming convention. --- ## Migration Guide Migrate by replacing: - `LAlt` → `AltLeft` - `RAlt` → `AltRight` - `LBracket` → `BracketLeft` - `RBracket` → `BracketRight` - `LControl` → `ControlLeft` - `RControl` → `ControlRight` - `LShift` → `ShiftLeft` - `RShift` → `ShiftRight` - `LWin` → `SuperLeft` - `RWin` → `SuperRight` |
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ira
|
001b3eb97c
|
Instanced line rendering for gizmos based on bevy_polyline (#8427)
# Objective Adopt code from [bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline) for gizmo line-rendering. This adds configurable width and perspective rendering for the lines. Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to @aevyrie for maintaining it, @nicopap for adding the depth_bias feature and the other [contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors) for squashing bugs and keeping bevy_polyline up-to-date. #### Before ![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png) #### After - with line perspective ![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png) Line perspective is not on by default because with perspective there is no default line width that works for every scene. <details><summary>After - without line perspective</summary> <p> ![After - no perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png) </p> </details> Somewhat unexpectedly, the performance is improved with this PR. At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with this PR. I'm guessing this is a CPU side difference as I would expect the rendering technique to be more expensive on the GPU to some extent, but I am not entirely sure. --------- Co-authored-by: Jonas Matser <github@jonasmatser.nl> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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radiish
|
1efc762924
|
reflect: stable type path v2 (#7184)
# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](
|
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Jakob Hellermann
|
1ff4b98755
|
fix new clippy lints before they reach stable (#8700)
# Objective - fix clippy lints early to make sure CI doesn't break when they get promoted to stable - have a noise-free `clippy` experience for nightly users ## Solution - `cargo clippy --fix` - replace `filter_map(|x| x.ok())` with `map_while(|x| x.ok())` to fix potential infinite loop in case of IO error |
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François
|
ebac7e8268
|
update ahash and hashbrown (#8623)
# Objective - Update `ahash` and `hashbrown` - Alternative to #5700 and #7420 ## Solution - Update the dependencies This is a breaking change because we were creating two fixed hashers with [`AHasher::new_with_keys`](https://docs.rs/ahash/0.7.6/ahash/struct.AHasher.html#method.new_with_keys), which was a method that existed only for testing purpose and has been removed from public. I replaced it with [`RandomState::with_seeds`](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html#method.with_seeds) which is the proper way to get a fixed hasher (see [this table](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html)). This means that hashes won't be the same across versions --- ## Migration Guide - If you were using hashes to an asset or using one of the fixed hasher exposed by Bevy with a previous version, you will have to update the hashes |
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François
|
8ec4b99a69
|
standardize instructions in examples (#8478)
# Objective - Standardize on screen instructions in examples: - top left, bottom left when better - white, black when better - same margin (12px) and font size (20) ## Solution - Started with a few examples, let's reach consensus then document and open issues for the rest |
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ira
|
b5d24d8fb2
|
Add a bounding box gizmo (#8468)
# Objective Add a bounding box gizmo ![Screenshot from 2023-04-22 23-49-40](https://user-images.githubusercontent.com/29694403/233808825-7593dc38-0623-48a9-b0d7-a4ca24a9e071.png) ## Changes - Added the `AabbGizmo` component that will draw the `Aabb` component on that entity. - Added an option to draw all bounding boxes in a scene on the `GizmoConfig` resource. - Added `TransformPoint` trait to generalize over the point transformation methods on various transform types (e.g `Transform` and `GlobalTransform`). - Changed the `Gizmos::cuboid` method to accept an `impl TransformPoint` instead of separate translation, rotation, and scale. |
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Wybe Westra
|
abf12f3b3b
|
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places where structs / functions and other things were referenced in the docs, but weren't linked. I added the links where possible / logical. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> |
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François
|
e0e5f3acd4
|
add a default font (#8445)
# Objective - Have a default font ## Solution - Add a font based on FiraMono containing only ASCII characters and use it as the default font - It is behind a feature `default_font` enabled by default - I also updated examples to use it, but not UI examples to still show how to use a custom font --- ## Changelog * If you display text without using the default handle provided by `TextStyle`, the text will be displayed |
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Nicola Papale
|
8df014fbaf
|
Add parallax mapping to bevy PBR (#5928)
# Objective Add a [parallax mapping] shader to bevy. Please note that this is a 3d technique, NOT a 2d sidescroller feature. ## Solution - Add related fields to `StandardMaterial` - update the pbr shader - Add an example taking advantage of parallax mapping A pre-existing implementation exists at: https://github.com/nicopap/bevy_mod_paramap/ The implementation is derived from: https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28 Further discussion on literature is found in the `bevy_mod_paramap` README. ### Limitations - The mesh silhouette isn't affected by the depth map. - The depth of the pixel does not reflect its visual position, resulting in artifacts for depth-dependent features such as fog or SSAO - GLTF does not define a height map texture, so somehow the user will always need to work around this limitation, though [an extension is in the works][gltf] ### Future work - It's possible to update the depth in the depth buffer to follow the parallaxed texture. This would enable interop with depth-based visual effects, it also allows `discard`ing pixels of materials when computed depth is higher than the one in depth buffer - Cheap lower quality single-sample method using [offset limiting] - Add distance fading, to disable parallaxing (relatively expensive) on distant objects - GLTF extension to allow defining height maps. Or a workaround implemented through a blender plugin to the GLTF exporter that uses the `extras` field to add height map. - [Quadratic surface vertex attributes][oliveira_3] to enable parallax mapping on bending surfaces and allow clean silhouetting. - noise based sampling, to limit the pancake artifacts. - Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires preprocessing, increase depth map size, reduces sample count greatly. - [Quadtree parallax mapping][qpm] (also requires preprocessing) - Self-shadowing of parallax-mapped surfaces by modifying the shadow map - Generate depth map from normal map [link to slides], [blender question] https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4 [blender question]: https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map [link to slides]: https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf [oliveira_3]: https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf [GPU gems]: https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping [simcity]: https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/ [offset limiting]: https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf [gltf]: https://github.com/KhronosGroup/glTF/pull/2196 [qpm]: https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf --- ## Changelog - Add a `depth_map` field to the `StandardMaterial`, it is a grayscale image where white represents bottom and black the top. If `depth_map` is set, bevy's pbr shader will use it to do [parallax mapping] to give an increased feel of depth to the material. This is similar to a displacement map, but with infinite precision at fairly low cost. - The fields `parallax_mapping_method`, `parallax_depth_scale` and `max_parallax_layer_count` allow finer grained control over the behavior of the parallax shader. - Add the `parallax_mapping` example to show off the effect. [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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Mikkel Rasmussen
|
e9312254d8
|
Non-breaking change* from UK spellings to US (#8291)
Fixes issue mentioned in PR #8285. _Note: By mistake, this is currently dependent on #8285_ # Objective Ensure consistency in the spelling of the documentation. Exceptions: `crates/bevy_mikktspace/src/generated.rs` - Has not been changed from licence to license as it is part of a licensing agreement. Maybe for further consistency, https://github.com/bevyengine/bevy-website should also be given a look. ## Solution ### Changed the spelling of the current words (UK/CN/AU -> US) : cancelled -> canceled (Breaking API changes in #8285) behaviour -> behavior (Breaking API changes in #8285) neighbour -> neighbor grey -> gray recognise -> recognize centre -> center metres -> meters colour -> color ### ~~Update [`engine_style_guide.md`]~~ Moved to #8324 --- ## Changelog Changed UK spellings in documentation to US ## Migration Guide Non-breaking changes* \* If merged after #8285 |
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ira
|
585baf0a66
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Consistent screen-space coordinates (#8306)
# Objective Make the coordinate systems of screen-space items (cursor position, UI, viewports, etc.) consistent. ## Solution Remove the weird double inversion of the cursor position's Y origin. Once in bevy_winit to the bottom and then again in bevy_ui back to the top. This leaves the origin at the top left like it is in every other popular app framework. Update the `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d` methods to flip the Y origin (as they should since the viewport coordinates were always relative to the top left). ## Migration Guide `Window::cursor_position` now returns the position of the cursor relative to the top left instead of the bottom left. This now matches other screen-space coordinates like `RelativeCursorPosition`, UI, and viewports. The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d` methods on `Camera` now return/take the viewport position relative to the top left instead of the bottom left. If you were using `world_to_viewport` to position a UI node the returned `y` value should now be passed into the `top` field on `Style` instead of the `bottom` field. Note that this might shift the position of the UI node as it is now anchored at the top. If you were passing `Window::cursor_position` to `viewport_to_world` or `viewport_to_world_2d` no change is necessary. |
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Mikkel Rasmussen
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1575481429
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Changed spelling linebreak_behaviour to linebreak_behavior (#8285)
# Objective
In the
[`Text`](
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Elabajaba
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09f1bd0be7
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Add port of AMD's Robust Contrast Adaptive Sharpening (#7422)
# Objective
TAA, FXAA, and some other post processing effects can cause the image to
become blurry. Sharpening helps to counteract that.
## Solution
~~This is a port of AMD's Contrast Adaptive Sharpening (I ported it from
the
[SweetFX](https://github.com/CeeJayDK/SweetFX/blob/master/Shaders/CAS.fx)
version, which is still MIT licensed). CAS is a good sharpening
algorithm that is better at avoiding the full screen oversharpening
artifacts that simpler algorithms tend to create.~~
This is a port of AMD's Robust Contrast Adaptive Sharpening (RCAS) which
they developed for FSR 1 ([and continue to use in FSR
2](
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JMS55
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f0f5d79917
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Built-in skybox (#8275)
# Objective - Closes https://github.com/bevyengine/bevy/issues/8008 ## Solution - Add a skybox plugin that renders a fullscreen triangle, and then modifies the vertices in a vertex shader to enforce that it renders as a skybox background. - Skybox is run at the end of MainOpaquePass3dNode. - In the future, it would be nice to get something like bevy_atmosphere built-in, and have a default skybox+environment map light. --- ## Changelog - Added `Skybox`. - `EnvironmentMapLight` now renders in the correct orientation. ## Migration Guide - Flip `EnvironmentMapLight` maps if needed to match how they previously rendered (which was backwards). --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |