Commit graph

407 commits

Author SHA1 Message Date
Carter Anderson
8ba9571eed
Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-07-09 08:43:47 +00:00
James Liu
d33f5c759c
Add optional single-threaded feature to bevy_ecs/bevy_tasks (#6690)
# Objective
Fixes #6689.

## Solution
Add `single-threaded` as an optional non-default feature to `bevy_ecs`
and `bevy_tasks` that:
 
 - disable the `ParallelExecutor` as a default runner
 - disables the multi-threaded `TaskPool`
- internally replace `QueryParIter::for_each` calls with
`Query::for_each`.

Removed the `Mutex` and `Arc` usage in the single-threaded task pool.


![image](https://user-images.githubusercontent.com/3137680/202833253-dd2d520f-75e6-4c7b-be2d-5ce1523cbd38.png)

## Future Work/TODO
Create type aliases for `Mutex`, `Arc` that change to single-threaaded
equivalents where possible.

---

## Changelog
Added: Optional default feature `multi-theaded` to that enables
multithreaded parallelism in the engine. Disabling it disables all
multithreading in exchange for higher single threaded performance. Does
nothing on WASM targets.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-09 04:22:15 +00:00
Rob Parrett
ab58100fe3
Remove unnecessary required feature metadata for tonemapping example (#8970)
# Objective

These features are now included by default, so this metadata is no
longer required.

See https://github.com/bevyengine/bevy/pull/8657#issuecomment-1560065004

## Solution

Remove the metadata
2023-06-27 19:41:13 +00:00
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>
2023-06-23 19:26:37 +00:00
Nicola Papale
c6170d48f9
Add morph targets (#8158)
# Objective

- Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF
- Supersedes #3722
- Fixes #6814

[Morph targets][1] (also known as shape interpolation, shape keys, or
blend shapes) allow animating individual vertices with fine grained
controls. This is typically used for facial expressions. By specifying
multiple poses as vertex offset, and providing a set of weight of each
pose, it is possible to define surprisingly realistic transitions
between poses. Blending between multiple poses also allow composition.
Morph targets are part of the [gltf standard][2] and are a feature of
Unity and Unreal, and babylone.js, it is only natural to implement them
in bevy.

## Solution

This implementation of morph targets uses a 3d texture where each pixel
is a component of an animated attribute. Each layer is a different
target. We use a 2d texture for each target, because the number of
attribute×components×animated vertices is expected to always exceed the
maximum pixel row size limit of webGL2. It copies fairly closely the way
skinning is implemented on the CPU side, while on the GPU side, the
shader morph target implementation is a relatively trivial detail.

We add an optional `morph_texture` to the `Mesh` struct. The
`morph_texture` is built through a method that accepts an iterator over
attribute buffers.

The `MorphWeights` component, user-accessible, controls the blend of
poses used by mesh instances (so that multiple copy of the same mesh may
have different weights), all the weights are uploaded to a uniform
buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256
poses.

More literature:
* Old babylone.js implementation (vertex attribute-based):
https://www.eternalcoding.com/dev-log-1-morph-targets/
* Babylone.js implementation (similar to ours):
https://www.youtube.com/watch?v=LBPRmGgU0PE
* GPU gems 3:
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits
* Development discord thread
https://discord.com/channels/691052431525675048/1083325980615114772


https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4


https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258

## Acknowledgements

* Thanks to `storytold` for sponsoring the feature
* Thanks to `superdump` and `james7132` for guidance and help figuring
out stuff

## Future work

- Handling of less and more attributes (eg: animated uv, animated
arbitrary attributes)
- Dynamic pose allocation (so that zero-weighted poses aren't uploaded
to GPU for example, enables much more total poses)
- Better animation API, see #8357

----

## Changelog

- Add morph targets to bevy meshes
- Support up to 64 poses per mesh of individually up to 116508 vertices,
animation currently strictly limited to the position, normal and tangent
attributes.
	- Load a morph target using `Mesh::set_morph_targets` 
- Add `VisitMorphTargets` and `VisitMorphAttributes` traits to
`bevy_render`, this allows defining morph targets (a fairly complex and
nested data structure) through iterators (ie: single copy instead of
passing around buffers), see documentation of those traits for details
- Add `MorphWeights` component exported by `bevy_render`
- `MorphWeights` control mesh's morph target weights, blending between
various poses defined as morph targets.
- `MorphWeights` are directly inherited by direct children (single level
of hierarchy) of an entity. This allows controlling several mesh
primitives through a unique entity _as per GLTF spec_.
- Add `MorphTargetNames` component, naming each indices of loaded morph
targets.
- Load morph targets weights and buffers in `bevy_gltf` 
- handle morph targets animations in `bevy_animation` (previously, it
was a `warn!` log)
- Add the `MorphStressTest.gltf` asset for morph targets testing, taken
from the glTF samples repo, CC0.
- Add morph target manipulation to `scene_viewer`
- Separate the animation code in `scene_viewer` from the rest of the
code, reducing `#[cfg(feature)]` noise
- Add the `morph_targets.rs` example to show off how to manipulate morph
targets, loading `MorpStressTest.gltf`

## Migration Guide

- (very specialized, unlikely to be touched by 3rd parties)
- `MeshPipeline` now has a single `mesh_layouts` field rather than
separate `mesh_layout` and `skinned_mesh_layout` fields. You should
handle all possible mesh bind group layouts in your implementation
- You should also handle properly the new `MORPH_TARGETS` shader def and
mesh pipeline key. A new function is exposed to make this easier:
`setup_moprh_and_skinning_defs`
- The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are
now accessed through the `get` method.

[1]: https://en.wikipedia.org/wiki/Morph_target_animation
[2]:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
TimJentzsch
0f242eae5d
Add missing dependencies to bevy_text feature (#8920)
# Objective

- Fixes #8918.
- The app should not crash if only the `bevy_text` feature is enabled.

## Solution

The `bevy_text` feature now depends on `bevy_asset` and `bevy_sprite`,
because it uses resources from these crates.
2023-06-22 02:57:04 +00:00
ickshonpe
50c50cdcb6
UI Display and Visibility Example (#7629)
# Objective

An example demonstrating how Display and Visibility work in Bevy UI.

fixes #5380
related #5368

![Bevy App 15_02_2023
20_40_46](https://user-images.githubusercontent.com/27962798/219150865-419ade53-250b-4030-8197-907cac7aa5da.png)

## Changelog

* Added the example `flex_display.rs`.
2023-06-19 23:19:34 +00:00
Duncan
64405469a5
Expand FallbackImage to include a GpuImage for each possible TextureViewDimension (#6974)
# Objective

Fixes #6920 

## Solution

From the issue discussion:

> From looking at the `AsBindGroup` derive macro implementation, the
fallback image's `TextureView` is used when the binding's
`Option<Handle<Image>>` is `None`. Because this relies on already having
a view that matches the desired binding dimensions, I think the solution
will require creating a separate `GpuImage` for each possible
`TextureViewDimension`.

---

## Changelog

Users can now rely on `FallbackImage` to work with a texture binding of
any dimension.
2023-06-19 22:56:25 +00:00
mwbryant
8b5bf42c28
UI texture atlas support (#8822)
# Objective

This adds support for using texture atlas sprites in UI. From
discussions today in the ui-dev discord it seems this is a much wanted
feature.

This was previously attempted in #5070 by @ManevilleF however that was
blocked #5103. This work can be easily modified to support #5103 changes
after that merges.

## Solution

I created a new UI bundle that reuses the existing texture atlas
infrastructure. I create a new atlas image component to prevent it from
being drawn by the existing non-UI systems and to remove unused
parameters.

In extract I added new system to calculate the required values for the
texture atlas image, this extracts into the same resource as the
existing UI Image and Text components.

This should have minimal performance impact because if texture atlas is
not present then the exact same code path is followed. Also there should
be no unintended behavior changes because without the new components the
existing systems write the extract same resulting data.

I also added an example showing the sprite working and a system to
advance the animation on space bar presses.

Naming is hard and I would accept any feedback on the bundle name! 

---

## Changelog

>  Added TextureAtlasImageBundle

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-06-19 21:52:02 +00:00
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](0d177ce06b/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.

## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.

---

## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals 
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)

## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)

## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)

## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
  * https://github.com/gfx-rs/wgpu/pull/3798
  * https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.

---

## Changelog

- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
ickshonpe
f7aa83a247
Ui Node Borders (#7795)
# Objective

Implement borders for UI nodes.

Relevant discussion: #7785
Related: #5924, #3991

<img width="283" alt="borders"
src="https://user-images.githubusercontent.com/27962798/220968899-7661d5ec-6f5b-4b0f-af29-bf9af02259b5.PNG">

## Solution

Add an extraction function to draw the borders.

---

Can only do one colour rectangular borders due to the limitations of the
Bevy UI renderer.

Maybe it can be combined with #3991 eventually to add curved border
support.

## Changelog
* Added a component `BorderColor`.
* Added the `extract_uinode_borders` system to the UI Render App.
* Added the UI example `borders`

---------

Co-authored-by: Nico Burns <nico@nicoburns.com>
2023-06-14 22:43:38 +00:00
Alice Cecile
cbd4abf0fc
Rename apply_system_buffers to apply_deferred (#8726)
# Objective

- `apply_system_buffers` is an unhelpful name: it introduces a new
internal-only concept
- this is particularly rough for beginners as reasoning about how
commands work is a critical stumbling block

## Solution

- rename `apply_system_buffers` to the more descriptive `apply_deferred`
- rename related fields, arguments and methods in the internals fo
bevy_ecs for consistency
- update the docs


## Changelog

`apply_system_buffers` has been renamed to `apply_deferred`, to more
clearly communicate its intent and relation to `Deferred` system
parameters like `Commands`.

## Migration Guide

- `apply_system_buffers` has been renamed to `apply_deferred`
- the `apply_system_buffers` method on the `System` trait has been
renamed to `apply_deferred`
- the `is_apply_system_buffers` function has been replaced by
`is_apply_deferred`
- `Executor::set_apply_final_buffers` is now
`Executor::set_apply_final_deferred`
- `Schedule::apply_system_buffers` is now `Schedule::apply_deferred`

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-06-02 14:04:13 +00:00
François
fb148f7d65
remove some use of once_cell that can be replace with new std (#8739)
# Objective

- Some methods are stabilised with Rust 1.70
https://blog.rust-lang.org/2023/06/01/Rust-1.70.0.html#oncecell-and-oncelock

## Solution

- Remove `once_cell` when possible and use std instead
2023-06-01 21:55:18 +00:00
Martin Lysell
1b6de76bfb
Disable wasm / webgpu building of wireframe example (#8678)
# Objective

Remove the wireframe example on the WebGPU examples page as it does not
render properly. When run in a browser it will render to all white cube
due PolygonMode::LINE not being supported in WebGPU.

Relevant docs:

https://wgpu.rs/doc/wgpu/struct.Features.html#associatedconstant.POLYGON_MODE_LINE

When Rendered with WebGPU:
<img width="675" alt="image"
src="https://github.com/bevyengine/bevy/assets/644930/86c7623c-3e18-42d2-8231-099da10cf6c4">

## Solution

Disable this example when building for WebGPU / wasm.
2023-05-29 15:32:11 +00:00
Martin Lysell
18f4a49425
Disable asset_loading and texture_atlas examples when building for wasm / WebGPU (#8683)
# Objective

Remove the asset_loading and texture_atlas on the WebGPU examples page
as they do not function properly. Both examples use folder loading that
is not supported in a browser context and currently fail with the follow
error:

```
panicked at 'called `Result::unwrap()` on an `Err` value: AssetFolderNotADirectory("textures/rpg")', examples/2d/texture_atlas.rs:31:75
```

## Solution

Disable these examples when building for WebGPU / wasm.
2023-05-25 21:57:04 +00:00
Wilhelm Vallrand
f76b3c4230
Fix bloom wasm support (#8631)
# Objective

- Fixes #7352 

## Solution

GLES doesn't support binding specific mip levels for sampling. Fallback
to using separate textures instead.
-
[wgpu-hal/src/gles/device.rs](628a95cd1c/wgpu-hal/src/gles/device.rs (L1038))

---

---------

Co-authored-by: Wilhelm Vallrand <>
2023-05-19 20:11:41 +00:00
Luca Della Vedova
a47f1ab4be
Add support for pnm textures (#8601)
# Objective

Add support for the [Netpbm](https://en.wikipedia.org/wiki/Netpbm) image
formats, behind a `pnm` feature flag.

My personal use case for this was robotics applications, with `pgm`
being a popular format used in the field to represent world maps in
robots.
I chose the formats and feature name by checking the logic in
[image.rs](a35ed552fa/crates/bevy_render/src/texture/image.rs (L76))

## Solution

Quite straightforward, the `pnm` feature flag already exists in the
`image` crate so it's just creating and exposing a `pnm` feature flag in
the root `Cargo.toml` and forwarding it through `bevy_internal` and
`bevy_render` all the way to the `image` crate.

---

## Changelog

### Added

`pnm` feature to add support for `pam`, `pbm`, `pgm` and `ppm` image
formats.

---------

Signed-off-by: Luca Della Vedova <lucadv@intrinsic.ai>
2023-05-16 23:51:47 +00:00
Gino Valente
56686a8962
bevy_derive: Add #[deref] attribute (#8552)
# Objective

Bevy code tends to make heavy use of the [newtype](
https://doc.rust-lang.org/rust-by-example/generics/new_types.html)
pattern, which is why we have a dedicated derive for
[`Deref`](https://doc.rust-lang.org/std/ops/trait.Deref.html) and
[`DerefMut`](https://doc.rust-lang.org/std/ops/trait.DerefMut.html).
This derive works for any struct with a single field:

```rust
#[derive(Component, Deref, DerefMut)]
struct MyNewtype(usize);
```

One reason for the single-field limitation is to prevent confusion and
footguns related that would arise from allowing multi-field structs:

<table align="center">
<tr>
<th colspan="2">
Similar structs, different derefs
</th>
</tr>
<tr>
<td>

```rust
#[derive(Deref, DerefMut)]
struct MyStruct {
  foo: usize, // <- Derefs usize
  bar: String,
}
```

</td>
<td>

```rust
#[derive(Deref, DerefMut)]
struct MyStruct {
  bar: String, // <- Derefs String
  foo: usize,
}
```

</td>
</tr>
<tr>
<th colspan="2">
Why `.1`?
</th>
</tr>
<tr>
<td colspan="2">

```rust
#[derive(Deref, DerefMut)]
struct MyStruct(Vec<usize>, Vec<f32>);

let mut foo = MyStruct(vec![123], vec![1.23]);

// Why can we skip the `.0` here?
foo.push(456);
// But not here?
foo.1.push(4.56);
```

</td>
</tr>
</table>

However, there are certainly cases where it's useful to allow for
structs with multiple fields. Such as for structs with one "real" field
and one `PhantomData` to allow for generics:

```rust
#[derive(Deref, DerefMut)]
struct MyStruct<T>(
  // We want use this field for the `Deref`/`DerefMut` impls
  String,
  // But we need this field so that we can make this struct generic
  PhantomData<T>
);

// ERROR: Deref can only be derived for structs with a single field
// ERROR: DerefMut can only be derived for structs with a single field
```

Additionally, the possible confusion and footguns are mainly an issue
for newer Rust/Bevy users. Those familiar with `Deref` and `DerefMut`
understand what adding the derive really means and can anticipate its
behavior.

## Solution

Allow users to opt into multi-field `Deref`/`DerefMut` derives using a
`#[deref]` attribute:

```rust
#[derive(Deref, DerefMut)]
struct MyStruct<T>(
  // Use this field for the `Deref`/`DerefMut` impls
  #[deref] String,
  // We can freely include any other field without a compile error
  PhantomData<T>
);
```

This prevents the footgun pointed out in the first issue described in
the previous section, but it still leaves the possible confusion
surrounding `.0`-vs-`.#`. However, the idea is that by making this
behavior explicit with an attribute, users will be more aware of it and
can adapt appropriately.

---

## Changelog

- Added `#[deref]` attribute to `Deref` and `DerefMut` derives
2023-05-16 18:29:09 +00:00
François
57fdb83620
new example showcase tool (#8561)
# Objective

- Replace the `example_showcase.sh` script
- Helper tool to prepare the example page on the website

## Solution

- Have a command to run all the examples: `cargo run -p example-showcase
-- run`
- Have a command to take screenshots of all examples: `cargo run -p
example-showcase -- run --screenshot`
- Have a command to build the markdown files for the website: `cargo run
-p example-showcase -- build-website-list --content-folder content`
- Have a command to build all the examples in wasm/WebGPU: `cargo run -p
example-showcase -- build-web-gpu-examples --content-folder webgpus`
(with `--website-hacks` to enable the hacks for the Bevy website: canvas
id, resizing and loading bar)

This is the first step to an improved example page (all examples marked
as wasm, uses the card layout, has screenshots, reuse name, category and
description from the metadata). As one of the goal is to have a page
with WebGPU examples before the official release, this is not touching
the example page for now but targeting a new one.
<img width="1912" alt="Screenshot 2023-05-06 at 17 16 25"
src="https://user-images.githubusercontent.com/8672791/236632744-4372c95f-c50a-4168-973f-349412548f33.png">
2023-05-08 19:02:06 +00:00
François
71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
François
cb286e5b60
Screenshots in wasm (#8455)
# Objective

- Enable taking a screenshot in wasm
- Followup on #7163 

## Solution

- Create a blob from the image data, generate a url to that blob, add an
`a` element to the document linking to that url, click on that element,
then revoke the url
- This will automatically trigger a download of the screenshot file in
the browser
2023-04-28 19:37:11 +00:00
François
949487d92c
make glsl and spirv support optional (#8491)
# Objective

- Reduce compilation time

## Solution

- Make `spirv` and `glsl` shader format support optional. They are not
needed for Bevy shaders.
- on my mac (where shaders are compiled to `msl`), this reduces the
total build time by 2 to 5 seconds, improvement should be even better
with less cores

There is a big reduction in compile time for `naga`, and small
improvements on `wgpu` and `bevy_render`

This PR with optional shader formats enabled timings:
<img width="1478" alt="current main"
src="https://user-images.githubusercontent.com/8672791/234347032-cbd5c276-a9b0-49c3-b793-481677391c18.png">

This PR:
<img width="1479" alt="this pr"
src="https://user-images.githubusercontent.com/8672791/234347059-a67412a9-da8d-4356-91d8-7b0ae84ca100.png">


---

## Migration Guide

- If you want to use shaders in `spirv`, enable the
`shader_format_spirv` feature
- If you want to use shaders in `glsl`, enable the `shader_format_glsl`
feature
2023-04-25 19:30:48 +00:00
Johan Klokkhammer Helsing
a1e442cd2a
Add gamepad rumble support to bevy_input (#8398)
# Objective

Provide the ability to trigger controller rumbling (force-feedback) with
a cross-platform API.

## Solution

This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a
system in `bevy_gilrs` to read them and rumble controllers accordingly.

It's a relatively primitive API with a `duration` in seconds and
`GamepadRumbleIntensity` with values for the weak and strong gamepad
motors. It's is an almost 1-to-1 mapping to platform APIs. Some
platforms refer to these motors as left and right, and low frequency and
high frequency, but by convention, they're usually the same.

I used #3868 as a starting point, updated to main, removed the low-level
gilrs effect API, and moved the requests to `bevy_input` and exposed the
strong and weak intensities.

I intend this to hopefully be a non-controversial cross-platform
starting point we can build upon to eventually support more fine-grained
control (closer to the gilrs effect API)

---

## Changelog

### Added

- Gamepads can now be rumbled by sending the `GamepadRumbleRequest`
event.

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
2023-04-24 15:28:53 +00:00
ickshonpe
f3360938eb
Size Constraints Example (#7956)
# Objective

Add a simple example demonstrating how to use size constraints.

Related to #7946

# Solution

<img width="827" alt="Capture"
src="https://user-images.githubusercontent.com/27962798/223741566-4b8eca99-c450-42b5-a40e-a414858c8310.PNG">

# Changelog
* Added the example `size_constraints`
2023-04-24 14:28:00 +00:00
ickshonpe
bb37ae4ab3
UI text wrapping and LineBreakOn example (#7761)
# Objective

An example demonstrating more text layout options, text wrapping and
`LineBreakOn`.

<img width="961" alt="text_wrap"
src="https://user-images.githubusercontent.com/27962798/220125391-48163d28-51d9-4df5-b34a-f95ca3661b7d.PNG">

Won't look exactly like this on main because of the remaining bugs in
text.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-24 14:22:31 +00:00
Robin KAY
d74533b407
Add support for custom glTF vertex attributes. (#5370)
# Objective

The objective is to be able to load data from "application-specific"
(see glTF spec 3.7.2.1.) vertex attribute semantics from glTF files into
Bevy meshes.

## Solution

Rather than probe the glTF for the specific attributes supported by
Bevy, this PR changes the loader to iterate through all the attributes
and map them onto `MeshVertexAttribute`s. This mapping includes all the
previously supported attributes, plus it is now possible to add mappings
using the `add_custom_vertex_attribute()` method on `GltfPlugin`.

## Changelog

- Add support for loading custom vertex attributes from glTF files.
- Add the `custom_gltf_vertex_attribute.rs` example to illustrate
loading custom vertex attributes.

## Migration Guide

- If you were instantiating `GltfPlugin` using the unit-like struct
syntax, you must instead use `GltfPlugin::default()` as the type is no
longer unit-like.
2023-04-24 14:20:13 +00:00
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
2023-04-21 22:30:18 +00:00
Nile
9db70da96f
Add screenshot api (#7163)
Fixes https://github.com/bevyengine/bevy/issues/1207

# Objective

Right now, it's impossible to capture a screenshot of the entire window
without forking bevy. This is because
- The swapchain texture never has the COPY_SRC usage
- It can't be accessed without taking ownership of it
- Taking ownership of it breaks *a lot* of stuff

## Solution

- Introduce a dedicated api for taking a screenshot of a given bevy
window, and guarantee this screenshot will always match up with what
gets put on the screen.

---

## Changelog

- Added the `ScreenshotManager` resource with two functions,
`take_screenshot` and `save_screenshot_to_disk`
2023-04-19 21:28:42 +00:00
ickshonpe
09df19bcad
Split UI Overflow by axis (#8095)
# Objective

Split the UI overflow enum so that overflow can be set for each axis
separately.

## Solution

Change `Overflow` from an enum to a struct with `x` and `y`
`OverflowAxis` fields, where `OverflowAxis` is an enum with `Clip` and
`Visible` variants. Modify `update_clipping` to calculate clipping for
each axis separately. If only one axis is clipped, the other axis is
given infinite bounds.

<img width="642" alt="overflow"
src="https://user-images.githubusercontent.com/27962798/227592983-568cf76f-7e40-48c4-a511-43c886f5e431.PNG">

---

## Changelog
* Split the UI overflow implementation so overflow can be set for each
axis separately.
* Added the enum `OverflowAxis` with `Clip` and `Visible` variants.
* Changed `Overflow` to a struct with `x` and `y` fields of type
`OverflowAxis`.
* `Overflow` has new methods `visible()` and `hidden()` that replace its
previous `Clip` and `Visible` variants.
* Added `Overflow` helper methods `clip_x()` and `clip_y()` that return
a new `Overflow` value with the given axis clipped.
* Modified `update_clipping` so it calculates clipping for each axis
separately. If a node is only clipped on a single axis, the other axis
is given `-f32::INFINITY` to `f32::INFINITY` clipping bounds.


## Migration Guide

The `Style` property `Overflow` is now a struct with `x` and `y` fields,
that allow for per-axis overflow control.

Use these helper functions to replace the variants of `Overflow`:
* Replace `Overflow::Visible` with  `Overflow::visible()`
* Replace `Overflow::Hidden` with `Overflow::clip()`
2023-04-17 22:23:52 +00:00
Nico Burns
363d0f0c7c
Add CSS Grid support to bevy_ui (#8026)
# Objective

An easy way to create 2D grid layouts

## Solution

Enable the `grid` feature in Taffy and add new style types for defining
grids.

## Notes

- ~I'm having a bit of trouble getting `#[derive(Reflect)]` to work
properly. Help with that would be appreciated (EDIT: got it to compile
by ignoring the problematic fields, but this presumably can't be
merged).~ This is now fixed
- ~The alignment types now have a `Normal` variant because I couldn't
get reflect to work with `Option`.~ I've decided to stick with the
flattened variant, as it saves a level of wrapping when authoring
styles. But I've renamed the variants from `Normal` to `Default`.
- ~This currently exposes a simplified API on top of grid. In particular
the following is not currently supported:~
   - ~Negative grid indices~ Now supported.
- ~Custom `end` values for grid placement (you can only use `start` and
`span`)~ Now supported
- ~`minmax()` track sizing functions~ minmax is now support through a
`GridTrack::minmax()` constructor
   - ~`repeat()`~ repeat is now implemented as `RepeatedGridTrack`

- ~Documentation still needs to be improved.~ An initial pass over the
documentation has been completed.

## Screenshot

<img width="846" alt="Screenshot 2023-03-10 at 17 56 21"
src="https://user-images.githubusercontent.com/1007307/224435332-69aa9eac-123d-4856-b75d-5449d3f1d426.png">

---

## Changelog

- Support for CSS Grid layout added to `bevy_ui`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
2023-04-17 16:21:38 +00:00
Kjolnyr
cfa750a741
Adding a bezier curve example (#8194)
# Objective

Examples on how to use the freshly merged `Bezier` struct ( #7653 ) are
missing.

## Solution

- Added a `bezier_curve.rs` example in the `animation/` folder.

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
2023-04-17 16:16:56 +00:00
François
882c86eee3
add a feature for memory tracing with tracy (#8272)
# Objective

- Expose a feature for tracing with Tracy to profile memory
(https://docs.rs/tracy-client/0.15.2/tracy_client/struct.ProfiledAllocator.html)
- This is a separate feature than just tracing as it can have an
additional cost

<img width="1912" alt="Screenshot 2023-03-30 at 08 39 49"
src="https://user-images.githubusercontent.com/8672791/228985566-dd62fff8-1cbf-4f59-8a10-80c796daba0c.png">
2023-04-17 16:04:46 +00:00
Nicola Papale
396c2713a6
Minor typo fixup (#8405)
# Objective

Fix two small typos in example description
2023-04-16 16:55:47 +00:00
IceSentry
c7eaedd6a1
Remove old post_processing example (#8376)
# Objective

- The old post processing example doesn't use the actual post processing
features of bevy. It also has some issues with resizing. It's also
causing some confusion for people because accessing the prepass textures
from it is not easy.
- There's already a render to texture example
- At this point, it's mostly obsolete since the post_process_pass
example is more complete and shows the recommended way to do post
processing in bevy. It's a bit more complicated, but it's well
documented and I'm working on simplifying it even more

## Solution

- Remove the old post_processing example
- Rename post_process_pass to post_processing


## Reviewer Notes
The diff is really noisy because of the rename, but I didn't change any
code in the example.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-15 21:48:31 +00:00
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>
2023-04-15 10:25:14 +00:00
Asier Illarramendi
b8b0942f49
Add overflow_debug example (#8198)
# Objective

- Add a new example that helps debug different UI overflow scenarios
- This example tests the clipping behavior for images and text when the
node is moved, scaled or rotated.

## Solution

- Add a new `overflow_debug` example

# Preview

**Note:** Only top-left is working properly right now.


https://user-images.githubusercontent.com/188612/227629093-26c94c67-1781-437d-8410-e854b6f1adc1.mp4

---

Related #8095, #8167

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-04-05 23:07:41 +00:00
Ame
bb63ad7fab
Re-export glam_assert feature (#8232)
# Objective

- Allow the use of the "glam _assert" feature to help catch runtime
errors and validate the arguments passed to glam.

e.g.
```rs
// Will panic if self is zero length when glam_assert is enabled.
    pub fn normalize(self) -> Self {
        let normalized = self.mul(self.length_recip());
        glam_assert!(normalized.is_finite());
        normalized
    }
```

## Solution

- Re-export the optional feature glam_assert

---

## Changelog

Added: Optional feature "glam_assert"
2023-03-28 20:18:50 +00:00
KernelUwU
95aa387cd0
Added WebP image format support (#8220)
# Objective

WebP is a modern image format developed by Google that offers a
significant reduction in file size compared to other image formats such
as PNG and JPEG, while still maintaining good image quality. This makes
it particularly useful for games with large numbers of images, such as
those with high-quality textures or detailed sprites, where file size
and loading times can have a significant impact on performance.

By adding support for WebP images in Bevy, game developers using this
engine can now take advantage of this modern image format and reduce the
memory usage and loading times of their games. This improvement can
ultimately result in a better gaming experience for players.

In summary, the objective of adding WebP image format support in Bevy is
to enable game developers to use a modern image format that provides
better compression rates and smaller file sizes, resulting in faster
loading times and reduced memory usage for their games.

## Solution

To add support for WebP images in Bevy, this pull request leverages the
existing `image` crate support for WebP. This implementation is easily
integrated into the existing Bevy asset-loading system. To maintain
compatibility with existing Bevy projects, WebP image support is
disabled by default, and developers can enable it by adding a feature
flag to their project's `Cargo.toml` file. With this feature, Bevy
becomes even more versatile for game developers and provides a valuable
addition to the game engine.

---

## Changelog

- Added support for WebP image format in Bevy game engine

## Migration Guide

To enable WebP image support in your Bevy project, add the following
line to your project's Cargo.toml file:

```toml
bevy = { version = "*", features = ["webp"]}
```
2023-03-28 19:53:55 +00:00
JMS55
53667dea56
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)

# Objective

- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663

## Solution

- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA

## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
  - Historical depth based disocclusion tests, for geometry disocclusion
  - Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter

---

## Changelog

- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
Asier Illarramendi
47be369e41
Rename text_layout example to flex_layout (#7943)
# Objective

- Rename `text_layout` example to `flex_layout` to better reflect the
example purpose
- `AlignItems`/`JustifyContent` is not related to text layout, it's
about child nodes positioning

## Solution

- Rename the example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-22 08:22:56 +00:00
ira
6a85eb3d7e
Immediate Mode Line/Gizmo Drawing (#6529)
# Objective
Add a convenient immediate mode drawing API for visual debugging.

Fixes #5619
Alternative to #1625
Partial alternative to #5734

Based off https://github.com/Toqozz/bevy_debug_lines with some changes:
 * Simultaneous support for 2D and 3D.
 * Methods for basic shapes; circles, spheres, rectangles, boxes, etc.
 * 2D methods.
 * Removed durations. Seemed niche, and can be handled by users.

<details>
<summary>Performance</summary>

Stress tested using Bevy's recommended optimization settings for the dev
profile with the
following command.
```bash
cargo run --example many_debug_lines \
    --config "profile.dev.package.\"*\".opt-level=3" \
    --config "profile.dev.opt-level=1"
```
I dipped to 65-70 FPS at 300,000 lines
CPU: 3700x
RAM Speed: 3200 Mhz
GPU: 2070 super - probably not very relevant, mostly cpu/memory bound

</details>

<details>
<summary>Fancy bloom screenshot</summary>


![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png)

</details>

## Changelog
 * Added `GizmoPlugin`
 * Added `Gizmos` system parameter for drawing lines and wireshapes.

### TODO
- [ ] Update changelog
- [x] Update performance numbers
- [x] Add credit to PR description

### Future work
- Cache rendering primitives instead of constructing them out of line
segments each frame.
- Support for drawing solid meshes
- Interactions. (See
[bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos))
- Fancier line drawing. (See
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline))
- Support for `RenderLayers`
- Display gizmos for a certain duration. Currently everything displays
for one frame (ie. immediate mode)
- Changing settings per drawn item like drawing on top or drawing to
different `RenderLayers`

Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com>
Co-Authored By: @The5-1 <agaku@hotmail.de> 
Co-Authored By: @Toqozz <toqoz@hotmail.com>
Co-Authored By: @nicopap <nico@nicopap.ch>

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
IceSentry
9d1193df6c
Add low level post process example using a custom render pass (#6909)
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-03-16 03:22:17 +00:00
Nicola Papale
13196613ee
Add depending bevy features for higher level one (#7855) 2023-03-14 14:10:50 +00:00
ickshonpe
e77eb003ec
Perform text scaling calculations per text, not per glyph (#7819) 2023-03-14 00:01:27 +00:00
github-actions[bot]
6898351348
chore: Release (#7920)
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-03-06 05:13:36 +00:00
github-actions[bot]
b44af49200 Release 0.10.0 (#7919)
Preparing next release
This PR has been auto-generated
2023-03-06 03:53:02 +00:00
github-actions[bot]
8eb67932f1 Bump Version after Release (#7918)
Bump version after release
This PR has been auto-generated
2023-03-06 02:10:30 +00:00
ickshonpe
465fff2b01 Text pipeline benchmark (#7845)
# Objective

Simple text pipeline benchmark. It's quite expensive but current examples don't capture the performance of `queue_text` as it only runs on changes to the text.
2023-03-04 12:29:08 +00:00
JMS55
2a7000a738 Revamp Bloom (#6677)
![image](https://user-images.githubusercontent.com/47158642/220197588-25e11022-02e4-45f3-b2e5-392c4ce7a025.png)

Huge credit to @StarLederer, who did almost all of the work on this. We're just reusing this PR to keep everything in one place.

# Objective

1. Make bloom more physically based.
1. Improve artistic control.
1. Allow to use bloom as screen blur.
1. Fix #6634.
1. Address #6655 (although the author makes incorrect conclusions).

## Solution

1. Set the default threshold to 0.
2. Lerp between bloom textures when `composite_mode: BloomCompositeMode::EnergyConserving`.
1. Use [a parametric function](https://starlederer.github.io/bloom) to control blend levels for each bloom texture. In the future this can be controlled per-pixel for things like lens dirt.
3. Implement BloomCompositeMode::Additive` for situations where the old school look is desired.

## Changelog

* Bloom now looks different.
* Added `BloomSettings:lf_boost`, `BloomSettings:lf_boost_curvature`, `BloomSettings::high_pass_frequency` and `BloomSettings::composite_mode`.
* `BloomSettings::scale` removed.
* `BloomSettings::knee` renamed to `BloomPrefilterSettings::softness`.
* `BloomSettings::threshold` renamed to `BloomPrefilterSettings::threshold`.
* The bloom example has been renamed to bloom_3d and improved. A bloom_2d example was added.

## Migration Guide

* Refactor mentions of `BloomSettings::knee` and `BloomSettings::threshold` as `BloomSettings::prefilter_settings` where knee is now `softness`.
* If defined without `..default()` add `..default()` to definitions of `BloomSettings` instances or manually define missing fields.
* Adapt to Bloom looking visually different (if needed).

Co-authored-by: Herman Lederer <germans.lederers@gmail.com>
2023-03-04 12:05:26 +00:00
Edgar Geier
cb0db07c5b Fix dependency of shadow mapping on the optional PrepassPlugin (#7878)
# Objective

Unfortunately, there are three issues with my changes introduced by #7784.

1.  The changes left some dead code. This is already taken care of here: #7875.
2. Disabling prepass causes failures because the shadow mapping relies on the `PrepassPlugin` now.
3. Custom materials use the `prepass.wgsl` shader, but this does not always define a fragment entry point.

This PR fixes 2. and 3. and resolves #7879.

## Solution

- Add a regression test with disabled prepass.
- Split `PrepassPlugin` into two plugins:
  - `PrepassPipelinePlugin` contains the part that is required for the shadow mapping to work and is unconditionally added.
  - `PrepassPlugin` now only adds the systems and resources required for the "real" prepasses.
- Add a noop fragment entry point to `prepass.wgsl`, used if `NORMAL_PASS` is not defined.


Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-03 15:08:54 +00:00