# Objective
- Allow using image assets that don't have an extensions and whose
format is unknown. This is useful for loading images from arbitrary HTTP
URLs.
## Solution
- This PR adds a new variant to `ImageFormatSetting` called `Guess`. The
loader will use `image::guess_format` to deduce the format based on the
content of the file.
## Testing
- I locally removed the extension of bevy_bird_dark, and ran a modified
version of the `sprite` example:
```rust
//! Displays a single [`Sprite`], created from an image.
use bevy::{
prelude::*,
render::texture::{ImageFormatSetting, ImageLoaderSettings},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(SpriteBundle {
texture: asset_server
.load_with_settings("branding/bevy_bird_dark", |s: &mut ImageLoaderSettings| {
s.format = ImageFormatSetting::Guess
}),
..default()
});
}
```
## Changelog
### Added
`ImageFormatSetting::Guess` to automatically guess the format of an
image asset from its content.
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Fixes#13038
## Solution
- Disable gpu preprocessing when feature
`SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING` is not
available
## Testing
- Tested on android device that used to crash
Fixes#13118
If you use `Sprite` or `Mesh2d` and create `Camera` with
* hdr=false
* any tonemapper
You would get
```
wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `sprite_pipeline`
Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
Shader global ResourceBinding { group: 0, binding: 19 } is not available in the pipeline layout
Binding is missing from the pipeline layout
```
Because of missing tonemapping LUT bindings
## Solution
Add missing bindings for tonemapping LUT's to `SpritePipeline` &
`Mesh2dPipeline`
## Testing
I checked that
* `tonemapping`
* `color_grading`
* `sprite_animations`
* `2d_shapes`
* `meshlet`
* `deferred_rendering`
examples are still working
2d cases I checked with this code:
```
use bevy::{
color::palettes::css::PURPLE, core_pipeline::tonemapping::Tonemapping, prelude::*,
sprite::MaterialMesh2dBundle,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, toggle_tonemapping_method)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn(Camera2dBundle {
camera: Camera {
hdr: false,
..default()
},
tonemapping: Tonemapping::BlenderFilmic,
..default()
});
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::default()).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(Color::from(PURPLE)),
..default()
});
commands.spawn(SpriteBundle {
texture: asset_server.load("asd.png"),
..default()
});
}
fn toggle_tonemapping_method(
keys: Res<ButtonInput<KeyCode>>,
mut tonemapping: Query<&mut Tonemapping>,
) {
let mut method = tonemapping.single_mut();
if keys.just_pressed(KeyCode::Digit1) {
*method = Tonemapping::None;
} else if keys.just_pressed(KeyCode::Digit2) {
*method = Tonemapping::Reinhard;
} else if keys.just_pressed(KeyCode::Digit3) {
*method = Tonemapping::ReinhardLuminance;
} else if keys.just_pressed(KeyCode::Digit4) {
*method = Tonemapping::AcesFitted;
} else if keys.just_pressed(KeyCode::Digit5) {
*method = Tonemapping::AgX;
} else if keys.just_pressed(KeyCode::Digit6) {
*method = Tonemapping::SomewhatBoringDisplayTransform;
} else if keys.just_pressed(KeyCode::Digit7) {
*method = Tonemapping::TonyMcMapface;
} else if keys.just_pressed(KeyCode::Digit8) {
*method = Tonemapping::BlenderFilmic;
}
}
```
---
## Changelog
Fix the bug which led to the crash when user uses any tonemapper without
hdr for rendering sprites and 2d meshes.
# Objective
- Create a new 2D primitive, Rhombus, also knows as "Diamond Shape"
- Simplify the creation and handling of isometric projections
- Extend Bevy's arsenal of 2D primitives
## Testing
- New unit tests created in bevy_math/ primitives and bev_math/ bounding
- Tested translations, rotations, wireframe, bounding sphere, aabb and
creation parameters
---------
Co-authored-by: Luís Figueiredo <luispcfigueiredo@tecnico.ulisboa.pt>
# Objective
The `ConicalFrustum` primitive should support meshing.
## Solution
Implement meshing for the `ConicalFrustum` primitive. The implementation
is nearly identical to `Cylinder` meshing, but supports two radii.
The default conical frustum is equivalent to a cone with a height of 1
and a radius of 0.5, truncated at half-height.
![kuva](https://github.com/bevyengine/bevy/assets/57632562/b4cab136-ff55-4056-b818-1218e4f38845)
# Objective
I'm reading some of the rendering code for the first time; and using
this opportunity to flesh out some docs for the parts that I did not
understand.
rather than a questionable design choice is not a breaking change.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
Adopted #11748
## Solution
I've rebased on main to fix the merge conflicts. ~~Not quite ready to
merge yet~~
* Clippy is happy and the tests are passing, but...
* ~~The new shapes in `examples/2d/2d_shapes.rs` don't look right at
all~~ Never mind, looks like radians and degrees just got mixed up at
some point?
* I have updated one doc comment based on a review in the original PR.
---------
Co-authored-by: Alexis "spectria" Horizon <spectria.limina@gmail.com>
Co-authored-by: Alexis "spectria" Horizon <118812919+spectria-limina@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Ben Harper <ben@tukom.org>
# Objective
Allow the `Tetrahedron` primitive to be used for mesh generation. This
is part of ongoing work to bring unify the capabilities of `bevy_math`
primitives.
## Solution
`Tetrahedron` implements `Meshable`. Essentially, each face is just
meshed as a `Triangle3d`, but first there is an inversion step when the
signed volume of the tetrahedron is negative to ensure that the faces
all actually point outward.
## Testing
I loaded up some examples and hackily exchanged existing meshes with the
new one to see that it works as expected.
# Objective
This is a long-standing bug that I have experienced since many versions
of Bevy ago, possibly forever. Today I finally wanted to report it, but
the fix was so easy that I just went and fixed it. :)
The problem is that 2D graphics looks blurry at odd-sized window
resolutions. This is with the **default** 2D camera configuration! The
issue will also manifest itself with any Orthographic Projection with
`ScalingMode::WindowSize` where the viewport origin is not at one of the
corners, such as the default where the origin point is at the center.
The issue happens because the Bevy orthographic projection origin point
is specified as a fraction to be multiplied by the size. For example,
the default (origin at center) is `(0.5, 0.5)`. When this value is
multiplied by the window size, it can result in fractional values for
the actual origin of the projection, thus placing the camera "between
pixels" and misaligning the entire pixel grid.
With the default value, this happens at odd-numbered window resolutions.
It is very easy to reproduce the issue by running any Bevy 2D app with a
resizable window, and slowly resizing the window pixel by pixel. As you
move the mouse to resize the window, you can see how the 2D graphics
inside the window alternate between "crisp, blurry, crisp, blurry, ...".
If you change the projection's origin to be at the corner (say, `(0.0,
0.0)`) and run the app again, the graphics always looks crisp,
regardless of window size.
Here are screenshots from **before** this PR, to illustrate the issue:
Even window size:
![Screenshot_20240520_165304](https://github.com/bevyengine/bevy/assets/40234599/52619281-cf5f-490e-b85e-22bc5f9af737)
Odd window size:
![Screenshot_20240520_165320](https://github.com/bevyengine/bevy/assets/40234599/27a3624c-f39e-4493-ade9-ca3533802083)
## Solution
The solution is easy: just round the computed origin values for the
projection.
To make it work reliably for the general case, I decided to:
- Only do it for `ScalingMode::WindowSize`, as it doesn't make sense for
other scaling modes.
- Round to the nearest multiple of the pixel scale, if it is not 1.0.
This ensures the "pixels" stay aligned even if scaled.
## Testing
I ran Bevy's examples as well as my own projects to ensure things look
correct. I set different values for the pixel scale to test the rounding
behavior and played around with resizing the window to verify that
everything is consistent.
---
## Changelog
Fixed:
- Orthographic projection now rounds the origin point if computed from
screen pixels, so that 2D graphics do not appear blurry at odd window
sizes.
# Objective
- Fixes scaling normals and tangents of meshes
## Solution
- When scaling a mesh by `Vec3::new(1., 1., -1.)`, the normals should be
flipped along the Z-axis. For example a normal of `Vec3::new(0., 0.,
1.)` should become `Vec3::new(0., 0., -1.)` after scaling. This is
achieved by multiplying the normal by the reciprocal of the scale,
cheking for infinity and normalizing. Before, the normal was multiplied
by a covector of the scale, which is incorrect for normals.
- Tangents need to be multiplied by the `scale`, not its reciprocal as
before
---------
Co-authored-by: vero <11307157+atlv24@users.noreply.github.com>
This commit makes us stop using the render world ECS for
`BinnedRenderPhase` and `SortedRenderPhase` and instead use resources
with `EntityHashMap`s inside. There are three reasons to do this:
1. We can use `clear()` to clear out the render phase collections
instead of recreating the components from scratch, allowing us to reuse
allocations.
2. This is a prerequisite for retained bins, because components can't be
retained from frame to frame in the render world, but resources can.
3. We want to move away from storing anything in components in the
render world ECS, and this is a step in that direction.
This patch results in a small performance benefit, due to point (1)
above.
## Changelog
### Changed
* The `BinnedRenderPhase` and `SortedRenderPhase` render world
components have been replaced with `ViewBinnedRenderPhases` and
`ViewSortedRenderPhases` resources.
## Migration Guide
* The `BinnedRenderPhase` and `SortedRenderPhase` render world
components have been replaced with `ViewBinnedRenderPhases` and
`ViewSortedRenderPhases` resources. Instead of querying for the
components, look the camera entity up in the
`ViewBinnedRenderPhases`/`ViewSortedRenderPhases` tables.
# Objective
- All `ShapeMeshBuilder`s have some methods/implementations in common.
These are `fn build(&self) -> Mesh` and this implementation:
```rust
impl From<ShapeMeshBuilder> for Mesh {
fn from(builder: ShapeMeshBuilder) -> {
builder.build()
}
}
```
- For the sake of consistency, these can be moved into a shared trait
## Solution
- Add `trait MeshBuilder` containing a `fn build(&self) -> Mesh` and
implementing `MeshBuilder for ShapeMeshBuilder`
- Implement `From<T: MeshBuilder> for Mesh`
## Migration Guide
- When calling `.build()` you need to import
`bevy_render::mesh::primitives::MeshBuilder`
# Objective
Remove the limit of `RenderLayer` by using a growable mask using
`SmallVec`.
Changes adopted from @UkoeHB's initial PR here
https://github.com/bevyengine/bevy/pull/12502 that contained additional
changes related to propagating render layers.
Changes
## Solution
The main thing needed to unblock this is removing `RenderLayers` from
our shader code. This primarily affects `DirectionalLight`. We are now
computing a `skip` field on the CPU that is then used to skip the light
in the shader.
## Testing
Checked a variety of examples and did a quick benchmark on `many_cubes`.
There were some existing problems identified during the development of
the original pr (see:
https://discord.com/channels/691052431525675048/1220477928605749340/1221190112939872347).
This PR shouldn't change any existing behavior besides removing the
layer limit (sans the comment in migration about `all` layers no longer
being possible).
---
## Changelog
Removed the limit on `RenderLayers` by using a growable bitset that only
allocates when layers greater than 64 are used.
## Migration Guide
- `RenderLayers::all()` no longer exists. Entities expecting to be
visible on all layers, e.g. lights, should compute the active layers
that are in use.
---------
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
# Objective
- Refactor the changes merged in #11654 to compute flat normals for
indexed meshes instead of smooth normals.
- Fixes#12716
## Solution
- Partially revert the changes in #11654 to compute flat normals for
both indexed and unindexed meshes in `compute_flat_normals`
- Create a new method, `compute_smooth_normals`, that computes smooth
normals for indexed meshes
- Create a new method, `compute_normals`, that computes smooth normals
for indexed meshes and flat normals for unindexed meshes by default. Use
this new method instead of `compute_flat_normals`.
## Testing
- Run the example with and without the changes to ensure that the
results are identical.
This commit implements the [depth of field] effect, simulating the blur
of objects out of focus of the virtual lens. Either the [hexagonal
bokeh] effect or a faster Gaussian blur may be used. In both cases, the
implementation is a simple separable two-pass convolution. This is not
the most physically-accurate real-time bokeh technique that exists;
Unreal Engine has [a more accurate implementation] of "cinematic depth
of field" from 2018. However, it's simple, and most engines provide
something similar as a fast option, often called "mobile" depth of
field.
The general approach is outlined in [a blog post from 2017]. We take
advantage of the fact that both Gaussian blurs and hexagonal bokeh blurs
are *separable*. This means that their 2D kernels can be reduced to a
small number of 1D kernels applied one after another, asymptotically
reducing the amount of work that has to be done. Gaussian blurs can be
accomplished by blurring horizontally and then vertically, while
hexagonal bokeh blurs can be done with a vertical blur plus a diagonal
blur, plus two diagonal blurs. In both cases, only two passes are
needed. Bokeh requires the first pass to have a second render target and
requires two subpasses in the second pass, which decreases its
performance relative to the Gaussian blur.
The bokeh blur is generally more aesthetically pleasing than the
Gaussian blur, as it simulates the effect of a camera more accurately.
The shape of the bokeh circles are determined by the number of blades of
the aperture. In our case, we use a hexagon, which is usually considered
specific to lower-quality cameras. (This is a downside of the fast
hexagon approach compared to the higher-quality approaches.) The blur
amount is generally specified by the [f-number], which we use to compute
the focal length from the film size and FOV. By default, we simulate
standard cinematic cameras of f/1 and [Super 35]. The developer can
customize these values as desired.
A new example has been added to demonstrate depth of field. It allows
customization of the mode (Gaussian vs. bokeh), focal distance and
f-numbers. The test scene is inspired by a [blog post on depth of field
in Unity]; however, the effect is implemented in a completely different
way from that blog post, and all the assets (textures, etc.) are
original.
Bokeh depth of field:
![Screenshot 2024-04-17
152535](https://github.com/bevyengine/bevy/assets/157897/702f0008-1c8a-4cf3-b077-4110f8c46584)
Gaussian depth of field:
![Screenshot 2024-04-17
152542](https://github.com/bevyengine/bevy/assets/157897/f4ece47a-520e-4483-a92d-f4fa760795d3)
No depth of field:
![Screenshot 2024-04-17
152547](https://github.com/bevyengine/bevy/assets/157897/9444e6aa-fcae-446c-b66b-89469f1a1325)
[depth of field]: https://en.wikipedia.org/wiki/Depth_of_field
[hexagonal bokeh]:
https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/
[a more accurate implementation]:
https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04
[a blog post from 2017]:
https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/
[f-number]: https://en.wikipedia.org/wiki/F-number
[Super 35]: https://en.wikipedia.org/wiki/Super_35
[blog post on depth of field in Unity]:
https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
## Changelog
### Added
* A depth of field postprocessing effect is now available, to simulate
objects being out of focus of the camera. To use it, add
`DepthOfFieldSettings` to an entity containing a `Camera3d` component.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Bram Buurlage <brambuurlage@gmail.com>
# Objective
The `Cone` primitive should support meshing.
## Solution
Implement meshing for the `Cone` primitive. The default cone has a
height of 1 and a base radius of 0.5, and is centered at the origin.
An issue with cone meshes is that the tip does not really have a normal
that works, even with duplicated vertices. This PR uses only a single
vertex for the tip, with a normal of zero; this results in an "invalid"
normal that gets ignored by the fragment shader. This seems to be the
only approach we have for perfectly smooth cones. For discussion on the
topic, see #10298 and #5891.
Another thing to note is that the cone uses polar coordinates for the
UVs:
<img
src="https://github.com/bevyengine/bevy/assets/57632562/e101ded9-110a-4ac4-a98d-f1e4d740a24a"
alt="cone" width="400" />
This way, textures are applied as if looking at the cone from above:
<img
src="https://github.com/bevyengine/bevy/assets/57632562/8dea00f1-a283-4bc4-9676-91e8d4adb07a"
alt="texture" width="200" />
<img
src="https://github.com/bevyengine/bevy/assets/57632562/d9d1b5e6-a8ba-4690-b599-904dd85777a1"
alt="cone" width="200" />
# Objective
Fixes two issues related to #13208.
First, we ensure render resources for a window are always dropped first
to ensure that the `winit::Window` always drops on the main thread when
it is removed from `WinitWindows`. Previously, changes in #12978 caused
the window to drop in the render world, causing issues.
We accomplish this by delaying despawning the window by a frame by
inserting a marker component `ClosingWindow` that indicates the window
has been requested to close and is in the process of closing. The render
world now responds to the equivalent `WindowClosing` event rather than
`WindowCloseed` which now fires after the render resources are
guarunteed to be cleaned up.
Secondly, fixing the above caused (revealed?) that additional events
were being delivered to the the event loop handler after exit had
already been requested: in my testing `RedrawRequested` and
`LoopExiting`. This caused errors to be reported try to send an exit
event on the close channel. There are two options here:
- Guard the handler so no additional events are delivered once the app
is exiting. I ~considered this but worried it might be confusing or bug
prone if in the future someone wants to handle `LoopExiting` or some
other event to clean-up while exiting.~ We are now taking this approach.
- Only send an exit signal if we are not already exiting. ~It doesn't
appear to cause any problems to handle the extra events so this seems
safer.~
Fixing this also appears to have fixed#13231.
Fixes#10260.
## Testing
Tested on mac only.
---
## Changelog
### Added
- A `WindowClosing` event has been added that indicates the window will
be despawned on the next frame.
### Changed
- Windows now close a frame after their exit has been requested.
## Migration Guide
- Ensure custom exit logic does not rely on the app exiting the same
frame as a window is closed.
WebGL 2 doesn't support variable-length uniform buffer arrays. So we
arbitrarily set the length of the visibility ranges field to 64 on that
platform.
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
# Objective
Fixes#12966
## Solution
Renaming multi_threaded feature to match snake case
## Migration Guide
Bevy feature multi-threaded should be refered to multi_threaded from now
on.
# Objective
- `DynamicUniformBuffer` tries to create a buffer as soon as the changed
flag is set to true. This doesn't work correctly when the buffer wasn't
already created. This currently creates a crash because it's trying to
create a buffer of size 0 if the flag is set but there's no buffer yet.
## Solution
- Don't create a changed buffer until there's data that needs to be
written to a buffer.
## Testing
- run `cargo run --example scene_viewer` and see that it doesn't crash
anymore
Fixes#13235
# Objective
Documentation should mention the two plugins required for your custom
`CameraProjection` to work.
## Solution
Documented!
---
I tried linking to `bevy_pbr::PbrProjectionPlugin` from
`bevy_render:📷:CameraProjection` but it wasn't in scope. Is there
a trick to it?
# Objective
in response to [13222](https://github.com/bevyengine/bevy/issues/13222)
## Solution
The Image trait was already re-exported in bevy_render/src/lib.rs, So I
added it inline there.
## Testing
Confirmed that it does compile. Simple change, shouldn't cause any
bugs/regressions.
# Objective
`bevy_pbr/utils.wgsl` shader file contains mathematical constants and
color conversion functions. Both of those should be accessible without
enabling `bevy_pbr` feature. For example, tonemapping can be done in non
pbr scenario, and it uses color conversion functions.
Fixes#13207
## Solution
* Move mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Move color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`
## Testing
Ran multiple examples, checked they are working:
* tonemapping
* color_grading
* 3d_scene
* animated_material
* deferred_rendering
* 3d_shapes
* fog
* irradiance_volumes
* meshlet
* parallax_mapping
* pbr
* reflection_probes
* shadow_biases
* 2d_gizmos
* light_gizmos
---
## Changelog
* Moved mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Moved color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`
## Migration Guide
In user's shader code replace usage of mathematical constants from
`bevy_pbr::utils` to the usage of the same constants from
`bevy_render::maths`.
# Objective
- Add auto exposure/eye adaptation to the bevy render pipeline.
- Support features that users might expect from other engines:
- Metering masks
- Compensation curves
- Smooth exposure transitions
This PR is based on an implementation I already built for a personal
project before https://github.com/bevyengine/bevy/pull/8809 was
submitted, so I wasn't able to adopt that PR in the proper way. I've
still drawn inspiration from it, so @fintelia should be credited as
well.
## Solution
An auto exposure compute shader builds a 64 bin histogram of the scene's
luminance, and then adjusts the exposure based on that histogram. Using
a histogram allows the system to ignore outliers like shadows and
specular highlights, and it allows to give more weight to certain areas
based on a mask.
---
## Changelog
- Added: AutoExposure plugin that allows to adjust a camera's exposure
based on it's scene's luminance.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This is an adoption of #12670 plus some documentation fixes. See that PR
for more details.
---
## Changelog
* Renamed `BufferVec` to `RawBufferVec` and added a new `BufferVec`
type.
## Migration Guide
`BufferVec` has been renamed to `RawBufferVec` and a new similar type
has taken the `BufferVec` name.
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Implement visibility ranges, also known as hierarchical levels of detail
(HLODs).
This commit introduces a new component, `VisibilityRange`, which allows
developers to specify camera distances in which meshes are to be shown
and hidden. Hiding meshes happens early in the rendering pipeline, so
this feature can be used for level of detail optimization. Additionally,
this feature is properly evaluated per-view, so different views can show
different levels of detail.
This feature differs from proper mesh LODs, which can be implemented
later. Engines generally implement true mesh LODs later in the pipeline;
they're typically more efficient than HLODs with GPU-driven rendering.
However, mesh LODs are more limited than HLODs, because they require the
lower levels of detail to be meshes with the same vertex layout and
shader (and perhaps the same material) as the original mesh. Games often
want to use objects other than meshes to replace distant models, such as
*octahedral imposters* or *billboard imposters*.
The reason why the feature is called *hierarchical level of detail* is
that HLODs can replace multiple meshes with a single mesh when the
camera is far away. This can be useful for reducing drawcall count. Note
that `VisibilityRange` doesn't automatically propagate down to children;
it must be placed on every mesh.
Crossfading between different levels of detail is supported, using the
standard 4x4 ordered dithering pattern from [1]. The shader code to
compute the dithering patterns should be well-optimized. The dithering
code is only active when visibility ranges are in use for the mesh in
question, so that we don't lose early Z.
Cascaded shadow maps show the HLOD level of the view they're associated
with. Point light and spot light shadow maps, which have no CSMs,
display all HLOD levels that are visible in any view. To support this
efficiently and avoid doing visibility checks multiple times, we
precalculate all visible HLOD levels for each entity with a
`VisibilityRange` during the `check_visibility_range` system.
A new example, `visibility_range`, has been added to the tree, as well
as a new low-poly version of the flight helmet model to go with it. It
demonstrates use of the visibility range feature to provide levels of
detail.
[1]: https://en.wikipedia.org/wiki/Ordered_dithering#Threshold_map
[^1]: Unreal doesn't have a feature that exactly corresponds to
visibility ranges, but Unreal's HLOD system serves roughly the same
purpose.
## Changelog
### Added
* A new `VisibilityRange` component is available to conditionally enable
entity visibility at camera distances, with optional crossfade support.
This can be used to implement different levels of detail (LODs).
## Screenshots
High-poly model:
![Screenshot 2024-04-09
185541](https://github.com/bevyengine/bevy/assets/157897/7e8be017-7187-4471-8866-974e2d8f2623)
Low-poly model up close:
![Screenshot 2024-04-09
185546](https://github.com/bevyengine/bevy/assets/157897/429603fe-6bb7-4246-8b4e-b4888fd1d3a0)
Crossfading between the two:
![Screenshot 2024-04-09
185604](https://github.com/bevyengine/bevy/assets/157897/86d0d543-f8f3-49ec-8fe5-caa4d0784fd4)
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- I've been using the `texture_binding_array` example as a base to use
multiple textures in meshes in my program
- I only realised once I was deep in render code that these helpers
existed to create layouts
- I wish I knew the existed earlier because the alternative (filling in
every struct field) is so much more verbose
## Solution
- Use `BindGroupLayoutEntries::with_indices` to teach users that the
helper exists
- Also fix typo which should be `texture_2d`.
## Alternatives considered
- Just leave it as is to teach users about every single struct field
- However, leaving as is leaves users writing roughly 29 lines versus
roughly 2 lines for 2 entries and I'd prefer the 2 line approach
## Testing
Ran the example locally and compared before and after.
Before:
<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/135186256/f5897210-2560-4110-b92b-85497be9023c">
After:
<img width="1279" alt="image"
src="https://github.com/bevyengine/bevy/assets/135186256/8d13a939-b1ce-4a49-a9da-0b1779c8cb6a">
Co-authored-by: mgi388 <>
# Objective
- Update glam version requirement to latest version.
## Solution
- Updated `glam` version requirement from 0.25 to 0.27.
- Updated `encase` and `encase_derive_impl` version requirement from 0.7
to 0.8.
- Updated `hexasphere` version requirement from 10.0 to 12.0.
- Breaking changes from glam changelog:
- [0.26.0] Minimum Supported Rust Version bumped to 1.68.2 for impl
From<bool> for {f32,f64} support.
- [0.27.0] Changed implementation of vector fract method to match the
Rust implementation instead of the GLSL implementation, that is self -
self.trunc() instead of self - self.floor().
---
## Migration Guide
- When using `glam` exports, keep in mind that `vector` `fract()` method
now matches Rust implementation (that is `self - self.trunc()` instead
of `self - self.floor()`). If you want to use the GLSL implementation
you should now use `fract_gl()`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit expands Bevy's existing tonemapping feature to a complete
set of filmic color grading tools, matching those of engines like Unity,
Unreal, and Godot. The following features are supported:
* White point adjustment. This is inspired by Unity's implementation of
the feature, but simplified and optimized. *Temperature* and *tint*
control the adjustments to the *x* and *y* chromaticity values of [CIE
1931]. Following Unity, the adjustments are made relative to the [D65
standard illuminant] in the [LMS color space].
* Hue rotation. This simply converts the RGB value to [HSV], alters the
hue, and converts back.
* Color correction. This allows the *gamma*, *gain*, and *lift* values
to be adjusted according to the standard [ASC CDL combined function].
* Separate color correction for shadows, midtones, and highlights.
Blender's source code was used as a reference for the implementation of
this. The midtone ranges can be adjusted by the user. To avoid abrupt
color changes, a small crossfade is used between the different sections
of the image, again following Blender's formulas.
A new example, `color_grading`, has been added, offering a GUI to change
all the color grading settings. It uses the same test scene as the
existing `tonemapping` example, which has been factored out into a
shared glTF scene.
[CIE 1931]: https://en.wikipedia.org/wiki/CIE_1931_color_space
[D65 standard illuminant]:
https://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D
[LMS color space]: https://en.wikipedia.org/wiki/LMS_color_space
[HSV]: https://en.wikipedia.org/wiki/HSL_and_HSV
[ASC CDL combined function]:
https://en.wikipedia.org/wiki/ASC_CDL#Combined_Function
## Changelog
### Added
* Many new filmic color grading options have been added to the
`ColorGrading` component.
## Migration Guide
* `ColorGrading::gamma` and `ColorGrading::pre_saturation` are now set
separately for the `shadows`, `midtones`, and `highlights` sections. You
can migrate code with the `ColorGrading::all_sections` and
`ColorGrading::all_sections_mut` functions, which access and/or update
all sections at once.
* `ColorGrading::post_saturation` and `ColorGrading::exposure` are now
fields of `ColorGrading::global`.
## Screenshots
![Screenshot 2024-04-27
143144](https://github.com/bevyengine/bevy/assets/157897/c1de5894-917d-4101-b5c9-e644d141a941)
![Screenshot 2024-04-27
143216](https://github.com/bevyengine/bevy/assets/157897/da393c8a-d747-42f5-b47c-6465044c788d)
In #12889, I mistakenly started dropping unbatchable sorted items on the
floor instead of giving them solitary batches. This caused the objects
in the `shader_instancing` demo to stop showing up. This patch fixes the
issue by giving those items their own batches as expected.
Fixes#13130.
This commit implements opt-in GPU frustum culling, built on top of the
infrastructure in https://github.com/bevyengine/bevy/pull/12773. To
enable it on a camera, add the `GpuCulling` component to it. To
additionally disable CPU frustum culling, add the `NoCpuCulling`
component. Note that adding `GpuCulling` without `NoCpuCulling`
*currently* does nothing useful. The reason why `GpuCulling` doesn't
automatically imply `NoCpuCulling` is that I intend to follow this patch
up with GPU two-phase occlusion culling, and CPU frustum culling plus
GPU occlusion culling seems like a very commonly-desired mode.
Adding the `GpuCulling` component to a view puts that view into
*indirect mode*. This mode makes all drawcalls indirect, relying on the
mesh preprocessing shader to allocate instances dynamically. In indirect
mode, the `PreprocessWorkItem` `output_index` points not to a
`MeshUniform` instance slot but instead to a set of `wgpu`
`IndirectParameters`, from which it allocates an instance slot
dynamically if frustum culling succeeds. Batch building has been updated
to allocate and track indirect parameter slots, and the AABBs are now
supplied to the GPU as `MeshCullingData`.
A small amount of code relating to the frustum culling has been borrowed
from meshlets and moved into `maths.wgsl`. Note that standard Bevy
frustum culling uses AABBs, while meshlets use bounding spheres; this
means that not as much code can be shared as one might think.
This patch doesn't provide any way to perform GPU culling on shadow
maps, to avoid making this patch bigger than it already is. That can be
a followup.
## Changelog
### Added
* Frustum culling can now optionally be done on the GPU. To enable it,
add the `GpuCulling` component to a camera.
* To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note
that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
# Objective
- Provide feedback when an extraction plugin fails to add its system.
I had some troubleshooting pain when this happened to me, as the panic
only tells you a resource is missing. This PR adds an error when the
ExtractResource plugin is added before the render world exists, instead
of silently failing.
![image](https://user-images.githubusercontent.com/2632925/172491993-673d9351-215a-4f30-96f7-af239c44686a.png)
# Objective
- Since #12622 example `compute_shader_game_of_life` crashes
```
thread 'Compute Task Pool (2)' panicked at examples/shader/compute_shader_game_of_life.rs:137:65:
called `Option::unwrap()` on a `None` value
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `compute_shader_game_of_life::prepare_bind_group`!
thread '<unnamed>' panicked at examples/shader/compute_shader_game_of_life.rs:254:34:
Requested resource compute_shader_game_of_life::GameOfLifeImageBindGroups does not exist in the `World`.
Did you forget to add it using `app.insert_resource` / `app.init_resource`?
Resources are also implicitly added via `app.add_event`,
and can be added by plugins.
Encountered a panic in system `bevy_render::renderer::render_system`!
```
## Solution
- `exhausted()` now checks that there is a limit
# Objective
Fix https://github.com/bevyengine/bevy/issues/11799 and improve
`CameraProjectionPlugin`
## Solution
`CameraProjectionPlugin` is now an all-in-one plugin for adding a custom
`CameraProjection`. I also added `PbrProjectionPlugin` which is like
`CameraProjectionPlugin` but for PBR.
P.S. I'd like to get this merged after
https://github.com/bevyengine/bevy/pull/11766.
---
## Changelog
- Changed `CameraProjectionPlugin` to be an all-in-one plugin for adding
a `CameraProjection`
- Removed `VisibilitySystems::{UpdateOrthographicFrusta,
UpdatePerspectiveFrusta, UpdateProjectionFrusta}`, now replaced with
`VisibilitySystems::UpdateFrusta`
- Added `PbrProjectionPlugin` for projection-specific PBR functionality.
## Migration Guide
`VisibilitySystems`'s `UpdateOrthographicFrusta`,
`UpdatePerspectiveFrusta`, and `UpdateProjectionFrusta` variants were
removed, they were replaced with `VisibilitySystems::UpdateFrusta`
# Objective
allow throttling of gpu uploads to prevent choppy framerate when many
textures/meshes are loaded in.
## Solution
- `RenderAsset`s can implement `byte_len()` which reports their size.
implemented this for `Mesh` and `Image`
- users can add a `RenderAssetBytesPerFrame` which specifies max bytes
to attempt to upload in a frame
- `render_assets::<A>` checks how many bytes have been written before
attempting to upload assets. the limit is a soft cap: assets will be
written until the total has exceeded the cap, to ensure some forward
progress every frame
notes:
- this is a stopgap until we have multiple wgpu queues for proper
streaming of data
- requires #12606
issues
- ~~fonts sometimes only partially upload. i have no clue why, needs to
be fixed~~ fixed now.
- choosing the #bytes is tricky as it should be hardware / framerate
dependent
- many features are not tested (env maps, light probes, etc) - they
won't break unless `RenderAssetBytesPerFrame` is explicitly used though
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
https://github.com/bevyengine/bevy/assets/2632925/e046205e-3317-47c3-9959-fc94c529f7e0
# Objective
- Adds per-object motion blur to the core 3d pipeline. This is a common
effect used in games and other simulations.
- Partially resolves#4710
## Solution
- This is a post-process effect that uses the depth and motion vector
buffers to estimate per-object motion blur. The implementation is
combined from knowledge from multiple papers and articles. The approach
itself, and the shader are quite simple. Most of the effort was in
wiring up the bevy rendering plumbing, and properly specializing for HDR
and MSAA.
- To work with MSAA, the MULTISAMPLED_SHADING wgpu capability is
required. I've extracted this code from #9000. This is because the
prepass buffers are multisampled, and require accessing with
`textureLoad` as opposed to the widely compatible `textureSample`.
- Added an example to demonstrate the effect of motion blur parameters.
## Future Improvements
- While this approach does have limitations, it's one of the most
commonly used, and is much better than camera motion blur, which does
not consider object velocity. For example, this implementation allows a
dolly to track an object, and that object will remain unblurred while
the background is blurred. The biggest issue with this implementation is
that blur is constrained to the boundaries of objects which results in
hard edges. There are solutions to this by either dilating the object or
the motion vector buffer, or by taking a different approach such as
https://casual-effects.com/research/McGuire2012Blur/index.html
- I'm using a noise PRNG function to jitter samples. This could be
replaced with a blue noise texture lookup or similar, however after
playing with the parameters, it gives quite nice results with 4 samples,
and is significantly better than the artifacts generated when not
jittering.
---
## Changelog
- Added: per-object motion blur. This can be enabled and configured by
adding the `MotionBlurBundle` to a camera entity.
---------
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
- bevy usually use `Parallel::scope` to collect items from `par_iter`,
but `scope` will be called with every satifified items. it will cause a
lot of unnecessary lookup.
## Solution
- similar to Rayon ,we introduce `for_each_init` for `par_iter` which
only be invoked when spawn a task for a group of items.
---
## Changelog
- added `for_each_init`
## Performance
`check_visibility ` in `many_foxes `
![image](https://github.com/bevyengine/bevy/assets/45868716/030c41cf-0d2f-4a36-a071-35097d93e494)
~40% performance gain in `check_visibility`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Closes#13017.
## Solution
- Make `AppExit` a enum with a `Success` and `Error` variant.
- Make `App::run()` return a `AppExit` if it ever returns.
- Make app runners return a `AppExit` to signal if they encountered a
error.
---
## Changelog
### Added
- [`App::should_exit`](https://example.org/)
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
to the `bevy` and `bevy_app` preludes,
### Changed
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
is now a enum with 2 variants (`Success` and `Error`).
- The app's [runner
function](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.set_runner)
now has to return a `AppExit`.
-
[`App::run()`](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.run)
now also returns the `AppExit` produced by the runner function.
## Migration Guide
- Replace all usages of
[`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
with `AppExit::Success` or `AppExit::Failure`.
- Any custom app runners now need to return a `AppExit`. We suggest you
return a `AppExit::Error` if any `AppExit` raised was a Error. You can
use the new [`App::should_exit`](https://example.org/) method.
- If not exiting from `main` any other way. You should return the
`AppExit` from `App::run()` so the app correctly returns a error code if
anything fails e.g.
```rust
fn main() -> AppExit {
App::new()
//Your setup here...
.run()
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- `MeshPipelineKey` use some bits for two things
- First commit in this PR adds an assertion that doesn't work currently
on main
- This leads to some mesh topology not working anymore, for example
`LineStrip`
- With examples `lines`, there should be two groups of lines, the blue
one doesn't display currently
## Solution
- Change the `MeshPipelineKey` to be backed by a `u64` instead, to have
enough bits
# Objective
- Fixes#13024.
## Solution
- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
- I recommend reviewing one commit at a time :)
---
## Changelog
- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
# Objective
- Closes#12930.
## Solution
- Add a corresponding optional field on `Window` and `ExtractedWindow`
---
## Changelog
### Added
- `wgpu`'s `desired_maximum_frame_latency` is exposed through window
creation. This can be used to override the default maximum number of
queued frames on the GPU (currently 2).
## Migration Guide
- The `desired_maximum_frame_latency` field must be added to instances
of `Window` and `ExtractedWindow` where all fields are explicitly
specified.
# Objective
Make visibility system ordering explicit. Fixes#12953.
## Solution
Specify `CheckVisibility` happens after all other `VisibilitySystems`
sets have happened.
---------
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
# Objective
- Fixes#12976
## Solution
This one is a doozy.
- Run `cargo +beta clippy --workspace --all-targets --all-features` and
fix all issues
- This includes:
- Moving inner attributes to be outer attributes, when the item in
question has both inner and outer attributes
- Use `ptr::from_ref` in more scenarios
- Extend the valid idents list used by `clippy:doc_markdown` with more
names
- Use `Clone::clone_from` when possible
- Remove redundant `ron` import
- Add backticks to **so many** identifiers and items
- I'm sorry whoever has to review this
---
## Changelog
- Added links to more identifiers in documentation.
[Alpha to coverage] (A2C) replaces alpha blending with a
hardware-specific multisample coverage mask when multisample
antialiasing is in use. It's a simple form of [order-independent
transparency] that relies on MSAA. ["Anti-aliased Alpha Test: The
Esoteric Alpha To Coverage"] is a good summary of the motivation for and
best practices relating to A2C.
This commit implements alpha to coverage support as a new variant for
`AlphaMode`. You can supply `AlphaMode::AlphaToCoverage` as the
`alpha_mode` field in `StandardMaterial` to use it. When in use, the
standard material shader automatically applies the texture filtering
method from ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"].
Objects with alpha-to-coverage materials are binned in the opaque pass,
as they're fully order-independent.
The `transparency_3d` example has been updated to feature an object with
alpha to coverage. Happily, the example was already using MSAA.
This is part of #2223, as far as I can tell.
[Alpha to coverage]: https://en.wikipedia.org/wiki/Alpha_to_coverage
[order-independent transparency]:
https://en.wikipedia.org/wiki/Order-independent_transparency
["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]:
https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
---
## Changelog
### Added
* The `AlphaMode` enum now supports `AlphaToCoverage`, to provide
limited order-independent transparency when multisample antialiasing is
in use.
# Objective
- `cargo run --release --example bevymark -- --benchmark --waves 160
--per-wave 1000 --mode mesh2d` runs slower and slower over time due to
`no_gpu_preprocessing::write_batched_instance_buffer<bevy_sprite::mesh2d::mesh::Mesh2dPipeline>`
taking longer and longer because the `BatchedInstanceBuffer` is not
cleared
## Solution
- Split the `clear_batched_instance_buffers` system into CPU and GPU
versions
- Use the CPU version for 2D meshes
# Objective
Fixes a crash when transcoding one- or two-channel KTX2 textures
## Solution
transcoded array has been pre-allocated up to levels.len using a macros.
Rgb8 transcoding already uses that and addresses transcoded array by an
index. R8UnormSrgb and Rg8UnormSrgb were pushing on top of the
transcoded vec, resulting in first levels.len() vectors to stay empty,
and second levels.len() levels actually being transcoded, which then
resulted in out of bounds read when copying levels to gpu
# Objective
- I daily drive nightly Rust when developing Bevy, so I notice when new
warnings are raised by `cargo check` and Clippy.
- `cargo +nightly clippy` raises a few of these new warnings.
## Solution
- Fix most warnings from `cargo +nightly clippy`
- I skipped the docs-related warnings because some were covered by
#12692.
- Use `Clone::clone_from` in applicable scenarios, which can sometimes
avoid an extra allocation.
- Implement `Default` for structs that have a `pub const fn new() ->
Self` method.
- Fix an occurrence where generic constraints were defined in both `<C:
Trait>` and `where C: Trait`.
- Removed generic constraints that were implied by the `Bundle` trait.
---
## Changelog
- `BatchingStrategy`, `NonGenericTypeCell`, and `GenericTypeCell` now
implement `Default`.
This commit splits `VisibleEntities::entities` into four separate lists:
one for lights, one for 2D meshes, one for 3D meshes, and one for UI
elements. This allows `queue_material_meshes` and similar methods to
avoid examining entities that are obviously irrelevant. In particular,
this separation helps scenes with many skinned meshes, as the individual
bones are considered visible entities but have no rendered appearance.
Internally, `VisibleEntities::entities` is a `HashMap` from the `TypeId`
representing a `QueryFilter` to the appropriate `Entity` list. I had to
do this because `VisibleEntities` is located within an upstream crate
from the crates that provide lights (`bevy_pbr`) and 2D meshes
(`bevy_sprite`). As an added benefit, this setup allows apps to provide
their own types of renderable components, by simply adding a specialized
`check_visibility` to the schedule.
This provides a 16.23% end-to-end speedup on `many_foxes` with 10,000
foxes (24.06 ms/frame to 20.70 ms/frame).
## Migration guide
* `check_visibility` and `VisibleEntities` now store the four types of
renderable entities--2D meshes, 3D meshes, lights, and UI
elements--separately. If your custom rendering code examines
`VisibleEntities`, it will now need to specify which type of entity it's
interested in using the `WithMesh2d`, `WithMesh`, `WithLight`, and
`WithNode` types respectively. If your app introduces a new type of
renderable entity, you'll need to add an explicit call to
`check_visibility` to the schedule to accommodate your new component or
components.
## Analysis
`many_foxes`, 10,000 foxes: `main`:
![Screenshot 2024-03-31
114444](https://github.com/bevyengine/bevy/assets/157897/16ecb2ff-6e04-46c0-a4b0-b2fde2084bad)
`many_foxes`, 10,000 foxes, this branch:
![Screenshot 2024-03-31
114256](https://github.com/bevyengine/bevy/assets/157897/94dedae4-bd00-45b2-9aaf-dfc237004ddb)
`queue_material_meshes` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114637](https://github.com/bevyengine/bevy/assets/157897/f90912bd-45bd-42c4-bd74-57d98a0f036e)
`queue_shadows` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114607](https://github.com/bevyengine/bevy/assets/157897/6ce693e3-20c0-4234-8ec9-a6f191299e2d)
# Objective
-
[`clippy::ref_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ref_as_ptr)
prevents you from directly casting references to pointers, requiring you
to use `std::ptr::from_ref` instead. This prevents you from accidentally
converting an immutable reference into a mutable pointer (`&x as *mut
T`).
- Follow up to #11818, now that our [`rust-version` is
1.77](11817f4ba4/Cargo.toml (L14)).
## Solution
- Enable lint and fix all warnings.
I ported the two existing PCF techniques to the cubemap domain as best I
could. Generally, the technique is to create a 2D orthonormal basis
using Gram-Schmidt normalization, then apply the technique over that
basis. The results look fine, though the shadow bias often needs
adjusting.
For comparison, Unity uses a 4-tap pattern for PCF on point lights of
(1, 1, 1), (-1, -1, 1), (-1, 1, -1), (1, -1, -1). I tried this but
didn't like the look, so I went with the design above, which ports the
2D techniques to the 3D domain. There's surprisingly little material on
point light PCF.
I've gone through every example using point lights and verified that the
shadow maps look fine, adjusting biases as necessary.
Fixes#3628.
---
## Changelog
### Added
* Shadows from point lights now support percentage-closer filtering
(PCF), and as a result look less aliased.
### Changed
* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.
## Migration Guide
* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.
Currently, `MeshUniform`s are rather large: 160 bytes. They're also
somewhat expensive to compute, because they involve taking the inverse
of a 3x4 matrix. Finally, if a mesh is present in multiple views, that
mesh will have a separate `MeshUniform` for each and every view, which
is wasteful.
This commit fixes these issues by introducing the concept of a *mesh
input uniform* and adding a *mesh uniform building* compute shader pass.
The `MeshInputUniform` is simply the minimum amount of data needed for
the GPU to compute the full `MeshUniform`. Most of this data is just the
transform and is therefore only 64 bytes. `MeshInputUniform`s are
computed during the *extraction* phase, much like skins are today, in
order to avoid needlessly copying transforms around on CPU. (In fact,
the render app has been changed to only store the translation of each
mesh; it no longer cares about any other part of the transform, which is
stored only on the GPU and the main world.) Before rendering, the
`build_mesh_uniforms` pass runs to expand the `MeshInputUniform`s to the
full `MeshUniform`.
The mesh uniform building pass does the following, all on GPU:
1. Copy the appropriate fields of the `MeshInputUniform` to the
`MeshUniform` slot. If a single mesh is present in multiple views, this
effectively duplicates it into each view.
2. Compute the inverse transpose of the model transform, used for
transforming normals.
3. If applicable, copy the mesh's transform from the previous frame for
TAA. To support this, we double-buffer the `MeshInputUniform`s over two
frames and swap the buffers each frame. The `MeshInputUniform`s for the
current frame contain the index of that mesh's `MeshInputUniform` for
the previous frame.
This commit produces wins in virtually every CPU part of the pipeline:
`extract_meshes`, `queue_material_meshes`,
`batch_and_prepare_render_phase`, and especially
`write_batched_instance_buffer` are all faster. Shrinking the amount of
CPU data that has to be shuffled around speeds up the entire rendering
process.
| Benchmark | This branch | `main` | Speedup |
|------------------------|-------------|---------|---------|
| `many_cubes -nfc` | 17.259 | 24.529 | 42.12% |
| `many_cubes -nfc -vpi` | 302.116 | 312.123 | 3.31% |
| `many_foxes` | 3.227 | 3.515 | 8.92% |
Because mesh uniform building requires compute shader, and WebGL 2 has
no compute shader, the existing CPU mesh uniform building code has been
left as-is. Many types now have both CPU mesh uniform building and GPU
mesh uniform building modes. Developers can opt into the old CPU mesh
uniform building by setting the `use_gpu_uniform_builder` option on
`PbrPlugin` to `false`.
Below are graphs of the CPU portions of `many-cubes
--no-frustum-culling`. Yellow is this branch, red is `main`.
`extract_meshes`:
![Screenshot 2024-04-02
124842](https://github.com/bevyengine/bevy/assets/157897/a6748ea4-dd05-47b6-9254-45d07d33cb10)
It's notable that we get a small win even though we're now writing to a
GPU buffer.
`queue_material_meshes`:
![Screenshot 2024-04-02
124911](https://github.com/bevyengine/bevy/assets/157897/ecb44d78-65dc-448d-ba85-2de91aa2ad94)
There's a bit of a regression here; not sure what's causing it. In any
case it's very outweighed by the other gains.
`batch_and_prepare_render_phase`:
![Screenshot 2024-04-02
125123](https://github.com/bevyengine/bevy/assets/157897/4e20fc86-f9dd-4e5c-8623-837e4258f435)
There's a huge win here, enough to make batching basically drop off the
profile.
`write_batched_instance_buffer`:
![Screenshot 2024-04-02
125237](https://github.com/bevyengine/bevy/assets/157897/401a5c32-9dc1-4991-996d-eb1cac6014b2)
There's a massive improvement here, as expected. Note that a lot of it
simply comes from the fact that `MeshInputUniform` is `Pod`. (This isn't
a maintainability problem in my view because `MeshInputUniform` is so
simple: just 16 tightly-packed words.)
## Changelog
### Added
* Per-mesh instance data is now generated on GPU with a compute shader
instead of CPU, resulting in rendering performance improvements on
platforms where compute shaders are supported.
## Migration guide
* Custom render phases now need multiple systems beyond just
`batch_and_prepare_render_phase`. Code that was previously creating
custom render phases should now add a `BinnedRenderPhasePlugin` or
`SortedRenderPhasePlugin` as appropriate instead of directly adding
`batch_and_prepare_render_phase`.
# Objective
- Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials`
with `RenderAssets` to enable implementing changes to one thing,
`RenderAssets`, that applies to all use cases rather than duplicating
changes everywhere for multiple things that should be one thing.
- Adopts #8149
## Solution
- Make RenderAsset generic over the destination type rather than the
source type as in #8149
- Use `RenderAssets<PreparedMaterial<M>>` etc for render materials
---
## Changelog
- Changed:
- The `RenderAsset` trait is now implemented on the destination type.
Its `SourceAsset` associated type refers to the type of the source
asset.
- `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have
been replaced by `RenderAssets<PreparedMaterial<M>>` and similar.
## Migration Guide
- `RenderAsset` is now implemented for the destination type rather that
the source asset type. The source asset type is now the `RenderAsset`
trait's `SourceAsset` associated type.
# Objective
- Ongoing work for #10572
- Implement the `Meshable` trait for `Triangle3d`, allowing 3d triangle
primitives to produce meshes.
## Solution
The `Meshable` trait for `Triangle3d` directly produces a `Mesh`, much
like that of `Triangle2d`. The mesh consists only of a single triangle
(the triangle itself), and its vertex data consists of:
- Vertex positions, which are the triangle's vertices themselves (i.e.
the triangle provides its own coordinates in mesh space directly)
- Normals, which are all the normal of the triangle itself
- Indices, which are directly inferred from the vertex order (note that
this is slightly different than `Triangle2d` which, because of its lower
dimension, has an orientation which can be corrected for so that it
always faces "the right way")
- UV coordinates, which are produced as follows:
1. The first coordinate is coincident with the `ab` direction of the
triangle.
2. The second coordinate maps to be perpendicular to the first in mesh
space, so that the UV-mapping is skew-free.
3. The UV-coordinates map to the smallest rectangle possible containing
the triangle, given the preceding constraints.
Here is a visual demonstration; here, the `ab` direction of the triangle
is horizontal, left to right — the point `c` moves, expanding the
bounding rectangle of the triangle when it pushes past `a` or `b`:
<img width="1440" alt="Screenshot 2024-03-23 at 5 36 01 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/bef4d786-7b82-4207-abd4-ac4557d0f8b8">
<img width="1440" alt="Screenshot 2024-03-23 at 5 38 12 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/c0f72b8f-8e70-46fa-a750-2041ba6dfb78">
<img width="1440" alt="Screenshot 2024-03-23 at 5 37 15 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/db287e4f-2b0b-4fd4-8d71-88f4e7a03b7c">
The UV-mapping of `Triangle2d` has also been changed to use the same
logic.
---
## Changelog
- Implemented `Meshable` for `Triangle3d`.
- Changed UV-mapping of `Triangle2d` to match that of `Triangle3d`.
## Migration Guide
The UV-mapping of `Triangle2d` has changed with this PR; the main
difference is that the UVs are no longer dependent on the triangle's
absolute coordinates, but instead follow translations of the triangle
itself in its definition. If you depended on the old UV-coordinates for
`Triangle2d`, then you will have to update affected areas to use the new
ones which, briefly, can be described as follows:
- The first coordinate is parallel to the line between the first two
vertices of the triangle.
- The second coordinate is orthogonal to this, pointing in the direction
of the third point.
Generally speaking, this means that the first two points will have
coordinates `[_, 0.]`, while the third coordinate will be `[_, 1.]`,
with the exact values depending on the position of the third point
relative to the first two. For acute triangles, the first two vertices
always have UV-coordinates `[0., 0.]` and `[1., 0.]` respectively. For
obtuse triangles, the third point will have coordinate `[0., 1.]` or
`[1., 1.]`, with the coordinate of one of the two other points shifting
to maintain proportionality.
For example:
- The default `Triangle2d` has UV-coordinates `[0., 0.]`, `[0., 1.]`,
[`0.5, 1.]`.
- The triangle with vertices `vec2(0., 0.)`, `vec2(1., 0.)`, `vec2(2.,
1.)` has UV-coordinates `[0., 0.]`, `[0.5, 0.]`, `[1., 1.]`.
- The triangle with vertices `vec2(0., 0.)`, `vec2(1., 0.)`, `vec2(-2.,
1.)` has UV-coordinates `[2./3., 0.]`, `[1., 0.]`, `[0., 1.]`.
## Discussion
### Design considerations
1. There are a number of ways to UV-map a triangle (at least two of
which are fairly natural); for instance, we could instead declare the
second axis to be essentially `bc` so that the vertices are always `[0.,
0.]`, `[0., 1.]`, and `[1., 0.]`. I chose this method instead because it
is skew-free, so that the sampling from textures has only bilinear
scaling. I think this is better for cases where a relatively "uniform"
texture is mapped to the triangle, but it's possible that we might want
to support the other thing in the future. Thankfully, we already have
the capability of easily expanding to do that with Builders if the need
arises. This could also allow us to provide things like barycentric
subdivision.
2. Presently, the mesh-creation code for `Triangle3d` is set up to never
fail, even in the case that the triangle is degenerate. I have mixed
feelings about this, but none of our other primitive meshes fail, so I
decided to take the same approach. Maybe this is something that could be
worth revisiting in the future across the board.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jakub Marcowski <37378746+Chubercik@users.noreply.github.com>
Fixed a bug where skybox ddsfile would crash from wgpu while trying to
read past the file buffer.
Added a unit-test to prevent regression.
Bumped ddsfile dependency version to 0.5.2
# Objective
Prevents a crash when loading dds skybox.
## Solution
ddsfile already automatically sets array layers to be 6 for skyboxes.
Removed bevy's extra *= 6 multiplication.
---
This is a copy of
[#12598](https://github.com/bevyengine/bevy/pull/12598) ... I made that
one off of main and wasn't able to make more pull requests without
making a new branch.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Attempts to solve two items from
https://github.com/bevyengine/bevy/issues/11478.
## Solution
- Moved `intern` module from `bevy_utils` into `bevy_ecs` crate and
updated all relevant imports.
- Moved `label` module from `bevy_utils` into `bevy_ecs` crate and
updated all relevant imports.
---
## Migration Guide
- Replace `bevy_utils::define_label` imports with
`bevy_ecs::define_label` imports.
- Replace `bevy_utils:🏷️:DynEq` imports with
`bevy_ecs:🏷️:DynEq` imports.
- Replace `bevy_utils:🏷️:DynHash` imports with
`bevy_ecs:🏷️:DynHash` imports.
- Replace `bevy_utils::intern::Interned` imports with
`bevy_ecs::intern::Interned` imports.
- Replace `bevy_utils::intern::Internable` imports with
`bevy_ecs::intern::Internable` imports.
- Replace `bevy_utils::intern::Interner` imports with
`bevy_ecs::intern::Interner` imports.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
make morph targets and tonemapping more tolerant of delayed image
loading.
neither of these actually fail currently unless using a bespoke loader
(and even then it would be rare), but i am working on adding throttling
for asset gpu uploads (as a stopgap until we can do proper asset
streaming) and they break with that.
## Solution
when a mesh with morph targets is uploaded to the gpu, the prepare
function uploads the morph target texture if it's available, otherwise
it uploads without morph targets. this is generally fine as long as
morph targets are typically loaded from bytes (in gltf loader), but may
fail for a custom loader if the asset server async-loads the target
texture and the texture is not available yet. the mesh fails to render
and doesn't update when the image is loaded
-> if morph targets are specified but not ready yet, retry mesh upload
next frame
tonemapping `unwrap`s on the lookup table image. this is never a problem
since the image is added via `include_bytes!`, but could be a problem in
future with asset gpu throttling/streaming.
-> if the lookup texture is not yet available, use a fallback
-> in the node, check if the fallback was used before caching the bind
group
# Objective
- When viewport is set to the same size as the window on creation, when
adjusting to SizedFullscreen, the window may be smaller than the
viewport for a moment, which caused the arguments to be invalid and
panic.
- Fixes#12000.
## Solution
- The fix consists of matching the size of the viewport to the lower
size of the window ( if the x value of the window is lower, I update
only the x value of the viewport, same for the y value). Also added a
test to show that it does not panic anymore.
---
# Objective
- Add a way to easily get currently waiting pipelines IDs.
## Solution
- Added a method to get waiting pipelines `CachedPipelineId`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Since BufferVec was first introduced, `bytemuck` has added additional
traits with fewer restrictions than `Pod`. Within BufferVec, we only
rely on the constraints of `bytemuck::cast_slice` to a `u8` slice, which
now only requires `T: NoUninit` which is a strict superset of `Pod`
types.
## Solution
Change out the `Pod` generic type constraint with `NoUninit`. Also
taking the opportunity to substitute `cast_slice` with
`must_cast_slice`, which avoids a runtime panic in place of a compile
time failure if `T` cannot be used.
---
## Changelog
Changed: `BufferVec` now supports working with types containing
`NoUninit` but not `Pod` members.
Changed: `BufferVec` will now fail to compile if used with a type that
cannot be safely read from. Most notably, this includes ZSTs, which
would previously always panic at runtime.
# Objective
See https://github.com/gfx-rs/wgpu/issues/5488 for context and
rationale.
## Solution
- Disables `wgpu::Features::RAY_QUERY` and
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
must be explicitly opted into now.
---
## Changelog
- Disables `wgpu::Features::RAY_QUERY` and
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
must be explicitly opted into now.
## Migration Guide
- If you need `wgpu::Features::RAY_QUERY` or
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE`, enable them
explicitly using `WgpuSettings::features`
This commit makes the following optimizations:
## `MeshPipelineKey`/`BaseMeshPipelineKey` split
`MeshPipelineKey` has been split into `BaseMeshPipelineKey`, which lives
in `bevy_render` and `MeshPipelineKey`, which lives in `bevy_pbr`.
Conceptually, `BaseMeshPipelineKey` is a superclass of
`MeshPipelineKey`. For `BaseMeshPipelineKey`, the bits start at the
highest (most significant) bit and grow downward toward the lowest bit;
for `MeshPipelineKey`, the bits start at the lowest bit and grow upward
toward the highest bit. This prevents them from colliding.
The goal of this is to avoid having to reassemble bits of the pipeline
key for every mesh every frame. Instead, we can just use a bitwise or
operation to combine the pieces that make up a `MeshPipelineKey`.
## `specialize_slow`
Previously, all of `specialize()` was marked as `#[inline]`. This
bloated `queue_material_meshes` unnecessarily, as a large chunk of it
ended up being a slow path that was rarely hit. This commit refactors
the function to move the slow path to `specialize_slow()`.
Together, these two changes shave about 5% off `queue_material_meshes`:
![Screenshot 2024-03-29
130002](https://github.com/bevyengine/bevy/assets/157897/a7e5a994-a807-4328-b314-9003429dcdd2)
## Migration Guide
- The `primitive_topology` field on `GpuMesh` is now an accessor method:
`GpuMesh::primitive_topology()`.
- For performance reasons, `MeshPipelineKey` has been split into
`BaseMeshPipelineKey`, which lives in `bevy_render`, and
`MeshPipelineKey`, which lives in `bevy_pbr`. These two should be
combined with bitwise-or to produce the final `MeshPipelineKey`.
# Objective
Related to #10572
Allow the `Annulus` primitive to be meshed.
## Solution
We introduce a `Meshable` structure, `AnnulusMeshBuilder`, which allows
the `Annulus` primitive to be meshed, leaving optional configuration of
the number of angular sudivisions to the user. Here is a picture of the
annulus's UV-mapping:
<img width="1440" alt="Screenshot 2024-03-26 at 10 39 48 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/b170291d-cba7-441b-90ee-2ad6841eaedb">
Other features are essentially identical to the implementations for
`Circle`/`Ellipse`.
---
## Changelog
- Introduced `AnnulusMeshBuilder`
- Implemented `Meshable` for `Annulus` with `Output =
AnnulusMeshBuilder`
- Implemented `From<Annulus>` and `From<AnnulusMeshBuilder>` for `Mesh`
- Added `impl_reflect!` declaration for `Annulus` and `Triangle3d` in
`bevy_reflect`
---
## Discussion
### Design considerations
The only interesting wrinkle here is that the existing UV-mapping of
`Ellipse` (and hence of `Circle` and `RegularPolygon`) is non-radial
(it's skew-free, created by situating the mesh in a bounding rectangle),
so the UV-mapping of `Annulus` doesn't limit to that of `Circle` as its
inner radius tends to zero, for instance. I don't see this as a real
issue for `Annulus`, which should almost certainly have this kind of
UV-mapping, but I think we ought to at least consider allowing mesh
configuration for `Circle`/`Ellipse` that performs radial UV-mapping
instead. (In these cases in particular, it would be especially easy,
since we wouldn't need a different parameter set in the builder.)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- There are several redundant imports in the tests and examples that are
not caught by CI because additional flags need to be passed.
## Solution
- Run `cargo check --workspace --tests` and `cargo check --workspace
--examples`, then fix all warnings.
- Add `test-check` to CI, which will be run in the check-compiles job.
This should catch future warnings for tests. Examples are already
checked, but I'm not yet sure why they weren't caught.
## Discussion
- Should the `--tests` and `--examples` flags be added to CI, so this is
caught in the future?
- If so, #12818 will need to be merged first. It was also a warning
raised by checking the examples, but I chose to split off into a
separate PR.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
There are currently 2 different warning messages that are logged when
resizing on Linux with Nvidia drivers (introduced in
70c69cdd51).
Fixes#12830
## Solution
Generalize both to say:
```Couldn't get swap chain texture. This often happens with the NVIDIA drivers on Linux. It can be safely ignored.```
# Objective
- Since #12453, `DeterministicRenderingConfig` doesn't do anything
## Solution
- Remove it
---
## Migration Guide
- Removed `DeterministicRenderingConfig`. There shouldn't be any z
fighting anymore in the rendering even without setting
`stable_sort_z_fighting`
# Objective
This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).
Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.
## Solution
Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.
There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.
## Changelog
- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide
- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut` now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
# Objective
Fix crashing on Linux with latest stable Nvidia 550 driver when
resizing. The crash happens at startup with some setups.
Fixes#12199
I think this would be nice to get into 0.13.1
## Solution
Ignore `wgpu::SurfaceError::Outdated` always on this platform+driver.
It looks like Nvidia considered the previous behaviour of not returning
this error a bug:
"Fixed a bug where vkAcquireNextImageKHR() was not returning
VK_ERROR_OUT_OF_DATE_KHR when it should with WSI X11 swapchains"
(https://www.nvidia.com/Download/driverResults.aspx/218826/en-us/)
What I gather from this is that the surface was outdated on previous
drivers too, but they just didn't report it as an error. So behaviour
shouldn't change.
In the issue conversation we experimented with calling `continue` when
this error happens, but I found that it results in some small issues
like bevy_egui scale not updating with the window sometimes. Just doing
nothing seems to work better.
## Changelog
- Fixed crashing on Linux with Nvidia 550 driver when resizing the
window
## Migration Guide
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Speed up CPU-side rendering.
## Solution
Use `QueryIter::for_each` and `Mut::bypass_change_detection` to minimize
the total amount of data being written and allow autovectorization to
speed up iteration.
## Performance
Tested against the default `many_cubes`, this results in greater than
15x speed up: 281us -> 18.4us.
![image](https://github.com/bevyengine/bevy/assets/3137680/18369285-843e-4eb6-9716-c99c6f5ea4e2)
As `ViewVisibility::HIDDEN` just wraps false, this is likely just
degenerating into `memset(0)`s on the tables.
Today, we sort all entities added to all phases, even the phases that
don't strictly need sorting, such as the opaque and shadow phases. This
results in a performance loss because our `PhaseItem`s are rather large
in memory, so sorting is slow. Additionally, determining the boundaries
of batches is an O(n) process.
This commit makes Bevy instead applicable place phase items into *bins*
keyed by *bin keys*, which have the invariant that everything in the
same bin is potentially batchable. This makes determining batch
boundaries O(1), because everything in the same bin can be batched.
Instead of sorting each entity, we now sort only the bin keys. This
drops the sorting time to near-zero on workloads with few bins like
`many_cubes --no-frustum-culling`. Memory usage is improved too, with
batch boundaries and dynamic indices now implicit instead of explicit.
The improved memory usage results in a significant win even on
unbatchable workloads like `many_cubes --no-frustum-culling
--vary-material-data-per-instance`, presumably due to cache effects.
Not all phases can be binned; some, such as transparent and transmissive
phases, must still be sorted. To handle this, this commit splits
`PhaseItem` into `BinnedPhaseItem` and `SortedPhaseItem`. Most of the
logic that today deals with `PhaseItem`s has been moved to
`SortedPhaseItem`. `BinnedPhaseItem` has the new logic.
Frame time results (in ms/frame) are as follows:
| Benchmark | `binning` | `main` | Speedup |
| ------------------------ | --------- | ------- | ------- |
| `many_cubes -nfc -vpi` | 232.179 | 312.123 | 34.43% |
| `many_cubes -nfc` | 25.874 | 30.117 | 16.40% |
| `many_foxes` | 3.276 | 3.515 | 7.30% |
(`-nfc` is short for `--no-frustum-culling`; `-vpi` is short for
`--vary-per-instance`.)
---
## Changelog
### Changed
* Render phases have been split into binned and sorted phases. Binned
phases, such as the common opaque phase, achieve improved CPU
performance by avoiding the sorting step.
## Migration Guide
- `PhaseItem` has been split into `BinnedPhaseItem` and
`SortedPhaseItem`. If your code has custom `PhaseItem`s, you will need
to migrate them to one of these two types. `SortedPhaseItem` requires
the fewest code changes, but you may want to pick `BinnedPhaseItem` if
your phase doesn't require sorting, as that enables higher performance.
## Tracy graphs
`many-cubes --no-frustum-culling`, `main` branch:
<img width="1064" alt="Screenshot 2024-03-12 180037"
src="https://github.com/bevyengine/bevy/assets/157897/e1180ce8-8e89-46d2-85e3-f59f72109a55">
`many-cubes --no-frustum-culling`, this branch:
<img width="1064" alt="Screenshot 2024-03-12 180011"
src="https://github.com/bevyengine/bevy/assets/157897/0899f036-6075-44c5-a972-44d95895f46c">
You can see that `batch_and_prepare_binned_render_phase` is a much
smaller fraction of the time. Zooming in on that function, with yellow
being this branch and red being `main`, we see:
<img width="1064" alt="Screenshot 2024-03-12 175832"
src="https://github.com/bevyengine/bevy/assets/157897/0dfc8d3f-49f4-496e-8825-a66e64d356d0">
The binning happens in `queue_material_meshes`. Again with yellow being
this branch and red being `main`:
<img width="1064" alt="Screenshot 2024-03-12 175755"
src="https://github.com/bevyengine/bevy/assets/157897/b9b20dc1-11c8-400c-a6cc-1c2e09c1bb96">
We can see that there is a small regression in `queue_material_meshes`
performance, but it's not nearly enough to outweigh the large gains in
`batch_and_prepare_binned_render_phase`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fixes#12727. All parts that `PersistentGpuBuffer` interact with should
be 100% safe both on the CPU and the GPU: `Queue::write_buffer_with`
zeroes out the slice being written to and when uploading to the GPU, and
all slice writes are bounds checked on the CPU side.
## Solution
Make `PersistentGpuBufferable` a safe trait. Enforce it's correct
implementation via assertions. Re-enable `forbid(unsafe_code)` on
`bevy_pbr`.
# Objective
- Closes https://github.com/bevyengine/bevy/pull/12415
## Solution
- Refactored code that was changed/deprecated in `image` 0.25.
- Please review this PR carefully since I'm just making the changes
without any context or deep knowledge of the module.
---------
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Resolves#3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.
## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.
* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
* bevy_render - due to needing to integrate with wgpu
* bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
* bevy_reflect - Required for the unsafe type casting it's doing.
* bevy_transform - for the parallel transform propagation
* bevy_gizmos - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.
Several uses of unsafe were rewritten, as they did not need to be using
them:
* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
# Objective
CI is currently broken because of `DiagnosticsRecorder` not being Send
and Sync as required by Resource.
## Solution
Wrap `DiagnosticsRecorder` internally with a `WgpuWrapper`.
# Objective
This gets Bevy building on Wasm when the `atomics` flag is enabled. This
does not yet multithread Bevy itself, but it allows Bevy users to use a
crate like `wasm_thread` to spawn their own threads and manually
parallelize work. This is a first step towards resolving #4078 . Also
fixes#9304.
This provides a foothold so that Bevy contributors can begin to think
about multithreaded Wasm's constraints and Bevy can work towards changes
to get the engine itself multithreaded.
Some flags need to be set on the Rust compiler when compiling for Wasm
multithreading. Here's what my build script looks like, with the correct
flags set, to test out Bevy examples on web:
```bash
set -e
RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \
cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release
wasm-bindgen --out-name wasm_example \
--out-dir examples/wasm/target \
--target web target/wasm32-unknown-unknown/release/examples/breakout.wasm
devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm
```
A few notes:
1. `cpal` crashes immediately when the `atomics` flag is set. That is
patched in https://github.com/RustAudio/cpal/pull/837, but not yet in
the latest crates.io release.
That can be temporarily worked around by patching Cpal like so:
```toml
[patch.crates-io]
cpal = { git = "https://github.com/RustAudio/cpal" }
```
2. When testing out `wasm_thread` you need to enable the `es_modules`
feature.
## Solution
The largest obstacle to compiling Bevy with `atomics` on web is that
`wgpu` types are _not_ Send and Sync. Longer term Bevy will need an
approach to handle that, but in the near term Bevy is already configured
to be single-threaded on web.
Therefor it is enough to wrap `wgpu` types in a
`send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if
accessed off the `wgpu` thread.
---
## Changelog
- `wgpu` types that are not `Send` are wrapped in
`send_wrapper::SendWrapper` on Wasm + 'atomics'
- CommandBuffers are not generated in parallel on Wasm + 'atomics'
## Questions
- Bevy should probably add CI checks to make sure this doesn't regress.
Should that go in this PR or a separate PR? **Edit:** Added checks to
build Wasm with atomics
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: François <francois.mockers@vleue.com>
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
# Objective
* Adopted #12025 to fix merge conflicts
* In some cases we used manual impls for certain types, though they are
(at least, now) unnecessary.
## Solution
* Use macros and reflecting-by-value to avoid this clutter.
* Though there were linker issues with Reflect and the CowArc in
AssetPath (see https://github.com/bevyengine/bevy/issues/9747), I
checked these are resolved by using #[reflect_value].
---------
Co-authored-by: soqb <cb.setho@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Fixes#12600
## Solution
Removed Into<AssetId<T>> for Handle<T> as proposed in Issue
conversation, fixed dependent code
## Migration guide
If you use passing Handle by value as AssetId, you should pass reference
or call .id() method on it
Before (0.13):
`assets.insert(handle, value);`
After (0.14):
`assets.insert(&handle, value);`
or
`assets.insert(handle.id(), value);`
# Objective
- Many types in bevy_render doesn't reflect Default even if it could.
## Solution
- Reflect it.
---
---------
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
# Objective
Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308
## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.
In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.
In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.
I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.
This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.
## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.
## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.
# Objective
It's useful to have access to render pipeline statistics, since they
provide more information than FPS alone. For example, the number of
drawn triangles can be used to debug culling and LODs. The number of
fragment shader invocations can provide a more stable alternative metric
than GPU elapsed time.
See also: Render node GPU timing overlay #8067, which doesn't provide
pipeline statistics, but adds a nice overlay.
## Solution
Add `RenderDiagnosticsPlugin`, which enables collecting pipeline
statistics and CPU & GPU timings.
---
## Changelog
- Add `RenderDiagnosticsPlugin`
- Add `RenderContext::diagnostic_recorder` method
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
assets that don't load before they get removed are retried forever,
causing buffer churn and slowdown.
## Solution
stop trying to prepare dead assets.
# Objective
Fixes#12480
by removing the explicit mention of equally sized triangles from the doc
for icospheres
Co-authored-by: Emi <emanuel.boehm@gmail.com>
# Objective
Remove Bevy internals from backtraces
## Solution
Executors insert `__rust_begin_short_backtrace` into the callstack
before running a system.
<details>
<summary>Example current output</summary>
```
thread 'Compute Task Pool (3)' panicked at src/main.rs:7:33:
Foo
stack backtrace:
0: rust_begin_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:647:5
1: core::panicking::panic_fmt
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panicking.rs:72:14
2: foo::main::{{closure}}
at ./src/main.rs:7:33
3: core::ops::function::impls::<impl core::ops::function::FnMut<A> for &mut F>::call_mut
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:294:13
4: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run::call_inner
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:661:21
5: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:664:17
6: <bevy_ecs::system::function_system::FunctionSystem<Marker,F> as bevy_ecs::system::system::System>::run_unsafe
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:504:19
7: bevy_ecs::schedule::executor::multi_threaded::ExecutorState::spawn_system_task::{{closure}}::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/executor/multi_threaded.rs:621:26
8: core::ops::function::FnOnce::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:250:5
9: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
10: std::panicking::try::do_call
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
11: __rust_try
12: std::panicking::try
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
13: std::panic::catch_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
14: bevy_ecs::schedule::executor::multi_threaded::ExecutorState::spawn_system_task::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/executor/multi_threaded.rs:614:23
15: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::future::future::Future>::poll
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:297:9
16: <futures_lite::future::CatchUnwind<F> as core::future::future::Future>::poll::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:588:42
17: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
18: std::panicking::try::do_call
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
19: __rust_try
20: std::panicking::try
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
21: std::panic::catch_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
22: <futures_lite::future::CatchUnwind<F> as core::future::future::Future>::poll
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:588:9
23: async_executor::Executor::spawn::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:158:20
24: async_task::raw::RawTask<F,T,S,M>::run::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/raw.rs:550:21
25: core::ops::function::FnOnce::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:250:5
26: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
27: std::panicking::try::do_call
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
28: __rust_try
29: std::panicking::try
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
30: std::panic::catch_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
31: async_task::raw::RawTask<F,T,S,M>::run
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/raw.rs:549:23
32: async_task::runnable::Runnable<M>::run
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/runnable.rs:781:18
33: async_executor::Executor::run::{{closure}}::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:254:21
34: <futures_lite::future::Or<F1,F2> as core::future::future::Future>::poll
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:449:33
35: async_executor::Executor::run::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:261:32
36: futures_lite::future::block_on::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:99:19
37: std:🧵:local::LocalKey<T>::try_with
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:286:16
38: std:🧵:local::LocalKey<T>::with
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:262:9
39: futures_lite::future::block_on
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:78:5
40: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}::{{closure}}::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:180:37
41: std::panicking::try::do_call
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
42: __rust_try
43: std::panicking::try
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
44: std::panic::catch_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
45: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:174:43
46: std:🧵:local::LocalKey<T>::try_with
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:286:16
47: std:🧵:local::LocalKey<T>::with
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:262:9
48: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:167:25
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Encountered a panic in system `foo::main::{{closure}}`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
get on your knees and beg mommy for forgiveness you pervert~ 💖
```
</details>
<details>
<summary>Example output with this PR</summary>
```
Panic at src/main.rs:7:33:
Foo
stack backtrace:
0: rust_begin_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:647:5
1: core::panicking::panic_fmt
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panicking.rs:72:14
2: foo::main::{{closure}}
at ./src/main.rs:7:59
3: core::ops::function::impls::<impl core::ops::function::FnMut<A> for &mut F>::call_mut
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:294:13
4: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run::call_inner
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:661:21
5: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:664:17
6: <bevy_ecs::system::function_system::FunctionSystem<Marker,F> as bevy_ecs::system::system::System>::run_unsafe
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:504:19
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Encountered a panic in system `foo::main::{{closure}}`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
</details>
Full backtraces (`RUST_BACKTRACE=full`) are unchanged.
## Alternative solutions
Write a custom panic hook. This could potentially let use exclude a few
more callstack frames but requires a dependency on `backtrace` and is
incompatible with user-provided panic hooks.
---
## Changelog
- Backtraces now exclude many Bevy internals (unless
`RUST_BACKTRACE=full` is used)
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:
- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html
~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.
## Solution
Add "all-features = true" to docs.rs metadata for crates that use
features.
## Changelog
### Changed
- Unified features documented on docs.rs between main crate and
sub-crates
# Objective
- Fix#12356
- better isolation of ci testing tools in dev tools instead of being in
various crates
## Solution
- Move the parts doing the work of ci testing to the dev tools
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.
## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.
---
## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.
## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.
bevy_core' reexports of bytemuck's types has been removed.
Add them as dependencies in your own crate instead.
# Objective
Fixes#12353
When only `webp` was selected, `ImageLoader` would not be initialized.
That is, users using `default-features = false` would need to add `png`
or `bmp` or something in addition to `webp` in order to use `webp`.
This was also the case for `pnm`.
## Solution
Add `webp` and `pnm` to the list of features that trigger the
initialization of `ImageLoader`.
# Objective
- Resolves#11309
## Solution
- Add `bevy_dev_tools` crate as a default feature.
- Add `DevToolsPlugin` and add it to an app if the `bevy_dev_tools`
feature is enabled.
`bevy_dev_tools` is reserved by @alice-i-cecile, should we wait until it
gets transferred to cart before merging?
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
Fix#12304. Remove unnecessary type registrations thanks to #4154.
## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
# Objective
Resolves#4154
Currently, registration must all be done manually:
```rust
#[derive(Reflect)]
struct Foo(Bar);
#[derive(Reflect)]
struct Bar(Baz);
#[derive(Reflect)]
struct Baz(usize);
fn main() {
// ...
app
.register_type::<Foo>()
.register_type::<Bar>()
.register_type::<Baz>()
// .register_type::<usize>() <- This one is handled by Bevy, thankfully
// ...
}
```
This can grow really quickly and become very annoying to add, remove,
and update as types change. It would be great if we could help reduce
the number of types that a user must manually implement themselves.
## Solution
As suggested in #4154, this PR adds automatic recursive registration.
Essentially, when a type is registered, it may now also choose to
register additional types along with it using the new
`GetTypeRegistration::register_type_dependencies` trait method.
The `Reflect` derive macro now automatically does this for all fields in
structs, tuple structs, struct variants, and tuple variants. This is
also done for tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`.
This allows us to simplify the code above like:
```rust
#[derive(Reflect)]
struct Foo(Bar);
#[derive(Reflect)]
struct Bar(Baz);
#[derive(Reflect)]
struct Baz(usize);
fn main() {
// ...
app.register_type::<Foo>()
// ...
}
```
This automatic registration only occurs if the type has not yet been
registered. If it has been registered, we simply skip it and move to the
next one. This reduces the cost of registration and prevents overwriting
customized registrations.
## Considerations
While this does improve ergonomics on one front, it's important to look
at some of the arguments against adopting a PR like this.
#### Generic Bounds
~~Since we need to be able to register the fields individually, we need
those fields to implement `GetTypeRegistration`. This forces users to
then add this trait as a bound on their generic arguments. This
annoyance could be relieved with something like #5772.~~
This is no longer a major issue as the `Reflect` derive now adds the
`GetTypeRegistration` bound by default. This should technically be okay,
since we already add the `Reflect` bound.
However, this can also be considered a breaking change for manual
implementations that left out a `GetTypeRegistration` impl ~~or for
items that contain dynamic types (e.g. `DynamicStruct`) since those also
do not implement `GetTypeRegistration`~~.
#### Registration Assumptions
By automatically registering fields, users might inadvertently be
relying on certain types to be automatically registered. If `Foo`
auto-registers `Bar`, but `Foo` is later removed from the code, then
anywhere that previously used or relied on `Bar`'s registration would
now fail.
---
## Changelog
- Added recursive type registration to structs, tuple structs, struct
variants, tuple variants, tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`
- Added a new trait in the hidden `bevy_reflect::__macro_exports` module
called `RegisterForReflection`
- Added `GetTypeRegistration` impl for
`bevy_render::render_asset::RenderAssetUsages`
## Migration Guide
All types that derive `Reflect` will now automatically add
`GetTypeRegistration` as a bound on all (unignored) fields. This means
that all reflected fields will need to also implement
`GetTypeRegistration`.
If all fields **derive** `Reflect` or are implemented in `bevy_reflect`,
this should not cause any issues. However, manual implementations of
`Reflect` that excluded a `GetTypeRegistration` impl for their type will
need to add one.
```rust
#[derive(Reflect)]
struct Foo<T: FromReflect> {
data: MyCustomType<T>
}
// OLD
impl<T: FromReflect> Reflect for MyCustomType<T> {/* ... */}
// NEW
impl<T: FromReflect + GetTypeRegistration> Reflect for MyCustomType<T> {/* ... */}
impl<T: FromReflect + GetTypeRegistration> GetTypeRegistration for MyCustomType<T> {/* ... */}
```
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: radiish <cb.setho@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.
## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.
Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
# Objective
While mucking around with batch_and_prepare systems, it became apparent
that `GpuArrayBufferIndex::index` doesn't need to be a NonMaxU32.
## Solution
Replace it with a normal u32.
This likely has some potential perf benefit by avoiding panics and the
NOT operations, but I haven't been able to find any substantial gains,
so this is primarily for code quality.
---
## Changelog
Changed: `GpuArrayBufferIndex::index` is now a u32.
## Migration Guide
`GpuArrayBuferIndex::index` is now a u32 instead of a `NonMaxU32`.
Remove any calls to `NonMaxU32::get` on the member.
This is an implementation within `bevy_window::window` that fixes
#12229.
# Objective
Fixes#12229, allow users to retrieve the window's size and physical
size as Vectors without having to manually construct them using
`height()` and `width()` or `physical_height()` and `physical_width()`
## Solution
As suggested in #12229, created two public functions within `window`:
`size() -> Vec` and `physical_size() -> UVec` that return the needed
Vectors ready-to-go.
### Discussion
My first FOSS PRQ ever, so bear with me a bit. I'm new to this.
- I replaced instances of ```Vec2::new(window.width(),
window.height());``` or `UVec2::new(window.physical_width(),
window.physical_height());` within bevy examples be replaced with their
`size()`/`physical_size()` counterparts?
- Discussion within #12229 still holds: should these also be added to
WindowResolution?
Although we cached hashes of `MeshVertexBufferLayout`, we were paying
the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every
entity, every frame. This patch changes that logic to place
`MeshVertexBufferLayout`s in `Arc`s so that they can be compared and
hashed by pointer. This results in a 28% speedup in the
`queue_material_meshes` phase of `many_cubes`, with frustum culling
disabled.
Additionally, this patch contains two minor changes:
1. This commit flattens the specialized mesh pipeline cache to one level
of hash tables instead of two. This saves a hash lookup.
2. The example `many_cubes` has been given a `--no-frustum-culling`
flag, to aid in benchmarking.
See the Tracy profile:
<img width="1064" alt="Screenshot 2024-02-29 144406"
src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e">
## Migration guide
* Duplicate `MeshVertexBufferLayout`s are now combined into a single
object, `MeshVertexBufferLayoutRef`, which contains an
atomically-reference-counted pointer to the layout. Code that was using
`MeshVertexBufferLayout` may need to be updated to use
`MeshVertexBufferLayoutRef` instead.
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes#12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- Cull 2D text outside the view frustum.
- Part of #11081.
## Solution
- Compute AABBs for entities with a `Text2DBundle` to enable culling
them.
`text2d` example with AABB gizmos on the text entities:
https://github.com/bevyengine/bevy/assets/18357657/52ed3ddc-2274-4480-835b-a7cf23338931
---
## Changelog
### Added
- 2D text outside the view are now culled with the
`calculate_bounds_text2d` system adding the necessary AABBs.
# Objective
Split up from #12017, rename Bevy's direction types.
Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA`
types, which provide a type-level guarantee that their contained vectors
remain normalized. They can be very useful for a lot of APIs for safety,
explicitness, and in some cases performance, as they can sometimes avoid
unnecessary normalizations.
However, many consider them to be inconvenient to use, and opt for
standard vector types like `Vec3` because of this. One reason is that
the direction type names are a bit long and can be annoying to write (of
course you can use autocomplete, but just typing `Vec3` is still nicer),
and in some intances, the extra characters can make formatting worse.
The naming is also inconsistent with Glam's shorter type names, and
results in names like `Direction3dA`, which (in my opinion) are
difficult to read and even a bit ugly.
This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`.
These names are nice and easy to write, consistent with Glam, and work
well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also
result in nicer formatting in a lot of cases, which can be seen from the
diff of this PR.
Some examples of what it looks like: (copied from #12017)
```rust
// Before
let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0);
// After
let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0);
```
```rust
// Before (an example using Bevy XPBD)
let hit = spatial_query.cast_ray(
Vec3::ZERO,
Direction3d::X,
f32::MAX,
true,
SpatialQueryFilter::default(),
);
// After
let hit = spatial_query.cast_ray(
Vec3::ZERO,
Dir3::X,
f32::MAX,
true,
SpatialQueryFilter::default(),
);
```
```rust
// Before
self.circle(
Vec3::new(0.0, -2.0, 0.0),
Direction3d::Y,
5.0,
Color::TURQUOISE,
);
// After (formatting is collapsed in this case)
self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE);
```
## Solution
Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`,
`Dir3`, and `Dir3A`.
---
## Migration Guide
The `Direction2d` and `Direction3d` types have been renamed to `Dir2`
and `Dir3`.
## Additional Context
This has been brought up on the Discord a few times, and we had a small
[poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158)
on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best
option, but of course it was a very small poll and inconclusive, so
other opinions are certainly welcome too.
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
# Objective
- Complete compatibility with CSS Module 4
## Solution
- Added `Oklcha` which implements the Oklch color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Oklcha` to `Oklaba` using the provided `From` implementations
and then handle accordingly.
## Notes
This is the _last_ color space missing from the CSS Module 4 standard,
and is also the one I believe we should recommend users actually work
with for hand-crafting colours. It has all the uniformity benefits of
Oklab combined with the intuition chroma and hue provide (when compared
to a-axis and b-axis parameters).
# Objective
- Improve compatibility with CSS Module 4
- Simplify `Lcha` conversion functions
## Solution
- Added `Laba` which implements the Lab color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Laba` to either `Xyza` or `Lcha` using the provided `From`
implementations and then handle accordingly.
## Notes
The Lab color space is a required stepping stone when converting between
XYZ and Lch, therefore we already use the Lab color model, just in an
nameless fashion prone to errors.
This PR also includes a slightly broader refactor of the `From`
implementations between the various colour spaces to better reflect the
graph of definitions. My goal was to keep domain specific knowledge of
each colour space contained to their respective files (e.g., the
`From<Oklaba> for LinearRgba` definition was in `linear_rgba.rs` when it
probably belongs in `oklaba.rs`, since Linear sRGB is a fundamental
space and Oklab is defined in its relation to it)
# Objective
- Make these types usable in reflection-based workflows.
## Solution
- The usual. Also reflect `Default` and `Component` behaviors so that
the types can be constructed, inserted, and removed.
# Objective
Memory usage optimisation
## Solution
`HashMap` and `HashSet`'s keys are immutable. So using mutable types
like `String`, `Vec<T>`, or `PathBuf` as a key is a waste of memory:
they have an extra `usize` for their capacity and may have spare
capacity.
This PR replaces these types by their immutable equivalents `Box<str>`,
`Box<[T]>`, and `Box<Path>`.
For more context, I recommend watching the [Use Arc Instead of
Vec](https://www.youtube.com/watch?v=A4cKi7PTJSs) video.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
`CameraProjectionPlugin<T>`'s bounds are `T: CameraProjection`. But the
bounds for `CameraProjectionPlugin` implementing `Plugin` are `T:
CameraProjection + Component + GetTypeRegistration`. This means that if
`T` is valid for `CameraProjectionPlugin`'s bounds, but not the plugin
implementation's bounds, then `CameraProjectionPlugin` would not
implement `Plugin`. Which is weird because you'd expect a struct with
`Plugin` in the name to implement `Plugin`.
## Solution
Make `CameraProjectionPlugin<T>`'s bounds `T: CameraProjection +
Component + GetTypeRegistration`. I also rearranged some of the code.
---
## Changelog
- Changed `CameraProjectionPlugin<T>`'s bounds to `T: CameraProjection +
Component + GetTypeRegistration`
## Migration Guide
`CameraProjectionPlugin<T>`'s trait bounds now require `T` to implement
`CameraProjection`, `Component`, and `GetTypeRegistration`. This
shouldn't affect most existing code as `CameraProjectionPlugin<T>` never
implemented `Plugin` unless those bounds were met.
# Objective
Split up from #12017, add an aligned version of `Direction3d` for SIMD,
and move direction types out of `primitives`.
## Solution
Add `Direction3dA` and move direction types into a new `direction`
module.
---
## Migration Guide
The `Direction2d`, `Direction3d`, and `InvalidDirectionError` types have
been moved out of `bevy::math::primitives`.
Before:
```rust
use bevy::math::primitives::Direction3d;
```
After:
```rust
use bevy::math::Direction3d;
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Improve compatibility with CSS Module 4
- Simplify `Hsla` conversion functions
## Solution
- Added `Hsva` which implements the HSV color model.
- Added `Hwba` which implements the HWB color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Hsva` / `Hwba` to either `Hsla` or `Srgba` using the provided
`From` implementations and then handle accordingly.
## Notes
While the HSL color space is older than HWB, the formulation for HWB is
more directly related to RGB. Likewise, HSV is more closely related to
HWB than HSL. This makes the conversion of HSL to/from RGB more
naturally represented as the compound operation HSL <-> HSV <-> HWB <->
RGB. All `From` implementations for HSL, HSV, and HWB have been designed
to take the shortest path between itself and the target space.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- We should move towards a consistent use of the new `bevy_color` crate.
- As discussed in #12089, splitting this work up into small pieces makes
it easier to review.
## Solution
- Port all uses of `LegacyColor` in the `bevy_core_pipeline` to
`LinearRgba`
- `LinearRgba` is the correct type to use for internal rendering types
- Added `LinearRgba::BLACK` and `WHITE` (used during migration)
- Add `LinearRgba::grey` to more easily construct balanced grey colors
(used during migration)
- Add a conversion from `LinearRgba` to `wgpu::Color`. The converse was
not done at this time, as this is typically a user error.
I did not change the field type of the clear color on the cameras: as
this is user-facing, this should be done in concert with the other
configurable fields.
## Migration Guide
`ColorAttachment` now stores a `LinearRgba` color, rather than a Bevy
0.13 `Color`.
`set_blend_constant` now takes a `LinearRgba` argument, rather than a
Bevy 0.13 `Color`.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- Fixes#12068
## Solution
- Split `bevy_render::color::colorspace` across the various space
implementations in `bevy_color` as appropriate.
- Moved `From` implementations involving
`bevy_render::color::LegacyColor` into `bevy_render::color`
## Migration Guide
###
`bevy_render::color::colorspace::SrgbColorSpace::<f32>::linear_to_nonlinear_srgb`
Use `bevy_color::color::gamma_function_inverse`
###
`bevy_render::color::colorspace::SrgbColorSpace::<f32>::nonlinear_to_linear_srgb`
Use `bevy_color::color::gamma_function`
###
`bevy_render::color::colorspace::SrgbColorSpace::<u8>::linear_to_nonlinear_srgb`
Modify the `u8` value to instead be an `f32` (`|x| x as f32 / 255.`),
use `bevy_color::color::gamma_function_inverse`, and back again.
###
`bevy_render::color::colorspace::SrgbColorSpace::<u8>::nonlinear_to_linear_srgb`
Modify the `u8` value to instead be an `f32` (`|x| x as f32 / 255.`),
use `bevy_color::color::gamma_function`, and back again.
###
`bevy_render::color::colorspace::HslRepresentation::hsl_to_nonlinear_srgb`
Use `Hsla`'s implementation of `Into<Srgba>`
###
`bevy_render::color::colorspace::HslRepresentation::nonlinear_srgb_to_hsl`
Use `Srgba`'s implementation of `Into<Hsla>`
###
`bevy_render::color::colorspace::LchRepresentation::lch_to_nonlinear_srgb`
Use `Lcha`'s implementation of `Into<Srgba>`
###
`bevy_render::color::colorspace::LchRepresentation::nonlinear_srgb_to_lch`
Use `Srgba`'s implementation of `Into<Lcha>`
# Objective
The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).
I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.
## Solution
- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.
[`Sprite::rect`](a81a2d1da3/crates/bevy_sprite/src/sprite.rs (L29))
remains unchanged, so manually specifying a sub-pixel region of an image
is still possible.
---
## Changelog
- `GpuImage` now stores its size as `UVec2` instead of `Vec2`.
- Texture atlases store their size and sections as `UVec2` and `URect`
respectively.
- `UiImageSize` stores its size as `UVec2`.
## Migration Guide
- Change floating point types (`Vec2`, `Rect`) to their respective
unsigned integer versions (`UVec2`, `URect`) when using `GpuImage`,
`TextureAtlasLayout`, `TextureAtlasBuilder`,
`DynamicAtlasTextureBuilder` or `FontAtlas`.
# Objective
- Simplify `Srgba` hex string parsing using std hex parsing functions
and removing loops in favor of bitwise ops.
This is a follow-up of the `bevy_color` upstream PR review:
https://github.com/bevyengine/bevy/pull/12013#discussion_r1497408114
## Solution
- Reworked `Srgba::hex` to use `from_str_radix` and some bitwise ops;
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- Add the new `-Zcheck-cfg` checks to catch more warnings
- Fixes#12091
## Solution
- Create a new `cfg-check` to the CI that runs `cargo check -Zcheck-cfg
--workspace` using cargo nightly (and fails if there are warnings)
- Fix all warnings generated by the new check
---
## Changelog
- Remove all redundant imports
- Fix cfg wasm32 targets
- Add 3 dead code exceptions (should StandardColor be unused?)
- Convert ios_simulator to a feature (I'm not sure if this is the right
way to do it, but the check complained before)
## Migration Guide
No breaking changes
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.
## Solution
To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.
However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.
As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.
## Migration Guide
THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.
This change should not be shipped to end users: delete this section in
the final migration guide!
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- Fixes#11977 - user defined shaders don't work in wasm
- After investigation, it won't work if the shader is not yet available
when compiling the pipeline on all platforms, for example if you load
many assets
## Solution
- Set the pipeline state to queued when it errs waiting for the shader
so that it's retried
This PR closes#11978
# Objective
Fix rendering on iOS Simulators.
iOS Simulator doesn't support the capability CUBE_ARRAY_TEXTURES, since
0.13 this started to make iOS Simulator not render anything with the
following message being outputted:
```
2024-02-19T14:59:34.896266Z ERROR bevy_render::render_resource::pipeline_cache: failed to create shader module: Validation Error
Caused by:
In Device::create_shader_module
Shader validation error:
Type [40] '' is invalid
Capability Capabilities(CUBE_ARRAY_TEXTURES) is required
```
## Solution
- Split up NO_ARRAY_TEXTURES_SUPPORT into both NO_ARRAY_TEXTURES_SUPPORT
and NO_CUBE_ARRAY_TEXTURES_SUPPORT and correctly apply
NO_ARRAY_TEXTURES_SUPPORT for iOS Simulator using the cfg flag
introduced in #10178.
---
## Changelog
### Fixed
- Rendering on iOS Simulator due to missing CUBE_ARRAY_TEXTURES support.
---------
Co-authored-by: Sam Pettersson <sam.pettersson@geoguessr.com>
# Objective
This PR adds some missing mime types to the
`ImageFormat::from_mime_type` method. As discussed [in this comment on
the Discord Bevy
community](https://discord.com/channels/691052431525675048/691052431974465548/1209904290227949729):
> It's strange that Bevy supports parsing `ImageFormat::WebP` from a
.webp str extension in the method below, but not from the mime type.
>
> In comparison, the image crate does parse it:
https://github.com/image-rs/image/blob/master/src/image.rs#L170
# Solution
For each of the missing mime types, I added them based on the
`ImageFormat::from_mime_type` of the image crate:
https://github.com/image-rs/image/blob/master/src/image.rs#L209, except
for `ImageFormat::Basis` and `ImageFormat::Ktx2` which are not present
in the image crate, and I ignore if they have a mime type or not*
\* apparently nowadays there is an official mime type: `image/ktx2`
https://www.iana.org/assignments/media-types/image/ktx2
Any feedback is welcome! I thought of refactoring a bit more and
delegating the mime type parsing to the image crate (and possibly the
same for extensions), let me know if that's desired 🙂
# Objective
- Closes#11985
## Solution
- alpha.rs has been moved from bevy_pbr into bevy_render; bevy_pbr and
bevy_gltf now access `AlphaMode` through bevy_render.
---
## Migration Guide
In the present implementation, external consumers of `AlphaMode` will
have to access it through bevy_render rather than through bevy_pbr,
changing their import from `bevy_pbr::AlphaMode` to
`bevy_render::alpha::AlphaMode` (or the corresponding glob import from
`bevy_pbr::prelude::*` to `bevy_render::prelude::*`).
## Uncertainties
Some remaining things from this that I am uncertain about:
- Here, the `app.register_type<AlphaMode>()` call has been moved from
`PbrPlugin` to `RenderPlugin`; I'm not sure if this is quite right, and
I was unable to find any direct relationship between `PbrPlugin` and
`RenderPlugin`.
- `AlphaMode` was placed in the prelude of bevy_render. I'm not certain
that this is actually appropriate.
- bevy_pbr does not re-export `AlphaMode`, which makes this a breaking
change for external consumers.
Any of these things could be easily changed; I'm just not confident that
I necessarily adopted the right approach in these (known) ways since
this codebase and ecosystem is quite new to me.
Adopted #8266, so copy-pasting the description from there:
# Objective
Support the KHR_texture_transform extension for the glTF loader.
- Fixes#6335
- Fixes#11869
- Implements part of #11350
- Implements the GLTF part of #399
## Solution
As is, this only supports a single transform. Looking at Godot's source,
they support one transform with an optional second one for detail, AO,
and emission. glTF specifies one per texture. The public domain
materials I looked at seem to share the same transform. So maybe having
just one is acceptable for now. I tried to include a warning if multiple
different transforms exist for the same material.
Note the gltf crate doesn't expose the texture transform for the normal
and occlusion textures, which it should, so I just ignored those for
now. (note by @janhohenheim: this is still the case)
Via `cargo run --release --example scene_viewer
~/src/clone/glTF-Sample-Models/2.0/TextureTransformTest/glTF/TextureTransformTest.gltf`:
![texture_transform](https://user-images.githubusercontent.com/283864/228938298-aa2ef524-555b-411d-9637-fd0dac226fb0.png)
## Changelog
Support for the
[KHR_texture_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform)
extension added. Texture UVs that were scaled, rotated, or offset in a
GLTF are now properly handled.
---------
Co-authored-by: Al McElrath <hello@yrns.org>
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
# Objective
If multiple cameras render to the same target with MSAA enabled, only
the first and the last camera output will appear in the final output*.
This is because each camera maintains a separate flag to track the
active main texture. The first camera renders to texture A and all
subsequent cameras first write-back from A and then render into texture
B. Hence, camera 3 onwards will overwrite the work of the previous
camera.
\* This would manifest slightly differently if there were other calls to
post_process_write() in a more complex setup.
The is a functional regression from Bevy 0.12.
## Solution
The flag which tracks the active main texture should be shared between
cameras with the same `NormalizedRenderTarget`. Add the
`Arc<AtomicUsize>` to the existing per-target cache.
# Objective
We deprecated quite a few APIs in 0.13. 0.13 has shipped already. It
should be OK to remove them in 0.14's release. Fixes#4059. Fixes#9011.
## Solution
Remove them.
# Objective
There's a repeating pattern of `ThreadLocal<Cell<Vec<T>>>` which is very
useful for low overhead, low contention multithreaded queues that have
cropped up in a few places in the engine. This pattern is surprisingly
useful when building deferred mutation across multiple threads, as noted
by it's use in `ParallelCommands`.
However, `ThreadLocal<Cell<Vec<T>>>` is not only a mouthful, it's also
hard to ensure the thread-local queue is replaced after it's been
temporarily removed from the `Cell`.
## Solution
Wrap the pattern into `bevy_utils::Parallel<T>` which codifies the
entire pattern and ensures the user follows the contract. Instead of
fetching indivdual cells, removing the value, mutating it, and replacing
it, `Parallel::get` returns a `ParRef<'a, T>` which contains the
temporarily removed value and a reference back to the cell, and will
write the mutated value back to the cell upon being dropped.
I would like to use this to simplify the remaining part of #4899 that
has not been adopted/merged.
---
## Changelog
TODO
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
# Objective
- I hated having to do `Cuboid::new(1.0, 1.0, 1.0)` or
`Cuboid::from_size(Vec3::splat(1.0))` when there should be a much easier
way to do this.
## Solution
- Implemented a `from_length()` method that only takes in a single
float, and constructs a primitive of equal size in all directions.
- Ex:
```rs
// These:
Cuboid::new(1.0, 1.0, 1.0);
Cuboid::from_size(Vec3::splat(1.0));
// Are equivalent to this:
Cuboid::from_length(1.0);
```
- For the rest of the changed primitives:
```rs
Rectangle::from_length(1.0);
Plane3d::default().mesh().from_length(1.0);
```
# Objective
Fixes#11846
## Solution
Add a `synchronous_pipeline_compilation ` field to `RenderPlugin`,
defaulting to `false`.
Most of the diff is whitespace.
## Changelog
Added `synchronous_pipeline_compilation ` to `RenderPlugin` for
disabling async pipeline creation.
## Migration Guide
TODO: consider combining this with the guide for #11846
`RenderPlugin` has a new `synchronous_pipeline_compilation ` property.
The default value is `false`. Set this to `true` if you want to retain
the previous synchronous behavior.
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
This represents when the user has configured `ClearColorConfig::None` in
their application. If the clear color is `None`, we will always `Load`
instead of attempting to clear the attachment on the first call.
Fixes#11883.
# Objective
The new render graph labels do not (and cannot) implement normal
Reflect, which breaks spawning scenes with cameras (including GLTF
scenes). Likewise, the new `CameraMainTextureUsages` also does not (and
cannot) implement normal Reflect because it uses `wgpu::TextureUsages`
under the hood.
Fixes#11852
## Solution
This implements minimal "reflect value" for `CameraRenderGraph` and
`CameraMainTextureUsages` and registers the types, which satisfies our
spawn logic.
Note that this _does not_ fix scene serialization for these types, which
will require more significant changes. We will especially need to think
about how (and if) "interned labels" will fit into the scene system. For
the purposes of 0.13, I think this is the best we can do. Given that
this serialization issue is prevalent throughout Bevy atm, I'm ok with
adding a couple more to the pile. When we roll out the new scene system,
we will be forced to solve these on a case-by-case basis.
---
## Changelog
- Implement Reflect (value) for `CameraMainTextureUsages` and
`CameraRenderGraph`, and register those types.
# Objective
#10644 introduced nice "statically typed" labels that replace the old
strings. I would like to propose some changes to the names introduced:
* `SubGraph2d` -> `Core2d` and `SubGraph3d` -> `Core3d`. The names of
these graphs have been / should continue to be the "core 2d" graph not
the "sub graph 2d" graph. The crate is called `bevy_core_pipeline`, the
modules are still `core_2d` and `core_3d`, etc.
* `Labels2d` and `Labels3d`, at the very least, should not be plural to
follow naming conventions. A Label enum is not a "collection of labels",
it is a _specific_ Label. However I think `Label2d` and `Label3d` is
significantly less clear than `Node2d` and `Node3d`, so I propose those
changes here. I've done the same for `LabelsPbr` -> `NodePbr` and
`LabelsUi` -> `NodeUi`
Additionally, #10644 accidentally made one of the Camera2dBundle
constructors use the 3D graph instead of the 2D graph. I've fixed that
here.
---
## Changelog
* Renamed `SubGraph2d` -> `Core2d`, `SubGraph3d` -> `Core3d`, `Labels2d`
-> `Node2d`, `Labels3d` -> `Node3d`, `LabelsUi` -> `NodeUi`, `LabelsPbr`
-> `NodePbr`
# Objective
After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.
The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.
Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
Fixes#11577
---
## Changelog
- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.
## Migration Guide
- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
# Objective
Fix https://github.com/bevyengine/bevy/issues/11577.
## Solution
Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)
---
I did not include any example-related changes in here.
## Changelogs (not including breaking changes)
### bevy_pbr
- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.
## Breaking changes
### bevy_pbr
The several default lighting values were changed:
- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
# Objective
- The current implementations for `&Visibility == Visibility` and
`Visibility == &Visibility` are ambiguous, so they raise a warning for
being unconditionally recursive.
- `TaskPool`'s `LOCAL_EXECUTOR` thread local calls a `const` constructor
in a non-`const` context.
## Solution
- Make `&Visibility == Visibility` and `Visibility == &Visibility`
implementations use `Visibility == Visibility`.
- Wrap `LocalExecutor::new` in a special `const` block supported by
[`thread_local`](https://doc.rust-lang.org/stable/std/macro.thread_local.html).
---
This lints were found by running:
```shell
$ cargo clippy --workspace
```
There are a few other warnings that were more complicated, so I chose
not to include them in this PR.
<details>
<summary>Here they are...</summary>
```shell
warning: function cannot return without recursing
--> crates/bevy_utils/src/cow_arc.rs:92:5
|
92 | / fn eq(&self, other: &Self) -> bool {
93 | | self.deref().eq(other.deref())
94 | | }
| |_____^
|
note: recursive call site
--> crates/bevy_utils/src/cow_arc.rs:93:9
|
93 | self.deref().eq(other.deref())
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
warning: method `get_path` is never used
--> crates/bevy_reflect/src/serde/de.rs:26:8
|
25 | trait StructLikeInfo {
| -------------- method in this trait
26 | fn get_path(&self) -> &str;
| ^^^^^^^^
|
= note: `#[warn(dead_code)]` on by default
warning: methods `get_path` and `get_field` are never used
--> crates/bevy_reflect/src/serde/de.rs:34:8
|
33 | trait TupleLikeInfo {
| ------------- methods in this trait
34 | fn get_path(&self) -> &str;
| ^^^^^^^^
35 | fn get_field(&self, index: usize) -> Option<&UnnamedField>;
| ^^^^^^^^^
```
The other warnings are fixed by #11865.
</details>
# Objective
It can sometimes be useful to combine several meshes into one. This
allows constructing more complex meshes out of simple primitives without
needing to use a 3D modeling program or entity hierarchies.
This could also be used internally to increase code reuse by using
existing mesh generation logic for e.g. circles and using that in
cylinder mesh generation logic to add the top and bottom of the
cylinder.
**Note**: This is *not* implementing CSGs (Constructive Solid Geometry)
or any boolean operations, as that is much more complex. This is simply
adding the mesh data of another mesh to a mesh.
## Solution
Add a `merge` method to `Mesh`. It appends the vertex attributes and
indices of `other` to `self`, resulting in a `Mesh` that is the
combination of the two.
For example, you could do this:
```rust
let mut cuboid = Mesh::from(shape::Box::default());
let mut cylinder = Mesh::from(shape::Cylinder::default());
let mut torus = Mesh::from(shape::Torus::default());
cuboid.merge(cylinder);
cuboid.merge(torus);
```
This would result in `cuboid` being a `Mesh` that also has the cylinder
mesh and torus mesh. In this case, they would just be placed on top of
each other, but by utilizing #11454 we can transform the cylinder and
torus to get a result like this:
https://github.com/bevyengine/bevy/assets/57632562/557402c6-b896-4aba-bd95-312e7d1b5238
This is just a single entity and a single mesh.
# Objective
Reduce the size of `bevy_utils`
(https://github.com/bevyengine/bevy/issues/11478)
## Solution
Move `EntityHash` related types into `bevy_ecs`. This also allows us
access to `Entity`, which means we no longer need `EntityHashMap`'s
first generic argument.
---
## Changelog
- Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` into `bevy::ecs::entity::hash` .
- Removed `EntityHashMap`'s first generic argument. It is now hardcoded
to always be `Entity`.
## Migration Guide
- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
# Objective
Loading some textures from the days of yonder give me errors cause the
mipmap level is 0
## Solution
Set a minimum of 1
## Changelog
Make mipmap level at least 1
This fixes a `FIXME` in `extract_meshes` and results in a performance
improvement.
As a result of this change, meshes in the render world might not be
attached to entities anymore. Therefore, the `entity` parameter to
`RenderCommand::render()` is now wrapped in an `Option`. Most
applications that use the render app's ECS can simply unwrap the
`Option`.
Note that for now sprites, gizmos, and UI elements still use the render
world as usual.
## Migration guide
* For efficiency reasons, some meshes in the render world may not have
corresponding `Entity` IDs anymore. As a result, the `entity` parameter
to `RenderCommand::render()` is now wrapped in an `Option`. Custom
rendering code may need to be updated to handle the case in which no
`Entity` exists for an object that is to be rendered.
# Objective
The deprecation message of `bevy::render::mesh::shape::Quad` says that
you should use `bevy_math`'s `Quad` instead. But it doesn't exist.
## Solution
Mention the correct primitive: `Rectangle`
# Objective
- Encoding many GPU commands (such as in a renderpass with many draws,
such as the main opaque pass) onto a `wgpu::CommandEncoder` is very
expensive, and takes a long time.
- To improve performance, we want to perform the command encoding for
these heavy passes in parallel.
## Solution
- `RenderContext` can now queue up "command buffer generation tasks"
which are closures that will generate a command buffer when called.
- When finalizing the render context to produce the final list of
command buffers, these tasks are run in parallel on the
`ComputeTaskPool` to produce their corresponding command buffers.
- The general idea is that the node graph will run in serial, but in a
node, instead of doing rendering work, you can add tasks to do render
work in parallel with other node's tasks that get ran at the end of the
graph execution.
## Nodes Parallelized
- `MainOpaquePass3dNode`
- `PrepassNode`
- `DeferredGBufferPrepassNode`
- `ShadowPassNode` (One task per view)
## Future Work
- For large number of draws calls, might be worth further subdividing
passes into 2+ tasks.
- Extend this to UI, 2d, transparent, and transmissive nodes?
- Needs testing - small command buffers are inefficient - it may be
worth reverting to the serial command encoder usage for render phases
with few items.
- All "serial" (traditional) rendering work must finish before parallel
rendering tasks (the new stuff) can start to run.
- There is still only one submission to the graphics queue at the end of
the graph execution. There is still no ability to submit work earlier.
## Performance Improvement
Thanks to @Elabajaba for testing on Bistro.
![image](https://github.com/bevyengine/bevy/assets/47158642/be50dafa-85eb-4da5-a5cd-c0a044f1e76f)
TLDR: Without shadow mapping, this PR has no impact. _With_ shadow
mapping, this PR gives **~40 more fps** than main.
---
## Changelog
- `MainOpaquePass3dNode`, `PrepassNode`, `DeferredGBufferPrepassNode`,
and each shadow map within `ShadowPassNode` are now encoded in parallel,
giving _greatly_ increased CPU performance, mainly when shadow mapping
is enabled.
- Does not work on WASM or AMD+Windows+Vulkan.
- Added `RenderContext::add_command_buffer_generation_task()`.
- `RenderContext::new()` now takes adapter info
- Some render graph and Node related types and methods now have
additional lifetime constraints.
## Migration Guide
`RenderContext::new()` now takes adapter info
- Some render graph and Node related types and methods now have
additional lifetime constraints.
---------
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
While profiling around to validate the results of #9172, I noticed that
`present_frames` can take a significant amount of time. Digging into the
cause, it seems like we're creating a new `QueryState` from scratch
every frame. This involves scanning the entire World's metadata instead
of just updating its view of the world.
## Solution
Use a `SystemState` argument to cache the `QueryState` to avoid this
construction cost.
## Performance
Against `many_foxes`, this seems to cut the time spent in
`present_frames` by nearly almost 2x. Yellow is this PR, red is main.
![image](https://github.com/bevyengine/bevy/assets/3137680/2b02bbe0-6219-4255-958d-b690e37e7fba)
# Objective
#11431 and #11688 implemented meshing support for Bevy's new geometric
primitives. The next step is to deprecate the shapes in
`bevy_render::mesh::shape` and to later remove them completely for 0.14.
## Solution
Deprecate the shapes and reduce code duplication by utilizing the
primitive meshing API for the old shapes where possible.
Note that some shapes have behavior that can't be exactly reproduced
with the new primitives yet:
- `Box` is more of an AABB with min/max extents
- `Plane` supports a subdivision count
- `Quad` has a `flipped` property
These types have not been changed to utilize the new primitives yet.
---
## Changelog
- Deprecated all shapes in `bevy_render::mesh::shape`
- Changed all examples to use new primitives for meshing
## Migration Guide
Bevy has previously used rendering-specific types like `UVSphere` and
`Quad` for primitive mesh shapes. These have now been deprecated to use
the geometric primitives newly introduced in version 0.13.
Some examples:
```rust
let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0));
let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0));
let before = meshes.add(shape::Quad::default());
let after = meshes.add(Rectangle::default());
let before = meshes.add(shape::Plane::from_size(5.0));
// The surface normal can now also be specified when using `new`
let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0));
let before = meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 0.5,
subdivisions: 5,
})
.unwrap(),
);
let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
```
# Objective
- Try not to drop the render world on the render thread, and drop the
main world after the render world.
- The render world has a drop check that will panic if it is dropped off
the main thread.
## Solution
- Keep track of where the render world is and wait for it to come back
when the channel resource is dropped.
---
## Changelog
- Wait for the render world when the main world is dropped.
## Migration Guide
- If you were using the pipelined rendering channels,
`MainToRenderAppSender` and `RenderToMainAppReceiver`, they have been
combined into the single resource `RenderAppChannels`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Friz64 <friz64@protonmail.com>
# Objective
Fix https://github.com/bevyengine/bevy/issues/11657
## Solution
Add a `ReflectKind` enum, add `Reflect::reflect_kind` which returns a
`ReflectKind`, and add `kind` method implementions to `ReflectRef`,
`ReflectMut`, and `ReflectOwned`, which returns a `ReflectKind`.
I also changed `AccessError` to use this new struct instead of it's own
`TypeKind` struct.
---
## Changelog
- Added `ReflectKind`, an enumeration over the kinds of a reflected type
without its data.
- Added `Reflect::reflect_kind` (with default implementation)
- Added implementation for the `kind` method on `ReflectRef`,
`ReflectMut`, and `ReflectOwned` which gives their kind without any
information, as a `ReflectKind`
# Objective
- Fixes#11740
## Solution
- Turned `Mesh::set_indices` into `Mesh::insert_indices` and added
related methods for completeness.
---
## Changelog
- Replaced `Mesh::set_indices(indices: Option<Indices>)` with
`Mesh::insert_indices(indices: Indices)`
- Replaced `Mesh::with_indices(indices: Option<Indices>)` with
`Mesh::with_inserted_indices(indices: Indices)` and
`Mesh::with_removed_indices()` mirroring the API for inserting /
removing attributes.
- Updated the examples and internal uses of the APIs described above.
## Migration Guide
- Use `Mesh::insert_indices` or `Mesh::with_inserted_indices` instead of
`Mesh::set_indices` / `Mesh::with_indices`.
- If you have passed `None` to `Mesh::set_indices` or
`Mesh::with_indices` you should use `Mesh::remove_indices` or
`Mesh::with_removed_indices` instead.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- System `create_surfaces` needs to happen before `prepare_windows` or
we lose one frame at startup
## Solution
- Specify the ordering, remove the set as it doesn't mean anything there
# Objective
Split up from #11007, fixing most of the remaining work for #10569.
Implement `Meshable` for `Cuboid`, `Sphere`, `Cylinder`, `Capsule`,
`Torus`, and `Plane3d`. This covers all shapes that Bevy has mesh
structs for in `bevy_render::mesh::shapes`.
`Cone` and `ConicalFrustum` are new shapes, so I can add them in a
follow-up, or I could just add them here directly if that's preferrable.
## Solution
Implement `Meshable` for `Cuboid`, `Sphere`, `Cylinder`, `Capsule`,
`Torus`, and `Plane3d`.
The logic is mostly just a copy of the the existing `bevy_render`
shapes, but `Plane3d` has a configurable surface normal that affects the
orientation. Some property names have also been changed to be more
consistent.
The default values differ from the old shapes to make them a bit more
logical:
- Spheres now have a radius of 0.5 instead of 1.0. The default capsule
is equivalent to the default cylinder with the sphere's halves glued on.
- The inner and outer radius of the torus are now 0.5 and 1.0 instead of
0.5 and 1.5 (i.e. the new minor and major radii are 0.25 and 0.75). It's
double the width of the default cuboid, half of its height, and the
default sphere matches the size of the hole.
- `Cuboid` is 1x1x1 by default unlike the dreaded `Box` which is 2x1x1.
Before, with "old" shapes:
![old](https://github.com/bevyengine/bevy/assets/57632562/733f3dda-258c-4491-8152-9829e056a1a3)
Now, with primitive meshing:
![new](https://github.com/bevyengine/bevy/assets/57632562/5a1af14f-bb98-401d-82cf-de8072fea4ec)
I only changed the `3d_shapes` example to use primitives for now. I can
change them all in this PR or a follow-up though, whichever way is
preferrable.
### Sphere API
Spheres have had separate `Icosphere` and `UVSphere` structs, but with
primitives we only have one `Sphere`.
We need to handle this with builders:
```rust
// Existing structs
let ico = Mesh::try_from(Icophere::default()).unwrap();
let uv = Mesh::from(UVSphere::default());
// Primitives
let ico = Sphere::default().mesh().ico(5).unwrap();
let uv = Sphere::default().mesh().uv(32, 18);
```
We could add methods on `Sphere` directly to skip calling `.mesh()`.
I also added a `SphereKind` enum that can be used with the `kind`
method:
```rust
let ico = Sphere::default()
.mesh()
.kind(SphereKind::Ico { subdivisions: 8 })
.build();
```
The default mesh for a `Sphere` is an icosphere with 5 subdivisions
(like the default `Icosphere`).
---
## Changelog
- Implement `Meshable` and `Default` for `Cuboid`, `Sphere`, `Cylinder`,
`Capsule`, `Torus`, and `Plane3d`
- Use primitives in `3d_shapes` example
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
During my exploratory work on the remote editor, I found a couple of
types that were either not registered, or that were missing
`ReflectDefault`.
## Solution
- Added registration and `ReflectDefault` where applicable
- (Drive by fix) Moved `Option<f32>` registration to `bevy_core` instead
of `bevy_ui`, along with similar types.
---
## Changelog
- Fixed: Registered `FogSettings`, `FogFalloff`,
`ParallaxMappingMethod`, `OpaqueRendererMethod` structs for reflection
- Fixed: Registered `ReflectDefault` trait for `ColorGrading` and
`CascadeShadowConfig` structs
# Objective
- There are too many `NonSendMarker`
https://docs.rs/bevy/0.12.1/bevy/index.html?search=nonsendmarker
- There should be only one
## Solution
- Use the marker type from bevy_core in bevy_render
---
## Migration Guide
- If you were using `bevy::render::view::NonSendMarker` or
`bevy::render::view:🪟:NonSendMarker`, use
`bevy::core::NonSendMarker` instead
# Objective
- Change set of systems as I made a mistake in #11672
- Don't block main when not needed
- Fixes#11235
## Solution
- add a run condition so that the system won't run and block main if not
needed
# Objective
- Some places manually use a `bool` /`AtomicBool` to warn once.
## Solution
- Use the `warn_once` macro which internally creates an `AtomicBool`.
Downside: in some case the warning state would have been reset after
recreating the struct carrying the warn state, whereas now it will
always warn only once per program run (For example, if all
`MeshPipeline`s are dropped or the `World` is recreated for
`Local<bool>`/ a `bool` resource, which shouldn't happen over the course
of a standard `App` run).
---
## Changelog
### Removed
- `FontAtlasWarning` has been removed, but the corresponding warning is
still emitted.
# Objective
- Pipeline compilation is slow and blocks the frame
- Closes https://github.com/bevyengine/bevy/issues/8224
## Solution
- Compile pipelines in a Task on the AsyncComputeTaskPool
---
## Changelog
- Render/compute pipeline compilation is now done asynchronously over
multiple frames when the multi-threaded feature is enabled and on
non-wasm and non-macOS platforms
- Added `CachedPipelineState::Creating`
- Added `PipelineCache::block_on_render_pipeline()`
- Added `bevy_utils::futures::check_ready`
- Added `bevy_render/multi-threaded` cargo feature
## Migration Guide
- Match on the new `Creating` variant for exhaustive matches of
`CachedPipelineState`
# Objective
Fixes#11653
## Solution
- Just added the formats to the docstring, I played around with having
the format appear in the type somehow so that it didn't need to be
written manually in the docstring but it ended up being more trouble
than it was worth.
Co-authored-by: James Liu <contact@jamessliu.com>
Frustum computation is nontrivial amount of code private in
`update_frusta` system.
Make it public.
This is needed to decide which entities to spawn/despawn in `Update`
based on camera changes. But if `Update` also changed camera, frustum is
not yet recomputed.
Technically it is probably possible to run an iteration of
`update_frusta` system by a user in `Update` schedule after propagating
`GlobalTransform` to the cameras, but it is easier to just compute
frustum manually using API added in this PR.
Also replace two places where this code is used.
---------
Co-authored-by: vero <email@atlasdostal.com>
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>`
- ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of
#11478~~
- ~~I haven't swapped `bevy_reflect` over because it doesn't depend on
`bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to
`bevy_utils` and then adding a dependency to that~~
- ~~this is a slight change in the public API of
`DrawFunctionsInternal`, does this need to go in the changelog?~~
## Changelog
- moved `TypeIdMap` to `bevy_utils`
- changed `DrawFunctionsInternal::indices` to `TypeIdMap`
## Migration Guide
- `TypeIdMap` now lives in `bevy_utils`
- `DrawFunctionsInternal::indices` now uses a `TypeIdMap`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.
## Solution
Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
# Objective
- Allow prepare windows to run off of the main thread on all platforms.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on all platforms.
## Solution
- Running `prepare_windows` on the main thread on apple platforms is
only mandatory to create surface, which is only needed during window
creation. Split that part into its own system that happens before
`prepare_windows`
- Tested on macOS and iOS
---
## Changelog
- Allow prepare windows to run off main thread on all platforms.
# Objective
- In #9822 I forgot to disable auto sync points on the Extract Schedule.
We want to do this because the Commands on the Extract Schedule should
be applied on the render thread.
# Objective
- Allow prepare windows to run off of the main thread on platforms that
allow it.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on most
platforms.
## Solution
- Conditionally compile prepare windows for different OS's
- Seems like it's only the call to `create_surface` that needs to run on
the main thread here.
- I've only tested this on windows, but I do see prepare windows running
on other threads.
---
## Changelog
- Allow prepare windows to run off main thread on platforms that allow
it.
# Objective
The whole `Cow<'static, str>` naming for nodes and subgraphs in
`RenderGraph` is a mess.
## Solution
Replaces hardcoded and potentially overlapping strings for nodes and
subgraphs inside `RenderGraph` with bevy's labelsystem.
---
## Changelog
* Two new labels: `RenderLabel` and `RenderSubGraph`.
* Replaced all uses for hardcoded strings with those labels
* Moved `Taa` label from its own mod to all the other `Labels3d`
* `add_render_graph_edges` now needs a tuple of labels
* Moved `ScreenSpaceAmbientOcclusion` label from its own mod with the
`ShadowPass` label to `LabelsPbr`
* Removed `NodeId`
* Renamed `Edges.id()` to `Edges.label()`
* Removed `NodeLabel`
* Changed examples according to the new label system
* Introduced new `RenderLabel`s: `Labels2d`, `Labels3d`, `LabelsPbr`,
`LabelsUi`
* Introduced new `RenderSubGraph`s: `SubGraph2d`, `SubGraph3d`,
`SubGraphUi`
* Removed `Reflect` and `Default` derive from `CameraRenderGraph`
component struct
* Improved some error messages
## Migration Guide
For Nodes and SubGraphs, instead of using hardcoded strings, you now
pass labels, which can be derived with structs and enums.
```rs
// old
#[derive(Default)]
struct MyRenderNode;
impl MyRenderNode {
pub const NAME: &'static str = "my_render_node"
}
render_app
.add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
core_3d::graph::NAME,
MyRenderNode::NAME,
)
.add_render_graph_edges(
core_3d::graph::NAME,
&[
core_3d::graph::node::TONEMAPPING,
MyRenderNode::NAME,
core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
],
);
// new
use bevy::core_pipeline::core_3d::graph::{Labels3d, SubGraph3d};
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct MyRenderLabel;
#[derive(Default)]
struct MyRenderNode;
render_app
.add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
SubGraph3d,
MyRenderLabel,
)
.add_render_graph_edges(
SubGraph3d,
(
Labels3d::Tonemapping,
MyRenderLabel,
Labels3d::EndMainPassPostProcessing,
),
);
```
### SubGraphs
#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph2d` |
#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph3d` |
#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::NAME` | `graph::SubGraphUi` |
### Nodes
#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels2d::MsaaWriteback` |
| `node::MAIN_PASS` | `Labels2d::MainPass` |
| `node::BLOOM` | `Labels2d::Bloom` |
| `node::TONEMAPPING` | `Labels2d::Tonemapping` |
| `node::FXAA` | `Labels2d::Fxaa` |
| `node::UPSCALING` | `Labels2d::Upscaling` |
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels2d::ConstrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels2d::EndMainPassPostProcessing` |
#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels3d::MsaaWriteback` |
| `node::PREPASS` | `Labels3d::Prepass` |
| `node::DEFERRED_PREPASS` | `Labels3d::DeferredPrepass` |
| `node::COPY_DEFERRED_LIGHTING_ID` | `Labels3d::CopyDeferredLightingId`
|
| `node::END_PREPASSES` | `Labels3d::EndPrepasses` |
| `node::START_MAIN_PASS` | `Labels3d::StartMainPass` |
| `node::MAIN_OPAQUE_PASS` | `Labels3d::MainOpaquePass` |
| `node::MAIN_TRANSMISSIVE_PASS` | `Labels3d::MainTransmissivePass` |
| `node::MAIN_TRANSPARENT_PASS` | `Labels3d::MainTransparentPass` |
| `node::END_MAIN_PASS` | `Labels3d::EndMainPass` |
| `node::BLOOM` | `Labels3d::Bloom` |
| `node::TONEMAPPING` | `Labels3d::Tonemapping` |
| `node::FXAA` | `Labels3d::Fxaa` |
| `node::UPSCALING` | `Labels3d::Upscaling` |
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels3d::ContrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels3d::EndMainPassPostProcessing` |
#### in `bevy_core_pipeline`
| old string-based path | new label |
|-----------------------|-----------|
| `taa::draw_3d_graph::node::TAA` | `Labels3d::Taa` |
#### in `bevy_pbr`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_3d_graph::node::SHADOW_PASS` | `LabelsPbr::ShadowPass` |
| `ssao::draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION` |
`LabelsPbr::ScreenSpaceAmbientOcclusion` |
| `deferred::DEFFERED_LIGHTING_PASS` | `LabelsPbr::DeferredLightingPass`
|
#### in `bevy_render`
| old string-based path | new label |
|-----------------------|-----------|
| `main_graph::node::CAMERA_DRIVER` | `graph::CameraDriverLabel` |
#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::node::UI_PASS` | `graph::LabelsUi::UiPass` |
---
## Future work
* Make `NodeSlot`s also use types. Ideally, we have an enum with unit
variants where every variant resembles one slot. Then to make sure you
are using the right slot enum and make rust-analyzer play nicely with
it, we should make an associated type in the `Node` trait. With today's
system, we can introduce 3rd party slots to a node, and i wasnt sure if
this was used, so I didn't do this in this PR.
## Unresolved Questions
When looking at the `post_processing` example, we have a struct for the
label and a struct for the node, this seems like boilerplate and on
discord, @IceSentry (sowy for the ping)
[asked](https://discord.com/channels/691052431525675048/743663924229963868/1175197016947699742)
if a node could automatically introduce a label (or i completely
misunderstood that). The problem with that is, that nodes like
`EmptyNode` exist multiple times *inside the same* (sub)graph, so there
we need extern labels to distinguish between those. Hopefully we can
find a way to reduce boilerplate and still have everything unique. For
EmptyNode, we could maybe make a macro which implements an "empty node"
for a type, but for nodes which contain code and need to be present
multiple times, this could get nasty...
# Objective
Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:
1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.
------
* References #10520
* References #1782
## Solution
This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.
```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD
// Keep this asset in the main world and
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```
### Alternate Solution
I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
/// Keep the asset in the main world after extracting to the render world.
Keep,
/// Remove the asset from the main world after extracting to the render world.
Unload,
/// This doesn't need to be in the render world at all.
NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
/// Extract the asset and keep it in the main world.
Extract,
/// Remove the asset from the main world after extracting to the render world.
ExtractAndUnload,
/// This doesn't need to be in the render world at all.
NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.
## Migration Guide
* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
# Objective
The first part of #10569, split up from #11007.
The goal is to implement meshing support for Bevy's new geometric
primitives, starting with 2D primitives. 3D meshing will be added in a
follow-up, and we can consider removing the old mesh shapes completely.
## Solution
Add a `Meshable` trait that primitives need to implement to support
meshing, as suggested by the
[RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#meshing).
```rust
/// A trait for shapes that can be turned into a [`Mesh`].
pub trait Meshable {
/// The output of [`Self::mesh`]. This can either be a [`Mesh`]
/// or a builder used for creating a [`Mesh`].
type Output;
/// Creates a [`Mesh`] for a shape.
fn mesh(&self) -> Self::Output;
}
```
This PR implements it for the following primitives:
- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`
The `mesh` method typically returns a builder-like struct such as
`CircleMeshBuilder`. This is needed to support shape-specific
configuration for things like mesh resolution or UV configuration:
```rust
meshes.add(Circle { radius: 0.5 }.mesh().resolution(64));
```
Note that if no configuration is needed, you can even skip calling
`mesh` because `From<MyPrimitive>` is implemented for `Mesh`:
```rust
meshes.add(Circle { radius: 0.5 });
```
I also updated the `2d_shapes` example to use primitives, and tweaked
the colors to have better contrast against the dark background.
Before:
![Old 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f1d8c2d5-55be-495f-8ed4-5890154b81ca)
After:
![New 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f166c013-34b8-4752-800a-5517b284d978)
Here you can see the UVs and different facing directions: (taken from
#11007, so excuse the 3D primitives at the bottom left)
![UVs and facing
directions](https://github.com/bevyengine/bevy/assets/57632562/eaf0be4e-187d-4b6d-8fb8-c996ba295a8a)
---
## Changelog
- Added `bevy_render::mesh::primitives` module
- Added `Meshable` trait and implemented it for:
- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`
- Implemented `Default` and `Copy` for several 2D primitives
- Updated `2d_shapes` example to use primitives
- Tweaked colors in `2d_shapes` example to have better contrast against
the (new-ish) dark background
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
It can sometimes be useful to transform actual `Mesh` data without
needing to change the `Transform` of an entity. For example, one might
want to spawn a circle mesh facing up instead of facing Z, or to spawn a
mesh slightly offset without needing child entities.
## Solution
Add `transform_by` and `transformed_by` methods to `Mesh`. They take a
`Transform` and apply the translation, rotation, and scale to vertex
positions, and the rotation to normals and tangents.
In the `load_gltf` example, with this system:
```rust
fn transform(time: Res<Time>, mut q: Query<&mut Handle<Mesh>>, mut meshes: ResMut<Assets<Mesh>>) {
let sin = 0.0025 * time.elapsed_seconds().sin();
for mesh_handle in &mut q {
if let Some(mesh) = meshes.get_mut(mesh_handle.clone_weak()) {
let transform =
Transform::from_rotation(Quat::from_rotation_y(0.75 * time.delta_seconds()))
.with_scale(Vec3::splat(1.0 + sin));
mesh.transform_by(transform);
}
}
}
```
it looks like this:
https://github.com/bevyengine/bevy/assets/57632562/60432456-6d28-4d06-9c94-2f4148f5acd5
# Objective
My motivation are to resolve some of the issues I describe in this
[PR](https://github.com/bevyengine/bevy/issues/11415):
- not being able to easily mapping entities because the current
EntityMapper requires `&mut World` access
- not being able to create my own `EntityMapper` because some components
(`Parent` or `Children`) do not provide any public way of modifying the
inner entities
This PR makes the `MapEntities` trait accept a generic type that
implements `Mapper` to perform the mapping.
This means we don't need to use `EntityMapper` to perform our mapping,
we can use any type that implements `Mapper`. Basically this change is
very similar to what `serde` does. Instead of specifying directly how to
map entities for a given type, we have 2 distinct steps:
- the user implements `MapEntities` to define how the type will be
traversed and which `Entity`s will be mapped
- the `Mapper` defines how the mapping is actually done
This is similar to the distinction between `Serialize` (`MapEntities`)
and `Serializer` (`Mapper`).
This allows networking library to map entities without having to use the
existing `EntityMapper` (which requires `&mut World` access and the use
of `world_scope()`)
## Migration Guide
- The existing `EntityMapper` (notably used to replicate `Scenes` across
different `World`s) has been renamed to `SceneEntityMapper`
- The `MapEntities` trait now works with a generic `EntityMapper`
instead of the specific struct `EntityMapper`.
Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)`
need to be updated to
`fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)`
- The new trait `EntityMapper` has been added to the prelude
---------
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
allow automatic fixing of bad joint weights.
fix#10447
## Solution
- remove automatic normalization of vertexes with all zero joint
weights.
- add `Mesh::normalize_joint_weights` which fixes zero joint weights,
and also ensures that all weights sum to 1. this is a manual call as it
may be slow to apply to large skinned meshes, and is unnecessary if you
have control over the source assets.
note: this became a more significant problem with 0.12, as weights that
are close to, but not exactly 1 now seem to use `Vec3::ZERO` for the
unspecified weight, where previously they used the entity translation.
# Objective
After #10520, I was experiencing seriously degraded performance that
ended up being due to never-drained `AssetEvent` events causing havoc
inside `extract_render_asset::<A>`. The same events being read over and
over again meant the same assets were being prepared every frame for
eternity. For what it's worth, I was noticing this on a static scene
about every 3rd or so time running my project.
* References #10520
* Fixes#11240
Why these events aren't sometimes drained between frames is beyond me
and perhaps worthy of another investigation, but the approach in this PR
effectively restores the original cached `EventReader` behavior (which
fixes it).
## Solution
I followed the [`CachedSystemState`
example](3a666cab23/crates/bevy_ecs/src/system/function_system.rs (L155))
to make sure that the `EventReader` state is cached between frames like
it used to be when it was an argument of `extract_render_asset::<A>`.
# Objective
Keep core dependencies up to date.
## Solution
Update the dependencies.
wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.
The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.
Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812
~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).
---
## Changelog
- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.
## Migration Guide
- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Prep for https://github.com/bevyengine/bevy/pull/10164
- Make deferred_lighting_pass_id a ColorAttachment
- Correctly extract shadow view frusta so that the view uniforms get
populated
- Make some needed things public
- Misc formatting
# Objective
> Can anyone explain to me the reasoning of renaming all the types named
Query to Data. I'm talking about this PR
https://github.com/bevyengine/bevy/pull/10779 It doesn't make sense to
me that a bunch of types that are used to run queries aren't named Query
anymore. Like ViewQuery on the ViewNode is the type of the Query. I
don't really understand the point of the rename, it just seems like it
hides the fact that a query will run based on those types.
[@IceSentry](https://discord.com/channels/691052431525675048/692572690833473578/1184946251431694387)
## Solution
Revert several renames in #10779.
## Changelog
- `ViewNode::ViewData` is now `ViewNode::ViewQuery` again.
## Migration Guide
- This PR amends the migration guide in
https://github.com/bevyengine/bevy/pull/10779
---------
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
# Objective
- Add the ability to describe storage texture bindings when deriving
`AsBindGroup`.
- This is especially valuable for the compute story of bevy which
deserves some extra love imo.
## Solution
- This add the ability to annotate struct fields with a
`#[storage_texture(0)]` annotation.
- Instead of adding specific option parsing for all the image formats
and access modes, I simply accept a token stream and defer checking to
see if the option is valid to the compiler. This still results in useful
and friendly errors and is free to maintain and always compatible with
wgpu changes.
---
## Changelog
- The `#[storage_texture(..)]` annotation is now accepted for fields of
`Handle<Image>` in structs that derive `AsBindGroup`.
- The game_of_life compute shader example has been updated to use
`AsBindGroup` together with `[storage_texture(..)]` to obtain the
`BindGroupLayout`.
## Migration Guide
# Objective
- since #9685 ,bevy introduce automatic batching of draw commands,
- `batch_and_prepare_render_phase` take the responsibility for batching
`phaseItem`,
- `GetBatchData` trait is used for indentify each phaseitem how to
batch. it defines a associated type `Data `used for Query to fetch data
from world.
- however,the impl of `GetBatchData ` in bevy always set ` type
Data=Entity` then we acually get following code
`let entity:Entity =query.get(item.entity())` that cause unnecessary
overhead .
## Solution
- remove associated type `Data ` and `Filter` from `GetBatchData `,
- change the type of the `query_item ` parameter in get_batch_data from`
Self::Data` to `Entity`.
- `batch_and_prepare_render_phase ` no longer takes a query using
`F::Data, F::Filter`
- `get_batch_data `now returns `Option<(Self::BufferData,
Option<Self::CompareData>)>`
---
## Performance
based in main merged with #11290
Window 11 ,Intel 13400kf, NV 4070Ti
![image](https://github.com/bevyengine/bevy/assets/45868716/f63b9d98-6aee-4057-a2c7-a2162b2db765)
frame time from 3.34ms to 3 ms, ~ 10%
![image](https://github.com/bevyengine/bevy/assets/45868716/a06eea9c-f79e-4324-8392-8d321560c5ba)
`batch_and_prepare_render_phase` from 800us ~ 400 us
## Migration Guide
trait `GetBatchData` no longer hold associated type `Data `and `Filter`
`get_batch_data` `query_item `type from `Self::Data` to `Entity` and
return `Option<(Self::BufferData, Option<Self::CompareData>)>`
`batch_and_prepare_render_phase` should not have a query
This pull request re-submits #10057, which was backed out for breaking
macOS, iOS, and Android. I've tested this version on macOS and Android
and on the iOS simulator.
# Objective
This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].
## Solution
This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.
A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.
A frequent question is "why two components instead of just one?" The
advantages of this setup are:
1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.
2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.
Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.
An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.
Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:
* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)
* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.
* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.
Future work includes:
* Blending between multiple reflection probes.
* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.
* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.
* Support for WebGL 2, by breaking batches when reflection probes are
used.
These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.
---
## Changelog
### Added
* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.
[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
# Objective
- Some users want to change the default texture usage of the main camera
but they are currently hardcoded
## Solution
- Add a component that is used to configure the main texture usage field
---
## Changelog
Added `CameraMainTextureUsage`
Added `CameraMainTextureUsage` to `Camera3dBundle` and `Camera2dBundle`
## Migration Guide
Add `main_texture_usages: Default::default()` to your camera bundle.
# Notes
Inspired by: #6815
# Objective
- `DynamicUniformBuffer::push` takes an owned `T` but only uses a shared
reference to it
- This in turn requires users of `DynamicUniformBuffer::push` to
potentially unecessarily clone data
## Solution
- Have `DynamicUniformBuffer::push` take a shared reference to `T`
---
## Changelog
- `DynamicUniformBuffer::push` now takes a `&T` instead of `T`
## Migration Guide
- Users of `DynamicUniformBuffer::push` now need to pass references to
`DynamicUniformBuffer::push` (e.g. existing `uniforms.push(value)` will
now become `uniforms.push(&value)`)
Rebased and finished version of
https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie
for adjusting all the examples, and the many other people who helped
write this PR (@superdump , @coreh , among others) :)
Fixes https://github.com/bevyengine/bevy/issues/8369
---
## Changelog
- Added a `brightness` control to `Skybox`.
- Added an `intensity` control to `EnvironmentMapLight`.
- Added `ExposureSettings` and `PhysicalCameraParameters` for
controlling exposure of 3D cameras.
- Removed the baked-in `DirectionalLight` exposure Bevy previously
hardcoded internally.
## Migration Guide
- If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness`
and `intensity` controls to adjust their strength.
- All 3D scene will now have different apparent brightnesses due to Bevy
implementing proper exposure controls. You will have to adjust the
intensity of your lights and/or your camera exposure via the new
`ExposureSettings` component to compensate.
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
# Objective
Add support for presenting each UI tree on a specific window and
viewport, while making as few breaking changes as possible.
This PR is meant to resolve the following issues at once, since they're
all related.
- Fixes#5622
- Fixes#5570
- Fixes#5621
Adopted #5892 , but started over since the current codebase diverged
significantly from the original PR branch. Also, I made a decision to
propagate component to children instead of recursively iterating over
nodes in search for the root.
## Solution
Add a new optional component that can be inserted to UI root nodes and
propagate to children to specify which camera it should render onto.
This is then used to get the render target and the viewport for that UI
tree. Since this component is optional, the default behavior should be
to render onto the single camera (if only one exist) and warn of
ambiguity if multiple cameras exist. This reduces the complexity for
users with just one camera, while giving control in contexts where it
matters.
## Changelog
- Adds `TargetCamera(Entity)` component to specify which camera should a
node tree be rendered into. If only one camera exists, this component is
optional.
- Adds an example of rendering UI to a texture and using it as a
material in a 3D world.
- Fixes recalculation of physical viewport size when target scale factor
changes. This can happen when the window is moved between displays with
different DPI.
- Changes examples to demonstrate assigning UI to different viewports
and windows and make interactions in an offset viewport testable.
- Removes `UiCameraConfig`. UI visibility now can be controlled via
combination of explicit `TargetCamera` and `Visibility` on the root
nodes.
---------
Co-authored-by: davier <bricedavier@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- Update async channel to v2.
## Solution
- async channel doesn't support `send_blocking` on wasm anymore. So
don't compile the pipelined rendering plugin on wasm anymore.
- Replaces https://github.com/bevyengine/bevy/pull/10405
## Migration Guide
- The `PipelinedRendering` plugin is no longer exported on wasm. If you
are including it in your wasm builds you should remove it.
```rust
#[cfg(all(not(target_arch = "wasm32"))]
app.add_plugins(bevy_render::pipelined_rendering::PipelinedRenderingPlugin);
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Issue #10243: rendering multiple triangles in the same place results in
flickering.
## Solution
Considered these alternatives:
- `depth_bias` may not work, because of high number of entities, so
creating a material per entity is practically not possible
- rendering at slightly different positions does not work, because when
camera is far, float rounding causes the same issues (edit: assuming we
have to use the same `depth_bias`)
- considered implementing deterministic operation like
`query.par_iter().flat_map(...).collect()` to be used in
`check_visibility` system (which would solve the issue since query is
deterministic), and could not figure out how to make it as cheap as
current approach with thread-local collectors (#11249)
So adding an option to sort entities after `check_visibility` system
run.
Should not be too bad, because after visibility check, only a handful
entities remain.
This is probably not the only source of non-determinism in Bevy, but
this is one I could find so far. At least it fixes the repro example.
## Changelog
- `DeterministicRenderingConfig` option to enable deterministic
rendering
## Test
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/28969/c735bce1-3a71-44cd-8677-c19f6c0ee6bd">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].
## Solution
This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.
A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.
A frequent question is "why two components instead of just one?" The
advantages of this setup are:
1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.
2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.
Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.
An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.
Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:
* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)
* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.
* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.
Future work includes:
* Blending between multiple reflection probes.
* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.
* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.
* Support for WebGL 2, by breaking batches when reflection probes are
used.
These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.
---
## Changelog
### Added
* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.
[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
# Objective
- Since #10702, the way bevy updates the window leads to major slowdowns
as seen in
- #11122
- #11220
- Slow is bad, furthermore, _very_ slow is _very_ bad. We should fix
this issue.
## Solution
- Move the app update code into the `Event::WindowEvent { event:
WindowEvent::RedrawRequested }` branch of the event loop.
- Run `window.request_redraw()` When `runner_state.redraw_requested`
- Instead of swapping `ControlFlow` between `Poll` and `Wait`, we always
keep it at `Wait`, and use `window.request_redraw()` to schedule an
immediate call to the event loop.
- `runner_state.redraw_requested` is set to `true` when
`UpdateMode::Continuous` and when a `RequestRedraw` event is received.
- Extract the redraw code into a separate function, because otherwise
I'd go crazy with the indentation level.
- Fix#11122.
## Testing
I tested the WASM builds as follow:
```sh
cargo run -p build-wasm-example -- --api webgl2 bevymark
python -m http.server --directory examples/wasm/ 8080
# Open browser at http://localhost:8080
```
On main, even spawning a couple sprites is super choppy. Even if it says
"300 FPS". While on this branch, it is smooth as butter.
I also found that it fixes all choppiness on window resize (tested on
Linux/X11). This was another issue from #10702 IIRC.
So here is what I tested:
- On `wasm`: `many_foxes` and `bevymark`, with `argh::from_env()`
commented out, otherwise we get a cryptic error.
- Both with `PresentMode::AutoVsync` and `PresentMode::AutoNoVsync`
- On main, it is consistently choppy.
- With this PR, the visible frame rate is consistent with the diagnostic
numbers
- On native (linux/x11) I ran similar tests, making sure that
`AutoVsync` limits to monitor framerate, and `AutoNoVsync` doesn't.
## Future work
Code could be improved, I wanted a quick solution easy to review, but we
really need to make the code more accessible.
- #9768
- ~~**`WinitSettings::desktop_app()` is completely borked.**~~ actually
broken on main as well
### Review guide
Consider enable the non-whitespace diff to see the _real_ change set.
# Objective
- Since #10520, assets are unloaded from RAM by default. This breaks a
number of scenario:
- using `load_folder`
- loading a gltf, then going through its mesh to transform them /
compute a collider / ...
- any assets/subassets scenario should be `Keep` as you can't know what
the user will do with the assets
- android suspension, where GPU memory is unloaded
- Alternative to #11202
## Solution
- Keep assets on CPU memory by default
# Objective
In my code I use a lot of images as render targets.
I'd like some convenience methods for working with this type.
## Solution
- Allow `.into()` to construct a `RenderTarget`
- Add `.as_image()`
---
## Changelog
### Added
- `RenderTarget` can be constructed via `.into()` on a `Handle<Image>`
- `RenderTarget` new method: `as_image`
---------
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>