Commit graph

1047 commits

Author SHA1 Message Date
Nicola Papale
79021c78c6
Fix perf degradation on web builds (#11227)
# 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.
2024-01-06 19:40:13 +00:00
François
425570aa75
assets should be kept on CPU by default (#11212)
# 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
2024-01-05 05:53:47 +00:00
Stepan Koltsov
cc2a77b5c5
Explain Camera physical size is in pixel (#11189)
# Objective

It may be not be obviously clear what is physical size. Is it inches? Is
it scaled somehow?

## Solution

Add rustdoc comments.
2024-01-04 18:28:36 +00:00
Torstein Grindvik
99c43fabdf
Usability methods for RenderTargets and image handles (#10736)
# 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>
2024-01-04 17:01:04 +00:00
JMS55
44424391fe
Unload render assets from RAM (#10520)
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
  - https://github.com/bevyengine/bevy/pull/1782
  - https://github.com/bevyengine/bevy/pull/8624 

## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.

---

## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.

## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
  - The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
  - The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
2024-01-03 03:31:04 +00:00
Stepan Koltsov
17ef73199b
Fix Mesh::ATTRIBUTE_UV_0 documentation (#11110)
Comment incorrect suggests that texture is clamped outside of `0..=1`
range, while it can actually be configured.

CC https://github.com/bevyengine/bevy/pull/11109
2024-01-01 16:58:48 +00:00
Doonv
189ceaf0d3
Replace or document ignored doctests (#11040)
# Objective

There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.

## Solution

I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-01 16:50:56 +00:00
JMS55
70b0eacc3b
Keep track of when a texture is first cleared (#10325)
# Objective
- Custom render passes, or future passes in the engine (such as
https://github.com/bevyengine/bevy/pull/10164) need a better way to know
and indicate to the core passes whether the view color/depth/prepass
attachments have been cleared or not yet this frame, to know if they
should clear it themselves or load it.

## Solution

- For all render targets (depth textures, shadow textures, prepass
textures, main textures) use an atomic bool to track whether or not each
texture has been cleared this frame. Abstracted away in the new
ColorAttachment and DepthAttachment wrappers.

---

## Changelog
- Changed `ViewTarget::get_color_attachment()`, removed arguments.
- Changed `ViewTarget::get_unsampled_color_attachment()`, removed
arguments.
- Removed `Camera3d::clear_color`.
- Removed `Camera2d::clear_color`.
- Added `Camera::clear_color`.
- Added `ExtractedCamera::clear_color`.
- Added `ColorAttachment` and `DepthAttachment` wrappers.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- Core render passes now track when a texture is first bound as an
attachment in order to decide whether to clear or load it.

## Migration Guide
- Remove arguments to `ViewTarget::get_color_attachment()` and
`ViewTarget::get_unsampled_color_attachment()`.
- Configure clear color on `Camera` instead of on `Camera3d` and
`Camera2d`.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- `ViewDepthTexture` must now be created via the `new()` method

---------

Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
JMS55
3d3a065820
Misc cleanup (#11134)
Re-exports a few types/functions I need that have no reason to be
private, and some minor code quality changes.
2023-12-30 23:27:48 +00:00
Tygyh
1568d4a415
Reorder impl to be the same as the trait (#11076)
# Objective

- Make the implementation order consistent between all sources to fit
the order in the trait.

## Solution

- Change the implementation order.
2023-12-24 17:43:55 +00:00
Tygyh
7b8305e5b4
Remove unnecessary parens (#11075)
# Objective

- Increase readability.

## Solution

- Remove unnecessary parens.
2023-12-24 17:43:01 +00:00
David Cosby
42b737878f
Re-export smallvec crate from bevy_utils (#11006)
Matches versioning & features from other Cargo.toml files in the
project.

# Objective
Resolves #10932 

## Solution
Added smallvec to the bevy_utils cargo.toml and added a line to
re-export the crate. Target version and features set to match what's
used in the other bevy crates.
2023-12-24 15:35:09 +00:00
Nicola Papale
fcb49a5d80
Document None conditions on compute_aabb (#11051)
The error conditions were not documented, this requires the user to
inspect the source code to know when to expect a `None`.

Error conditions should always be documented, so we document them.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-21 23:29:43 +00:00
Stepan Koltsov
4852233298
OrthographicProjection.scaling_mode is not just for resize (#11024)
Current comment is somewhat misleading: one may assume the field is used
only when window is resized.
2023-12-19 18:01:53 +00:00
Olle Lukowski
6b9cd57956
Introduce AspectRatio struct (#10368)
# Objective

- Fix an inconsistency in the calculation of aspect ratio's. 
- Fixes #10288 

## Solution

- Created an intermediate `AspectRatio` struct, as suggested in the
issue. This is currently just used in any places where aspect ratio
calculations happen, to prevent doing it wrong. In my and @mamekoro 's
opinion, it would be better if this was used instead of a normal `f32`
in various places, but I didn't want to make too many changes to begin
with.

## Migration Guide
- Anywhere where you are currently expecting a f32 when getting aspect
ratios, you will now receive a `AspectRatio` struct. this still holds
the same value.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-17 02:01:26 +00:00
Tygyh
63d17e8494
Simplify equality assertions (#10988)
# Objective

- Shorten assertions.

## Solution

- Replace '==' assertions with 'assert_eq()' and '!=' assertions with
'assert_ne()' .
2023-12-16 23:58:41 +00:00
Tygyh
d3e96abadc
Replace deprecated elements (#10991)
# Objective

- Replace deprecated elements.

## Solution

- Replace 'u8::max_value()' with 'u8::MAX'.
2023-12-16 02:25:12 +00:00
Nathan Fox
381277d6c3
Fix typo in docs for ViewVisibility (#10979)
Simple doc fix.
2023-12-14 17:25:48 +00:00
Mike
6b84ba97a3
Auto insert sync points (#9822)
# Objective

- Users are often confused when their command effects are not visible in
the next system. This PR auto inserts sync points if there are deferred
buffers on a system and there are dependents on that system (systems
with after relationships).
- Manual sync points can lead to users adding more than needed and it's
hard for the user to have a global understanding of their system graph
to know which sync points can be merged. However we can easily calculate
which sync points can be merged automatically.

## Solution

1. Add new edge types to allow opting out of new behavior
2. Insert an sync point for each edge whose initial node has deferred
system params.
3. Reuse nodes if they're at the number of sync points away.

* add opt outs for specific edges with `after_ignore_deferred`,
`before_ignore_deferred` and `chain_ignore_deferred`. The
`auto_insert_apply_deferred` boolean on `ScheduleBuildSettings` can be
set to false to opt out for the whole schedule.

## Perf
This has a small negative effect on schedule build times.
```text
group                                           auto-sync                              main-for-auto-sync
-----                                           -----------                            ------------------
build_schedule/1000_schedule                    1.06       2.8±0.15s        ? ?/sec    1.00       2.7±0.06s        ? ?/sec
build_schedule/1000_schedule_noconstraints      1.01     26.2±0.88ms        ? ?/sec    1.00     25.8±0.36ms        ? ?/sec
build_schedule/100_schedule                     1.02     13.1±0.33ms        ? ?/sec    1.00     12.9±0.28ms        ? ?/sec
build_schedule/100_schedule_noconstraints       1.08   505.3±29.30µs        ? ?/sec    1.00   469.4±12.48µs        ? ?/sec
build_schedule/500_schedule                     1.00    485.5±6.29ms        ? ?/sec    1.00    485.5±9.80ms        ? ?/sec
build_schedule/500_schedule_noconstraints       1.00      6.8±0.10ms        ? ?/sec    1.02      6.9±0.16ms        ? ?/sec
```
---

## Changelog

- Auto insert sync points and added `after_ignore_deferred`,
`before_ignore_deferred`, `chain_no_deferred` and
`auto_insert_apply_deferred` APIs to opt out of this behavior

## Migration Guide

- `apply_deferred` points are added automatically when there is ordering
relationship with a system that has deferred parameters like `Commands`.
If you want to opt out of this you can switch from `after`, `before`,
and `chain` to the corresponding `ignore_deferred` API,
`after_ignore_deferred`, `before_ignore_deferred` or
`chain_ignore_deferred` for your system/set ordering.
- You can also set `ScheduleBuildSettings::auto_insert_sync_points` to
`false` if you want to do it for the whole schedule. Note that in this
mode you can still add `apply_deferred` points manually.
- For most manual insertions of `apply_deferred` you should remove them
as they cannot be merged with the automatically inserted points and
might reduce parallelizability of the system graph.

## TODO
- [x] remove any apply_deferred used in the engine
- [x] ~~decide if we should deprecate manually using apply_deferred.~~
We'll still allow inserting manual sync points for now for whatever edge
cases users might have.
- [x] Update migration guide
- [x] rerun schedule build benchmarks

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-12-14 16:34:01 +00:00
Tygyh
720d6dab82
Change Window scale factor to f32 (adopted) (#10897)
# Objective

- Finish the work done in #8942 .

## Solution

- Rebase the changes made in #8942 and fix the issues stopping it from
being merged earlier

---------

Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com>
2023-12-14 14:56:40 +00:00
Elabajaba
70a592f31a
Update to wgpu 0.18 (#10266)
# Objective

Keep up to date with wgpu.

## Solution

Update the wgpu version.

Currently blocked on naga_oil updating to naga 0.14 and releasing a new
version.

3d scenes (or maybe any scene with lighting?) currently don't render
anything due to
```
error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid
 = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required
 ```

I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?)

Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first.

## Known issues

Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though).

---

## Changelog

Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11.
- Windows desktop GL should now be less painful as it no longer requires Angle.
- You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html)

## Migration Guide

- `RenderPassDescriptor` `color_attachments`  (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored.
- `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`.
- `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now.
- See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details
2023-12-14 02:45:47 +00:00
Stepan Koltsov
ff7497cb9a
Explain how RegularPolygon mesh is generated (#10927)
I didn't notice minus where vertices are generated, so could not
understand the order there.

Adding a comment to help the next person who is going to understand Bevy
by reading its code.
2023-12-12 21:40:33 +00:00
Mantas
5af2f022d8
Rename WorldQueryData & WorldQueryFilter to QueryData & QueryFilter (#10779)
# Rename `WorldQueryData` & `WorldQueryFilter` to `QueryData` &
`QueryFilter`

Fixes #10776 

## Solution

Traits `WorldQueryData` & `WorldQueryFilter` were renamed to `QueryData`
and `QueryFilter`, respectively. Related Trait types were also renamed.

---

## Changelog

- Trait `WorldQueryData` has been renamed to `QueryData`. Derive macro's
`QueryData` attribute `world_query_data` has been renamed to
`query_data`.
- Trait `WorldQueryFilter` has been renamed to `QueryFilter`. Derive
macro's `QueryFilter` attribute `world_query_filter` has been renamed to
`query_filter`.
- Trait's `ExtractComponent` type `Query` has been renamed to `Data`.
- Trait's `GetBatchData` types `Query` & `QueryFilter` has been renamed
to `Data` & `Filter`, respectively.
- Trait's `ExtractInstance` type `Query` has been renamed to `Data`.
- Trait's `ViewNode` type `ViewQuery` has been renamed to `ViewData`.
- Trait's `RenderCommand` types `ViewWorldQuery` & `ItemWorldQuery` has
been renamed to `ViewData` & `ItemData`, respectively.

## Migration Guide

Note: if merged before 0.13 is released, this should instead modify the
migration guide of #10776 with the updated names.

- Rename `WorldQueryData` & `WorldQueryFilter` trait usages to
`QueryData` & `QueryFilter` and their respective derive macro attributes
`world_query_data` & `world_query_filter` to `query_data` &
`query_filter`.
- Rename the following trait type usages:
  - Trait's `ExtractComponent` type `Query` to `Data`.
  - Trait's `GetBatchData` type `Query` to `Data`.
  - Trait's `ExtractInstance` type `Query` to `Data`.
  - Trait's `ViewNode` type `ViewQuery` to `ViewData`'
- Trait's `RenderCommand` types `ViewWolrdQuery` & `ItemWorldQuery` to
`ViewData` & `ItemData`, respectively.

```rust
// Before
#[derive(WorldQueryData)]
#[world_query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// After
#[derive(QueryData)]
#[query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// Before
#[derive(WorldQueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// After
#[derive(QueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// Before
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Query = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Query>) -> Option<Self::Out> {
        //...
    }
}

// After
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Data = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Data>) -> Option<Self::Out> {
        //...
    }
}

// Before
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Query = Entity;
    type QueryFilter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Query>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// After
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Data = Entity;
    type Filter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Data>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// Before
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Query = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Query>) -> Option<Self> {
        Some(item.id())
    }
}

// After
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Data = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Data>) -> Option<Self> {
        Some(item.id())
    }
}

// Before
impl ViewNode for PostProcessNode {
    type ViewQuery = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewQuery>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// After
impl ViewNode for PostProcessNode {
    type ViewData = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewData>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// Before
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewWorldQuery = ();
    type ItemWorldQuery = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}

// After
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewData = ();
    type ItemData = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}
```
2023-12-12 19:45:50 +00:00
robtfm
67d92e9b85
light renderlayers (#10742)
# Objective

add `RenderLayers` awareness to lights. lights default to
`RenderLayers::layer(0)`, and must intersect the camera entity's
`RenderLayers` in order to affect the camera's output.

note that lights already use renderlayers to filter meshes for shadow
casting. this adds filtering lights per view based on intersection of
camera layers and light layers.

fixes #3462 

## Solution

PointLights and SpotLights are assigned to individual views in
`assign_lights_to_clusters`, so we simply cull the lights which don't
match the view layers in that function.

DirectionalLights are global, so we 
- add the light layers to the `DirectionalLight` struct
- add the view layers to the `ViewUniform` struct
- check for intersection before processing the light in
`apply_pbr_lighting`

potential issue: when mesh/light layers are smaller than the view layers
weird results can occur. e.g:
camera = layers 1+2
light = layers 1
mesh = layers 2

the mesh does not cast shadows wrt the light as (1 & 2) == 0.
the light affects the view as (1+2 & 1) != 0. 
the view renders the mesh as (1+2 & 2) != 0.

so the mesh is rendered and lit, but does not cast a shadow. 

this could be fixed (so that the light would not affect the mesh in that
view) by adding the light layers to the point and spot light structs,
but i think the setup is pretty unusual, and space is at a premium in
those structs (adding 4 bytes more would reduce the webgl point+spot
light max count to 240 from 256).

I think typical usage is for cameras to have a single layer, and
meshes/lights to maybe have multiple layers to render to e.g. minimaps
as well as primary views.

if there is a good use case for the above setup and we should support
it, please let me know.

---

## Migration Guide

Lights no longer affect all `RenderLayers` by default, now like cameras
and meshes they default to `RenderLayers::layer(0)`. To recover the
previous behaviour and have all lights affect all views, add a
`RenderLayers::all()` component to the light entity.
2023-12-12 19:45:37 +00:00
Joona Aalto
d9aac887b5
Split Ray into Ray2d and Ray3d and simplify plane construction (#10856)
# Objective

A better alternative version of #10843.

Currently, Bevy has a single `Ray` struct for 3D. To allow better
interoperability with Bevy's primitive shapes (#10572) and some third
party crates (that handle e.g. spatial queries), it would be very useful
to have separate versions for 2D and 3D respectively.

## Solution

Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take
advantage of the new primitives by using `Direction2d`/`Direction3d` for
the direction:

```rust
pub struct Ray2d {
    pub origin: Vec2,
    pub direction: Direction2d,
}

pub struct Ray3d {
    pub origin: Vec3,
    pub direction: Direction3d,
}
```

and by using `Plane2d`/`Plane3d` in `intersect_plane`:

```rust
impl Ray2d {
    // ...
    pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
        // ...
    }
}
```

---

## Changelog

### Added

- `Ray2d` and `Ray3d`
- `Ray2d::new` and `Ray3d::new` constructors
- `Plane2d::new` and `Plane3d::new` constructors

### Removed

- Removed `Ray` in favor of `Ray3d`

### Changed

- `direction` is now a `Direction2d`/`Direction3d` instead of a vector,
which provides guaranteed normalization
- `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a
vector for the plane normal
- `Direction2d` and `Direction3d` now derive `Serialize` and
`Deserialize` to preserve ray (de)serialization

## Migration Guide

`Ray` has been renamed to `Ray3d`.

### Ray creation

Before:

```rust
Ray {
    origin: Vec3::ZERO,
    direction: Vec3::new(0.5, 0.6, 0.2).normalize(),
}
```

After:

```rust
// Option 1:
Ray3d {
    origin: Vec3::ZERO,
    direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(),
}

// Option 2:
Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2))
```

### Plane intersections

Before:

```rust
let result = ray.intersect_plane(Vec2::X, Vec2::Y);
```

After:

```rust
let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y));
```
2023-12-06 14:09:04 +00:00
Federico Rinaldi
0400ef059b
Substitute get(0) with first() (#10847)
Substitute calls to `get(0)` with `first()`, improving readability.
2023-12-02 22:13:42 +00:00
robtfm
47447beb93
try_insert Aabbs (#10801)
# Objective

avoid panics from `calculate_bounds` systems if entities are despawned
in PostUpdate.

there's a running general discussion (#10166) about command panicking.
in the meantime we may as well fix up some cases where it's clear a
failure to insert is safe.

## Solution

change `.insert(aabb)` to `.try_insert(aabb)`
2023-11-29 15:00:50 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
JMS55
4bf20e7d27
Swap material and mesh bind groups (#10485)
# Objective
- Materials should be a more frequent rebind then meshes (due to being
able to use a single vertex buffer, such as in #10164) and therefore
should be in a higher bind group.

---

## Changelog
- For 2d and 3d mesh/material setups (but not UI materials, or other
rendering setups such as gizmos, sprites, or text), mesh data is now in
bind group 1, and material data is now in bind group 2, which is swapped
from how they were before.

## Migration Guide
- Custom 2d and 3d mesh/material shaders should now use bind group 2
`@group(2) @binding(x)` for their bound resources, instead of bind group
1.
- Many internal pieces of rendering code have changed so that mesh data
is now in bind group 1, and material data is now in bind group 2.
Semi-custom rendering setups (that don't use the Material or Material2d
APIs) should adapt to these changes.
2023-11-28 22:26:22 +00:00
Kanabenki
0e9f6e92ea
Add clippy::manual_let_else at warn level to lints (#10684)
# Objective

Related to #10612.

Enable the
[`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else)
lint as a warning. The `let else` form seems more idiomatic to me than a
`match`/`if else` that either match a pattern or diverge, and from the
clippy doc, the lint doesn't seem to have any possible false positive.

## Solution

Add the lint as warning in `Cargo.toml`, refactor places where the lint
triggers.
2023-11-28 04:15:27 +00:00
IceSentry
6d0c11a28f
Bind group layout entries (#10224)
# Objective

- Follow up to #9694

## Solution

- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.

Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
            binding: 0,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 1,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Sampler(SamplerBindingType::Filtering),
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 2,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Buffer {
                ty: bevy::render::render_resource::BufferBindingType::Uniform,
                has_dynamic_offset: false,
                min_binding_size: Some(PostProcessSettings::min_size()),
            },
            count: None,
        },
    ],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
    "post_process_bind_group_layout"),
    &BindGroupLayoutEntries::sequential(
        ShaderStages::FRAGMENT,
        (
            texture_2d_f32(),
            sampler(SamplerBindingType::Filtering),
            uniform_buffer(false, Some(PostProcessSettings::min_size())),
        ),
    ),
);
```

Here's a more extreme example in bevy_solari:
86dab7f5da

---

## Changelog

- Added `BindGroupLayoutEntries` and all `BindingType` helper functions.

## Migration Guide

`RenderDevice::create_bind_group_layout()` doesn't take a
`BindGroupLayoutDescriptor` anymore. You need to provide the parameters
separately

```rust
// 0.12
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
});

// 0.13
let layout = render_device.create_bind_group_layout(
	"post_process_bind_group_layout",
    &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
);
```

## TODO

- [x] implement a `Dynamic` variant
- [x] update the `RenderDevice::create_bind_group_layout()` api to match
the one from `RenderDevice::creat_bind_group()`
- [x] docs
2023-11-28 04:00:49 +00:00
Mark Wainwright
f0a8994f55
Split WorldQuery into WorldQueryData and WorldQueryFilter (#9918)
# Objective

- Fixes #7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes


## Solution

The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.

`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`. 

`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).

`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)

The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.

This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~

It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.

The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.

Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*

---

## Notes

- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.

- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.

- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.

- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.

## Changelog

### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`

## Migration Guide

- Update derives

```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA
}

#[derive(WorldQuery)]
struct QueryFilter {
    _c: With<ComponentC>
}

// new 
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA,
}

#[derive(WorldQueryFilter)]
struct QueryFilter {
    _c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`

```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
  for (entity, has_a_option) in query.iter(){
    let has_a:bool = has_a_option.is_some();
    //todo!()
  }
}

/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
  for (entity, has_a) in query.iter(){
    //todo!()
  }
}
```

- Fix queries which had filters in the data position or vice versa.

```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-28 03:56:07 +00:00
wgxer
4eafd60ce9
Add wgpu_pass method to TrackedRenderPass (#10722)
# Objective

- Fixes  #10707 

## Solution

- Add a method to obtain `RenderPass` to `TrackedRenderPass` simillar to
`RenderDevice::wgpu_device`

---

## Changelog

Added `wgpu_pass` method to `TrackedRenderPass`
2023-11-25 03:11:24 +00:00
Alice Cecile
1065028154
Remove trailing whitespace (#10723)
# Objective

- Make CI green.

## Solution

- Remove one (1) space.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2023-11-24 16:31:55 +00:00
Trent
6f56380826
bump bevy_tasks futures-lite to 2.0.1 (#10675)
# Objective

Updates [`futures-lite`](https://github.com/smol-rs/futures-lite) in
bevy_tasks to the next major version (1 -> 2).

Also removes the duplication of `futures-lite`, as `async-fs` requires v
2, so there are currently 2 copies of futures-lite in the dependency
tree.

Futures-lite has received [a number of
updates](https://github.com/smol-rs/futures-lite/blob/master/CHANGELOG.md)
since bevy's current version `1.4`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-11-24 00:11:02 +00:00
TheBigCheese
e67cfdf82b
Enable clippy::undocumented_unsafe_blocks warning across the workspace (#10646)
# Objective

Enables warning on `clippy::undocumented_unsafe_blocks` across the
workspace rather than only in `bevy_ecs`, `bevy_transform` and
`bevy_utils`. This adds a little awkwardness in a few areas of code that
have trivial safety or explain safety for multiple unsafe blocks with
one comment however automatically prevents these comments from being
missed.

## Solution

This adds `undocumented_unsafe_blocks = "warn"` to the workspace
`Cargo.toml` and fixes / adds a few missed safety comments. I also added
`#[allow(clippy::undocumented_unsafe_blocks)]` where the safety is
explained somewhere above.

There are a couple of safety comments I added I'm not 100% sure about in
`bevy_animation` and `bevy_render/src/view` and I'm not sure about the
use of `#[allow(clippy::undocumented_unsafe_blocks)]` compared to adding
comments like `// SAFETY: See above`.
2023-11-21 02:06:24 +00:00
Ame
8c0ce5280b
Standardize toml format with taplo (#10594)
# Objective

- Standardize fmt for toml files

## Solution

- Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff
for toml files), for context taplo is used by the most popular extension
in VScode [Even Better
TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml
- Add contribution section to explain toml fmt with taplo.
 
Now to pass CI you need to run `taplo fmt --option indent_string=" "` or
if you use vscode have the `Even Better TOML` extension with 4 spaces
for indent

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-21 01:04:14 +00:00
Torstein Grindvik
1f168a154b
Re-export wgpu BufferAsyncError (#10611)
# Objective

The `map_async` method involves a type `BufferAsyncError`:
https://docs.rs/bevy/latest/bevy/render/render_resource/struct.BufferSlice.html#method.map_async

This type is not re-exported in Bevy, so if a user wants to store a
struct involving this type they have to add wgpu manually to their
manifest.

## Solution

- Re-export wgpu::BufferAsyncError

---

## Changelog

### Added

- Re-export wgpu::BufferAsyncError

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-20 09:00:25 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
st0rmbtw
cbcd826612
Explicit color conversion methods (#10321)
# Objective

Closes #10319 

## Changelog
* Added a new `Color::rgba_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_linear_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_linear_from_array([f32; 3]) -> Color` method.
* Added a new `Color::hsla_from_array([f32; 4]) -> Color` method.
* Added a new `Color::hsl_from_array([f32; 3]) -> Color` method.
* Added a new `Color::lcha_from_array([f32; 4]) -> Color` method.
* Added a new `Color::lch_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::rgba_linear_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_linear_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_linear_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_linear_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::hsla_to_vec4(&self) -> Vec4` method.
* Added a new `Color::hsla_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::hsl_to_vec3(&self) -> Vec3` method.
* Added a new `Color::hsl_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::lcha_to_vec4(&self) -> Vec4` method.
* Added a new `Color::lcha_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::lch_to_vec3(&self) -> Vec3` method.
* Added a new `Color::lch_to_array(&self) -> [f32; 3]` method.

## Migration Guide
`Color::from(Vec4)` is now `Color::rgba_from_array(impl Into<[f32; 4]>)`
`Vec4::from(Color)` is now `Color::rgba_to_vec4(&self)`

Before:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::from(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::from(color_array);
```
After:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::rgba_from_array(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::rgba_from_array(color_array);
```
2023-11-15 16:47:32 +00:00
Torstein Grindvik
782f1863b9
Make sure added image assets are checked in camera_system (#10556)
# Objective

Make sure a camera which has had its render target changed recomputes
its info.

On main, the following is possible:

- System A has an inactive camera with render target set to the default
`Image` (i.e. white 1x1 rgba texture)

Later:

- System B sets the same camera active and sets the `camera.target` to a
newly created `Image`

**Bug**: Since `camera_system` only checks `Modified` and not `Added`
events, the size of the render target is not recomputed, which means the
camera will render with 1x1 size even though the new target is an
entirely different size.

## Solution

- Ensure `camera_system` checks `Added` image assets events

## Changelog

### Fixed

- Cameras which have their render targets changed to a newly created
target with a different size than the previous target will now render
properly

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
2023-11-15 12:44:21 +00:00
Torstein Grindvik
74c97332a6
Ignore inactive cameras (#10543)
# Objective

Currently, if a large amount of inactive cameras are spawned, they will
immensely slow down performance.

This can be reproduced by adding

```rust
    let default_image = images.add(default());
    for _ in 0..10000 {
        commands.spawn(Camera3dBundle {
            camera: Camera {
                is_active: false,
                target: RenderTarget::Image(default_image.clone()),
                ..default()
            },
            ..default()
        });
    }
```

to for example `3d_shapes`.

Using `tracy`, it's clear that preparing view bind groups for all
cameras is still happening.
Also, visibility checks on the extracted views from inactive cameras
also take place.

## Performance gains

The following `tracy` comparisons show the effect of skipping this
unneeded work.
Yellow is Bevy main, red is with the fix.

### Visibility checks


![bevy-visibility-check-savings](https://github.com/bevyengine/bevy/assets/52322338/154a20ce-bd70-487e-a85c-8b993950ea2b)

### Bind group preparation


![bevy-mesh2d-savings](https://github.com/bevyengine/bevy/assets/52322338/a48d8d9a-8c37-4c34-9698-b1b1bf01f070)


## Solution

- Check if the cameras are inactive in the appropriate places, and if so
skip them

## Changelog

### Changed

- Do not extract views from inactive cameras or check visiblity from
their extracted views

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-14 02:13:21 +00:00
Carter Anderson
0eeb8f95fb
Fix shader import hot reloading on windows (#10502)
# Objective

Hot reloading shader imports on windows is currently broken due to
inconsistent `/` and `\` usage ('/` is used in the user facing APIs and
`\` is produced by notify-rs (and likely other OS apis).

Fixes #10500

## Solution

Standardize import paths when loading a `Shader`. The correct long term
fix is to standardize AssetPath on `/`-only, but this is the right scope
of fix for a patch release.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-11-11 23:01:08 +00:00
Sludge
f91f69e88f
Reexport wgpu::Maintain (#10461)
# Objective

Calling `RenderDevice::poll` requires an instance of `wgpu::Maintain`,
but the type was not reexported by bevy. Working around it requires
adding a dependency on `wgpu`, since bevy does not reexport the `wgpu`
crate as a whole anywhere.

## Solution

Reexport `wgpu::Maintain` in `render_resource`, where the other wgpu
types are reexported.
2023-11-09 02:10:22 +00:00
Doonv
4852fc7578
Implement Clone for VisibilityBundle and SpatialBundle (#10394)
# Objective

Had an issue where I had `VisibilityBundle` inside a bundle that
implements `Clone`, but since `VisibilityBundle` doesn't implement
`Clone` that wasn't possible. This PR fixes that.

## Solution

Implement `Clone` for `VisibilityBundle` by deriving it. And also
`SpatialBundle` too because why not.

---

## Changelog

- Added implementation for `Clone` on `VisibilityBundle` and
`SpatialBundle`.
2023-11-07 21:25:00 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
Sélène Amanita
c376954b87
Make DirectionalLight Cascades computation generic over CameraProjection (#9226)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/9077 (see this issue for
motivations)

## Solution

Implement 1 and 2 of the "How to fix it" section of
https://github.com/bevyengine/bevy/issues/9077

`update_directional_light_cascades` is split into
`clear_directional_light_cascades` and a generic
`build_directional_light_cascades`, to clear once and potentially insert
many times.

---

## Changelog

`DirectionalLight`'s computation is now generic over `CameraProjection`
and can work with custom camera projections.

## Migration Guide

If you have a component `MyCustomProjection` that implements
`CameraProjection`:
- You need to implement a new required associated method,
`get_frustum_corners`, returning an array of the corners of a subset of
the frustum with given `z_near` and `z_far`, in local camera space.
- You can now add the
`build_directional_light_cascades::<MyCustomProjection>` system in
`SimulationLightSystems::UpdateDirectionalLightCascades` after
`clear_directional_light_cascades` for your projection to work with
directional lights.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-03 06:07:59 +00:00
Rob Parrett
09c2090c15
Combine visibility queries in check_visibility_system (#10196)
# Objective

Alternative to #7310

## Solution

Implemented the suggestion from
https://github.com/bevyengine/bevy/pull/7310#discussion_r1083356655

I am guessing that these were originally split as an optimization, but I
am not sure since I believe the original author of the code is the one
speculating about combining them up there.

## Benchmarks

I ran three benchmarks to compare main, this PR, and the approach from
#7310
([updated](https://github.com/rparrett/bevy/commits/rebased-parallel-check-visibility)
to the same commit on main).

This seems to perform slightly better than main in scenarios where most
entities have AABBs, and a bit worse when they don't (`many_lights`).
That seems to make sense to me.

Either way, the difference is ~-20 microseconds in the more common
scenarios or ~+100 microseconds in the less common scenario. I would
speculate that this might perform **very slightly** worse in
single-threaded scenarios.

Benches were run in release mode for 2000 frames while capturing a trace
with tracy.

| bench | commit | check_visibility_system mean μs |
| -- | -- | -- |
| many_cubes | main | 929.5 |
| many_cubes | this | 914.0 |
| many_cubes | 7310 | 1003.5 |
| | |
| many_foxes | main | 191.6 |
| many_foxes | this | 173.2 |
| many_foxes | 7310 | 167.9 |
| | |
| many_lights | main | 619.3 |
| many_lights | this | 703.7 |
| many_lights | 7310 | 842.5 |

## Notes

Technically this behaves slightly differently -- prior to this PR, view
visibility was determined even for entities without `GlobalTransform`. I
don't think this has any practical impact though.

IMO, I don't think we need to do this. But I opened a PR because it
seemed like the handiest way to share the code / benchmarks.

## TODO

I have done some rudimentary testing with the examples above, but I can
do some screenshot diffing if it seems like we want to do this.
2023-11-02 22:06:38 +00:00
Marco Buono
44928e0df4
StandardMaterial Light Transmission (#8015)
# Objective

<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">

This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:

  - Glass; (Including frosted glass)
  - Transparent and translucent plastics;
  - Various liquids and gels;
  - Gemstones;
  - Marble;
  - Wax;
  - Paper;
  - Leaves;
  - Porcelain.

Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.

## Solution

- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.

## To Do

- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
  - [x] `transmission` and `transmission_texture`
  - [x] `thickness` and `thickness_texture`
  - [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?

## A Note on Texture Packing

_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_

Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:

- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`

The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.

---

## Changelog

- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency

## Migration Guide

- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
TimJentzsch
d67fbd5e90
Add helper function to determine if color is transparent (#10310)
# Objective

- We need to check multiple times if a color is fully transparent, e.g.
for performance optimizations.
- Make code more readable.
- Reduce code duplication, to simplify making changes if needed (e.g. if
we need to take floating point weirdness into account later on).

## Solution

- Introduce a new `Color::is_fully_transparent` helper function to
determine if the alpha of a color is 0.
- Use the helper function in our UI rendering code.

---

## Changelog

- Added `Color::is_fully_transparent` helper function.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-10-31 15:00:49 +00:00