Commit graph

1082 commits

Author SHA1 Message Date
IceSentry
2c21d423fd
Make render graph slots optional for most cases (#8109)
# Objective

- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.

## Solution

- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input

---

## Changelog

- Add optional `view_entity` to `RenderGraphContext`

## Migration Guide

You can now get the view_entity directly from the `RenderGraphContext`. 

When implementing the Node:

```rust
// 0.10
struct FooNode;
impl FooNode {
    const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
    fn input(&self) -> Vec<SlotInfo> {
        vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
    }
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
        // ...
        Ok(())
    }
}

// 0.11
struct FooNode;
impl Node for FooNode {
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.view_entity();
        // ...
        Ok(())
    }
}
```

When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.

```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
    graph::input::VIEW_ENTITY,
    SlotType::Entity,
)]);
graph.add_slot_edge(
    input_node_id,
    graph::input::VIEW_ENTITY,
    FooNode::NAME,
    FooNode::IN_VIEW,
);
// add_node_edge ...

// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```

## Notes

This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.

I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.

## Notes for reviewers

A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
2023-03-21 20:11:13 +00:00
Francesco
7b38de0a64
(De) serialize resources in scenes (#6846)
# Objective

Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes #3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.

## Solution

Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.

This PR changes the scene format to include resources in this way:
```
(
  resources: {
    // List of resources here, keyed by resource type name.
  },
  entities: [
    // Previous scene format here
  ],
)
```

An example taken from the tests:
```
(
  resources: {
    "bevy_scene::serde::tests::MyResource": (
      foo: 123,
    ),
  },
  entities: {
    // Previous scene format here
  },
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.


---

## Changelog


Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.

## Migration Guide

Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~

## TODOs

- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 21:17:02 +00:00
ira
6a85eb3d7e
Immediate Mode Line/Gizmo Drawing (#6529)
# Objective
Add a convenient immediate mode drawing API for visual debugging.

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

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

<details>
<summary>Performance</summary>

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

</details>

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


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

</details>

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

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

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

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

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Carl B. Smiley
e27f38a3e6
improve comments in example (#8127)
# Objective

Added additional comments to describe what is going on in an example.
2023-03-20 18:42:10 +00:00
ickshonpe
5703c75d76
Allow many_buttons to be run without text (#8116) 2023-03-18 22:58:17 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
IceSentry
9d1193df6c
Add low level post process example using a custom render pass (#6909)
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-03-16 03:22:17 +00:00
Rob Parrett
1d4910a1e3
Fix scrolling in UI example (#8069)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-15 06:50:37 +00:00
Rob Parrett
f6c72a7442
Fix blend_modes example UI positioning (#8093) 2023-03-15 01:03:53 +00:00
ickshonpe
e77eb003ec
Perform text scaling calculations per text, not per glyph (#7819) 2023-03-14 00:01:27 +00:00
Mike
8a2502ce0f
change breakout to use FixedTime::period (#8076) 2023-03-13 21:12:53 +00:00
ickshonpe
87dda354dd
Remove Val::Undefined (#7485) 2023-03-13 15:17:00 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
ickshonpe
729458815c
Fix the Text2d text anchor's incorrect horizontal alignment (#8019) 2023-03-10 14:57:41 +00:00
ira
f3cf734659
Fix broken code behind wasm feature flag in blend_modes example (#7945) 2023-03-07 13:55:34 +00:00
Marco Buono
f87de36843 Send emissive color to uniform as linear instead of sRGB (#7897)
This produces more accurate results for the `EmissiveStrengthTest` glTF test case.

(Requires manually setting the emission, for now)

Before: <img width="1392" alt="Screenshot 2023-03-04 at 18 21 25" src="https://user-images.githubusercontent.com/418473/222929455-c7363d52-7133-4d4e-9d6a-562098f6bbe8.png">

After: <img width="1392" alt="Screenshot 2023-03-04 at 18 20 57" src="https://user-images.githubusercontent.com/418473/222929454-3ea20ecb-0773-4aad-978c-3832353b6871.png">

Tagging @JMS55 as a co-author, since this fix is based on their experiments with emission.

# Objective

- Have more accurate results for the `EmissiveStrengthTest` glTF test case.

## Solution

- Make sure we send the emissive color as linear instead of sRGB.

---

## Changelog

- Emission strength is now correctly interpreted by the `StandardMaterial` as linear instead of sRGB.

## Migration Guide

- If you have previously manually specified emissive values with `Color::rgb()` and would like to retain the old visual results, you must now use `Color::rgb_linear()` instead;
- If you have previously manually specified emissive values with `Color::rgb_linear()` and would like to retain the old visual results, you'll need to apply a one-time gamma calculation to your channels manually to get the _actual_ linear RGB value: 
  - For channel values greater than `0.0031308`, use `(1.055 * value.powf(1.0 / 2.4)) - 0.055`;
  - For channel values lower than or equal to `0.0031308`, use `value * 12.92`;
- Otherwise, the results should now be more consistent with other tools/engines.
2023-03-04 23:26:04 +00:00
Robert Swain
f9226a382e Add bevy logo to the lighting example to demo alpha mask shadows (#7895)
$subj

![Screenshot 2023-03-04 at 15 46 05](https://user-images.githubusercontent.com/302146/222910129-0a38dc9c-ff65-46d9-adcc-9e26694c9c22.png)
2023-03-04 15:10:47 +00:00
François
57bf771f9a Transparent window on macos (#7617)
# Objective

- Example `transparent_window` doesn't display a transparent window on macOS
- Fixes #6330

## Solution

- Set the `composite_alpha_mode` of the window to the correct value
- Update docs
2023-03-04 14:51:23 +00:00
ickshonpe
465fff2b01 Text pipeline benchmark (#7845)
# Objective

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

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

# Objective

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

## Solution

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

## Changelog

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

## Migration Guide

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

Co-authored-by: Herman Lederer <germans.lederers@gmail.com>
2023-03-04 12:05:26 +00:00
SpecificProtagonist
91ff782439 Fix hot reloading for read_asset_bytes (#6797)
# Objective

Fixes #6780

## Solution

- record the asset path of each watched file
- call `AssetIo::watch_for_changes` in `LoadContext::read_asset_bytes`

---

## Changelog

### Fixed
- fixed hot reloading for `LoadContext::read_asset_bytes`

### Changed
- `AssetIo::watch_path_for_changes` allows watched path and path to reload to differ

## Migration Guide
- for custom `AssetIo`s, differentiate paths to watch and asset paths to reload as a consequence

Co-authored-by: Vincent Junge <specificprotagonist@posteo.org>
2023-03-02 02:51:06 +00:00
IceSentry
71cf35ce42 Allow prepass in webgl (#7537)
# Objective

- Use the prepass textures in webgl

## Solution

- Bind the prepass textures even when using webgl, but only if msaa is disabled
- Also did some refactors to centralize how textures are bound, similar to the EnvironmentMapLight PR
- ~~Also did some refactors of the example to make it work in webgl~~
- ~~To make the example work in webgl, I needed to use a sampler for the depth texture, the resulting code looks a bit weird, but it's simple enough and I think it's worth it to show how it works when using webgl~~
2023-03-02 02:23:06 +00:00
Nolan Darilek
8d1f6ff7fa Integrate AccessKit (#6874)
# Objective

UIs created for Bevy cannot currently be made accessible. This PR aims to address that.

## Solution

Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.

## Changelog

### Added

* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
2023-03-01 22:45:04 +00:00
shuo
002c9d8b7f fix whitespaces in comment (#7853)
fix double whitespaces in comments. (I know it's dumb commit, while reading code, double spaces hurts a little... :P)
2023-03-01 10:20:56 +00:00
François
261905f11d Feature documentation (#7814)
# Objective

- Fixes #1800, fixes #6984
- Alternative to #7196
- Ensure feature list is always up to date and that all are documented
- Help discovery of features

## Solution

- Use a template to update the cargo feature list
- Use the comment just above the feature declaration as the description
- Add the checks to CI
- Add the features to the base crate doc
2023-02-28 14:24:47 +00:00
Anselmo Sampietro
998e983bac Add example to show how to use apply_system_buffers (#7793)
# Objective

This PR adds an example that shows how to use `apply_system_buffers` and how to order it with respect to the relevant systems. It also shows how not ordering the systems can lead to unexpected behaviours.

## Solution

Add the example.
2023-02-28 00:19:44 +00:00
Michał Iwańczuk
3d8fe46f94 Add unsupported platforms note to ui window fallthrough example (#7827)
# Objective
This adds small comment to window fall through example that it won't work on specific platforms. This information is documented in `Cursor` api but I think it is worth to add it in example description for clarity sake.
2023-02-27 00:44:11 +00:00
JoJoJet
b8263b55fb Support system.in_schedule() and system.on_startup() (#7790)
# Objective

Support the following syntax for adding systems:

```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```

## Solution

Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.

---

## Changelog

+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.

## Future Work

* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
2023-02-24 18:33:55 +00:00
Rob Parrett
03c545056c Fix some more typos (#7767)
# Objective

I managed to dig up some more typos with a combination of the "[code spell checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)" and "[open folder](https://marketplace.visualstudio.com/items?itemName=rwu823.open-folder)" vscode extensions.

## Solution

Fix em
2023-02-20 23:36:28 +00:00
JoJoJet
0c98f9a225 Add AND/OR combinators for run conditions (#7605)
# Objective

Fix #7584.

## Solution

Add an abstraction for creating custom system combinators with minimal boilerplate. Use this to implement AND/OR combinators. Use this to simplify the implementation of `PipeSystem`.

## Example

Feel free to bikeshed on the syntax.

I chose the names `and_then`/`or_else` to emphasize the fact that these short-circuit, while I chose method syntax to empasize that the arguments are *not* treated equally.

```rust
app.add_systems((
    my_system.run_if(resource_exists::<R>().and_then(resource_equals(R(0)))),
    our_system.run_if(resource_exists::<R>().or_else(resource_exists::<S>())),
));
```

---

## Todo

- [ ] Decide on a syntax
- [x] Write docs
- [x] Write tests

## Changelog

+ Added the extension methods `.and_then(...)` and `.or_else(...)` to run conditions, which allows combining run conditions with short-circuiting behavior.
+ Added the trait `Combine`, which can be used with the new `CombinatorSystem` to create system combinators with custom behavior.
2023-02-20 18:16:11 +00:00
François
ca1802b774 Basic spatial audio (#6028)
# Objective

- Add basic spatial audio support to Bevy
  - this is what rodio supports, so no HRTF, just simple stereo channel manipulation
  - no "built-in" ECS support: `Emitter` and `Listener` should be components that would automatically update the positions

This PR goal is to just expose rodio functionality, made possible with the recent update to rodio 0.16. A proper ECS integration opens a lot more questions, and would probably require an RFC

Also updates rodio and fixes #6122
2023-02-20 15:31:07 +00:00
Griffin
912fb58869 Initial tonemapping options (#7594)
# Objective

Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR.
Address https://github.com/bevyengine/bevy/issues/2264.
Adds tone mapping options:
- None: Bypasses tonemapping for instances where users want colors output to match those set.
- Reinhard
- Reinhard Luminance: Bevy's exiting tonemapping
- [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264
- [AgX](https://github.com/sobotka/AgX)
- SomewhatBoringDisplayTransform
- TonyMcMapface
- Blender Filmic

This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images.

## Migration Guide
- Tonemapping is now an enum with NONE and the various tonemappers.
- The DebandDither is now a separate component.




Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-02-19 20:38:13 +00:00
JoJoJet
5a5125671b Deprecate ChangeTrackers<T> in favor of Ref<T> (#7306)
# Objective

`ChangeTrackers<>` is a `WorldQuery` type that lets you access the change ticks for a component. #7097 has added `Ref<>`, which gives access to a component's value in addition to its change ticks. Since bevy's access model does not separate a component's value from its change ticks, there is no benefit to using `ChangeTrackers<T>` over `Ref<T>`.

## Solution

Deprecate `ChangeTrackers<>`.

---

## Changelog

* `ChangeTrackers<T>` has been deprecated. It will be removed in Bevy 0.11.

## Migration Guide

`ChangeTrackers<T>` has been deprecated, and will be removed in the next release. Any usage should be replaced with `Ref<T>`.

```rust
// Before (0.9)
fn my_system(q: Query<(&MyComponent, ChangeTrackers<MyComponent>)>) {
    for (value, trackers) in &q {
        if trackers.is_changed() {
            // Do something with `value`.
        }
    }
}

// After (0.10)
fn my_system(q: Query<Ref<MyComponent>>) {
    for value in &q {
        if value.is_changed() {
            // Do something with `value`.
        }
    }
}
```
2023-02-19 16:19:56 +00:00
Liam Gallagher
5a66d035e2 Use Commands::spawn_batch in bevymark example (#7738)
# Objective

Fixes #7735

## Solution

Use `spawn_batch` instead of `spawn` repeatedly in a for loop

I have decided to switch from using rands `thread_rng()` to its `StdRng`,  this allows us to avoid calling `collect()` on the bundle iterator, if collecting is fine then I can revert it back to using `thread_rng()`.
2023-02-19 03:26:11 +00:00
Liam Gallagher
50bba0f595 Add example for run conditions (#7652)
Added an example for run conditions. Fixes #7646 if we wait till #7605 is merged and include some of it features.
2023-02-18 05:32:59 +00:00
James Liu
04256735f6 Cleanup ScheduleBuildSettings (#7721)
# Objective
Fix #7440. Fix #7441. 

## Solution

 * Remove builder functions on `ScheduleBuildSettings` in favor of public fields, move docs to the fields.
 * Add `use_shortnames` and use it in `get_node_name` to feed it through `bevy_utils::get_short_name`.
2023-02-17 15:17:52 +00:00
Zhixing Zhang
16feb9acb7 Add push contant config to layout (#7681)
# Objective

Allow for creating pipelines that use push constants. To be able to use push constants. Fixes #4825

As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error:

```
thread 'main' panicked at 'wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 59, Vulkan)>`
    In a set_push_constant command
    provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT
```
## Solution

Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`.

This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`.

Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional.

---

## Changelog
- Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor
- Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional.


## Migration Guide

- Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor`
- Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector.


Co-authored-by: Zhixing Zhang <me@neoto.xin>
2023-02-17 06:20:16 +00:00
Aceeri
c5d2d1a5ff Include 2x/8x sample counts for Msaa (#7684)
# Objective
Fixes #7295 

Should we maybe default to 4x if 2x/8x is selected but not supported?

---

## Changelog
- Added 2x and 8x sample counts for MSAA.
2023-02-17 06:04:01 +00:00
张林伟
1f6bbc6b7a Add quad to 2d_shapes example (#7708)
# Objective

- Add quad to 2d_shapes example
2023-02-17 01:50:20 +00:00
JMS55
db2fd92385 Make ktx2 and zstd default features (#7696)
# Objective
- Environment maps use these formats, and in the future rendering LUTs will need textures loaded by default in the engine

## Solution

- Make ktx2 and zstd part of the default feature
- Let examples assume these features are enabled

---

## Changelog
- `ktx2` and `zstd` are now party of bevy's default enabled features

## Migration Guide

- If you used the `ktx2` or `zstd` features, you no longer need to explicitly enable them, as they are now part of bevy's default enabled features
2023-02-17 01:00:07 +00:00
ZoOL
2efc0293ed Remove Anyhow::Result in system_piping.rs example (#7657)
# Objective

Fixes: #7610 

## Solution

- Return a specific error type
2023-02-14 03:33:47 +00:00
tomaspecl
9dadde06cb Fixed a typo in an example state.rs (#7666)
# Objective

Found and fixed a typo in an example ecs/state.rs
2023-02-14 01:16:33 +00:00
Alice Cecile
0a9c469d19 Remove .on_update method to improve API consistency and clarity (#7667)
# Objective

Fixes #7632.

As discussed in #7634, it can be quite challenging for users to intuit the mental model of how states now work.

## Solution

Rather than change the behavior of the `OnUpdate` system set, instead work on making sure it's easy to understand what's going on.

Two things have been done:

1. Remove the `.on_update` method from our bevy of system building traits. This was special-cased and made states feel much more magical than they need to.
2. Improve the docs for the `OnUpdate` system set.
2023-02-14 00:13:10 +00:00
François
f1c69b925e don't require features on examples where it's not the main focus (#7615)
# Objective

- Required features were added to some examples in #7051 even though those features aren't the main focus of the examples
- Don't require features on examples that are useful without them

## Solution

- Remove required features on examples `load_gltf` and `scene_viewer`, but log a warning when they are not enabled
2023-02-13 18:20:25 +00:00
woodroww
1bd390806f added subdivisions to shape::Plane (#7546)
# Objective

There was issue #191 requesting subdivisions on the shape::Plane.
I also could have used this recently. I then write the solution.

Fixes  #191

## Solution

I changed the shape::Plane to include subdivisions field and the code to create the subdivisions. I don't know how people are counting subdivisions so as I put in the doc comments 0 subdivisions results in the original geometry of the Plane.
Greater then 0 results in the number of lines dividing the plane.

I didn't know if it would be better to create a new struct that implemented this feature, say SubdivisionPlane or change Plane. I decided on changing Plane as that was what the original issue was.

It would be trivial to alter this to use another struct instead of altering Plane.
The issues of migration, although small, would be eliminated if a new struct was implemented.
 
## Changelog
### Added
Added subdivisions field to shape::Plane

## Migration Guide
All the examples needed to be updated to initalize the subdivisions field.
Also there were two tests in tests/window that need to be updated.

A user would have to update all their uses of shape::Plane to initalize the subdivisions field.
2023-02-13 18:20:20 +00:00
ickshonpe
eaac730617 Fix the Size helper functions using the wrong default value and improve the UI examples (#7626)
# Objective
`Size::width` sets the `height` field to `Val::DEFAULT` which is `Val::Undefined`, but the default for `Size` `height` is `Val::Auto`. 
`Size::height` has the same problem, but with the `width` field. 

The UI examples specify numeric values in many places where they could either be elided or replaced by composition of the Flex enum properties.

related: https://github.com/bevyengine/bevy/pull/7468
fixes: https://github.com/bevyengine/bevy/issues/6498

## Solution
Change `Size::width` so it sets `height` to `Val::AUTO` and change `Size::height` so it sets `width` to `Val::AUTO`.
Added some tests so this doesn't happen again.

## Changelog
Changed `Size::width` so it sets the `height` to `Val::AUTO`.
Changed `Size::height` so it sets the `width` to `Val::AUTO`.
Added tests to `geometry.rs` for `Size` and `UiRect` to ensure correct behaviour.
Simplified the UI examples. Replaced numeric values with the Flex property enums or elided them where possible, and removed the remaining use of auto margins.

## Migration Guide
The `Size::width` constructor function now sets the `height` to `Val::Auto` instead of `Val::Undefined`.
The `Size::height` constructor function now sets the `width` to `Val::Auto` instead of `Val::Undefined`.
2023-02-11 23:07:16 +00:00
JMS55
dd4299bcf9 EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)

# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.

## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.

## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
 - For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy. 

---

## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
Rob Parrett
1b444975ed Fix panics in ecs_guide example (#7525)
# Objective

Fixes #7565

`ecs_guide` example is currently panicking. This seems to just be a problem with the example only caused by the base sets PR.

## Solution

First, changed a few `in_set` to `in_base_set` to fix a few of

```
thread 'main' panicked at 'Systems cannot be added to 'base' system sets using 'in_set'. Use 'in_base_set' instead.', examples/ecs/ecs_guide.rs:301:45
```

And then added an `in_base_set` to fix the resulting (confusing) cycle error

```
2023-02-06T13:54:29.213843Z ERROR bevy_ecs::schedule_v3::schedule: schedule contains at least 1 cycle(s) -- cycle(s) found within:
 ---- 0: ["ecs_guide::game_over_system", "ecs_guide::score_check_system"]
```

I also changed this `add_system` call so the comment above and below make sense:
```diff
         // add_system(system) adds systems to the Update system set by default
         // However we can manually specify the set if we want to. The following is equivalent to
         // add_system(score_system)
-        .add_system(score_system)
+        .add_system(score_system.in_base_set(CoreSet::Update))
         // There are other `CoreSets`, such as `Last` which runs at the very end of each run.
```

## Notes

- Does `MySet` even need to be a base set? Seems like yes.
- Is that cycle error when there is no explicit `in_base_set` actually expected?
2023-02-08 23:01:53 +00:00
SpecificProtagonist
6314f50e7b States derive macro (#7535)
# Objective
Implementing `States` manually is repetitive, so let's not.

One thing I'm unsure of is whether the macro import statement is in the right place.
2023-02-07 14:02:21 +00:00
张林伟
aa4170d9a4 Rename schedule v3 to schedule (#7519)
# Objective

- Follow up of https://github.com/bevyengine/bevy/pull/7267

## Solution

- Rename schedule_v3 to schedule
- Suppress "module inception" lint
2023-02-06 18:44:40 +00:00