Commit graph

78 commits

Author SHA1 Message Date
Giacomo Stevanato
71c5f1e3e4
Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965)
# Objective

- Fix issue #2611

## Solution

- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes #3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.

---

## Changelog

- The source code viewer on docs.rs now includes links to the
definitions.
2024-07-29 23:10:16 +00:00
BD103
ee4ed231da
Fix bevy_gltf PBR features not enabling corresponding bevy_pbr flags (#14486)
# Objective

- `bevy_gltf` does not build with only the
`pbr_multi_layer_material_textures` or `pbr_anisotropy_texture`
features.
- Caught by [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy)
in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10087486444/job/27891723948).

## Solution

- This error was due to the feature not enabling the corresponding
feature in `bevy_pbr`. Adding these flags as a dependency fixes this
error.

## Testing

The following commands fail on `main`, but pass with this PR:

```bash
cargo check -p bevy_gltf --no-default-features -F pbr_multi_layer_material_textures
cargo check -p bevy_gltf --no-default-features -F pbr_anisotropy_texture
```
2024-07-26 17:11:38 +00:00
Coder-Joe458
8f5345573c
Remove manual --cfg docsrs (#14376)
# Objective

- Fixes #14132 

## Solution

- Remove the cfg docsrs
2024-07-22 18:58:04 +00:00
François Mockers
c0b35d07f3
fix building cargo_gltf with feature dds (#14360)
# Objective

- Building bevy_gltf with feature dds fails:
```
> cargo build -p bevy_gltf --features dds
   Compiling bevy_core_pipeline v0.15.0-dev (crates/bevy_core_pipeline)
error[E0061]: this function takes 7 arguments but 6 arguments were supplied
   --> crates/bevy_core_pipeline/src/tonemapping/mod.rs:442:5
    |
442 |     Image::from_buffer(
    |     ^^^^^^^^^^^^^^^^^^
...
445 |         bytes,
    |         ----- an argument of type `std::string::String` is missing
    |
note: associated function defined here
   --> crates/bevy_render/src/texture/image.rs:709:12
    |
709 |     pub fn from_buffer(
    |            ^^^^^^^^^^^
help: provide the argument
    |
442 |     Image::from_buffer(/* std::string::String */, bytes, image_type, CompressedImageFormats::NONE, false, image_sampler, RenderAssetUsages::RENDER_WORLD)
    |                       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

For more information about this error, try `rustc --explain E0061`.
error: could not compile `bevy_core_pipeline` (lib) due to 1 previous error
```
- If you're fixing a specific issue, say "Fixes #X".

## Solution

- enable dds feature in bevy_core_pipeline

## Testing

- `cargo build -p bevy_gltf --features dds`
2024-07-20 17:55:25 +00:00
github-actions[bot]
8df10d2713
Bump Version after Release (#14219)
Bump version after 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 Mockers <mockersf@gmail.com>
2024-07-08 12:54:08 +00:00
Gagnus
a47b91cccc
Added feature switch to default Standard Material's new anisotropy texture to off (#14048)
# Objective

- Standard Material is starting to run out of samplers (currently uses
13 with no additional features off, I think in 0.13 it was 12).
- This change adds a new feature switch, modelled on the other ones
which add features to Standard Material, to turn off the new anisotropy
feature by default.

## Solution

- feature + texture define

## Testing

- Anisotropy example still works fine
- Other samples work fine
- Standard Material now takes 12 samplers by default on my Mac instead
of 13

## Migration Guide

- Add feature pbr_anisotropy_texture if you are using that texture in
any standard materials.

---------

Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
2024-07-02 18:02:05 +00:00
Mikhail Novikov
cb4fe4ea9e
Make gLTF node children Handle instead of objects (#13707)
Part of #13681 

# Objective

gLTF Assets shouldn't be duplicated between Assets resource and node
children.

Also changed `asset_label` to be a method as [per previous PR
comment](https://github.com/bevyengine/bevy/pull/13558).

## Solution

- Made GltfNode children be Handles instead of asset copies.

## Testing

- Added tests that actually test loading and hierarchy as previous ones
unit tested only one function and that makes little sense.
- Made circular nodes an actual loading failure instead of a warning
no-op. You [_MUST NOT_ have cycles in
gLTF](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#nodes-and-hierarchy)
according to the spec.
- IMO this is a bugfix, not a breaking change. But in an extremely
unlikely event in which you relied on invalid behavior for loading gLTF
with cyclic children, you will not be able to do that anymore. You
should fix your gLTF file as it's not valid according to gLTF spec. For
it to for work someone, it had to be bevy with bevy_animation flag off.

---

## Changelog

### Changed

- `GltfNode.children` are now `Vec<Handle<GltfNode>>` instead of
`Vec<GltfNode>`
- Having children cycles between gLTF nodes in a gLTF document is now an
explicit asset loading failure.

## Migration Guide

If accessing children, use `Assets<GltfNode>` resource to get the actual
child object.

#### Before

```rs
fn gltf_print_first_node_children_system(gltf_component_query: Query<Handle<Gltf>>, gltf_assets: Res<Assets<Gltf>>, gltf_nodes: Res<Assets<GltfNode>>) {
    for gltf_handle in gltf_component_query.iter() {
        let gltf_root = gltf_assets.get(gltf_handle).unwrap();
        let first_node_handle = gltf_root.nodes.get(0).unwrap();
        let first_node = gltf_nodes.get(first_node_handle).unwrap();
        let first_child = first_node.children.get(0).unwrap();
        println!("First nodes child node name is {:?)", first_child.name);
    }
}
```

#### After

```rs
fn gltf_print_first_node_children_system(gltf_component_query: Query<Handle<Gltf>>, gltf_assets: Res<Assets<Gltf>>, gltf_nodes: Res<Assets<GltfNode>>) {
    for gltf_handle in gltf_component_query.iter() {
        let gltf_root = gltf_assets.get(gltf_handle).unwrap();
        let first_node_handle = gltf_root.nodes.get(0).unwrap();
        let first_node = gltf_nodes.get(first_node_handle).unwrap();
        let first_child_handle = first_node.children.get(0).unwrap();
        let first_child = gltf_nodes.get(first_child_handle).unwrap();
        println!("First nodes child node name is {:?)", first_child.name);
    }
}
```
2024-07-01 14:05:16 +00:00
Patrick Walton
77ed72bc16
Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031)
Clearcoat is a separate material layer that represents a thin
translucent layer of a material. Examples include (from the [Filament
spec]) car paint, soda cans, and lacquered wood. This commit implements
support for clearcoat following the Filament and Khronos specifications,
marking the beginnings of support for multiple PBR layers in Bevy.

The [`KHR_materials_clearcoat`] specification describes the clearcoat
support in glTF. In Blender, applying a clearcoat to the Principled BSDF
node causes the clearcoat settings to be exported via this extension. As
of this commit, Bevy parses and reads the extension data when present in
glTF. Note that the `gltf` crate has no support for
`KHR_materials_clearcoat`; this patch therefore implements the JSON
semantics manually.

Clearcoat is integrated with `StandardMaterial`, but the code is behind
a series of `#ifdef`s that only activate when clearcoat is present.
Additionally, the `pbr_feature_layer_material_textures` Cargo feature
must be active in order to enable support for clearcoat factor maps,
clearcoat roughness maps, and clearcoat normal maps. This approach
mirrors the same pattern used by the existing transmission feature and
exists to avoid running out of texture bindings on platforms like WebGL
and WebGPU. Note that constant clearcoat factors and roughness values
*are* supported in the browser; only the relatively-less-common maps are
disabled on those platforms.

This patch refactors the lighting code in `StandardMaterial`
significantly in order to better support multiple layers in a natural
way. That code was due for a refactor in any case, so this is a nice
improvement.

A new demo, `clearcoat`, has been added. It's based on [the
corresponding three.js demo], but all the assets (aside from the skybox
and environment map) are my original work.

[Filament spec]:
https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel

[`KHR_materials_clearcoat`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md

[the corresponding three.js demo]:
https://threejs.org/examples/webgl_materials_physical_clearcoat.html

![Screenshot 2024-04-19
101143](https://github.com/bevyengine/bevy/assets/157897/3444bcb5-5c20-490c-b0ad-53759bd47ae2)

![Screenshot 2024-04-19
102054](https://github.com/bevyengine/bevy/assets/157897/6e953944-75b8-49ef-bc71-97b0a53b3a27)

## Changelog

### Added

* `StandardMaterial` now supports a clearcoat layer, which represents a
thin translucent layer over an underlying material.
* The glTF loader now supports the `KHR_materials_clearcoat` extension,
representing materials with clearcoat layers.

## Migration Guide

* The lighting functions in the `pbr_lighting` WGSL module now have
clearcoat parameters, if `STANDARD_MATERIAL_CLEARCOAT` is defined.

* The `R` reflection vector parameter has been removed from some
lighting functions, as it was unused.
2024-05-05 22:57:05 +00:00
Ycy
9d8f94d461
fix bevy_gltf crate build (#13202)
# Objective

Fixing `bevy_gltf` crate build fail when `bevy_animation` feature is
disabled

## Solution

Add missing `bevy_animation` feature
2024-05-03 13:00:18 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
dependabot[bot]
5cf7d9213e
Update base64 requirement from 0.21.5 to 0.22.0 (#12552)
Updates the requirements on
[base64](https://github.com/marshallpierce/rust-base64) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/marshallpierce/rust-base64/blob/master/RELEASE-NOTES.md">base64's
changelog</a>.</em></p>
<blockquote>
<h1>0.22.0</h1>
<ul>
<li><code>DecodeSliceError::OutputSliceTooSmall</code> is now
conservative rather than precise. That is, the error will only occur if
the decoded output <em>cannot</em> fit, meaning that
<code>Engine::decode_slice</code> can now be used with exactly-sized
output slices. As part of this, <code>Engine::internal_decode</code> now
returns <code>DecodeSliceError</code> instead of
<code>DecodeError</code>, but that is not expected to affect any
external callers.</li>
<li><code>DecodeError::InvalidLength</code> now refers specifically to
the <em>number of valid symbols</em> being invalid (i.e. <code>len % 4
== 1</code>), rather than just the number of input bytes. This avoids
confusing scenarios when based on interpretation you could make a case
for either <code>InvalidLength</code> or <code>InvalidByte</code> being
appropriate.</li>
<li>Decoding is somewhat faster (5-10%)</li>
</ul>
<h1>0.21.7</h1>
<ul>
<li>Support getting an alphabet's contents as a str via
<code>Alphabet::as_str()</code></li>
</ul>
<h1>0.21.6</h1>
<ul>
<li>Improved introductory documentation and example</li>
</ul>
<h1>0.21.5</h1>
<ul>
<li>Add <code>Debug</code> and <code>Clone</code> impls for the general
purpose Engine</li>
</ul>
<h1>0.21.4</h1>
<ul>
<li>Make <code>encoded_len</code> <code>const</code>, allowing the
creation of arrays sized to encode compile-time-known data lengths</li>
</ul>
<h1>0.21.3</h1>
<ul>
<li>Implement <code>source</code> instead of <code>cause</code> on Error
types</li>
<li>Roll back MSRV to 1.48.0 so Debian can continue to live in a time
warp</li>
<li>Slightly faster chunked encoding for short inputs</li>
<li>Decrease binary size</li>
</ul>
<h1>0.21.2</h1>
<ul>
<li>Rollback MSRV to 1.57.0 -- only dev dependencies need 1.60, not the
main code</li>
</ul>
<h1>0.21.1</h1>
<ul>
<li>Remove the possibility of panicking during decoded length
calculations</li>
<li><code>DecoderReader</code> no longer sometimes erroneously ignores
padding <a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/226">#226</a></li>
</ul>
<h2>Breaking changes</h2>
<ul>
<li><code>Engine.internal_decode</code> return type changed</li>
<li>Update MSRV to 1.60.0</li>
</ul>
<h1>0.21.0</h1>
<h2>Migration</h2>
<h3>Functions</h3>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="5d70ba7576"><code>5d70ba7</code></a>
Merge pull request <a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/269">#269</a>
from marshallpierce/mp/decode-precisely</li>
<li><a
href="efb6c006c7"><code>efb6c00</code></a>
Release notes</li>
<li><a
href="2b91084a31"><code>2b91084</code></a>
Add some tests to boost coverage</li>
<li><a
href="9e9c7abe65"><code>9e9c7ab</code></a>
Engine::internal_decode now returns DecodeSliceError</li>
<li><a
href="a8a60f43c5"><code>a8a60f4</code></a>
Decode main loop improvements</li>
<li><a
href="a25be0667c"><code>a25be06</code></a>
Simplify leftover output writes</li>
<li><a
href="9979cc33bb"><code>9979cc3</code></a>
Keep morsels as separate bytes</li>
<li><a
href="37670c5ec2"><code>37670c5</code></a>
Bump dev toolchain version (<a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/268">#268</a>)</li>
<li><a
href="9652c78773"><code>9652c78</code></a>
v0.21.7</li>
<li><a
href="08deccf703"><code>08deccf</code></a>
provide as_str() method to return the alphabet characters (<a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/264">#264</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/marshallpierce/rust-base64/compare/v0.21.5...v0.22.0">compare
view</a></li>
</ul>
</details>
<br />


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2024-03-18 06:42:58 +00:00
Al M
52e3f2007b
Add "all-features = true" to docs.rs metadata for most crates (#12366)
# Objective

Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:

- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html

~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.

## Solution

Add "all-features = true" to docs.rs metadata for crates that use
features.

## Changelog

### Changed

- Unified features documented on docs.rs between main crate and
sub-crates
2024-03-08 20:03:09 +00:00
James Liu
512b7463a3
Disentangle bevy_utils/bevy_core's reexported dependencies (#12313)
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.

## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.

---

## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.

## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.

bevy_core' reexports of bytemuck's types has been removed. 

Add them as dependencies in your own crate instead.
2024-03-07 02:30:15 +00:00
James Liu
5619bd09d1
Replace bevy_log's tracing reexport with bevy_utils' (#12254)
# Objective
Fixes #11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.

## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.

Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
2024-03-02 18:38:04 +00:00
Alice Cecile
599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
github-actions[bot]
e7c3359c4b
Bump Version after Release (#12020)
Fixes #12016.

Bump version after 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>
2024-02-21 20:58:59 +00:00
Jan Hohenheim
8531033b31
Add support for KHR_texture_transform (#11904)
Adopted #8266, so copy-pasting the description from there:

# Objective

Support the KHR_texture_transform extension for the glTF loader.

- Fixes #6335
- Fixes #11869 
- Implements part of #11350
- Implements the GLTF part of #399 

## Solution

As is, this only supports a single transform. Looking at Godot's source,
they support one transform with an optional second one for detail, AO,
and emission. glTF specifies one per texture. The public domain
materials I looked at seem to share the same transform. So maybe having
just one is acceptable for now. I tried to include a warning if multiple
different transforms exist for the same material.

Note the gltf crate doesn't expose the texture transform for the normal
and occlusion textures, which it should, so I just ignored those for
now. (note by @janhohenheim: this is still the case)

Via `cargo run --release --example scene_viewer
~/src/clone/glTF-Sample-Models/2.0/TextureTransformTest/glTF/TextureTransformTest.gltf`:


![texture_transform](https://user-images.githubusercontent.com/283864/228938298-aa2ef524-555b-411d-9637-fd0dac226fb0.png)

## Changelog

Support for the
[KHR_texture_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform)
extension added. Texture UVs that were scaled, rotated, or offset in a
GLTF are now properly handled.

---------

Co-authored-by: Al McElrath <hello@yrns.org>
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
2024-02-21 01:11:28 +00:00
Carter Anderson
abb8c353f4
Release 0.13.0 (#11920)
Bump Bevy crates to 0.13.0 in preparation for release.

(Note that we accidentally skipped the `0.13.0-dev` step this cycle)
2024-02-17 09:24:25 +00:00
anarelion
94ab84e915
mipmap levels can be 0 and they should be interpreted as 1 (#11767)
# Objective

Loading some textures from the days of yonder give me errors cause the
mipmap level is 0

## Solution

Set a minimum of 1

## Changelog

Make mipmap level at least 1
2024-02-11 22:00:07 +00:00
Cornelius
a7b99f0500
GLTF extension support (#11138)
# Objective
Adds support for accessing raw extension data of loaded GLTF assets

## Solution
Via the GLTF loader settings, you can specify whether or not to include
the GLTF source. While not the ideal way of solving this problem,
modeling all of GLTF within Bevy just for extensions adds a lot of
complexity to the way Bevy handles GLTF currently. See the example GLTF
meta file and code
```
(
    meta_format_version: "1.0",
    asset: Load(
        loader: "bevy_gltf::loader::GltfLoader",
        settings: (
            load_meshes: true,
            load_cameras: true,
            load_lights: true,
            include_source: true,
        ),
    ),
)
```
```rs
pub fn load_gltf(mut commands: Commands, assets: Res<AssetServer>) {
    let my_gltf = assets.load("test_platform.gltf");

    commands.insert_resource(MyAssetPack {
        spawned: false,
        handle: my_gltf,
    });
}

#[derive(Resource)]
pub struct MyAssetPack {
    pub spawned: bool,
    pub handle: Handle<Gltf>,
}

pub fn spawn_gltf_objects(
    mut commands: Commands,
    mut my: ResMut<MyAssetPack>,
    assets_gltf: Res<Assets<Gltf>>,
) {
    // This flag is used to because this system has to be run until the asset is loaded.
    // If there's a better way of going about this I am unaware of it.
    if my.spawned {
        return;
    }

    if let Some(gltf) = assets_gltf.get(&my.handle) {
        info!("spawn");
        my.spawned = true;
        // spawn the first scene in the file
        commands.spawn(SceneBundle {
            scene: gltf.scenes[0].clone(),
            ..Default::default()
        });

        let source = gltf.source.as_ref().unwrap();
        info!("materials count {}", &source.materials().size_hint().0);
        info!(
            "materials ext is some {}",
            &source.materials().next().unwrap().extensions().is_some()
        );
    }
}
```

---

## Changelog
Added support for GLTF extensions through including raw GLTF source via
loader flag `GltfLoaderSettings::include_source == true`, stored in
`Gltf::source: Option<gltf::Gltf>`

## Migration Guide
This will have issues with "asset migrations", as there is currently no
way for .meta files to be migrated. Attempting to migrate .meta files
without the new flag will yield the following error:
```
bevy_asset::server: Failed to deserialize meta for asset test_platform.gltf: Failed to deserialize asset meta: SpannedError { code: MissingStructField { field: "include_source", outer: Some("GltfLoaderSettings") }, position: Position { line: 9, col: 9 } }
```
This means users who want to migrate their .meta files will have to add
the `include_source: true,` setting to their meta files by hand.
2024-01-15 15:38:01 +00:00
Martín Maita
3b59dbd772
Update base64 requirement from 0.13.0 to 0.21.5 (#10336)
# Objective

- Update base64 requirement from 0.13.0 to 0.21.5.
- Closes #10317.

## Solution

- Bumped `base64` requirement and manually migrated code to fix a
breaking change after updating.
2023-12-21 00:55:54 +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
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
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
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
Carter Anderson
5eb292dc10
Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal

## Why Does Bevy Need A New Asset System?

Asset pipelines are a central part of the gamedev process. Bevy's
current asset system is missing a number of features that make it
non-viable for many classes of gamedev. After plenty of discussions and
[a long community feedback
period](https://github.com/bevyengine/bevy/discussions/3972), we've
identified a number missing features:

* **Asset Preprocessing**: it should be possible to "preprocess" /
"compile" / "crunch" assets at "development time" rather than when the
game starts up. This enables offloading expensive work from deployed
apps, faster asset loading, less runtime memory usage, etc.
* **Per-Asset Loader Settings**: Individual assets cannot define their
own loaders that override the defaults. Additionally, they cannot
provide per-asset settings to their loaders. This is a huge limitation,
as many asset types don't provide all information necessary for Bevy
_inside_ the asset. For example, a raw PNG image says nothing about how
it should be sampled (ex: linear vs nearest).
* **Asset `.meta` files**: assets should have configuration files stored
adjacent to the asset in question, which allows the user to configure
asset-type-specific settings. These settings should be accessible during
the pre-processing phase. Modifying a `.meta` file should trigger a
re-processing / re-load of the asset. It should be possible to configure
asset loaders from the meta file.
* **Processed Asset Hot Reloading**: Changes to processed assets (or
their dependencies) should result in re-processing them and re-loading
the results in live Bevy Apps.
* **Asset Dependency Tracking**: The current bevy_asset has no good way
to wait for asset dependencies to load. It punts this as an exercise for
consumers of the loader apis, which is unreasonable and error prone.
There should be easy, ergonomic ways to wait for assets to load and
block some logic on an asset's entire dependency tree loading.
* **Runtime Asset Loading**: it should be (optionally) possible to load
arbitrary assets dynamically at runtime. This necessitates being able to
deploy and run the asset server alongside Bevy Apps on _all platforms_.
For example, we should be able to invoke the shader compiler at runtime,
stream scenes from sources like the internet, etc. To keep deployed
binaries (and startup times) small, the runtime asset server
configuration should be configurable with different settings compared to
the "pre processor asset server".
* **Multiple Backends**: It should be possible to load assets from
arbitrary sources (filesystems, the internet, remote asset serves, etc).
* **Asset Packing**: It should be possible to deploy assets in
compressed "packs", which makes it easier and more efficient to
distribute assets with Bevy Apps.
* **Asset Handoff**: It should be possible to hold a "live" asset
handle, which correlates to runtime data, without actually holding the
asset in memory. Ex: it must be possible to hold a reference to a GPU
mesh generated from a "mesh asset" without keeping the mesh data in CPU
memory
* **Per-Platform Processed Assets**: Different platforms and app
distributions have different capabilities and requirements. Some
platforms need lower asset resolutions or different asset formats to
operate within the hardware constraints of the platform. It should be
possible to define per-platform asset processing profiles. And it should
be possible to deploy only the assets required for a given platform.

These features have architectural implications that are significant
enough to require a full rewrite. The current Bevy Asset implementation
got us this far, but it can take us no farther. This PR defines a brand
new asset system that implements most of these features, while laying
the foundations for the remaining features to be built.

## Bevy Asset V2

Here is a quick overview of the features introduced in this PR.
* **Asset Preprocessing**: Preprocess assets at development time into
more efficient (and configurable) representations
* **Dependency Aware**: Dependencies required to process an asset are
tracked. If an asset's processed dependency changes, it will be
reprocessed
* **Hot Reprocessing/Reloading**: detect changes to asset source files,
reprocess them if they have changed, and then hot-reload them in Bevy
Apps.
* **Only Process Changes**: Assets are only re-processed when their
source file (or meta file) has changed. This uses hashing and timestamps
to avoid processing assets that haven't changed.
* **Transactional and Reliable**: Uses write-ahead logging (a technique
commonly used by databases) to recover from crashes / forced-exits.
Whenever possible it avoids full-reprocessing / only uncompleted
transactions will be reprocessed. When the processor is running in
parallel with a Bevy App, processor asset writes block Bevy App asset
reads. Reading metadata + asset bytes is guaranteed to be transactional
/ correctly paired.
* **Portable / Run anywhere / Database-free**: The processor does not
rely on an in-memory database (although it uses some database techniques
for reliability). This is important because pretty much all in-memory
databases have unsupported platforms or build complications.
* **Configure Processor Defaults Per File Type**: You can say "use this
processor for all files of this type".
* **Custom Processors**: The `Processor` trait is flexible and
unopinionated. It can be implemented by downstream plugins.
* **LoadAndSave Processors**: Most asset processing scenarios can be
expressed as "run AssetLoader A, save the results using AssetSaver X,
and then load the result using AssetLoader B". For example, load this
png image using `PngImageLoader`, which produces an `Image` asset and
then save it using `CompressedImageSaver` (which also produces an
`Image` asset, but in a compressed format), which takes an `Image` asset
as input. This means if you have an `AssetLoader` for an asset, you are
already half way there! It also means that you can share AssetSavers
across multiple loaders. Because `CompressedImageSaver` accepts Bevy's
generic Image asset as input, it means you can also use it with some
future `JpegImageLoader`.
* **Loader and Saver Settings**: Asset Loaders and Savers can now define
their own settings types, which are passed in as input when an asset is
loaded / saved. Each asset can define its own settings.
* **Asset `.meta` files**: configure asset loaders, their settings,
enable/disable processing, and configure processor settings
* **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex:
if an asset contains a `Handle<Image>`) are tracked by the asset server.
An event is emitted when an asset and all of its dependencies have been
loaded
* **Unprocessed Asset Loading**: Assets do not require preprocessing.
They can be loaded directly. A processed asset is just a "normal" asset
with some extra metadata. Asset Loaders don't need to know or care about
whether or not an asset was processed.
* **Async Asset IO**: Asset readers/writers use async non-blocking
interfaces. Note that because Rust doesn't yet support async traits,
there is a bit of manual Boxing / Future boilerplate. This will
hopefully be removed in the near future when Rust gets async traits.
* **Pluggable Asset Readers and Writers**: Arbitrary asset source
readers/writers are supported, both by the processor and the asset
server.
* **Better Asset Handles**
* **Single Arc Tree**: Asset Handles now use a single arc tree that
represents the lifetime of the asset. This makes their implementation
simpler, more efficient, and allows us to cheaply attach metadata to
handles. Ex: the AssetPath of a handle is now directly accessible on the
handle itself!
* **Const Typed Handles**: typed handles can be constructed in a const
context. No more weird "const untyped converted to typed at runtime"
patterns!
* **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed
`Handle<T>` is now much smaller in memory and `AssetId<T>` is even
smaller.
* **Weak Handle Usage Reduction**: In general Handles are now considered
to be "strong". Bevy features that previously used "weak `Handle<T>`"
have been ported to `AssetId<T>`, which makes it statically clear that
the features do not hold strong handles (while retaining strong type
information). Currently Handle::Weak still exists, but it is very
possible that we can remove that entirely.
* **Efficient / Dense Asset Ids**: Assets now have efficient dense
runtime asset ids, which means we can avoid expensive hash lookups.
Assets are stored in Vecs instead of HashMaps. There are now typed and
untyped ids, which means we no longer need to store dynamic type
information in the ID for typed handles. "AssetPathId" (which was a
nightmare from a performance and correctness standpoint) has been
entirely removed in favor of dense ids (which are retrieved for a path
on load)
* **Direct Asset Loading, with Dependency Tracking**: Assets that are
defined at runtime can still have their dependencies tracked by the
Asset Server (ex: if you create a material at runtime, you can still
wait for its textures to load). This is accomplished via the (currently
optional) "asset dependency visitor" trait. This system can also be used
to define a set of assets to load, then wait for those assets to load.
* **Async folder loading**: Folder loading also uses this system and
immediately returns a handle to the LoadedFolder asset, which means
folder loading no longer blocks on directory traversals.
* **Improved Loader Interface**: Loaders now have a specific "top level
asset type", which makes returning the top-level asset simpler and
statically typed.
* **Basic Image Settings and Processing**: Image assets can now be
processed into the gpu-friendly Basic Universal format. The ImageLoader
now has a setting to define what format the image should be loaded as.
Note that this is just a minimal MVP ... plenty of additional work to do
here. To demo this, enable the `basis-universal` feature and turn on
asset processing.
* **Simpler Audio Play / AudioSink API**: Asset handle providers are
cloneable, which means the Audio resource can mint its own handles. This
means you can now do `let sink_handle = audio.play(music)` instead of
`let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that
this might still be replaced by
https://github.com/bevyengine/bevy/pull/8424.
**Removed Handle Casting From Engine Features**: Ex: FontAtlases no
longer use casting between handle types

## Using The New Asset System

### Normal Unprocessed Asset Loading

By default the `AssetPlugin` does not use processing. It behaves pretty
much the same way as the old system.

If you are defining a custom asset, first derive `Asset`:

```rust
#[derive(Asset)]
struct Thing {
    value: String,
}
```

Initialize the asset:
```rust
app.init_asset:<Thing>()
```

Implement a new `AssetLoader` for it:

```rust
#[derive(Default)]
struct ThingLoader;

#[derive(Serialize, Deserialize, Default)]
pub struct ThingSettings {
    some_setting: bool,
}

impl AssetLoader for ThingLoader {
    type Asset = Thing;
    type Settings = ThingSettings;

    fn load<'a>(
        &'a self,
        reader: &'a mut Reader,
        settings: &'a ThingSettings,
        load_context: &'a mut LoadContext,
    ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> {
        Box::pin(async move {
            let mut bytes = Vec::new();
            reader.read_to_end(&mut bytes).await?;
            // convert bytes to value somehow
            Ok(Thing {
                value 
            })
        })
    }

    fn extensions(&self) -> &[&str] {
        &["thing"]
    }
}
```

Note that this interface will get much cleaner once Rust gets support
for async traits. `Reader` is an async futures_io::AsyncRead. You can
stream bytes as they come in or read them all into a `Vec<u8>`,
depending on the context. You can use `let handle =
load_context.load(path)` to kick off a dependency load, retrieve a
handle, and register the dependency for the asset.

Then just register the loader in your Bevy app:

```rust
app.init_asset_loader::<ThingLoader>()
```

Now just add your `Thing` asset files into the `assets` folder and load
them like this:

```rust
fn system(asset_server: Res<AssetServer>) {
    let handle = Handle<Thing> = asset_server.load("cool.thing");
}
```

You can check load states directly via the asset server:

```rust
if asset_server.load_state(&handle) == LoadState::Loaded { }
```

You can also listen for events:

```rust
fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) {
    for event in events.iter() {
        if event.is_loaded_with_dependencies(&handle) {
        }
    }
}
```

Note the new `AssetEvent::LoadedWithDependencies`, which only fires when
the asset is loaded _and_ all dependencies (and their dependencies) have
loaded.

Unlike the old asset system, for a given asset path all `Handle<T>`
values point to the same underlying Arc. This means Handles can cheaply
hold more asset information, such as the AssetPath:

```rust
// prints the AssetPath of the handle
info!("{:?}", handle.path())
```

### Processed Assets

Asset processing can be enabled via the `AssetPlugin`. When developing
Bevy Apps with processed assets, do this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))
```

This runs the `AssetProcessor` in the background with hot-reloading. It
reads assets from the `assets` folder, processes them, and writes them
to the `.imported_assets` folder. Asset loads in the Bevy App will wait
for a processed version of the asset to become available. If an asset in
the `assets` folder changes, it will be reprocessed and hot-reloaded in
the Bevy App.

When deploying processed Bevy apps, do this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed()))
```

This does not run the `AssetProcessor` in the background. It behaves
like `AssetPlugin::unprocessed()`, but reads assets from
`.imported_assets`.

When the `AssetProcessor` is running, it will populate sibling `.meta`
files for assets in the `assets` folder. Meta files for assets that do
not have a processor configured look like this:

```rust
(
    meta_format_version: "1.0",
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: FromExtension,
        ),
    ),
)
```

This is metadata for an image asset. For example, if you have
`assets/my_sprite.png`, this could be the metadata stored at
`assets/my_sprite.png.meta`. Meta files are totally optional. If no
metadata exists, the default settings will be used.

In short, this file says "load this asset with the ImageLoader and use
the file extension to determine the image type". This type of meta file
is supported in all AssetPlugin modes. If in `Unprocessed` mode, the
asset (with the meta settings) will be loaded directly. If in
`ProcessedDev` mode, the asset file will be copied directly to the
`.imported_assets` folder. The meta will also be copied directly to the
`.imported_assets` folder, but with one addition:

```rust
(
    meta_format_version: "1.0",
    processed_info: Some((
        hash: 12415480888597742505,
        full_hash: 14344495437905856884,
        process_dependencies: [],
    )),
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: FromExtension,
        ),
    ),
)
```

`processed_info` contains `hash` (a direct hash of the asset and meta
bytes), `full_hash` (a hash of `hash` and the hashes of all
`process_dependencies`), and `process_dependencies` (the `path` and
`full_hash` of every process_dependency). A "process dependency" is an
asset dependency that is _directly_ used when processing the asset.
Images do not have process dependencies, so this is empty.

When the processor is enabled, you can use the `Process` metadata
config:

```rust
(
    meta_format_version: "1.0",
    asset: Process(
        processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>",
        settings: (
            loader_settings: (
                format: FromExtension,
            ),
            saver_settings: (
                generate_mipmaps: true,
            ),
        ),
    ),
)
```

This configures the asset to use the `LoadAndSave` processor, which runs
an AssetLoader and feeds the result into an AssetSaver (which saves the
given Asset and defines a loader to load it with). (for terseness
LoadAndSave will likely get a shorter/friendlier type name when [Stable
Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common
processor type, but arbitrary processors are supported.

`CompressedImageSaver` saves an `Image` in the Basis Universal format
and configures the ImageLoader to load it as basis universal. The
`AssetProcessor` will read this meta, run it through the LoadAndSave
processor, and write the basis-universal version of the image to
`.imported_assets`. The final metadata will look like this:

```rust
(
    meta_format_version: "1.0",
    processed_info: Some((
        hash: 905599590923828066,
        full_hash: 9948823010183819117,
        process_dependencies: [],
    )),
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: Format(Basis),
        ),
    ),
)
```

To try basis-universal processing out in Bevy examples, (for example
`sprite.rs`), change `add_plugins(DefaultPlugins)` to
`add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run
with the `basis-universal` feature enabled: `cargo run
--features=basis-universal --example sprite`.

To create a custom processor, there are two main paths:
1. Use the `LoadAndSave` processor with an existing `AssetLoader`.
Implement the `AssetSaver` trait, register the processor using
`asset_processor.register_processor::<LoadAndSave<ImageLoader,
CompressedImageSaver>>(image_saver.into())`.
2. Implement the `Process` trait directly and register it using:
`asset_processor.register_processor(thing_processor)`.

You can configure default processors for file extensions like this:

```rust
asset_processor.set_default_processor::<ThingProcessor>("thing")
```

There is one more metadata type to be aware of:

```rust
(
    meta_format_version: "1.0",
    asset: Ignore,
)
```

This will ignore the asset during processing / prevent it from being
written to `.imported_assets`.

The AssetProcessor stores a transaction log at `.imported_assets/log`
and uses it to gracefully recover from unexpected stops. This means you
can force-quit the processor (and Bevy Apps running the processor in
parallel) at arbitrary times!

`.imported_assets` is "local state". It should _not_ be checked into
source control. It should also be considered "read only". In practice,
you _can_ modify processed assets and processed metadata if you really
need to test something. But those modifications will not be represented
in the hashes of the assets, so the processed state will be "out of
sync" with the source assets. The processor _will not_ fix this for you.
Either revert the change after you have tested it, or delete the
processed files so they can be re-populated.

## Open Questions

There are a number of open questions to be discussed. We should decide
if they need to be addressed in this PR and if so, how we will address
them:

### Implied Dependencies vs Dependency Enumeration

There are currently two ways to populate asset dependencies:
* **Implied via AssetLoaders**: if an AssetLoader loads an asset (and
retrieves a handle), a dependency is added to the list.
* **Explicit via the optional Asset::visit_dependencies**: if
`server.load_asset(my_asset)` is called, it will call
`my_asset.visit_dependencies`, which will grab dependencies that have
been manually defined for the asset via the Asset trait impl (which can
be derived).

This means that defining explicit dependencies is optional for "loaded
assets". And the list of dependencies is always accurate because loaders
can only produce Handles if they register dependencies. If an asset was
loaded with an AssetLoader, it only uses the implied dependencies. If an
asset was created at runtime and added with
`asset_server.load_asset(MyAsset)`, it will use
`Asset::visit_dependencies`.

However this can create a behavior mismatch between loaded assets and
equivalent "created at runtime" assets if `Assets::visit_dependencies`
doesn't exactly match the dependencies produced by the AssetLoader. This
behavior mismatch can be resolved by completely removing "implied loader
dependencies" and requiring `Asset::visit_dependencies` to supply
dependency data. But this creates two problems:
* It makes defining loaded assets harder and more error prone: Devs must
remember to manually annotate asset dependencies with `#[dependency]`
when deriving `Asset`. For more complicated assets (such as scenes), the
derive likely wouldn't be sufficient and a manual `visit_dependencies`
impl would be required.
* Removes the ability to immediately kick off dependency loads: When
AssetLoaders retrieve a Handle, they also immediately kick off an asset
load for the handle, which means it can start loading in parallel
_before_ the asset finishes loading. For large assets, this could be
significant. (although this could be mitigated for processed assets if
we store dependencies in the processed meta file and load them ahead of
time)

### Eager ProcessorDev Asset Loading

I made a controversial call in the interest of fast startup times ("time
to first pixel") for the "processor dev mode configuration". When
initializing the AssetProcessor, current processed versions of unchanged
assets are yielded immediately, even if their dependencies haven't been
checked yet for reprocessing. This means that
non-current-state-of-filesystem-but-previously-valid assets might be
returned to the App first, then hot-reloaded if/when their dependencies
change and the asset is reprocessed.

Is this behavior desirable? There is largely one alternative: do not
yield an asset from the processor to the app until all of its
dependencies have been checked for changes. In some common cases (load
dependency has not changed since last run) this will increase startup
time. The main question is "by how much" and is that slower startup time
worth it in the interest of only yielding assets that are true to the
current state of the filesystem. Should this be configurable? I'm
starting to think we should only yield an asset after its (historical)
dependencies have been checked for changes + processed as necessary, but
I'm curious what you all think.

### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs?

In this implementation AssetPaths are the only canonical asset
identifier (just like the previous Bevy Asset system and Godot). Moving
assets will result in re-scans (and currently reprocessing, although
reprocessing can easily be avoided with some changes). Asset
renames/moves will break code and assets that rely on specific paths,
unless those paths are fixed up.

Do we want / need "stable asset uuids"? Introducing them is very
possible:
1. Generate a UUID and include it in .meta files
2. Support UUID in AssetPath
3. Generate "asset indices" which are loaded on startup and map UUIDs to
paths.
4 (maybe). Consider only supporting UUIDs for processed assets so we can
generate quick-to-load indices instead of scanning meta files.

The main "pro" is that assets referencing UUIDs don't need to be
migrated when a path changes. The main "con" is that UUIDs cannot be
"lazily resolved" like paths. They need a full view of all assets to
answer the question "does this UUID exist". Which means UUIDs require
the AssetProcessor to fully finish startup scans before saying an asset
doesnt exist. And they essentially require asset pre-processing to use
in apps, because scanning all asset metadata files at runtime to resolve
a UUID is not viable for medium-to-large apps. It really requires a
pre-generated UUID index, which must be loaded before querying for
assets.

I personally think this should be investigated in a separate PR. Paths
aren't going anywhere ... _everyone_ uses filesystems (and
filesystem-like apis) to manage their asset source files. I consider
them permanent canonical asset information. Additionally, they behave
well for both processed and unprocessed asset modes. Given that Bevy is
supporting both, this feels like the right canonical ID to start with.
UUIDS (and maybe even other indexed-identifier types) can be added later
as necessary.

### Folder / File Naming Conventions

All asset processing config currently lives in the `.imported_assets`
folder. The processor transaction log is in `.imported_assets/log`.
Processed assets are added to `.imported_assets/Default`, which will
make migrating to processed asset profiles (ex: a
`.imported_assets/Mobile` profile) a non-breaking change. It also allows
us to create top-level files like `.imported_assets/log` without it
being interpreted as an asset. Meta files currently have a `.meta`
suffix. Do we like these names and conventions?

### Should the `AssetPlugin::processed_dev` configuration enable
`watch_for_changes` automatically?

Currently it does (which I think makes sense), but it does make it the
only configuration that enables watch_for_changes by default.

### Discuss on_loaded High Level Interface:

This PR includes a very rough "proof of concept" `on_loaded` system
adapter that uses the `LoadedWithDependencies` event in combination with
`asset_server.load_asset` dependency tracking to support this pattern

```rust
fn main() {
    App::new()
        .init_asset::<MyAssets>()
        .add_systems(Update, on_loaded(create_array_texture))
        .run();
}

#[derive(Asset, Clone)]
struct MyAssets {
    #[dependency]
    picture_of_my_cat: Handle<Image>,
    #[dependency]
    picture_of_my_other_cat: Handle<Image>,
}

impl FromWorld for ArrayTexture {
    fn from_world(world: &mut World) -> Self {
        picture_of_my_cat: server.load("meow.png"),
        picture_of_my_other_cat: server.load("meeeeeeeow.png"),
    }
}

fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) {
    commands.spawn(SpriteBundle {
        texture: my_assets.picture_of_my_cat.clone(),  
        ..default()
    });
    
    commands.spawn(SpriteBundle {
        texture: my_assets.picture_of_my_other_cat.clone(),  
        ..default()
    });
}

```

The implementation is _very_ rough. And it is currently unsafe because
`bevy_ecs` doesn't expose some internals to do this safely from inside
`bevy_asset`. There are plenty of unanswered questions like:
* "do we add a Loadable" derive? (effectively automate the FromWorld
implementation above)
* Should `MyAssets` even be an Asset? (largely implemented this way
because it elegantly builds on `server.load_asset(MyAsset { .. })`
dependency tracking).

We should think hard about what our ideal API looks like (and if this is
a pattern we want to support). Not necessarily something we need to
solve in this PR. The current `on_loaded` impl should probably be
removed from this PR before merging.

## Clarifying Questions

### What about Assets as Entities?

This Bevy Asset V2 proposal implementation initially stored Assets as
ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used
`Entity` as the asset id and Asset values were just ECS components.
There are plenty of compelling reasons to do this:
1. Easier to inline assets in Bevy Scenes (as they are "just" normal
entities + components)
2. More flexible queries: use the power of the ECS to filter assets (ex:
`Query<Mesh, With<Tree>>`).
3. Extensible. Users can add arbitrary component data to assets.
4. Things like "component visualization tools" work out of the box to
visualize asset data.

However Assets as Entities has a ton of caveats right now:
* We need to be able to allocate entity ids without a direct World
reference (aka rework id allocator in Entities ... i worked around this
in my prototypes by just pre allocating big chunks of entities)
* We want asset change events in addition to ECS change tracking ... how
do we populate them when mutations can come from anywhere? Do we use
Changed queries? This would require iterating over the change data for
all assets every frame. Is this acceptable or should we implement a new
"event based" component change detection option?
* Reconciling manually created assets with asset-system managed assets
has some nuance (ex: are they "loaded" / do they also have that
component metadata?)
* "how do we handle "static" / default entity handles" (ties in to the
Entity Indices discussion:
https://github.com/bevyengine/bevy/discussions/8319). This is necessary
for things like "built in" assets and default handles in things like
SpriteBundle.
* Storing asset information as a component makes it easy to "invalidate"
asset state by removing the component (or forcing modifications).
Ideally we have ways to lock this down (some combination of Rust type
privacy and ECS validation)

In practice, how we store and identify assets is a reasonably
superficial change (porting off of Assets as Entities and implementing
dedicated storage + ids took less than a day). So once we sort out the
remaining challenges the flip should be straightforward. Additionally, I
do still have "Assets as Entities" in my commit history, so we can reuse
that work. I personally think "assets as entities" is a good endgame,
but it also doesn't provide _significant_ value at the moment and it
certainly isn't ready yet with the current state of things.

### Why not Distill?

[Distill](https://github.com/amethyst/distill) is a high quality fully
featured asset system built in Rust. It is very natural to ask "why not
just use Distill?".

It is also worth calling out that for awhile, [we planned on adopting
Distill / I signed off on
it](https://github.com/bevyengine/bevy/issues/708).

However I think Bevy has a number of constraints that make Distill
adoption suboptimal:
* **Architectural Simplicity:**
* Distill's processor requires an in-memory database (lmdb) and RPC
networked API (using Cap'n Proto). Each of these introduces API
complexity that increases maintenance burden and "code grokability".
Ignoring tests, documentation, and examples, Distill has 24,237 lines of
Rust code (including generated code for RPC + database interactions). If
you ignore generated code, it has 11,499 lines.
* Bevy builds the AssetProcessor and AssetServer using pluggable
AssetReader/AssetWriter Rust traits with simple io interfaces. They do
not necessitate databases or RPC interfaces (although Readers/Writers
could use them if that is desired). Bevy Asset V2 (at the time of
writing this PR) is 5,384 lines of Rust code (ignoring tests,
documentation, and examples). Grain of salt: Distill does have more
features currently (ex: Asset Packing, GUIDS, remote-out-of-process
asset processor). I do plan to implement these features in Bevy Asset V2
and I personally highly doubt they will meaningfully close the 6115
lines-of-code gap.
* This complexity gap (which while illustrated by lines of code, is much
bigger than just that) is noteworthy to me. Bevy should be hackable and
there are pillars of Distill that are very hard to understand and
extend. This is a matter of opinion (and Bevy Asset V2 also has
complicated areas), but I think Bevy Asset V2 is much more approachable
for the average developer.
* Necessary disclaimer: counting lines of code is an extremely rough
complexity metric. Read the code and form your own opinions.
* **Optional Asset Processing:** Not all Bevy Apps (or Bevy App
developers) need / want asset preprocessing. Processing increases the
complexity of the development environment by introducing things like
meta files, imported asset storage, running processors in the
background, waiting for processing to finish, etc. Distill _requires_
preprocessing to work. With Bevy Asset V2 processing is fully opt-in.
The AssetServer isn't directly aware of asset processors at all.
AssetLoaders only care about converting bytes to runtime Assets ... they
don't know or care if the bytes were pre-processed or not. Processing is
"elegantly" (forgive my self-congratulatory phrasing) layered on top and
builds on the existing Asset system primitives.
* **Direct Filesystem Access to Processed Asset State:** Distill stores
processed assets in a database. This makes debugging / inspecting the
processed outputs harder (either requires special tooling to query the
database or they need to be "deployed" to be inspected). Bevy Asset V2,
on the other hand, stores processed assets in the filesystem (by default
... this is configurable). This makes interacting with the processed
state more natural. Note that both Godot and Unity's new asset system
store processed assets in the filesystem.
* **Portability**: Because Distill's processor uses lmdb and RPC
networking, it cannot be run on certain platforms (ex: lmdb is a
non-rust dependency that cannot run on the web, some platforms don't
support running network servers). Bevy should be able to process assets
everywhere (ex: run the Bevy Editor on the web, compile + process
shaders on mobile, etc). Distill does partially mitigate this problem by
supporting "streaming" assets via the RPC protocol, but this is not a
full solve from my perspective. And Bevy Asset V2 can (in theory) also
stream assets (without requiring RPC, although this isn't implemented
yet)

Note that I _do_ still think Distill would be a solid asset system for
Bevy. But I think the approach in this PR is a better solve for Bevy's
specific "asset system requirements".

### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the
point?

"True async file io" has limited / spotty platform support. async-fs
(and the rust async ecosystem generally ... ex Tokio) currently use
async wrappers over std::fs that offload blocking requests to separate
threads. This may feel unsatisfying, but it _does_ still provide value
because it prevents our task pools from blocking on file system
operations (which would prevent progress when there are many tasks to
do, but all threads in a pool are currently blocking on file system
ops).

Additionally, using async APIs for our AssetReaders and AssetWriters
also provides value because we can later add support for "true async
file io" for platforms that support it. _And_ we can implement other
"true async io" asset backends (such as networked asset io).

## Draft TODO

- [x] Fill in missing filesystem event APIs: file removed event (which
is expressed as dangling RenameFrom events in some cases), file/folder
renamed event
- [x] Assets without loaders are not moved to the processed folder. This
breaks things like referenced `.bin` files for GLTFs. This should be
configurable per-non-asset-type.
- [x] Initial implementation of Reflect and FromReflect for Handle. The
"deserialization" parity bar is low here as this only worked with static
UUIDs in the old impl ... this is a non-trivial problem. Either we add a
Handle::AssetPath variant that gets "upgraded" to a strong handle on
scene load or we use a separate AssetRef type for Bevy scenes (which is
converted to a runtime Handle on load). This deserves its own discussion
in a different pr.
- [x] Populate read_asset_bytes hash when run by the processor (a bit of
a special case .. when run by the processor the processed meta will
contain the hash so we don't need to compute it on the spot, but we
don't want/need to read the meta when run by the main AssetServer)
- [x] Delay hot reloading: currently filesystem events are handled
immediately, which creates timing issues in some cases. For example hot
reloading images can sometimes break because the image isn't finished
writing. We should add a delay, likely similar to the [implementation in
this PR](https://github.com/bevyengine/bevy/pull/8503).
- [x] Port old platform-specific AssetIo implementations to the new
AssetReader interface (currently missing Android and web)
- [x] Resolve on_loaded unsafety (either by removing the API entirely or
removing the unsafe)
- [x]  Runtime loader setting overrides
- [x] Remove remaining unwraps that should be error-handled. There are
number of TODOs here
- [x] Pretty AssetPath Display impl
- [x] Document more APIs
- [x] Resolve spurious "reloading because it has changed" events (to
repro run load_gltf with `processed_dev()`)
- [x] load_dependency hot reloading currently only works for processed
assets. If processing is disabled, load_dependency changes are not hot
reloaded.
- [x] Replace AssetInfo dependency load/fail counters with
`loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from
(potentially) breaking counters. Storing this will also enable
"dependency reloaded" events (see [Next Steps](#next-steps))
- [x] Re-add filesystem watcher cargo feature gate (currently it is not
optional)
- [ ] Migration Guide
- [ ] Changelog

## Followup TODO

- [ ] Replace "eager unchanged processed asset loading" behavior with
"don't returned unchanged processed asset until dependencies have been
checked".
- [ ] Add true `Ignore` AssetAction that does not copy the asset to the
imported_assets folder.
- [ ] Finish "live asset unloading" (ex: free up CPU asset memory after
uploading an image to the GPU), rethink RenderAssets, and port renderer
features. The `Assets` collection uses `Option<T>` for asset storage to
support its removal. (1) the Option might not actually be necessary ...
might be able to just remove from the collection entirely (2) need to
finalize removal apis
- [ ] Try replacing the "channel based" asset id recycling with
something a bit more efficient (ex: we might be able to use raw atomic
ints with some cleverness)
- [ ] Consider adding UUIDs to processed assets (scoped just to helping
identify moved assets ... not exposed to load queries ... see [Next
Steps](#next-steps))
- [ ] Store "last modified" source asset and meta timestamps in
processed meta files to enable skipping expensive hashing when the file
wasn't changed
- [ ] Fix "slow loop" handle drop fix 
- [ ] Migrate to TypeName
- [x] Handle "loader preregistration". See #9429

## Next Steps

* **Configurable per-type defaults for AssetMeta**: It should be
possible to add configuration like "all png image meta should default to
using nearest sampling" (currently this hard-coded per-loader/processor
Settings::default() impls). Also see the "Folder Meta" bullet point.
* **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical
asset ids" discussion in [Open Questions](#open-questions) and the
relevant bullet point in [Draft TODO](#draft-todo). Even without
canonical ids, folder renames could avoid reprocessing in some cases.
* **Multiple Asset Sources**: Expand AssetPath to support "asset source
names" and support multiple AssetReaders in the asset server (ex:
`webserver://some_path/image.png` backed by an Http webserver
AssetReader). The "default" asset reader would use normal
`some_path/image.png` paths. Ideally this works in combination with
multiple AssetWatchers for hot-reloading
* **Stable Type Names**: this pr removes the TypeUuid requirement from
assets in favor of `std::any::type_name`. This makes defining assets
easier (no need to generate a new uuid / use weird proc macro syntax).
It also makes reading meta files easier (because things have "friendly
names"). We also use type names for components in scene files. If they
are good enough for components, they are good enough for assets. And
consistency across Bevy pillars is desirable. However,
`std::any::type_name` is not guaranteed to be stable (although in
practice it is). We've developed a [stable type
path](https://github.com/bevyengine/bevy/pull/7184) to resolve this,
which should be adopted when it is ready.
* **Command Line Interface**: It should be possible to run the asset
processor in a separate process from the command line. This will also
require building a network-server-backed AssetReader to communicate
between the app and the processor. We've been planning to build a "bevy
cli" for awhile. This seems like a good excuse to build it.
* **Asset Packing**: This is largely an additive feature, so it made
sense to me to punt this until we've laid the foundations in this PR.
* **Per-Platform Processed Assets**: It should be possible to generate
assets for multiple platforms by supporting multiple "processor
profiles" per asset (ex: compress with format X on PC and Y on iOS). I
think there should probably be arbitrary "profiles" (which can be
separate from actual platforms), which are then assigned to a given
platform when generating the final asset distribution for that platform.
Ex: maybe devs want a "Mobile" profile that is shared between iOS and
Android. Or a "LowEnd" profile shared between web and mobile.
* **Versioning and Migrations**: Assets, Loaders, Savers, and Processors
need to have versions to determine if their schema is valid. If an asset
/ loader version is incompatible with the current version expected at
runtime, the processor should be able to migrate them. I think we should
try using Bevy Reflect for this, as it would allow us to load the old
version as a dynamic Reflect type without actually having the old Rust
type. It would also allow us to define "patches" to migrate between
versions (Bevy Reflect devs are currently working on patching). The
`.meta` file already has its own format version. Migrating that to new
versions should also be possible.
* **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write
type) currently used by AssetPath can still result in String clones that
aren't actually necessary (cloning an Owned Cow clones the contents).
Bevy's asset system requires cloning AssetPaths in a number of places,
which result in actual clones of the internal Strings. This is not
efficient. AssetPath internals should be reworked to exhibit truer
cow-like-behavior that reduces String clones to the absolute minimum.
* **Consider processor-less processing**: In theory the AssetServer
could run processors "inline" even if the background AssetProcessor is
disabled. If we decide this is actually desirable, we could add this.
But I don't think its a priority in the short or medium term.
* **Pre-emptive dependency loading**: We could encode dependencies in
processed meta files, which could then be used by the Asset Server to
kick of dependency loads as early as possible (prior to starting the
actual asset load). Is this desirable? How much time would this save in
practice?
* **Optimize Processor With UntypedAssetIds**: The processor exclusively
uses AssetPath to identify assets currently. It might be possible to
swap these out for UntypedAssetIds in some places, which are smaller /
cheaper to hash and compare.
* **One to Many Asset Processing**: An asset source file that produces
many assets currently must be processed into a single "processed" asset
source. If labeled assets can be written separately they can each have
their own configured savers _and_ they could be loaded more granularly.
Definitely worth exploring!
* **Automatically Track "Runtime-only" Asset Dependencies**: Right now,
tracking "created at runtime" asset dependencies requires adding them
via `asset_server.load_asset(StandardMaterial::default())`. I think with
some cleverness we could also do this for
`materials.add(StandardMaterial::default())`, making tracking work
"everywhere". There are challenges here relating to change detection /
ensuring the server is made aware of dependency changes. This could be
expensive in some cases.
* **"Dependency Changed" events**: Some assets have runtime artifacts
that need to be re-generated when one of their dependencies change (ex:
regenerate a material's bind group when a Texture needs to change). We
are generating the dependency graph so we can definitely produce these
events. Buuuuut generating these events will have a cost / they could be
high frequency for some assets, so we might want this to be opt-in for
specific cases.
* **Investigate Storing More Information In Handles**: Handles can now
store arbitrary information, which makes it cheaper and easier to
access. How much should we move into them? Canonical asset load states
(via atomics)? (`handle.is_loaded()` would be very cool). Should we
store the entire asset and remove the `Assets<T>` collection?
(`Arc<RwLock<Option<Image>>>`?)
* **Support processing and loading files without extensions**: This is a
pretty arbitrary restriction and could be supported with very minimal
changes.
* **Folder Meta**: It would be nice if we could define per folder
processor configuration defaults (likely in a `.meta` or `.folder_meta`
file). Things like "default to linear filtering for all Images in this
folder".
* **Replace async_broadcast with event-listener?** This might be
approximately drop-in for some uses and it feels more light weight
* **Support Running the AssetProcessor on the Web**: Most of the hard
work is done here, but there are some easy straggling TODOs (make the
transaction log an interface instead of a direct file writer so we can
write a web storage backend, implement an AssetReader/AssetWriter that
reads/writes to something like LocalStorage).
* **Consider identifying and preventing circular dependencies**: This is
especially important for "processor dependencies", as processing will
silently never finish in these cases.
* **Built-in/Inlined Asset Hot Reloading**: This PR regresses
"built-in/inlined" asset hot reloading (previously provided by the
DebugAssetServer). I'm intentionally punting this because I think it can
be cleanly implemented with "multiple asset sources" by registering a
"debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset
paths) in combination with an AssetWatcher for that asset source and
support for "manually loading pats with asset bytes instead of
AssetReaders". The old DebugAssetServer was quite nasty and I'd love to
avoid that hackery going forward.
* **Investigate ways to remove double-parsing meta files**: Parsing meta
files currently involves parsing once with "minimal" versions of the
meta file to extract the type name of the loader/processor config, then
parsing again to parse the "full" meta. This is suboptimal. We should be
able to define custom deserializers that (1) assume the loader/processor
type name comes first (2) dynamically looks up the loader/processor
registrations to deserialize settings in-line (similar to components in
the bevy scene format). Another alternative: deserialize as dynamic
Reflect objects and then convert.
* **More runtime loading configuration**: Support using the Handle type
as a hint to select an asset loader (instead of relying on AssetPath
extensions)
* **More high level Processor trait implementations**: For example, it
might be worth adding support for arbitrary chains of "asset transforms"
that modify an in-memory asset representation between loading and
saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by
a `flip_normals` transform, then save the mesh to an efficient
compressed format).
* **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO
item](#draft-todo) for context)
* **Explore High Level Load Interfaces**: See [this
discussion](#discuss-on_loaded-high-level-interface) for one prototype.
* **Asset Streaming**: It would be great if we could stream Assets (ex:
stream a long video file piece by piece)
* **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than
they need to be because they have a Uuid enum variant. If we implement
an "id exchanging" system that trades Uuids for "efficient runtime ids",
we can cut down on the size of AssetIds, making them more efficient.
This has some open design questions, such as how to spawn entities with
"default" handle values (as these wouldn't have access to the exchange
api in the current system).
* **Asset Path Fixup Tooling**: Assets that inline asset paths inside
them will break when an asset moves. The asset system provides the
functionality to detect when paths break. We should build a framework
that enables formats to define "path migrations". This is especially
important for scene files. For editor-generated files, we should also
consider using UUIDs (see other bullet point) to avoid the need to
migrate in these cases.

---------

Co-authored-by: BeastLe9enD <beastle9end@outlook.de>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-09-07 02:07:27 +00:00
JMS55
228e7aa618
Add support for KHR_materials_emissive_strength (#9553)
# Objective

- Fix blender gltf imports with emissive materials
- Progress towards https://github.com/bevyengine/bevy/issues/5178

## Solution

- Upgrade to gltf-rs 1.3 supporiting
[KHR_materials_emissive_strength](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md)

---

## Changelog

- GLTF files using `emissiveStrength` (such as those exported by
blender) are now supported

## Migration Guide

- The GLTF asset loader will now factor in `emissiveStrength` when
converting to Bevy's `StandardMaterial::emissive`. Blender will export
emissive materials using this field. Remove the field from your GLTF
files or manually modify your materials post-asset-load to match how
Bevy would load these files in previous versions.
2023-08-24 00:17:44 +00:00
Carter Anderson
7c3131a761
Bump Version after Release (#9106)
CI-capable version of #9086

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-07-10 21:19:27 +00:00
Carter Anderson
8ba9571eed
Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-07-09 08:43:47 +00:00
Nicola Papale
c6170d48f9
Add morph targets (#8158)
# Objective

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

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

## Solution

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

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

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

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


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


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

## Acknowledgements

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

## Future work

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

----

## Changelog

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

## Migration Guide

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

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

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
Zhixing Zhang
2aaaed7f69
Make bevy_render an optional dependency of bevy_scene (#8136)
# Objective

bevy-scene does not have a reason to depend on bevy-render except to
include the `Visibility` and `ComputedVisibility` components. Including
that in the dependency chain is unnecessary for people not using
`bevy_render`.

Also fixed a problem where compilation fails when the `serialize`
feature was not enabled.

## Solution

This was added in #5335 to address some of the problems caused by #5310.

Imo the user just always have to remember to include `VisibilityBundle`
when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be
a breaking change. This PR makes `bevy_render` an optional dependency of
`bevy_scene` instead to respect the existing behavior.
2023-04-03 21:23:26 +00:00
github-actions[bot]
6898351348
chore: Release (#7920)
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-03-06 05:13:36 +00:00
github-actions[bot]
b44af49200 Release 0.10.0 (#7919)
Preparing next release
This PR has been auto-generated
2023-03-06 03:53:02 +00:00
github-actions[bot]
8eb67932f1 Bump Version after Release (#7918)
Bump version after release
This PR has been auto-generated
2023-03-06 02:10:30 +00:00
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
github-actions[bot]
444150025d Bump Version after Release (#5576)
Bump version after release
This PR has been auto-generated
2022-08-05 02:03:05 +00:00
github-actions[bot]
856588ed7c Release 0.8.0 (#5490)
Preparing next release
This PR has been auto-generated
2022-07-30 14:07:30 +00:00
James Liu
012ae07dc8 Add global init and get accessors for all newtyped TaskPools (#2250)
Right now, a direct reference to the target TaskPool is required to launch tasks on the pools, despite the three newtyped pools (AsyncComputeTaskPool, ComputeTaskPool, and IoTaskPool) effectively acting as global instances. The need to pass a TaskPool reference adds notable friction to spawning subtasks within existing tasks. Possible use cases for this may include chaining tasks within the same pool like spawning separate send/receive I/O tasks after waiting on a network connection to be established, or allowing cross-pool dependent tasks like starting dependent multi-frame computations following a long I/O load. 

Other task execution runtimes provide static access to spawning tasks (i.e. `tokio::spawn`), which is notably easier to use than the reference passing required by `bevy_tasks` right now.

This PR makes does the following:

 * Adds `*TaskPool::init` which initializes a `OnceCell`'ed with a provided TaskPool. Failing if the pool has already been initialized.
 * Adds `*TaskPool::get` which fetches the initialized global pool of the respective type or panics. This generally should not be an issue in normal Bevy use, as the pools are initialized before they are accessed.
 * Updated default task pool initialization to either pull the global handles and save them as resources, or if they are already initialized, pull the a cloned global handle as the resource.

This should make it notably easier to build more complex task hierarchies for dependent tasks. It should also make writing bevy-adjacent, but not strictly bevy-only plugin crates easier, as the global pools ensure it's all running on the same threads.

One alternative considered is keeping a thread-local reference to the pool for all threads in each pool to enable the same `tokio::spawn` interface. This would spawn tasks on the same pool that a task is currently running in. However this potentially leads to potential footgun situations where long running blocking tasks run on `ComputeTaskPool`.
2022-06-09 02:43:24 +00:00
Carter Anderson
f487407e07 Camera Driven Rendering (#4745)
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. 

Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)

Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". 

Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());

// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Window(window_id),
        ..default()
    },
    ..default()
});
```

Rendering to a texture is as simple as pointing the camera at a texture:

```rust
commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Texture(image_handle),
        ..default()
    },
    ..default()
});
```

Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).

```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());

commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Texture(image_handle.clone()),
        priority: -1,
        ..default()
    },
    ..default()
});

commands.spawn_bundle(SpriteBundle {
    texture: image_handle,
    ..default()
})
```

Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:

```rust
commands.spawn_bundle(Camera3dBundle::default());

commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        // this will render 2d entities "on top" of the default 3d camera's render
        priority: 1,
        ..default()
    },
    ..default()
});
```

There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.

Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.

```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())

// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```

```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())

// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```

```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())

// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
    projection: OrthographicProjection {
        scale: 3.0,
        scaling_mode: ScalingMode::FixedVertical,
        ..default()
    }.into(),
    ..default()
})
```

Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.

If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:

```rust
commands.spawn_bundle(Camera3dBundle {
    camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
    ..default()
})
```

Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.

Speaking of using components to configure graphs / passes, there are a number of new configuration options:

```rust
commands.spawn_bundle(Camera3dBundle {
    camera_3d: Camera3d {
        // overrides the default global clear color 
        clear_color: ClearColorConfig::Custom(Color::RED),
        ..default()
    },
    ..default()
})

commands.spawn_bundle(Camera3dBundle {
    camera_3d: Camera3d {
        // disables clearing
        clear_color: ClearColorConfig::None,
        ..default()
    },
    ..default()
})
```

Expect to see more of the "graph configuration Components on Cameras" pattern in the future.

By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:

```rust
commands
    .spawn_bundle(Camera3dBundle::default())
    .insert(CameraUi {
        is_enabled: false,
        ..default()
    })
```

## Other Changes

* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. 
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
    1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
    2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.

## Follow Up Work

* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
Yutao Yuan
8d67832dfa Bump Bevy to 0.8.0-dev (#4505)
# Objective

We should bump our version to 0.8.0-dev after releasing 0.7.0, according to our release checklist.

## Solution

Do it.
2022-04-17 23:04:52 +00:00
Carter Anderson
83c6ffb73c release 0.7.0 (#4487) 2022-04-15 18:05:37 +00:00
François
8268e7fa9e expose extras from gltf nodes (#2154)
fixes #2153 

expose the `extras` field value as a string
2022-04-07 21:30:52 +00:00
François
449a1d223c animation player (#4375)
# Objective

- Add a basic animation player
  - Single track
  - Not generic, can only animate `Transform`s
  - With plenty of possible optimisations available
  - Close-ish to https://github.com/bevyengine/rfcs/pull/49
- https://discord.com/channels/691052431525675048/774027865020039209/958820063148929064

## Solution

- Can play animations
  - looping or not
- Can pause animations
- Can seek in animation
- Can alter speed of animation
- I also removed the previous gltf animation example

https://user-images.githubusercontent.com/8672791/161051887-e79283f0-9803-448a-93d0-5f7a62acb02d.mp4
2022-04-02 22:36:02 +00:00
Alice Cecile
7ce3ae43e3 Bump Bevy to 0.7.0-dev (#4230)
# Objective

- The [dev docs](https://dev-docs.bevyengine.org/bevy/index.html#) show version 0.6.0, which is actively misleading.

[Image of the problem](https://cdn.discordapp.com/attachments/695741366520512563/953513612943704114/Screenshot_20220316-154100_Firefox-01.jpeg)

Noticed by @ickk, fix proposed by @mockersf.

## Solution

- Bump the version across all Bevy crates to 0.7.0 dev.
- Set a reminder in the Release Checklist to remember to do this each release.
2022-03-19 03:54:15 +00:00
Alice Cecile
a304fd9a99 Split bevy_hierarchy out from bevy_transform (#4168)
# Objective

- Hierarchy tools are not just used for `Transform`: they are also used for scenes.
- In the future there's interest in using them for other features, such as visiibility inheritance.
- The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion
- Fixes #2758.

## Solution

- Split `bevy_transform` into two!
- Make everything work again.

Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate.

## Frustrations

The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance.

In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`:

- avoids code duplication
- makes the inheritance pattern extensible
- links the types at the type-level
- allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs

## Additional context

- double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963
- preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 !
- originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion!

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-15 01:54:05 +00:00
dependabot[bot]
6a499b125b Update gltf requirement from 0.16.0 to 1.0.0 (#3826)
Updates the requirements on [gltf](https://github.com/gltf-rs/gltf) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/gltf-rs/gltf/blob/master/CHANGELOG.md">gltf's changelog</a>.</em></p>
<blockquote>
<h2>[1.0.0] - 2022-01-29</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_materials_specular</code> extension.</li>
<li>Support for the <code>KHR_materials_variants</code> extension.</li>
<li>Support for the <code>KHR_materials_volume</code> extension.</li>
<li><code>ExactSizeIterator</code> implementation for <code>Joints</code> iterator.</li>
</ul>
<h3>Changed</h3>
<ul>
<li>The <code>mesh.primitives</code> property is now always serialized.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Incorrect implementation of <code>Normalize&lt;u16&gt;</code> and <code>Normalize&lt;f32&gt;</code> for <code>u16</code>.</li>
</ul>
<h2>[0.16.0] - 2021-05-13</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_texture_transform</code> extension.</li>
<li>Support for the <code>KHR_materials_transmission_ior</code> extension.</li>
</ul>
<h3>Changed</h3>
<ul>
<li><code>Material::alpha_cutoff</code> is now optional.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>URIs with embedded data failing to import when using <code>import_slice</code>.</li>
<li>Serialization of empty primitives object being skipped.</li>
</ul>
<h2>[0.15.2] - 2020-03-29</h2>
<h3>Changed</h3>
<ul>
<li>All features are now exposed in the <a href="http://docs.rs/gltf">online documentation</a>.</li>
<li>Primary iterators now implement <code>Iterator::nth</code> explicitly for improved performance.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Compiler warnings regarding deprecation of <code>std::error::Error::description</code>.</li>
</ul>
<h2>[0.15.1] - 2020-03-15</h2>
<h3>Added</h3>
<ul>
<li>New feature <code>guess_mime_type</code> which, as the name suggests, attempts to guess
the MIME type of an image if it doesn't exactly match the standard.</li>
</ul>
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</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a href="https://github.com/gltf-rs/gltf/commits">compare view</a></li>
</ul>
</details>
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</details>
2022-02-02 00:25:39 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
Robert Swain
85b7589388 bevy_gltf: Add support for loading lights (#3506)
# Objective

- Add support for loading lights from glTF 2.0 files

## Solution

- This adds support for the KHR_punctual_lights extension which supports point, directional, and spot lights, though we don't yet support spot lights.
- Inserting light bundles when creating scenes required registering some more light bundle component types.
2022-01-03 07:59:25 +00:00
François
c61fbcb7db Only bevy_render should depend directly on wgpu (#3393)
# Objective

- Only bevy_render should depend directly on wgpu
- This helps to make sure bevy_render re-exports everything needed from wgpu

## Solution

- Remove bevy_pbr, bevy_sprite and bevy_ui dependency on wgpu


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-20 20:50:52 +00:00
Vabka
9a89295a17 Update wgpu to 0.12 and naga to 0.8 (#3375)
# Objective

Fixes #3352
Fixes #3208

## Solution

- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
2021-12-19 03:03:06 +00:00