Commit graph

1651 commits

Author SHA1 Message Date
Dusty DeWeese
5a297d7903 Reuse texture when resolving multiple passes (#3552)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/3499

## Solution

Uses a `HashMap` from `RenderTarget` to sampled textures when preparing `ViewTarget`s to ensure that two passes with the same render target get sampled to the same texture.

This builds on and depends on https://github.com/bevyengine/bevy/pull/3412, so this will be a draft PR until #3412 is merged. All changes for this PR are in the last commit.
2022-04-12 19:27:30 +00:00
Jakob Hellermann
193e8c4ada scene_viewer: load cameras (#4425)
# Objective

glTF files can contain cameras. Currently the scene viewer example uses _a_ camera defined in the file if possible, otherwise it spawns a new one. It would be nice if instead it could load all the cameras and cycle through them, while also having a separate user-controller camera.

## Solution

- instead of just a camera that is already defined, always spawn a new separate user-controller camera
- maintain a list of loaded cameras and cycle through them (wrapping to the user-controller camera) when pressing `C`

This matches the behavious that https://github.khronos.org/glTF-Sample-Viewer-Release/ has.

## Implementation notes

- The gltf scene asset loader just spawns the cameras into the world, but does not return a mapping of camera index to bevy entity. So instead the scene_viewer example just collects all spawned cameras with a good old `query.iter().collect()`, so the order is unspecified and may change between runs.

## Demo

https://user-images.githubusercontent.com/22177966/161826637-40161482-5b3b-4df5-aae8-1d5e9b918393.mp4


using the virtual city glTF sample file: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/VC

Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-04-11 22:56:06 +00:00
François
e8cd2fc727 Audio control at start of playback (#4110)
# Objective

- While playing with volume, I noticed that when setting the volume just after playback start, I still get a few milliseconds at normal volume

## Solution

- Replace `play_in_loop` with `play_with_settings` that allows from more controls
- Adds a `PlaybackSettings` to specify the settings from start. Can be used: `PlaybackSettings::LOOP.with_volume(0.75)`
2022-04-08 23:12:30 +00:00
Jakob Hellermann
c12ee81822 bevy_app: add tracing event with tracy.frame_mark (#4320)
Currently `tracy` interprets the entire trace as one frame because the marker for frames isn't being recorded.

~~When an event with `tracy.trace_marker=true` is recorded, `tracing-tracy` will mark the frame as finished:
<aa0b96b2ae/tracing-tracy/src/lib.rs (L240)>~~

~~Unfortunately this leads to~~
```rs
INFO bevy_app:frame: bevy_app::app: finished frame tracy.frame_mark=true
```
~~being printed every frame (we can't use DEBUG because bevy_log sets `max_release_level_info`.~~

Instead of emitting an event that gets logged every frame, we can depend on tracy-client itself and call `finish_continuous_frame!();`
2022-04-08 22:50:23 +00:00
Kirillov Kirill
3756181e23 Change scaling mode to FixedHorizontal (#4055)
# Objective

- Fixes the issue with orthographic camera imported from glTF not displaying anything (mentioned in #4005).

## Solution

- This was due to wrong scaling mode being used. This PR simply changes WindowSize scaling mode to FixedHorizontal.

## Important Note

Currently, othographic scale in Blender, three.js, and possibly other software does not translate to Bevy (via glTF) because their developers have [misinterpreted the spec](https://github.com/KhronosGroup/glTF/issues/1663#issuecomment-618194015). The camera parameters have been clarified in glTF 2.0, which was released on October of 2021. In Blender 3.0.1 this issue has **not** been fixed yet. If you are importing orthographic cameras from Blender, you have to divide the scale by 2.
2022-04-08 17:28:32 +00:00
harudagondi
64d217823d Allow iter combinations on queries with filters (#3656)
# Objective

- Previously, `iter_combinations()` does not work on queries that have filters.
- Fixes #3651

## Solution

- Derived Copy on all `*Fetch<T>` structs, and manually implemented `Clone` to allow the test to pass (`.count()` does not work on `QueryCombinationIter` when `Clone` is derived)


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-04-08 00:21:24 +00:00
Kirillov Kirill
01bdf67c33 Improve the set_active_camera system (#4251)
# Objective

- Make `set_active_camera` system correctly respond to camera deletion, while preserving its correct behavior on first ever frame and any consequent frame, and with multiple cameras of the same type available in the world.
- Fixes #4227

## Solution

- Add a check that the entity referred to by `ActiveCamera` still exists in the world.
2022-04-07 23:30:47 +00:00
François
d478723e19 insert the gltf mesh name on the entity if there is one (#4119)
# Objective

- In glTF, mesh can be named. This named is used to be able to reference the mesh, but not as a component on the entity
- Bevy only added the node name to the parent node.


## Solution

- Also adds the name on the mesh entity if there is one.

Limitation: In glTF, it's possible to have one mesh (which can be named) corresponding to several primitives (which can't, but are the actual mesh). I added the mesh name to the entity with the `PbrBundle` matching the primitives, which means that a mesh with several primitives would all have the same name. I think this is acceptable...
2022-04-07 22:19:32 +00:00
François
4feb0d520a increase the maximum number of point lights with shadows to the max supported by the device (#4435)
# Objective

- Being limited to 10 pointlights with shadow is very limiting

## Solution

- Raise the limit
2022-04-07 21:55:31 +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
Torne Wuff
b1afe2dcca Make System responsible for updating its own archetypes (#4115)
# Objective

- Make it possible to use `System`s outside of the scheduler/executor without having to define logic to track new archetypes and call `System::add_archetype()` for each.

## Solution

- Replace `System::add_archetype(&Archetype)` with `System::update_archetypes(&World)`, making systems responsible for tracking their own most recent archetype generation the way that `SystemState` already does.

This has minimal (or simplifying) effect on most of the code with the exception of `FunctionSystem`, which must now track the latest `ArchetypeGeneration` it saw instead of relying on the executor to do it.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-04-07 20:50:43 +00:00
Gabriel Bourgeois
6f16580b8a Fix clicked UI nodes getting reset when hovering child nodes (#4194)
# Objective

Fixes #4193

## Solution

When resetting a node's `Interaction` to `None`, ignore any `Clicked` node because that should be handled by the mouse release check exclusively.
2022-04-07 19:08:09 +00:00
Daniel McNab
21a875d67b Some small changes related to run criteria piping (#3923)
Remove the 'chaining' api, as it's peculiar

~~Implement the label traits for `Box<dyn ThatTrait>` (n.b. I'm not confident about this change, but it was the quickest path to not regressing)~~

Remove the need for '`.system`' when using run criteria piping
2022-04-07 19:08:08 +00:00
François
9d54f33974 Skinned extraction speedup (#4428)
# Objective

- While animating 501 https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BrainStem, I noticed things were getting a little slow
- Looking in tracy, the system `extract_skinned_meshes` is taking a lot of time, with a mean duration of 15.17ms

## Solution

- ~~Use `Vec` instead of a `SmallVec`~~
- ~~Don't use an temporary variable~~
- Compute the affine matrix as an `Affine3A` instead
- Remove the `temp` vec

| |mean|
|---|---|
|base|15.17ms|
|~~vec~~|~~9.31ms~~|
|~~no temp variable~~|~~11.31ms~~|
|removing the temp vector|8.43ms|
|affine|13.21ms|
|all together|7.23ms|
2022-04-07 16:16:36 +00:00
Robert Swain
c5963b4fd5 Use storage buffers for clustered forward point lights (#3989)
# Objective

- Make use of storage buffers, where they are available, for clustered forward bindings to support far more point lights in a scene
- Fixes #3605 
- Based on top of #4079 

This branch on an M1 Max can keep 60fps with about 2150 point lights of radius 1m in the Sponza scene where I've been testing. The bottleneck is mostly assigning lights to clusters which grows faster than linearly (I think 1000 lights was about 1.5ms and 5000 was 7.5ms). I have seen papers and presentations leveraging compute shaders that can get this up to over 1 million. That said, I think any further optimisations should probably be done in a separate PR.

## Solution

- Add `RenderDevice` to the `Material` and `SpecializedMaterial` trait `::key()` functions to allow setting flags on the keys depending on feature/limit availability
- Make `GpuPointLights` and `ViewClusterBuffers` into enums containing `UniformVec` and `StorageBuffer` variants. Implement the necessary API on them to make usage the same for both cases, and the only difference is at initialisation time.
- Appropriate shader defs in the shader code to handle the two cases

## Context on some decisions / open questions

- I'm using `max_storage_buffers_per_shader_stage >= 3` as a check to see if storage buffers are supported. I was thinking about diving into 'binding resource management' but it feels like we don't have enough use cases to understand the problem yet, and it is mostly a separate concern to this PR, so I think it should be handled separately.
- Should `ViewClusterBuffers` and `ViewClusterBindings` be merged, duplicating the count variables into the enum variants?


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-04-07 16:16:35 +00:00
Robert Swain
579928e8e0 bevy_pbr: Support flipping tangent space normal map y for DirectX normal maps (#4433)
# Objective

- Normal maps authored for DirectX use a left-handed convention and have their tangent space normal in the texture inverted from what we need. Support this.
- Details here: https://doc.babylonjs.com/divingDeeper/materials/advanced/normalMaps

## Solution

- Add a `StandardMaterial` `flip_normal_map_y` boolean field
- Add a `STANDARDMATERIAL_FLIP_NORMAL_MAP_Y` flag to `StandardMaterialFlags` and in the PBR shader
- Flip the y-component of the tangent space normal just after sampling it from the normal map texture

## Screenshots

### Before

<img width="1392" alt="Screenshot 2022-04-06 at 21 04 44" src="https://user-images.githubusercontent.com/302146/162050314-e7bfaaf6-9ee1-4756-9821-f6f5ff78f508.png">

### After

<img width="1392" alt="Screenshot 2022-04-06 at 21 03 39" src="https://user-images.githubusercontent.com/302146/162050255-36ee0745-1d79-4fd2-9a1c-18085376b643.png">

---

## Changelog

- Added: Support for flipping the normal map texture y component for normal maps authored for use with DirectX
2022-04-07 15:50:14 +00:00
KDecay
f907d67d7e Fix formatting, spelling, phrasing and consistency (#4275)
# Objective

The `bevy_app` crate has a lot of inconsistencies in the documentation (formatting, spelling, phrasing, consistency).

## Solution

Make it more consistent.
2022-04-05 22:36:02 +00:00
François
30878e3a7d add AnimationPlayer component only on scene roots that are also animation roots (#4417)
# Objective

- Fix #4416 
- The scene has two root nodes, with the second one being the animation root

## Solution

- Check all scene root nodes, and add the `AnimationPlayer` component to nodes that are also animation roots
2022-04-05 21:52:00 +00:00
TheRawMeatball
73edb11db6 Add more FromWorld implementations (#3945)
# Objective

Make `FromWorld` more useful for abstractions with a form similar to
```rs
trait FancyAbstraction {
  type PreInitializedData: FromWorld;
}
```

## Solution

Add a `FromWorld` implementation for `SystemState` as well as a way to group together multiple `FromWorld` implementing types as one.

Note: I plan to follow up this PR with another to add `Local` support to exclusive systems, which should get a fair amount of use from the `FromWorld` implementation on `SystemState`.
2022-04-05 20:04:34 +00:00
Hennadii Chernyshchyk
ea6e6f7db2 Do not crash if RenderDevice doesn't exist (#4427)
# Objective

Avoid crashing if `RenderDevice` doesn't exist (required for headless mode).
Fixes #4392.

## Solution

Use `CompressedImageFormats::all()` if there is no `RenderDevice`.
2022-04-05 19:37:23 +00:00
Alice Cecile
dbb2fcb677 Re-enable test_property_type_registration() (#4419)
# Objective

- This test was mysteriously commented out

## Solution

- Re-enable it
- Also done in #4299, but this is better as its own PR.
2022-04-05 18:34:27 +00:00
François
cf831d5185 input clear should not clear pressed (#4418)
# Objective

- Revert #4410 
- `Input<T>.clear()` is the method call at the end of each frame for inputs. Clearing `pressed` in it mean that checking if a key is pressed will always return false
2022-04-04 22:10:00 +00:00
François
8e864fdd18 can specify an anchor for a sprite (#3463)
# Objective

- Fixes #1616, fixes #2225
- Let user specify an anchor for a sprite

## Solution

- Add an enum for an anchor point for most common values, with a variant for a custom point
- Defaults to Center to not change current behaviour


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-04-04 22:09:59 +00:00
Boxy
dba7790012 REMOVE unsound lifetime annotations on EntityMut (#4096)
Fixes #3408
#3001 also solves this but I dont see it getting merged any time soon so...
# Objective
make bevy ecs a lil bit less unsound

## Solution
make `EntityMut::get_component_mut` return borrows from self instead of `'w`
2022-04-04 21:33:33 +00:00
François
703ae5df5d gltf: add a name to nodes without names (#4396)
# Objective

- Animation is using `Name` to be able to address nodes in an entity free way
- When loading random animated gltf files, I noticed some had animations without names sometimes

## Solution

- Add default names to all nodes
2022-04-04 20:26:11 +00:00
Troels Jessen
d9d2fb6409 Added pressed state to input clear so it clears everything (#4410)
# Objective

Adds `pressed` state to Input::clear(). Fixes #3383
2022-04-04 20:09:55 +00:00
Lukas Wirth
39d89fe0df Enable drag-and-drop events on windows (#3772)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/2096

## Solution

- This PR enables the drag-and-drop feature for winit on windows again, as the collision issue between cpal and winit has been fixed in https://github.com/RustAudio/cpal/pull/597. I confirmed the drag and drop example working on windows 10 with this change.
- ~~It also bumps the rodio version, though this is not strictly necessary.~~
2022-04-04 20:09:54 +00:00
François
5e70ad96c6 animations: don't ignore curves with one keyframe (#4406)
# Objective

- While playing with animated models, I noticed some were a little off

## Solution

- Some animations curves only have one keyframe, they are used to set a transform to a given value
- Those were ignored as we're never exactly at the ts 0.0 of an animation. going there explicitly (`.set_elapsed(0.0).pause()`) would crash
- Special case this as there isn't much to animate in this case
2022-04-04 19:45:51 +00:00
TheRawMeatball
032b0f4bac Fix derive(SystemParam) macro (#4400)
Fixes the issue seen in #4398
2022-04-04 19:22:28 +00:00
Francesco Giordana
dbd5e7ab6b Fixed case of R == G, following original conversion formula (#4383)
https://en.wikipedia.org/wiki/HSL_and_HSV#From_RGB

# Objective
Fixes #4382

## Solution

- Describe the solution used to achieve the objective above.
Fixed conversion formula to account for red and green component being max and equal
---

## Changelog
Fixed RGB -> HSL colorspace conversion

## Migration Guide


Co-authored-by: Francesco Giordana <fgiordana@netflix.com>
2022-04-04 18:59:00 +00:00
KDecay
f90da74e32 Remove face_toward.rs (#4277)
# Objective

- Part of the splitting process of #3503.

## Solution

- Remove the `face_toward.rs` file containing the `FaceToward` trait.

## Reasons

- It is unused inside of `bevy`.
- The method `Mat4::face_toward` of the trait is identical to `Mat4::look_at_rh` (see https://docs.rs/glam/latest/glam/f32/struct.Mat4.html#method.look_at_rh).
- Discussion in #3503.

## Changelog

### Removed

- The `FaceToward` trait got removed.

## Migration Guide

-  The `FaceToward` trait got removed. To migrate you just have to change every occurrence of `Mat4::face_toward` to `Mat4::look_at_rh`.
2022-04-03 14:40:46 +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
Daniel McNab
c26be39719 Remove unnecessary system labels (#4340)
# Objective

- Since #4224, using labels which only refer to one system doesn't make sense.

## Solution

- Remove some of those.

## Future work

- We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change.
   - The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.
2022-04-01 21:11:05 +00:00
Light Ning
dd2001f2f1 bevy_render: add a small color box to each color (#4387)
# Objective

- bevy_render: add a small color box to each color

## Solution

![bevy_color_doc](https://user-images.githubusercontent.com/1318472/161241226-e7632a90-f526-44de-a68e-ff63b848164b.png)

---

## Changelog
2022-04-01 20:52:22 +00:00
Alice Cecile
b33dae31ec Rename get_multiple APIs to get_many (#4384)
# Objective

-  std's new APIs do the same thing as `Query::get_multiple_mut`, but are called `get_many`: https://github.com/rust-lang/rust/pull/83608

## Solution

- Find and replace `get_multiple` with `get_many`
2022-03-31 20:59:26 +00:00
devil ira
48ac955afd Fix loading non-TriangleList meshes without normals in gltf loader (#4376)
# Objective
Make it so that loading in a mesh without normals that is not a `TriangleList` succeeds.

## Solution
Flat normals can only be calculated on a mesh made of triangles.
Check whether the mesh is a `TriangleList` before trying to compute missing normals.

## Additional changes
The panic condition in `duplicate_vertices` did not make sense to me. I moved it to `compute_flat_normals` where the algorithm would produce incorrect results if the mesh is not a `TriangleList`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-03-31 20:43:01 +00:00
Daniel McNab
aca7fc1854 Remove outdated perf comments (#4374)
# Objective

- The perf comments, added (by me) in https://github.com/bevyengine/bevy/pull/1349, became outdated once the initialisation call started to take an exclusive reference, (presumably in https://github.com/bevyengine/bevy/pull/1525).
- They have been naïvely transferred along ever since

## Solution

- Remove them
2022-03-31 20:43:00 +00:00
SecretPocketCat
3af90b67a6 Update RemovedComponents doc comment (#4373)
# Objective

- Clarify `RemovedComponents` are flushed in `CoreStage::Last` and systems relying on that should run before that stage

## Solution

- Update `RemovedComponents` doc comment
2022-03-31 20:24:32 +00:00
Boxy
637a149910 unsafeify World::entities_mut (#4093)
# Objective
make bevy ecs a lil bit less unsound

## Solution
make unsound API unsafe so that there is an unsafe block to blame:

```rust
use bevy_ecs::prelude::*;

#[derive(Debug, Component)]
struct Foo(u8);

fn main() {
    let mut world = World::new();
    let e1 = world.spawn().id();
    let e2 = world.spawn().insert(Foo(2)).id();
    world.entities_mut().meta[0] = world.entities_mut().meta[1].clone();
    let foo = world.entity(e1).get::<Foo>().unwrap();
    // whoo i love having components i dont have
    dbg!(foo);
}
```

This is not _strictly_ speaking UB, however: 
- `Query::get_multiple` cannot work if this is allowed
- bevy_ecs is a pile of unsafe code whose soundness generally depends on the world being in a "correct" state with "no funny business" so it seems best to disallow this
- it is trivial to get bevy to panic inside of functions with safety invariants that have been violated (the entity location is not valid)
- it seems to violate what the safety invariant on `Entities::flush` is trying to ensure
2022-03-30 23:52:45 +00:00
Chris Russell
2b35dbabfd impl Reflect and Debug for Mesh2dHandle (#4368)
# Objective

An entity spawned with `MaterialMesh2dBundle<M>` cannot be saved and spawned using `DynamicScene` because the `Mesh2dHandle` component does not `impl Reflect`.  

## Solution

Add `#[derive(Reflect)]` and `#[reflect(Component)]` to `Mesh2dHandle`, and call `register_type` in `SpritePlugin`.  Also add `#[derive(Debug)]` since I'm touching the `derive`s anyway.
2022-03-30 19:56:17 +00:00
François
3537c6ae2d Fix animation: shadow and wireframe support (#4367)
# Objective

Animation with shadows crashes with:
```
thread 'main' panicked at 'wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `shadow_pipeline`
    error matching VERTEX shader requirements against the pipeline
    shader global ResourceBinding { group: 1, binding: 1 } is not available in the layout pipeline layout
    visibility flags don't include the shader stage
```


Animation with wireframe crashes with:
```
thread 'main' panicked at 'wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `opaque_mesh_pipeline`
    error matching VERTEX shader requirements against the pipeline
    shader global ResourceBinding { group: 2, binding: 0 } is not available in the layout pipeline layout
    binding is missing from the pipeline layout
```

## Solution

- Fix the bindings
2022-03-30 19:56:16 +00:00
François
f6bc9a022d Sprites - keep color as 4 f32 (#4361)
# Objective

- Fix #4356

## Solution

- Do not reduce the color of sprites to 4 u8
2022-03-30 19:38:24 +00:00
Alice Cecile
509548190b Add get_multiple and get_multiple_mut APIs for Query and QueryState (#4298)
# Objective

- The inability to have multiple active mutable borrows into a query is a common source of borrow-checker pain for users.
- This is a pointless restriction if and only if we can guarantee that the entities they are accessing are unique.
- This could already by bypassed with get_unchecked, but that is an extremely unsafe API.
- Closes https://github.com/bevyengine/bevy/issues/2042.

## Solution

- Add `get_multiple`, `get_multiple_mut` and their unchecked equivalents (`multiple` and `multiple_mut`) to `Query` and `QueryState`.
- Improve the `QueryEntityError` type to provide more useful error information.

## Changelog

- Added `get_multiple`, `get_multiple_mut` and their unchecked equivalents (`multiple` and `multiple_mut`) to Query and QueryState.

## Migration Guide

- The `QueryEntityError` enum now has a `AliasedMutability variant, and returns the offending entity.

## Context

This is a fresh attempt at #3333; rebasing was behaving very badly and it was important to rebase on top of the recent query soundness fixes. Many thanks to all the reviewers in that thread, especially @BoxyUwU for the help with lifetimes.

## To-do

- [x] Add compile fail tests
- [x] Successfully deduplicate code
- [x] Decide what to do about failing doc tests
- [x] Get some reviews for lifetime soundness
2022-03-30 19:16:48 +00:00
bilsen
63fee2572b ParamSet for conflicting SystemParam:s (#2765)
# Objective
Add a system parameter `ParamSet` to be used as container for conflicting parameters.

## Solution
Added two methods to the SystemParamState trait, which gives the access used by the parameter. Did the implementation. Added some convenience methods to FilteredAccessSet. Changed `get_conflicts` to return every conflicting component instead of breaking on the first conflicting `FilteredAccess`.


Co-authored-by: bilsen <40690317+bilsen@users.noreply.github.com>
2022-03-29 23:39:38 +00:00
Rob Parrett
7ff3d876fa Clean up duplicated color conversion code (#4360)
# Objective

Cleans up some duplicated color -> u32 conversion code in `bevy_sprite` and `bevy_ui`

## Solution

Use `as_linear_rgba_u32` which was added recently by #4088
2022-03-29 23:03:22 +00:00
Yutao Yuan
954022c799 Add text wrapping support to Text2d (#4347)
# Objective

Fixes #4344.

## Solution

Add a new component `Text2dBounds` to `Text2dBundle` that specifies the maximum width and height of text. Text will wrap according to this size.
2022-03-29 23:03:20 +00:00
KDecay
c7c08f95cb Fix gamepad connection system ordering (#4313)
# Objective

- Part of the splitting process of #3692.

## Solution

- Change the `gamepad_connection_system` to run after the `InputSystem` label.

## Reasons

I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag.

Old possible case:
1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early)
2. `gamepad_event_system` (sends the `GamepadEvent`s)

New fixed ordering:
1. `gamepad_event_system` (sends the `GamepadEvent`s)
2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
2022-03-29 22:39:21 +00:00
KDecay
f3a61327a4 Remove margins.rs (#4284)
# Objective

- Closes #335.
- Part of the splitting process of #3503.

## Solution

- Remove the `margins.rs` file containing the `Margins` type.

## Reasons

- It is unused inside of `bevy`.
- The `Rect`/`UiRect` is identical to the `Margins` type and is also used for margins inside of `bevy` (rename of `Rect` happens in #4276)
- Discussion in #3503.

## Changelog

### Removed

- The `Margins` type got removed.

## Migration Guide

- The `Margins` type got removed. To migrate you just have to change every occurrence of `Margins` to `UiRect`.
2022-03-29 22:39:18 +00:00
KDecay
f5e53ba6f5 Only insert or remove input if needed (#4273)
# Objective

We are currently inserting an `input` into `pressed` even if it is already pressed. This also applies to releasing an input. This is not a big deal, but since we are already checking if the `input` is pressed or not we might as well remove the cost of the value update caused by the `pressed.insert` method.

Related to #4209

## Solution

Only insert or remove input if needed.
2022-03-29 22:39:16 +00:00
Jakob Hellermann
551d9f6cd7 use error scope to handle errors on shader module creation (#3675)
related: https://github.com/bevyengine/bevy/pull/3289

In addition to validating shaders early when debug assertions are enabled, use the new [error scopes](https://gpuweb.github.io/gpuweb/#error-scopes) API when creating a shader module.

I chose to keep the early validation (and thereby parsing twice) when debug assertions are enabled in, because it lets as handle errors ourselves and display them with pretty colors, while the error scopes API just gives us a string we can display.



This change pulls in `futures-util` as a new dependency for `future.now_or_never()`. I can inline that part of futures-lite into `bevy_render` to keep the compilation time lower if that's preferred.
2022-03-29 22:39:14 +00:00
Mika
6844a6f4fd Introduce SystemLabel's for RenderAssetPlugin, and change Image preparation system to run before others (#3917)
# Objective

Fixes `StandardMaterial` texture update (see sample code below).

Most probably fixes #3674 (did not test)

## Solution

Material updates, such as PBR update, reference the underlying `GpuImage`. Like here: 9a7852db0f/crates/bevy_pbr/src/pbr_material.rs (L177)

However, currently the `GpuImage` update may actually happen *after* the material update fetches the gpu image. Resulting in the material actually not being updated for the correct gpu image.

In this pull req, I introduce new systemlabels for the renderassetplugin. Also assigned the RenderAssetPlugin::<Image> to the `PreAssetExtract` stage, so that it is executed before any material updates.

Code to test.

Expected behavior:
* should update to red texture

Unexpected behavior (before this merge):
* texture stays randomly as green one (depending on the execution order of systems)

```rust
use bevy::{
    prelude::*,
    render::render_resource::{Extent3d, TextureDimension, TextureFormat},
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_startup_system(setup)
        .add_system(changes)
        .run();
}

struct Iteration(usize);

#[derive(Component)]
struct MyComponent;

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
) {
    commands.spawn_bundle(PointLightBundle {
        point_light: PointLight {
            ..Default::default()
        },
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..Default::default()
    });

    commands.spawn_bundle(PerspectiveCameraBundle {
        transform: Transform::from_xyz(-2.0, 0.0, 5.0)
            .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
        ..Default::default()
    });

    commands.insert_resource(Iteration(0));

    commands
        .spawn_bundle(PbrBundle {
            mesh: meshes.add(Mesh::from(shape::Quad::new(Vec2::new(3., 2.)))),
            material: materials.add(StandardMaterial {
                base_color_texture: Some(images.add(Image::new(
                    Extent3d {
                        width: 600,
                        height: 400,
                        depth_or_array_layers: 1,
                    },
                    TextureDimension::D2,
                    [0, 255, 0, 128].repeat(600 * 400), // GREEN
                    TextureFormat::Rgba8Unorm,
                ))),
                ..Default::default()
            }),
            ..Default::default()
        })
        .insert(MyComponent);
}

fn changes(
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
    mut iteration: ResMut<Iteration>,
    webview_query: Query<&Handle<StandardMaterial>, With<MyComponent>>,
) {
    if iteration.0 == 2 {
        let material = materials.get_mut(webview_query.single()).unwrap();

        let image = images
            .get_mut(material.base_color_texture.as_ref().unwrap())
            .unwrap();

        image
            .data
            .copy_from_slice(&[255, 0, 0, 255].repeat(600 * 400));
    }

    iteration.0 += 1;
}
```

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-29 19:44:45 +00:00
James Liu
31bd4ecbbc Mesh Skinning. Attempt #3 (#4238)
# Objective
Load skeletal weights and indices from GLTF files. Animate meshes.

## Solution
 - Load skeletal weights and indices from GLTF files.
 - Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset
 - Added `extract_skinned_meshes` to extract joint matrices.
 - Added queue phase systems for enqueuing the buffer writes.

Some notes:

 -  This ports part of # #2359 to the current main.
 -  This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern.
 - Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-03-29 18:31:13 +00:00
Robert Swain
54d2e86afc bevy_transform: Use Changed in the query for much faster transform_propagate_system (#4180)
# Objective

- Improve transform propagation performance

## Solution

- Use `Changed<Transform>` as part of the `root_query` and `transform_query` to avoid the indirection of having to look up the `Entity` in the `changed_transform_query`
- Get rid of the `changed_transform_query` entirely
- `transform_propagate_system` execution time for `many_cubes -- sphere` dropped from 1.07ms to 0.159ms, an 85% reduction for this system. Frame rate increased from ~42fps to ~44fps
2022-03-29 03:05:01 +00:00
MrGVSV
f16768d868 bevy_derive: Add derives for Deref and DerefMut (#4328)
# Objective

A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like:

```rust
#[derive(Component)]
struct Items(Vec<String>);

fn give_sword(query: Query<&mut Items>) { 
  query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```

> We could then define another struct that wraps `Vec<String>` without anything clashing in the query.

However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this.

Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations.


## Solution

Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field:

```rust
#[derive(Deref)]
struct Foo(String);

#[derive(Deref, DerefMut)]
struct Bar {
  name: String,
}
```

This allows us to then remove that pesky `.0`:

```rust
#[derive(Component, Deref, DerefMut)]
struct Items(Vec<String>);

fn give_sword(query: Query<&mut Items>) { 
  query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```

### Alternatives

There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now).

### Considerations

One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree.

### Additional Context

Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630))

---

## Changelog

- Add `Deref` derive macro (exported to prelude)
- Add `DerefMut` derive macro (exported to prelude)
- Updated most newtypes in examples to use one or both derives

Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
2022-03-29 02:10:06 +00:00
Boxy
28ba87e6c8 CI runs cargo miri test -p bevy_ecs (#4310)
# Objective

Fixes #1529
Run bevy_ecs in miri

## Solution

- Don't set thread names when running in miri rust-lang/miri/issues/1717
- Update `event-listener` to `2.5.2` as previous versions have UB that is detected by miri: [event-listener commit](1fa31c553e)
- Ignore memory leaks when running in miri as they are impossible to track down rust-lang/miri/issues/1481
- Make `table_add_remove_many` test less "many" because miri is really quite slow :)
- Make CI run `RUSTFLAGS="-Zrandomize-layout" MIRIFLAGS="-Zmiri-ignore-leaks -Zmiri-tag-raw-pointers -Zmiri-disable-isolation" cargo +nightly miri test -p bevy_ecs`
2022-03-25 00:26:07 +00:00
Carter Anderson
207ebde020 Always update clusters and remove per-frame allocations (#4169)
* Refactor assign_lights_to_clusters to always clear + update clusters, even if the screen size isn't available yet / is zero. This fixes #4167. We still avoid the "expensive" per-light work when the screen size isn't available yet. I also consolidated some logic to eliminate some redundancies.
* Removed _a ton_ of (potentially very large) per-frame reallocations
  * Removed `Res<VisiblePointLights>` (a vec) in favor of  `Res<GlobalVisiblePointLights>` (a hashmap). We were allocating a new hashmap every frame, the collecting it into a vec every frame, then in another system _re-generating the hashmap_. It is always used like a hashmap, might as well embrace that. We now reuse the same hashmap every frame and dont use any intermediate collections.
  * We were re-allocating Clusters aabb and light vectors every frame by re-constructing Clusters every frame. We now re-use the existing collections.
  * Reuse per-camera VisiblePointLight vecs when possible instead of allocating them every frame. We now only insert VisiblePointLights if the component doesn't exist yet.
2022-03-24 00:20:27 +00:00
Carter Anderson
b1c3e9862d Auto-label function systems with SystemTypeIdLabel (#4224)
This adds the concept of "default labels" for systems (currently scoped to "parallel systems", but this could just as easily be implemented for "exclusive systems"). Function systems now include their function's `SystemTypeIdLabel` by default.

This enables the following patterns:

```rust
// ordering two systems without manually defining labels
app
  .add_system(update_velocity)
  .add_system(movement.after(update_velocity))

// ordering sets of systems without manually defining labels
app
  .add_system(foo)
  .add_system_set(
    SystemSet::new()
      .after(foo)
      .with_system(bar)
      .with_system(baz)
  )
```

Fixes: #4219
Related to: #4220 

Credit to @aevyrie @alice-i-cecile @DJMcNab (and probably others) for proposing (and supporting) this idea about a year ago. I was a big dummy that both shut down this (very good) idea and then forgot I did that. Sorry. You all were right!
2022-03-23 22:53:56 +00:00
Kurt Kühnert
9e450f2827 Compute Pipeline Specialization (#3979)
# Objective

- Fixes #3970
- To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines.

## Solution

- renamed `RenderPipelineCache` to `PipelineCache`
- Cached Pipelines are now represented by an enum (render, compute)
- split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines`
- updated the game of life example

## Open Questions

- should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that?
- should the `get_render_pipeline` and `get_compute_pipeline` methods be merged?
- is pipeline specialization for different entry points a good pattern




Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-23 00:27:26 +00:00
Robert Swain
0a4136d266 Add a helper for storage buffers similar to UniformVec (#4079)
# Objective

- Add a helper for storage buffers similar to `UniformVec`

## Solution

- Add a `StorageBuffer<T, U>` where `T` is the main body of the shader struct without any final variable-sized array member, and `U` is the type of the items in a variable-sized array.
- Use `()` as the type for unwanted parts, e.g. `StorageBuffer<(), Vec4>::default()` would construct a binding that would work with `struct MyType { data: array<vec4<f32>>; }` in WGSL and `StorageBuffer<MyType, ()>::default()` would work with `struct MyType { ... }` in WGSL as long as there are no variable-sized arrays.
- Std430 requires that there is at most one variable-sized array in a storage buffer, that if there is one it is the last member of the binding, and that it has at least one item. `StorageBuffer` handles all of these constraints.
2022-03-22 21:23:50 +00:00
Boxy
024d98457c yeet unsound lifetime annotations on Query methods (#4243)
# Objective
Continuation of #2964 (I really should have checked other methods when I made that PR)

yeet unsound lifetime annotations on `Query` methods.
Example unsoundness:
```rust
use bevy::prelude::*;

fn main() {
    App::new().add_startup_system(bar).add_system(foo).run();
}

pub fn bar(mut cmds: Commands) {
    let e = cmds.spawn().insert(Foo { a: 10 }).id();
    cmds.insert_resource(e);
}

#[derive(Component, Debug, PartialEq, Eq)]
pub struct Foo {
    a: u32,
}
pub fn foo(mut query: Query<&mut Foo>, e: Res<Entity>) {
    dbg!("hi");
    {
        let data: &Foo = query.get(*e).unwrap();
        let data2: Mut<Foo> = query.get_mut(*e).unwrap();
        assert_eq!(data, &*data2); // oops UB
    }

    {
        let data: &Foo = query.single();
        let data2: Mut<Foo> = query.single_mut();
        assert_eq!(data, &*data2); // oops UB
    }

    {
        let data: &Foo = query.get_single().unwrap();
        let data2: Mut<Foo> = query.get_single_mut().unwrap();
        assert_eq!(data, &*data2); // oops UB
    }

    {
        let data: &Foo = query.iter().next().unwrap();
        let data2: Mut<Foo> = query.iter_mut().next().unwrap();
        assert_eq!(data, &*data2); // oops UB
    }

    {
        let mut opt_data: Option<&Foo> = None;
        let mut opt_data_2: Option<Mut<Foo>> = None;
        query.for_each(|data| opt_data = Some(data));
        query.for_each_mut(|data| opt_data_2 = Some(data));
        assert_eq!(opt_data.unwrap(), &*opt_data_2.unwrap()); // oops UB
    }
    dbg!("bye");
}

```

## Solution
yeet unsound lifetime annotations on `Query` methods

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-22 02:49:41 +00:00
François
fbe7a49d5b Gltf animations (#3751)
# Objective

- Load informations for animations from GLTF
- Make experimenting on animations easier

# Non Objective

- Implement a solutions for all animations in Bevy. This would need a discussion / RFC. The goal here is only to have the information available to try different APIs

## Solution

- Load animations with a representation close to the GLTF spec
- Add an example to display animations. There is an animation driver in the example, not in Bevy code, to show how it can be used. The example is cycling between examples from the official gltf sample ([AnimatedTriangle](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/AnimatedTriangle), [BoxAnimated](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BoxAnimated)), and one from me with some cases not present in the official examples.


https://user-images.githubusercontent.com/8672791/150696656-073403f0-d921-43b6-beaf-099c7aee16ed.mp4




Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-22 02:26:34 +00:00
Robert Swain
6c085cba47 bevy_render: Support removal of nodes, edges, subgraphs (#3048)
Add support for removing nodes, edges, and subgraphs. This enables live re-wiring of the render graph.

This was something I did to support the MSAA implementation, but it turned out to be unnecessary there. However, it is still useful so here it is in its own PR.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-21 23:58:37 +00:00
Boxy
050d2b7f00 yeet World::components_mut >:( (#4092)
# Objective
make bevy ecs a lil bit less unsound
## Solution
yeet unsound API `World::components_mut`:
```rust
use bevy_ecs::prelude::*;

#[derive(Component)]
struct Foo(u8);

#[derive(Debug, Component)]
struct Bar([u8; 100]);

fn main() {
    let mut world = World::new();
    let e = world.spawn().insert(Foo(0)).id();
    *world.components_mut() = Default::default();
    let bar = world.entity_mut(e).remove::<Bar>().unwrap();
    // oopsies reading memory copied from outside allocation
    dbg!(bar);
}
```
2022-03-21 23:43:08 +00:00
James Liu
4c1678c78d Hide docs for concrete impls of Fetch, FetchState, and SystemParamState (#4250)
# Objective
 The following pages in the docs are rather noisy, and the types they point to are not particularly useful by themselves:

 - http://dev-docs.bevyengine.org/bevy/ecs/query/index.html
 - http://dev-docs.bevyengine.org/bevy/ecs/system/index.html

## Solution
 
- Replace docs on these types with `#[doc(hidden)]`.
- Hide `InputMarker`  too.
2022-03-21 05:23:36 +00:00
Jakob Hellermann
685b6e59be register Camera{2,3}d components for reflection (#4269)
# Objective

When loading a gltf scene with a camera, bevy will panic at ``thread 'main' panicked at 'scene contains the unregistered type `bevy_render:📷:bundle::Camera3d`. consider registering the type using `app.register_type::<T>()`', /home/jakob/dev/rust/contrib/bevy/bevy/crates/bevy_scene/src/scene_spawner.rs:332:35``.

## Solution

Register the camera types to fix the panic.
2022-03-20 21:54:11 +00:00
Mathis
cd694c0d08 Prevent event from getting registered twice (#4258)
# Objective

As described in  #4257, registering an Event twice would cause some systems to miss events on some starts, since the event buffer is cleared + swapped multiple times.

Fixes #4257

## Solution

A simple check whether the event is already registered is added, making adding an Event a second time a no-op.
2022-03-20 21:54:10 +00:00
Chris Foster
b0ddce36bd Check an Input's pressed set before adding to just_released. (#4209)
# Objective

- Fixes #4208

## Solution

- Adds a check before inserting into an `Input`'s `just_released` set, in the same way that one exists for adding into the `just_pressed` set.
2022-03-20 21:54:09 +00:00
Jakob Hellermann
3e631e6234 gltf-loader: disable backface culling if material is double-sided (#4270)
# Objective

The  [glTF spec](8e798b02d2/specification/2.0/Specification.adoc (395-double-sided)) the `doubleSided` has the following to say about the `doubleSided` boolean:

> When this value is false, back-face culling is enabled, i.e., only front-facing triangles are rendered.
> When this value is true, back-face culling is disabled and double sided lighting is enabled. The back-face MUST have its normals reversed before the lighting equation is evaluated.

## Solution
Disable backface culling when `doubleSided: true`.
2022-03-20 21:32:38 +00:00
Robert Swain
fee7a26137 Tracy spans around main 3D passes (#4182)
# Objective

- Make visible how much time is spent building the Opaque3d, AlphaMask3d, and Transparent3d passes

## Solution

- Add a `trace` feature to `bevy_core_pipeline`
- Add tracy spans around the three passes
- I didn't do this for shadows, sprites, etc as they are only one pass in the node. Perhaps it should be split into 3 nodes to allow insertion of other nodes between...?
2022-03-19 12:57:47 +00:00
Robert Swain
ac8bbafc5c Faster view frustum culling (#4181)
# Objective

- Reduce time spent in the `check_visibility` system

## Solution

- Use `Vec3A` for all bounding volume types to leverage SIMD optimisations and to avoid repeated runtime conversions from `Vec3` to `Vec3A`
- Inline all bounding volume intersection methods
- Add on-the-fly calculated `Aabb` -> `Sphere` and do `Sphere`-`Frustum` intersection tests before `Aabb`-`Frustum` tests. This is faster for `many_cubes` but could be slower in other cases where the sphere test gives a false-positive that the `Aabb` test discards. Also, I tested precalculating the `Sphere`s and inserting them alongside the `Aabb` but this was slower. 
- Do not test meshes against the far plane. Apparently games don't do this anymore with infinite projections, and it's one fewer plane to test against. I made it optional and still do the test for culling lights but that is up for discussion.
- These collectively reduce `check_visibility` execution time in `many_cubes -- sphere` from 2.76ms to 1.48ms and increase frame rate from ~42fps to ~44fps
2022-03-19 04:41:28 +00:00
Boxy
e7a9420443 Change Cow<[ComponentId]> to Box<[ComponentId]> (#4185)
`Cow::Borrowed` was never used
2022-03-19 04:14:27 +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
Carter Anderson
de677dbfc9 Use more ergonomic span syntax (#4246)
Tracing added support for "inline span entering", which cuts down on a lot of complexity:

```rust
let span = info_span!("my_span").entered();
```

This adapts our code to use this pattern where possible, and updates our docs to recommend it.

This produces equivalent tracing behavior. Here is a side by side profile of "before" and "after" these changes.
![image](https://user-images.githubusercontent.com/2694663/158912137-b0aa6dc8-c603-425f-880f-6ccf5ad1b7ef.png)
2022-03-18 04:19:21 +00:00
Robert Swain
0529f633f9 KTX2/DDS/.basis compressed texture support (#3884)
# Objective

- Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to 
- Support `.dds`, `.ktx2`, and `.basis` files

## Solution

- Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details.
- Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that.
- The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans.
- There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S.
2022-03-15 22:26:46 +00:00
Daniel McNab
6e61fef67d Obviate the need for RunSystem, and remove it (#3817)
# Objective

- Fixes #3300
- `RunSystem` is messy

## Solution

- Adds the trick theorised in https://github.com/bevyengine/bevy/issues/3300#issuecomment-991791234

P.S. I also want this for an experimental refactoring of `Assets`, to remove the duplication of `Events<AssetEvent<T>>`


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-15 02:16:55 +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
Jakob Hellermann
bf6de89622 use marker components for cameras instead of name strings (#3635)
**Problem**
- whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components
- querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d`

**Solution**
- Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi`
-> `Query<&mut Transform, With<Camera3d>>` works
- `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker
- `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d`
- remove `ActiveCameras`, `ExtractedCameraNames`
- run 2d, 3d and ui passes for every camera of their respective marker
-> no custom setup for multiple windows example needed

**Open questions**
- do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`?

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-12 00:41:06 +00:00
Robert Swain
0e821da704 bevy_render: Batch insertion for prepare_uniform_components (#4179)
# Objective

- Make insertion of uniform components faster

## Solution

- Use batch insertion in the prepare_uniform_components system
- Improves `many_cubes -- sphere` from ~42fps to ~43fps


Co-authored-by: François <mockersf@gmail.com>
2022-03-11 23:20:18 +00:00
robtfm
5af746457e fix cluster tiling calculations (#4148)
# Objective

fix cluster tilesize and tilecount calculations.
Fixes https://github.com/bevyengine/bevy/issues/4127 & https://github.com/bevyengine/bevy/issues/3596

## Solution

- calculate tilesize as smallest integers such that dimensions.xy() tiles will cover the screen
- calculate final dimensions as smallest integers such that final dimensions * tilesize will cover the screen

there is more cleanup that could be done in these functions. a future PR will likely remove the tilesize completely, so this is just a minimal change set to fix the current bug at small screen sizes

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-10 01:14:21 +00:00
Roman
2b11202614 fix mul_vec3 tranformation order: should be scale -> rotate -> translate (#3811)
# Objective

Lets say we need to rotate stretched object for this purpose we can created stretched `Child` and add as child to `Parent`, later we can rotate `Parent`, `Child` in this situation should rotate keeping it form, it is not the case with `SpriteBundle` currently. If you try to do it with `SpriteBundle` it will deform.

## Solution

My pull request fixes order of transformations to scale -> rotate -> translate, with this fix `SpriteBundle` behaves as expected in described rotation, without deformation. Here is quote from "Essential Mathematics for Games":

> Generally, the desired order we wish to use for these transforms is to scale first, then rotate, then translate. Scaling first gives us the scaling along the axes we expect. We can then rotate around the origin of the frame, and then translate it into place.

I'm must say when I was using `MaterialMesh2dBundle` it behaves correctly in both cases with `bevy main` and with my fix, don't know why, was not able to figure it out why there is difference.

here is code I was using for testing:
```rust
use bevy::{
    prelude::*,
    render::render_resource::{Extent3d, TextureDimension, TextureFormat},
    sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};

fn main() {
    let mut app = App::new();
    app.insert_resource(ClearColor(Color::rgb(0.1, 0.2, 0.3)))
        .add_plugins(DefaultPlugins)
        .add_startup_system(setup);
    app.run();
}

fn setup(
    mut commands: Commands,
    mut images: ResMut<Assets<Image>>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
) {
    let mut c = OrthographicCameraBundle::new_2d();
    c.orthographic_projection.scale = 1.0 / 10.0;
    commands.spawn_bundle(c);
    // note: mesh somehow works for both variants
    // let quad: Mesh2dHandle = meshes.add(Mesh::from(shape::Quad::default())).into();
    // let child = commands
    //     .spawn_bundle(MaterialMesh2dBundle {
    //         mesh: quad.clone(),
    //         transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
    //             .with_scale(Vec3::new(10.0, 1.0, 1.0)),
    //         material: materials.add(ColorMaterial::from(Color::BLACK)),
    //         ..Default::default()
    //     })
    //     .id();
    // commands
    //     .spawn_bundle(MaterialMesh2dBundle {
    //         mesh: quad,
    //         transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
    //             .with_translation(Vec3::new(0.0, 0.0, 10.0)),
    //         material: materials.add(ColorMaterial::from(Color::WHITE)),
    //         ..Default::default()
    //     })
    //     .push_children(&[child]);

    let white = images.add(get_image(Color::rgb(1.0, 1.0, 1.0)));
    let black = images.add(get_image(Color::rgb(0.0, 0.0, 0.0)));
    let child = commands
        .spawn_bundle(SpriteBundle {
            texture: black,
            transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
                .with_scale(Vec3::new(10.0, 1.0, 1.0)),
            ..Default::default()
        })
        .id();
    commands
        .spawn_bundle(SpriteBundle {
            texture: white,
            transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
                .with_translation(Vec3::new(0.0, 0.0, 10.0)),
            ..Default::default()
        })
        .push_children(&[child]);
}

fn get_image(color: Color) -> Image {
    let mut bytes = Vec::with_capacity((1 * 1 * 4 * 4) as usize);
    let color = color.as_rgba_f32();
    bytes.extend(color[0].to_le_bytes());
    bytes.extend(color[1].to_le_bytes());
    bytes.extend(color[2].to_le_bytes());
    bytes.extend(1.0_f32.to_le_bytes());
    Image::new(
        Extent3d {
            width: 1,
            height: 1,
            depth_or_array_layers: 1,
        },
        TextureDimension::D2,
        bytes,
        TextureFormat::Rgba32Float,
    )
}

```

here is screenshot with `bevy main` and my fix:
![examples](https://user-images.githubusercontent.com/816292/151708304-c07c891e-da70-43f4-9c41-f85fa166a96d.png)
2022-03-08 05:47:36 +00:00
robtfm
244687a0bb Dynamic light clusters (#3968)
# Objective

provide some customisation for default cluster setup
avoid "cluster index lists is full" in all cases (using a strategy outlined by @superdump)

## Solution

Add ClusterConfig enum (which can be inserted into a view at any time) to allow specifying cluster setup with variants:
- None (do not do any light assignment - for views which do not require light info, e.g. minimaps etc)
- Single (one cluster)
- XYZ (explicit cluster counts in each dimension)
- FixedZ (most similar to current - specify Z-slices and total, then x and y counts are dynamically determined to give approximately square clusters based on current aspect ratio)
Defaults to FixedZ { total: 4096, z: 24 } which is similar to the current setup.

Per frame, estimate the number of indices that would be required for the current config and decrease the cluster counts / increase the cluster sizes in the x and y dimensions if the index list would be too small.

notes:

- I didn't put ClusterConfig in the camera bundles to avoid introducing a dependency from bevy_render to bevy_pbr. the ClusterConfig enum comes with a pbr-centric impl block so i didn't want to move that into bevy_render either.
- ~Might want to add None variant to cluster config for views that don't care about lights?~
- Not well tested for orthographic
- ~there's a cluster_muck branch on my repo which includes some diagnostics / a modified lighting example which may be useful for tyre-kicking~ (outdated, i will bring it up to date if required)

anecdotal timings:

FPS on the lighting demo is negligibly better (~5%), maybe due to a small optimisation constraining the light aabb to be in front of the camera
FPS on the lighting demo with 100 extra lights added is ~33% faster, and also renders correctly as the cluster index count is no longer exceeded
2022-03-08 04:56:42 +00:00
François
4add96b1be Cleanup doc / comments about changed defaults (#4144)
# Objective

- Update comment about default audio format
- remove doc about msaa in wasm
2022-03-08 02:11:59 +00:00
François
de2a47c2ba export TaskPoolThreadAssignmentPolicy (#4145)
# Objective

- Fix #2163
- Allow configuration of thread pools through `DefaultTaskPoolOptions`

## Solution

- `TaskPoolThreadAssignmentPolicy` was already public but not exported. Export it.
2022-03-08 01:54:36 +00:00
Gabriel Bourgeois
e41c5c212c Fix UI node Transform change detection (#4138)
# Objective

Fixes #4133 

## Solution

Add comparisons to make sure we don't dereference `Mut<>` in the two places where `Transform` is being mutated. `GlobalTransform` implementation already works properly so fixing Transform automatically fixed that as well.
2022-03-08 01:00:23 +00:00
dataphract
b4483dbfc8 perf: only recalculate frusta of changed lights (#4086)
## Objective

Currently, all directional and point lights have their viewing frusta recalculated every frame, even if they have not moved or been disabled/enabled.

## Solution

The relevant systems now make use of change detection to only update those lights whose viewing frusta may have changed.
2022-03-08 01:00:22 +00:00
Aevyrie
b3aff9a7b1 Add docs and common helper functions to Windows (#4107)
# Objective

- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.

# Solution

- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.

# Considerations

- The added functions can panic if the primary window does not exist.
    - It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
    - The panic provides a consistent error message to make this class of error easy to spot from the panic text.
    - This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
2022-03-08 00:46:04 +00:00
Alix Bott
e36c9b6cf0 Add conversions from Color to u32 (#4088)
# Objective

- `Mesh::ATTRIBUTE_COLOR` expects colors as `u32`s but there is no function for easy conversion.
- See https://github.com/bevyengine/bevy/pull/4037#pullrequestreview-894448677

## Solution

- Added `Color::as_rgba_u32` and `Color::as_linear_rgba_u32`
2022-03-08 00:46:03 +00:00
josh65536
e3a3b5b9c2 Fixed the frustum-sphere collision and added tests (#4035)
# Objective

Fixes #3744 

## Solution

The old code used the formula `normal . center + d + radius <= 0` to determine if the sphere with center `center` and radius `radius` is outside the plane with normal `normal` and distance from origin `d`. This only works if `normal` is normalized, which is not necessarily the case. Instead, `normal` and `d` are both multiplied by some factor that `radius` isn't multiplied by. So the additional code multiplied `radius` by that factor.
2022-03-08 00:30:41 +00:00
Christian Hughes
c05ba23703 Add Reflect support for DMat3, DMat4, DQuat (#4128)
## Objective

A step towards `f64` `Transform`s (#1680). For now, I am rolling my own `Transform`. But in order to derive Reflect, I specifically need `DQuat` to be reflectable.

```rust
#[derive(Component, Reflect, Copy, Clone, PartialEq, Debug)]
#[reflect(Component, PartialEq)]
pub struct Transform {
    pub translation: DVec3,
    pub rotation: DQuat, // error: the trait `bevy::prelude::Reflect` is not implemented for `DQuat`
    pub scale: DVec3,
}
```

## Solution

I have added a `DQuat` impl for `Reflect` alongside the other glam impls. I've also added impls for `DMat3` and `DMat4` to match.
2022-03-08 00:14:21 +00:00
Aevyrie
2d674e7c3e Reduce power usage with configurable event loop (#3974)
# Objective

- Reduce power usage for games when not focused.
- Reduce power usage to ~0 when a desktop application is minimized (opt-in).
- Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in)

https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4

Note resource usage in the Task Manager in the above video.

## Solution

- Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types.
- Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want.
- For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`.
    - The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized.
    - The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application.
- Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input.
- Added an example `low_power` to demonstrate these changes

## Usage

Configuring the event loop:
```rs
use bevy::winit::{WinitConfig};
// ...
.insert_resource(WinitConfig::desktop_app()) // preset
// or
.insert_resource(WinitConfig::game()) // preset
// or
.insert_resource(WinitConfig{ .. }) // manual
```

Requesting a redraw:
```rs
use bevy:🪟:RequestRedraw;
// ...
fn request_redraw(mut event: EventWriter<RequestRedraw>) {
    event.send(RequestRedraw);
}
```

## Other details

- Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused".
- Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
2022-03-07 23:32:05 +00:00
dataphract
cba9bcc7ba improve error messages for render graph runner (#3930)
# Objective

Currently, errors in the render graph runner are exposed via a `Result::unwrap()` panic message, which dumps the debug representation of the error.

## Solution

This PR updates `render_system` to log the chain of errors, followed by an explicit panic:

```
ERROR bevy_render::renderer: Error running render graph:
ERROR bevy_render::renderer: > encountered an error when running a sub-graph
ERROR bevy_render::renderer: > tried to pass inputs to sub-graph "outline_graph", which has no input slots
thread 'main' panicked at 'Error running render graph: encountered an error when running a sub-graph', /[redacted]/bevy/crates/bevy_render/src/renderer/mod.rs:44:9
```

Some errors' `Display` impls (via `thiserror`) have also been updated to provide more detail about the cause of the error.
2022-03-07 09:09:24 +00:00
Harry Barber
cf46baa172 Add clear_schedule (#3941)
# Objective

Adds `clear_schedule` method to `State`.

Closes #3932
2022-03-05 21:53:17 +00:00
François
baae97d002 iter_mut on Assets: send modified event only when asset is iterated over (#3565)
# Objective

- `Assets<T>::iter_mut` sends `Modified` event for all assets first, then returns the iterator
- This means that events could be sent for assets that would not have been mutated if iteration was stopped before

## Solution

- Send `Modified` event when assets are iterated over.


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-03-05 21:25:30 +00:00
Robert Bragg
1d5145fd64 StandardMaterial: expose a cull_mode option (#3982)
This makes it possible for materials to configure front or
back face culling, or disable culling.

Initially I looked at specializing the Mesh which currently
controls this state but conceptually it seems more appropriate
to control this at the material level, not the mesh level.

_Just for reference this also seems to be consistent with Unity
where materials/shaders can configure the culling mode between
front/back/off - as opposed to configuring any culling state
when importing a mesh._

After some archaeology, trying to understand how this might
relate to the existing 'double_sided' option, it was determined
that double_sided is a more high level lighting option originally
from Filament that will cause the normals for back faces to be
flipped.

For sake of avoiding complexity, but keeping control this
currently keeps the options orthogonal, and adds some clarifying
documentation for `double_sided`. This won't affect any existing
apps since there hasn't been a way to disable backface culling
up until now, so the option was essentially redundant.

double_sided support could potentially be updated to imply
disabling of backface culling.

For reference https://github.com/bevyengine/bevy/pull/3734/commits also looks at exposing cull mode control. I think the main difference here is that this patch handles RenderPipelineDescriptor specialization directly within the StandardMaterial implementation instead of communicating info back to the Mesh via the `queue_material_meshes` system.

With the way material.rs builds up the final RenderPipelineDescriptor first by calling specialize for the MeshPipeline followed by specialize for the material then it seems like we have a natural place to override anything in the descriptor that's first configured for the mesh state.
2022-03-05 03:37:23 +00:00
robtfm
575ea81d7b add Visibility for lights (#3958)
# Objective

Add Visibility for lights

## Solution

- add Visibility to PointLightBundle and DirectionLightBundle
- filter lights used by Visibility.is_visible

note: includes changes from #3916 due to overlap, will be cleaner after that is merged
2022-03-05 03:23:01 +00:00
Mika
72bb38cad5 Example of module-level log usage and RUST_LOG usage in main doc (#3919)
# Objective

When developing plugins, I very often come up to the need to have logging information printed out. The exact syntax is a bit cryptic, and takes some time to find the documentation.

Also a minor typo fix in `It has the same syntax as` part

## Solution

Adding a direct example in the module level information for both:

1. Enabling a specific level (`trace` in the example) for a module and all its subsystems at App init 
2. Doing the same from console, when launching the application
2022-03-05 03:00:31 +00:00
Carter Anderson
b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

```rust
use bevy::prelude::*;

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00
pubrrr
caf6611c62 remove Events from bevy_app, they now live in bevy_ecs (#4066)
# Objective

Fixes #4064.

## Solution

- remove Events from bevy_app
2022-03-01 19:33:56 +00:00
robtfm
3f6068da3d fix issues with too many point lights (#3916)
# Objective

fix #3915 

## Solution

the issues are caused by
- lights are assigned to clusters before being filtered down to MAX_POINT_LIGHTS, leading to cluster counts potentially being too high
- after fixing the above, packing the count into 8 bits still causes overflow with exactly 256 lights affecting a cluster

to fix:

```assign_lights_to_clusters```
- limit extracted lights to MAX_POINT_LIGHTS, selecting based on shadow-caster & intensity (if required)
- warn if MAX_POINT_LIGHT count is exceeded

```prepare_lights```
- limit the lights assigned to a cluster to CLUSTER_COUNT_MASK (which is 1 less than MAX_POINT_LIGHTS) to avoid overflowing into the offset bits

notes:
- a better solution to the overflow may be to use more than 8 bits for cluster_count (the comment states only 14 of the remaining 24 bits are used for the offset). this would touch more of the code base but i'm happy to try if it has some benefit.
- intensity is only one way to select lights. it may be worth allowing user configuration of the light filtering, but i can't see a clean way to do that
2022-03-01 10:17:41 +00:00
François
b21c69c60e Audio control - play, pause, volume, speed, loop (#3948)
# Objective

- Add ways to control how audio is played

## Solution

- playing a sound will return a (weak) handle to an asset that can be used to control playback
- if the asset is dropped, it will detach the sink (same behaviour as now)
2022-03-01 01:12:11 +00:00