Commit graph

211 commits

Author SHA1 Message Date
Mika
fe0e5580db Fix node update (#3785)
# Objective

Fixes #3784

## Solution

Check if the node size is actually different from previous
2022-02-04 03:37:42 +00:00
Rose Peck
e30d600dbf Update docstrings for text_system and text2d_system (#3732)
# Objective

- Fixes #3562 

## Solution

- The outdated reference to `TextGlyphs` has been removed, and replaced with a more accurate docstring.

## What was `TextGlyphs`?
This is the real question of this Issue and PR. This is particulary interesting because not only is `TextGlyphs` not a type in bevy, but it _never was_. Indeed, this type never existed on main. Where did it come from?

`TextGlyphs` was originally a tuple struct wrapping a `Vec<PositionedGlyph>`. It was first introduced back in commit ec390aec4e in #765. At the time, position information was being stored on the text entities directly. However, after design review, [it was decided](https://github.com/bevyengine/bevy/pull/765#issuecomment-725047186) to instead store the glyphs in a `HashMap` owned by the `TextPipeline`. When this was done, the original type was not only removed, but abstracted behind a few layers of the `TextPipeline` API. Obviously, the original docstring wasn't updated accordingly.

Later, as part of #1122, the incorrect docstring was swept up when copy/pasting `text_system` for `text2d`. (Although I don't blame @CleanCut for this; it took me like 3 hours to track all this down to find the original context.)
2022-01-20 19:32:16 +00:00
François
17bb812d5d Ignore clippy 1.58 (#3667)
- Work around #3666 until a proper fix is done
- Also update duplicate dependencies list
2022-01-14 18:21:22 +00:00
Hennadii Chernyshchyk
458cb7a9e9 Add headless mode (#3439)
# Objective

In this PR I added the ability to opt-out graphical backends. Closes #3155.

## Solution

I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~.
2022-01-08 10:39:43 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
davier
c2da7800e3 Add 2d meshes and materials (#3460)
# Objective

The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.

## Solution

I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.

~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_

## Remaining work

- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)

## Remaining questions

- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_



Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-08 01:29:08 +00:00
Troels Jessen
32f7997c56 Partially document bevy_ui (#3526)
# Objective

Updated the docs for bevy_ui as requested by #3492 

## Solution

I have documented the parts I understand. anchors.rs is not in use and should be removed, thus I haven't documented that, and some of the more renderer-heavy code is beyond me and needs input from either cart or someone familiar with bevy rendering

Co-authored-by: Troels Jessen <kairyuka@gmail.com>
2022-01-07 22:20:34 +00:00
Michael Dorst
251514017f Fix doc_markdown lints in bevy_ui (#3484)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `bevy_ui` crate.
2022-01-05 22:30:14 +00:00
Alice Cecile
0bae5bb8f4 Remove dead anchor.rs code (#3551)
# Objective

- As noticed by @sheepyhead in #3526, `anchor.rs` is completely unused.

## Solution

- Anchors away!
2022-01-05 00:49:20 +00:00
davier
601cc0cbe3 bevy_ui: Check clip when handling interactions (#3461)
# Objective

Fix a bug: UI nodes that are clipped could still be interacted with in the clipped area.

## Solution

Clip the position calculation in `ui_focus_system`
2021-12-28 20:47:45 +00:00
davier
959a845704 bevy_ui: register Overflow type (#3443)
I forgot to register the new `Overflow` type in #3296.
2021-12-27 19:46:25 +00:00
François
585d0b8467 remove some mut in queries (#3437)
# Objective

- While reading code, found some queries that are `mut` and not used as such

## Solution

- Remove `mut` when possible


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-26 05:39:46 +00:00
davier
76ec709ede Add Visibility component to UI (#3426)
# Objective

Fixes #3422 

## Solution

Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app.

The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
2021-12-24 07:10:12 +00:00
Jakob Hellermann
adb3ad399c make sub_app return an &App and add sub_app_mut() -> &mut App (#3309)
It's sometimes useful to have a reference to an app a sub app at the same time, which is only possible with an immutable reference.
2021-12-24 06:57:30 +00:00
François
79d36e7c28 Prepare crevice for vendored release (#3394)
# Objective

- Our crevice is still called "crevice", which we can't use for a release
- Users would need to use our "crevice" directly to be able to use the derive macro

## Solution

- Rename crevice to bevy_crevice, and crevice-derive to bevy-crevice-derive
- Re-export it from bevy_render, and use it from bevy_render everywhere
- Fix derive macro to work either from bevy_render, from bevy_crevice, or from bevy

## Remaining

- It is currently re-exported as `bevy::render::bevy_crevice`, is it the path we want?
- After a brief suggestion to Cart, I changed the version to follow Bevy version instead of crevice, do we want that?
- Crevice README.md need to be updated
- in the `Cargo.toml`, there are a few things to change. How do we want to change them? How do we keep attributions to original Crevice?
```
authors = ["Lucien Greathouse <me@lpghatguy.com>"]
documentation = "https://docs.rs/crevice"
homepage = "https://github.com/LPGhatguy/crevice"
repository = "https://github.com/LPGhatguy/crevice"
```


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-23 22:49:12 +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
davier
340957994d Implement the Overflow::Hidden style property for UI (#3296)
# Objective

This PR implements the `overflow` style property in `bevy_ui`. When set to `Overflow::Hidden`, the children of that node are clipped so that overflowing parts are not rendered. This is an important building block for UI widgets.

## Solution

Clipping is done on the CPU so that it does not break batching.

The clip regions update was implemented as a separate system for clarity, but it could be merged with the other UI systems to avoid doing an additional tree traversal. (I don't think it's important until we fix the layout performance issues though).

A scrolling list was added to the `ui_pipelined` example to showcase `Overflow::Hidden`. For the sake of simplicity, it can only be scrolled with a mouse.
2021-12-19 05:44:28 +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
TheRawMeatball
b5a04532c5 Rename render UiSystem to RenderUiSystem (#3371)
Without this name clash makes it impossible to order relative to the ui extract systems.
2021-12-18 17:53:21 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Jerome Humbert
a5c675f336 Add docstring comment to Style to reference CSS (#2936)
Mention the fact that the UI layout system is based on the CSS layout
model through a docstring comment on the `Style` type.

# Objective

Explain to new users that the Bevy UI uses the CSS layout model, to lower the barrier to entry given the fact documentation (book and code) is fairly limited on the topic.

## Solution

Fix as discussed with @alice-i-cecile on #2918.
2021-11-06 20:53:10 +00:00
Yoh Deadfall
ffde86efa0 Update to edition 2021 on master (#3028)
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.

Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
2021-10-27 00:12:14 +00:00
TheRawMeatball
2974293682 Add ControlNode for UI (#2908)
This PR adds a ControlNode which marks an entity as "transparent" to the UI layout system, meaning the children of this entity will be treated as the children of this entity s parent by the layout system(s).
2021-10-06 19:00:36 +00:00
Paweł Grabarz
07ed1d053e Implement and require #[derive(Component)] on all component structs (#2254)
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.

In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.

This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.

One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.


Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-03 19:23:44 +00:00
Squirrel
42409fc59a unused deps? (#2809)
# Objective

- less deps.

## Solution

- delete button.
2021-09-16 09:37:12 +00:00
Mirko Rainer
958f8b124a Use Explicit Names for Flex Direction (#2672)
# Objective

- Clarify vague meaning of "Ltr" and "Rtl". For someone familiar with Flex Box, this is easy to understand, but being more explicit will help beginners or those unfamiliar, without the need to do research.

## Solution

- Change three letter abbreviation to fully descriptive name.
2021-08-24 01:50:21 +00:00
Carter Anderson
9d453530fa System Param Lifetime Split (#2605)
# Objective

Enable using exact World lifetimes during read-only access . This is motivated by the new renderer's need to allow read-only world-only queries to outlive the query itself (but still be constrained by the world lifetime).

For example:
115b170d1f/pipelined/bevy_pbr2/src/render/mod.rs (L774)

## Solution

Split out SystemParam state and world lifetimes and pipe those lifetimes up to read-only Query ops (and add into_inner for Res). According to every safety test I've run so far (except one), this is safe (see the temporary safety test commit). Note that changing the mutable variants to the new lifetimes would allow aliased mutable pointers (try doing that to see how it affects the temporary safety tests).

The new state lifetime on SystemParam does make `#[derive(SystemParam)]` more cumbersome (the current impl requires PhantomData if you don't use both lifetimes). We can make this better by detecting whether or not a lifetime is used in the derive and adjusting accordingly, but that should probably be done in its own pr.  

## Why is this a draft?

The new lifetimes break QuerySet safety in one very specific case (see the query_set system in system_safety_test). We need to solve this before we can use the lifetimes given.

This is due to the fact that QuerySet is just a wrapper over Query, which now relies on world lifetimes instead of `&self` lifetimes to prevent aliasing (but in systems, each Query has its own implied lifetime, not a centralized world lifetime).  I believe the fix is to rewrite QuerySet to have its own World lifetime (and own the internal reference). This will complicate the impl a bit, but I think it is doable. I'm curious if anyone else has better ideas.

Personally, I think these new lifetimes need to happen. We've gotta have a way to directly tie read-only World queries to the World lifetime. The new renderer is the first place this has come up, but I doubt it will be the last. Worst case scenario we can come up with a second `WorldLifetimeQuery<Q, F = ()>` parameter to enable these read-only scenarios, but I'd rather not add another type to the type zoo.
2021-08-15 20:51:53 +00:00
Carter Anderson
a89a954a17 Not me ... us (#2654)
I don't see much of a reason at this point to boost my name over anyone elses. We are all Bevy Contributors.
2021-08-15 20:08:52 +00:00
Boxy
5ffff03b33 Fix some nightly clippy lints (#2522)
on nightly these two clippy lints fail:
- [needless_borrow](https://rust-lang.github.io/rust-clippy/master/#needless_borrow)
- [unused_unit](https://rust-lang.github.io/rust-clippy/master/#unused_unit)
2021-07-29 20:52:15 +00:00
François
b724a0f586 Down with the system! (#2496)
# Objective

- Remove all the `.system()` possible.
- Check for remaining missing cases.

## Solution

- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
2021-07-27 23:42:36 +00:00
bjorn3
6d6bc2a8b4 Merge AppBuilder into App (#2531)
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.

You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.

Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
2021-07-27 20:21:06 +00:00
Carter Anderson
e167a1d9cf Relicense Bevy under the dual MIT or Apache-2.0 license (#2509)
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.

* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
  * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. 
  * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. 
  * I like keeping the root clean and noise free
  * There is precedent for putting the apache and mit license text in sub folders (amethyst) 
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.

As a follow-up we should update the website to properly describe the new license.

Closes #2373
2021-07-23 21:11:51 +00:00
bjorn3
fbf561c2bb Update minimal version requirements for dependencies (#2460)
This was tested using cargo generate-lockfile -Zminimal-versions.
The following indirect dependencies also have minimal version
dependencies. For at least num, rustc-serialize and rand this is
necessary to compile on rustc versions that are not older than 1.0.

* num = "0.1.27"
* rustc-serialize = "0.3.20"
* termcolor = "1.0.4"
* libudev-sys = "0.1.1"
* rand = "0.3.14"
* ab_glyph = "0.2.7

Based on https://github.com/bevyengine/bevy/pull/2455
2021-07-15 21:25:49 +00:00
Jonas Matser
d1f40148fd Allows a number of clippy lints and fixes 2 (#1999)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-14 20:37:32 +00:00
Denis Laprise
7d0e98f34c Implement rotation for Text2d (#2084)
Fixes https://github.com/bevyengine/bevy/issues/2080

![CleanShot 2021-05-02 at 22 50 09](https://user-images.githubusercontent.com/11653/116844876-373ca780-ab99-11eb-8f61-8d93d929bff0.gif)


Co-authored-by: Nathan Stocks <cleancut@github.com>
Co-authored-by: Denis Laprise <nside@users.noreply.github.com>
2021-05-06 03:55:55 +00:00
Patrik Buhring
4e524841a1 Bump glam and hexasphere versions (#2111)
Also fixes typo "feautres" in smallvec dependency.
2021-05-06 00:41:18 +00:00
TheRawMeatball
81279f3090 Move to smallvec v1.6 (#2074) 2021-05-05 19:14:39 +00:00
François
afaf4ad3da update for wgpu 0.8 (#1959)
Changes to get Bevy to compile with wgpu master.

With this, on a Mac:
* 2d examples look fine
* ~~3d examples crash with an error specific to metal about a compilation error~~
* 3d examples work fine after enabling feature `wgpu/cross`


Feature `wgpu/cross` seems to be needed only on some platforms, not sure how to know which. It was introduced in https://github.com/gfx-rs/wgpu-rs/pull/826
2021-05-02 20:45:25 +00:00
bjorn3
3af3334cfe Various cleanups (#2046)
This includes a few safety improvements and a variety of other cleanups. See the individual commits.
2021-05-01 20:07:06 +00:00
Lucas Rocha
b1ed28e17e Hide re-exported docs (#1985)
Solves #1957 

Co-authored-by: caelumLaron <caelum.laron@gmail.com>
2021-04-27 18:29:33 +00:00
James Higgins
2bc126e2ce Label for ui_focus_system (#1926)
Needed a label because of a conflict with some custom ui systems
2021-04-19 19:15:27 +00:00
Carter Anderson
97d8e4e179 Release 0.5.0 (#1835) 2021-04-06 18:48:48 +00:00
Carter Anderson
94c4184068 Text responds to scale factor changes (#1769)
Fixes #1768

If the scale factor changes, queue up all text to be drawn instead of just changed text.
2021-03-27 03:03:47 +00:00
Aaron Winter
b65ec82d46 Frustum Culling (for Sprites) (#1492)
This PR adds two systems to the sprite module that culls Sprites and AtlasSprites that are not within the camera's view.
This is achieved by removing / adding a new  `Viewable` Component dynamically.

Some of the render queries now use a `With<Viewable>` filter to only process the sprites that are actually on screen, which improves performance drastically for scene swith a large amount of sprites off-screen.

https://streamable.com/vvzh2u

This scene shows a map with a 320x320 tiles, with a grid size of 64p.
This is exactly 102400 Sprites in the entire scene.

Without this PR, this scene runs with 1 to 4 FPS.

With this PR..
.. at 720p, there are around 600 visible sprites and runs at ~215 FPS
.. at 1440p there are around 2000 visible sprites and runs at ~135 FPS

The Systems this PR adds take around 1.2ms (with 100K+ sprites in the scene)

Note:
This is only implemented for Sprites and AtlasTextureSprites.
There is no culling for 3D in this PR.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-24 21:29:53 +00:00
Carter Anderson
81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00
Jonas Matser
cd8025d0a7 Remove remaining camerapos bindings (#1708)
Fixes #1706

@JeanMertz already solved it. I just ran all examples and tests.
2021-03-22 18:10:35 +00:00
Jonas Matser
45b2db7070 Rebase of existing PBR work (#1554)
This is a rebase of StarArawns PBR work from #261 with IngmarBitters work from #1160 cherry-picked on top.

I had to make a few minor changes to make some intermediate commits compile and the end result is not yet 100% what I expected, so there's a bit more work to do.

Co-authored-by: John Mitchell <toasterthegamer@gmail.com>
Co-authored-by: Ingmar Bitter <ingmar.bitter@gmail.com>
2021-03-20 03:22:33 +00:00
Carter Anderson
dd4a196329 Flexible camera bindings (#1689)
Alternative to #1203 and #1611

Camera bindings have historically been "hacked in". They were _required_ in all shaders and only supported a single Mat4. PBR (#1554) requires the CameraView matrix, but adding this using the "hacked" method forced users to either include all possible camera data in a single binding (#1203) or include all possible bindings (#1611).

This approach instead assigns each "active camera" its own RenderResourceBindings, which are populated by CameraNode. The PassNode then retrieves (and initializes) the relevant bind groups for all render pipelines used by visible entities. 

* Enables any number of camera bindings , including zero (with any set or binding number ... set 0 should still be used to avoid rebinds).
* Renames Camera binding to CameraViewProj
* Adds CameraView binding
2021-03-19 20:36:40 +00:00
François
bbb9849506 Replace default method calls from Glam types with explicit const (#1645)
it's a followup of #1550 

I think calling explicit methods/values instead of default makes the code easier to read: "what is `Quat::default()`" vs "Oh, it's `Quat::IDENTITY`"

`Transform::identity()` and `GlobalTransform::identity()` can also be consts and I replaced the calls to their `default()` impl with `identity()`
2021-03-13 18:23:39 +00:00
Carter Anderson
b17f8a4bce format comments (#1612)
Uses the new unstable comment formatting features added to rustfmt.toml.
2021-03-11 00:27:30 +00:00