# Objective
`arc_2d` wasn't actually doing what the docs were saying. The arc wasn't
offset by what was previously `direction_angle` but by `direction_angle
- arc_angle / 2.0`. This meant that the arcs center was laying on the
`Vec2::Y` axis and then it was offset. This was probably done to fit the
behavior of the `Arc2D` primitive. I would argue that this isn't
desirable for the plain `arc_2d` gizmo method since
- a) the docs get longer to explain the weird centering
- b) the mental model the user has to know gets bigger with more
implicit assumptions
given the code
```rust
my_gizmos.arc_2d(Vec2::ZERO, 0.0, FRAC_PI_2, 75.0, ORANGE_RED);
```
we get
![image](https://github.com/user-attachments/assets/84894c6d-42e4-451b-b3e2-811266486ede)
where after the fix with
```rust
my_gizmos.arc_2d(Isometry2d::IDENTITY, FRAC_PI_2, 75.0, ORANGE_RED);
```
we get
![image](https://github.com/user-attachments/assets/16b0aba0-f7b5-4600-ac49-a22be0315c40)
To get the same result with the previous implementation you would have
to randomly add `arc_angle / 2.0` to the `direction_angle`.
```rust
my_gizmos.arc_2d(Vec2::ZERO, FRAC_PI_4, FRAC_PI_2, 75.0, ORANGE_RED);
```
This makes constructing similar helping functions as they already exist
in 3D like
- `long_arc_2d_between`
- `short_arc_2d_between`
much harder.
## Solution
- Make the arc really start at `Vec2::Y * radius` in counter-clockwise
direction + offset by an angle as the docs state it
- Use `Isometry2d` instead of `position : Vec2` and `direction_angle :
f32` to reduce the chance of messing up rotation/translation
- Adjust the docs for the changes above
- Adjust the gizmo rendering of some primitives
## Testing
- check `2d_gizmos.rs` and `render_primitives.rs` examples
## Migration Guide
- users have to adjust their usages of `arc_2d`:
- before:
```rust
arc_2d(
pos,
angle,
arc_angle,
radius,
color
)
```
- after:
```rust
arc_2d(
// this `+ arc_angle * 0.5` quirk is only if you want to preserve the
previous behavior
// with the new API.
// feel free to try to fix this though since your current calls to this
function most likely
// involve some computations to counter-act that quirk in the first
place
Isometry2d::new(pos, Rot2::radians(angle + arc_angle * 0.5),
arc_angle,
radius,
color
)
```
# Objective
- Gizmo rendering on WebGPU has been fixed by #14653, but gizmo joints
still cause error
(https://github.com/bevyengine/bevy/issues/14696#issuecomment-2283689669)
when enabled.
## Solution
- Applies the same fix as #14653 to Gizmo joints.
I'm noob and just copied their solution, please correct me if I did
something wrong.
## Testing
- Tested 2d-gizmos and 3d-gizmos examples in WebGPU on Chrome. No
rendering errors, and the gizmo joints are apparently rendered ok.
# Objective
- Fixes#14873, see that issue for a whole lot of context
## Solution
- Add a blessed system set for this stuff. See [this Discord
discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908).
Note that the gizmo systems,
[LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154)
and now a new plugin I'm working on are all already ordering against
`run_fixed_main_schedule`, so having a dedicated system set should be
more robust and hopefully also more discoverable.
---
## ~~Showcase~~
~~I can add a little video of a smooth camera later if this gets merged
:)~~
Apparently a release note is not needed, so I'll leave it out. See the
changes in the fixed timestep example for usage showcase and the video
in #14873 for a more or less accurate video of the effect (it does not
use the same solution though, so it is not quite the same)
## Migration Guide
[run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html)
is no longer public. If you used to order against it, use the new
dedicated `RunFixedMainLoopSystem` system set instead. You can replace
your usage of `run_fixed_main_schedule` one for one by
`RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to
place your systems in either
`RunFixedMainLoopSystem::BeforeFixedMainLoop` or
`RunFixedMainLoopSystem::AfterFixedMainLoop`
Old:
```rust
app.add_systems(
RunFixedMainLoop,
some_system.before(run_fixed_main_schedule)
);
```
New:
```rust
app.add_systems(
RunFixedMainLoop,
some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop)
);
```
---------
Co-authored-by: Tau Gärtli <git@tau.garden>
# Objective
When trying to test a gizmos change I ran `cargo test -p bevy_gizmos`
and the output had a lot of noise from warnings and failed doc errors.
This was because I didn't have all of the features enabled.
## Solution
I admit this might be pedantic, and am happy if the concensus is to
reject it. Although it does reduce the lines of code, testing noise, and
the amount of code compiled. I don't think it affects the complexity of
public code, and it doesn't change much to the complexity of internal
code.
I've removed un-needed `bevy_render` imports in all of the gizmos docs
examples, there's probably other unnecessary ones there too, but I
haven't looked exhaustively. It isn't needed for those docs, and isn't
available except in a subset of `cfg` combinations.
I've also made several of the `use` statements slightly more specific. I
shouldn't have changed the public interfaces, except that
`GizmoMeshConfig` requires either `bevy_sprite` or `bevy_pbr`, as it
does nothing without them.
I've also avoided adding some systems and plugins in situations where
they can't work. An example of this is where the `light` module depends
on `all(feature = "bevy_pbr", feature = "bevy_render")`, but it has
`use` statements that only require `bevy_render`.
## Testing
During development I ran:
```
cargo check -p bevy_gizmos && cargo check -p bevy_gizmos --features=bevy_pbr && cargo check -p bevy_gizmos --features=bevy_sprite && cargo check -p bevy_gizmos --features=bevy_render
```
Afterwards I ran this just to be sure:
```
cargo check && cargo check --features=bevy_pbr && cargo check --features=bevy_sprite && cargo check --features=bevy_render
```
Finally I ran:
```
cargo test -p bevy_gizmos && cargo test -p bevy_gizmos --features=bevy_pbr && test check -p bevy_gizmos --features=bevy_sprite && cargo test -p bevy_gizmos --features=bevy_render
```
## Migration Guide
There shouldn't be any reason to migrate, although if for some reason
you use `GizmoMeshConfig` and `bevy_render` but not `bevy_pbr` or
`bevy_sprite` (such that it does nothing), then you will get an error
that it no longer exists.
# Objective
It looks like `Gizmos::grid*` was missed in the colour migration.
## Solution
This updates the `grid` methods and implementation to use `Color`
instead of `LinearRgba`.
It looks like `ExtractedPointLight` and `ExtractedDirectionalLight` also
use `LinearRgba`, although I think in extracted structures it's probably
fine to make more assumptions about what you want?
## Testing
I ran `cargo test --all -- bevy_gizmos` and it passed.
## Migration Guide
This shouldn't be adding anything that isn't already in a migration
guide? I assume as it uses `impl Into<...>` in the public interfaces
that any users of these APIs shouldn't have to make any code changes.
# Objective
Fixes#14782
## Solution
Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?
Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.
## Testing
`cargo clippy` and `cargo run -p ci` are happy.
# Objective
- Fixes#14655
## Solution
Rotation should happen first as this is more easier to conceptualize in
the mind: We rotate around the coordinate origin `Vec3::ZERO` and then
we just shift the geometry so that its center is exactly on the
specified position
## Testing && Showcase
Code:
```rust
gizmos.grid(
Vec3::ONE * 10.0,
Quat::from_rotation_x(PI / 3. * 2.),
UVec2::splat(20),
Vec2::new(2., 2.),
PURPLE,
);
gizmos.sphere(Vec3::ONE * 10.0, Quat::default(), 1.0, PURPLE);
```
Before picture:
![image](https://github.com/user-attachments/assets/7fea2e71-e62b-4763-9f9f-7a1ecd630ada)
After picture:
![image](https://github.com/user-attachments/assets/899dad64-010a-4e4b-86ae-53b85fef0bbc)
## Migration Guide
- Users might have to double check their already existing calls to all
the `grid` methods. It should be more intuitive now though.
# Objective
The changes made in https://github.com/bevyengine/bevy/pull/12252
introduced an previously fixed bug in webgpu rendering.
## Solution
This fix is based on https://github.com/bevyengine/bevy/pull/8910 and
applies the same vertex buffer layout assignment for the LineGizmo
Pipeline.
## Testing
- Tested the 3D Gizmo example in webgpu and webgl environments
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This PR is based on top of #12982
# Objective
- Mesh2d currently only has an alpha blended phase. Most sprites don't
need transparency though.
- For some 2d games it can be useful to have a 2d depth buffer
## Solution
- Add an opaque phase to render Mesh2d that don't need transparency
- This phase currently uses the `SortedRenderPhase` to make it easier to
implement based on the already existing transparent phase. A follow up
PR will switch this to `BinnedRenderPhase`.
- Add a 2d depth buffer
- Use that depth buffer in the transparent phase to make sure that
sprites and transparent mesh2d are displayed correctly
## Testing
I added the mesh2d_transforms example that layers many opaque and
transparent mesh2d to make sure they all get displayed correctly. I also
confirmed it works with sprites by modifying that example locally.
---
## Changelog
- Added `AlphaMode2d`
- Added `Opaque2d` render phase
- Camera2d now have a `ViewDepthTexture` component
## Migration Guide
- `ColorMaterial` now contains `AlphaMode2d`. To keep previous
behaviour, use `AlphaMode::BLEND`. If you know your sprite is opaque,
use `AlphaMode::OPAQUE`
## Follow up PRs
- See tracking issue: #13265
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
# Objective
- Fixes#14142
## Solution
- Make sure a regression test is written on this case that fails for the
current code base but works with the suggested patch linked in the
aforementioned issue. After this is confirmed to be working, apply the
patch.
## Testing
- Run the regression test in both contexts, outputs were as expected.
# Objective
This PR makes `bevy_render` an optional dependency for `bevy_gizmos`,
thereby allowing `bevy_gizmos` to be used with alternative rendering
backend.
Previously `bevy_gizmos` assumes that one of `bevy_pbr` or `bevy_sprite`
will be enabled. Here we introduced a new feature named `bevy_render`
which disables all rendering-related code paths. An alternative renderer
will then take the `LineGizmo` assets (made public in this PR) and issue
draw calls on their own. A new field `config_ty` was added to
`LineGizmo` to help looking up the related configuration info.
---
## Migration Guide
No user-visible changes needed from the users.
# Objective
- Fix issue #2611
## Solution
- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes#3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.
---
## Changelog
- The source code viewer on docs.rs now includes links to the
definitions.
# Objective
- It's possible to have errors in a draw command, but these errors are
ignored
## Solution
- Return a result with the error
## Changelog
Renamed `RenderCommandResult::Failure` to `RenderCommandResult::Skip`
Added a `reason` string parameter to `RenderCommandResult::Failure`
## Migration Guide
If you were using `RenderCommandResult::Failure` to just ignore an error
and retry later, use `RenderCommandResult::Skip` instead.
This wasn't intentional, but this PR should also help with
https://github.com/bevyengine/bevy/issues/12660 since we can turn a few
unwraps into error messages now.
---------
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
Switches `Msaa` from being a globally configured resource to a per
camera view component.
Closes#7194
# Objective
Allow individual views to describe their own MSAA settings. For example,
when rendering to different windows or to different parts of the same
view.
## Solution
Make `Msaa` a component that is required on all camera bundles.
## Testing
Ran a variety of examples to ensure that nothing broke.
TODO:
- [ ] Make sure android still works per previous comment in
`extract_windows`.
---
## Migration Guide
`Msaa` is no longer configured as a global resource, and should be
specified on each spawned camera if a non-default setting is desired.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)
## Solution
- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
Bump version after release
This PR has been auto-generated
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Make gizmos behavior consistent across platforms
## Solution
- Use `u32` instead of `usize` for resolution/subdivisions/segments/etc
fields
---
## Changelog
- Change resolutions in gizmos from `usize` to `u32`
## Migration Guide
- All gizmos now take `u32` instead of `usize` for their
resolution/subdivision/segment counts
# Objective
- Primitives should not use poorly defined types like `usize`,
especially since they are serializable
## Solution
- Use `u32` instead of `usize`
- The generic array types do not need to be changed because this size is
not actually stored or serialized anywhere
---
## Migration Guide
- `RegularPolygon` now uses `u32` instead of `usize` for the number of
sides
# Objective
- `Rotation2d` is a very long name for a commonly used type.
## Solution
- Rename it to `Rot2` to match `glam`'s naming convention (e.g. `Vec2`)
I ran a poll, and `Rot2` was the favorite of the candidate names.
This is not actually a breaking change, since `Rotation2d` has not been
shipped yet.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
This PR addresses #12222 (Fixes#12222). Simple addition to add a 2D
axes gizmo.
## Solution
- Add a new method axes_2d which takes a transform and a case length and
then draws two arrows in the XY plane.
The only thing I'm not sure about here is taking a 3D transform as an
argument. It says in the transform comments that for 2D the z-axis is
used for ordering, so I figured I'd keep it that way?
---
## Changelog
- Add method axes_2d.
- Update arrow_2d to also calculate the tip length depending on arrow
length as in arrow.
- Add axes_2d to examples 2d_gizmos.
---------
Co-authored-by: Ben Lambert <bennett-spencer.lambert@pierer-innovation.com>
# Objective
- Fixes#10909
- Fixes#8492
## Solution
- Name all matrices `x_from_y`, for example `world_from_view`.
## Testing
- I've tested most of the 3D examples. The `lighting` example
particularly should hit a lot of the changes and appears to run fine.
---
## Changelog
- Renamed matrices across the engine to follow a `y_from_x` naming,
making the space conversion more obvious.
## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
# Objective
- Add GizmoBuilders for some primitives as discussed in #13233
## Solution
- `gizmos.primitive_2d(CIRCLE)` and `gizmos.primitive_2d(ELLIPSE)` now
return `Ellipse2dBuilder` aswell.
- `gizmos.primitive_3d(SPHERE)` and `gizmos.sphere()` now return the
same `SphereBuilder`.
- the `.circle_segments` method on the `SphereBuilder` that used to be
returned by `.sphere()` is now called `.segments`
- the sphere primitive gizmo now matches the `gizmos.sphere` gizmo
- `gizmos.primitive_2d(ANNULUS)` now returns a `Annulus2dBuilder`
allowing the configuration of the `segments`
- gizmos cylinders and capsules now have only 1 line per axis, similar
to `gizmos.sphere`
## Migration Guide
- Some `gizmos.primitive_nd` methods now return some or different
builders. You may need to adjust types and match statements
- Replace any calls to `circle_segments()` with `.segments()`
---------
Co-authored-by: Raphael Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
# Objective
Fixes#13606.
Also Fixes#13614.
## Solution
Added the missing trait impls, and made `gizmos.arc_2d()` work with a
counter-clockwise angle.
## Testing
- Updated the render_primitives example, and it works.
# Objective
Fixes#13427.
## Solution
I changed the traits, and updated all usages.
## Testing
The `render_primitives` example still works perfectly.
---
## Changelog
- Made `gizmos.primitive_2d()` and `gizmos.primitive_3d()` take the
primitives by ref.
## Migration Guide
- Any usages of `gizmos.primitive_2d()` and/or `gizmos.primitive_3d()`
need to be updated to pass the primitive in by reference.
# Objective
- Create a new 2D primitive, Rhombus, also knows as "Diamond Shape"
- Simplify the creation and handling of isometric projections
- Extend Bevy's arsenal of 2D primitives
## Testing
- New unit tests created in bevy_math/ primitives and bev_math/ bounding
- Tested translations, rotations, wireframe, bounding sphere, aabb and
creation parameters
---------
Co-authored-by: Luís Figueiredo <luispcfigueiredo@tecnico.ulisboa.pt>
# Objective
This is just cleanup; we've got some more renderable gizmos and
primitives now that hadn't been added to this example, so let's add
them.
## Solution
In the `render_primitives` example:
- Added `Triangle3d` mesh
- Wrote `primitive_3d` gizmo impl for `Triangle3d` and added the gizmo
- Added `Tetrahedron` mesh and gizmo
I also made the 2d triangle bigger, since it was really small.
## Testing
You can just run the example to see that everything turned out all
right.
## Other
Feel free to let me know if there are other primitives that I missed;
I'm happy to tack them onto this PR.
# Objective
- Fixes#13412
## Solution
- Renamed `segments` in `bevy_gizmos` to `resolution` and adjusted
examples
## Migration Guide
- When working with gizmos, replace all calls to `.segments(...)` with
`.resolution(...)`
This commit makes us stop using the render world ECS for
`BinnedRenderPhase` and `SortedRenderPhase` and instead use resources
with `EntityHashMap`s inside. There are three reasons to do this:
1. We can use `clear()` to clear out the render phase collections
instead of recreating the components from scratch, allowing us to reuse
allocations.
2. This is a prerequisite for retained bins, because components can't be
retained from frame to frame in the render world, but resources can.
3. We want to move away from storing anything in components in the
render world ECS, and this is a step in that direction.
This patch results in a small performance benefit, due to point (1)
above.
## Changelog
### Changed
* The `BinnedRenderPhase` and `SortedRenderPhase` render world
components have been replaced with `ViewBinnedRenderPhases` and
`ViewSortedRenderPhases` resources.
## Migration Guide
* The `BinnedRenderPhase` and `SortedRenderPhase` render world
components have been replaced with `ViewBinnedRenderPhases` and
`ViewSortedRenderPhases` resources. Instead of querying for the
components, look the camera entity up in the
`ViewBinnedRenderPhases`/`ViewSortedRenderPhases` tables.
# Objective
- The volumetric fog PR originally needed to be modified to use
`.view_layouts` but that was changed in another PR. The merge with main
still kept those around.
## Solution
- Remove them because they aren't necessary
This commit implements a more physically-accurate, but slower, form of
fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog*
allows for light beams from directional lights to shine through,
creating what is known as *light shafts* or *god rays*.
To add volumetric fog to a scene, add `VolumetricFogSettings` to the
camera, and add `VolumetricLight` to directional lights that you wish to
be volumetric. `VolumetricFogSettings` has numerous settings that allow
you to define the accuracy of the simulation, as well as the look of the
fog. Currently, only interaction with directional lights that have
shadow maps is supported. Note that the overhead of the effect scales
directly with the number of directional lights in use, so apply
`VolumetricLight` sparingly for the best results.
The overall algorithm, which is implemented as a postprocessing effect,
is a combination of the techniques described in [Scratchapixel] and
[this blog post]. It uses raymarching in screen space, transformed into
shadow map space for sampling and combined with physically-based
modeling of absorption and scattering. Bevy employs the widely-used
[Henyey-Greenstein phase function] to model asymmetry; this essentially
allows light shafts to fade into and out of existence as the user views
them.
Volumetric rendering is a huge subject, and I deliberately kept the
scope of this commit small. Possible follow-ups include:
1. Raymarching at a lower resolution.
2. A post-processing blur (especially useful when combined with (1)).
3. Supporting point lights and spot lights.
4. Supporting lights with no shadow maps.
5. Supporting irradiance volumes and reflection probes.
6. Voxel components that reuse the volumetric fog code to create voxel
shapes.
7. *Horizon: Zero Dawn*-style clouds.
These are all useful, but out of scope of this patch for now, to keep
things tidy and easy to review.
A new example, `volumetric_fog`, has been added to demonstrate the
effect.
## Changelog
### Added
* A new component, `VolumetricFog`, is available, to allow for a more
physically-accurate, but more resource-intensive, form of fog.
* A new component, `VolumetricLight`, can be placed on directional
lights to make them interact with `VolumetricFog`. Notably, this allows
such lights to emit light shafts/god rays.
![Screenshot 2024-04-21
162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9)
![Screenshot 2024-04-21
132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995)
[Scratchapixel]:
https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html
[this blog post]: https://www.alexandre-pestana.com/volumetric-lights/
[Henyey-Greenstein phase function]:
https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
# Objective
Remove the limit of `RenderLayer` by using a growable mask using
`SmallVec`.
Changes adopted from @UkoeHB's initial PR here
https://github.com/bevyengine/bevy/pull/12502 that contained additional
changes related to propagating render layers.
Changes
## Solution
The main thing needed to unblock this is removing `RenderLayers` from
our shader code. This primarily affects `DirectionalLight`. We are now
computing a `skip` field on the CPU that is then used to skip the light
in the shader.
## Testing
Checked a variety of examples and did a quick benchmark on `many_cubes`.
There were some existing problems identified during the development of
the original pr (see:
https://discord.com/channels/691052431525675048/1220477928605749340/1221190112939872347).
This PR shouldn't change any existing behavior besides removing the
layer limit (sans the comment in migration about `all` layers no longer
being possible).
---
## Changelog
Removed the limit on `RenderLayers` by using a growable bitset that only
allocates when layers greater than 64 are used.
## Migration Guide
- `RenderLayers::all()` no longer exists. Entities expecting to be
visible on all layers, e.g. lights, should compute the active layers
that are in use.
---------
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
# Objective
- Implement rounded cuboids and rectangles, suggestion of #9400
## Solution
- Added `Gizmos::rounded_cuboid`, `Gizmos::rounded_rect` and
`Gizmos::rounded_rect_2d`.
- All of these return builders that allow configuring of the corner/edge
radius using `.corner_radius(...)` or `.edge_radius(...)` as well as the
line segments of each arc using `.arc_segments(...)`.
---
## Changelog
- Added a new `rounded_box` module to `bevy_gizmos` containing all of
the above methods and builders.
- Updated the examples `2d_gizmos` and `3d_gizmos`
## Additional information
The 3d example now looks like this:
<img width="1440" alt="Screenshot 2024-02-28 at 01 47 28"
src="https://github.com/bevyengine/bevy/assets/62256001/654e30ca-c091-4f14-a402-90138e95c71b">
And this is the updated 2d example showcasing negative corner radius:
<img width="1440" alt="Screenshot 2024-02-28 at 01 59 37"
src="https://github.com/bevyengine/bevy/assets/62256001/3904697a-5462-4ee7-abd9-3e893ca07082">
<img width="1440" alt="Screenshot 2024-02-28 at 01 59 47"
src="https://github.com/bevyengine/bevy/assets/62256001/a8892cfd-3aad-4c0c-87eb-559c17c8864c">
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: James Gayfer <10660608+jgayfer@users.noreply.github.com>
# Objective
Sometimes it's nice to iterate over all the coordinate axes using
something like `Vec3::AXES`. This was not available for the
corresponding `Dir` types and now it is.
## Solution
We already have things like `Dir2::X`, `Dir3::Z` and so on, so I just
threw them in an array like the vector types do it. I also slightly
refactored the sphere gizmo code to use `Dir3::AXES` and operate on
directions instead of using `Dir3::new_unchecked`.
## Testing
I looked at the sphere in the `3d_gizmos` example and it seems to work,
so I assume I didn't break anything.
# Objective
- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.
<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">
- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.
## Solution
- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.
---
## Changelog
- Added `README.md` files to all crates missing it.
This commit implements opt-in GPU frustum culling, built on top of the
infrastructure in https://github.com/bevyengine/bevy/pull/12773. To
enable it on a camera, add the `GpuCulling` component to it. To
additionally disable CPU frustum culling, add the `NoCpuCulling`
component. Note that adding `GpuCulling` without `NoCpuCulling`
*currently* does nothing useful. The reason why `GpuCulling` doesn't
automatically imply `NoCpuCulling` is that I intend to follow this patch
up with GPU two-phase occlusion culling, and CPU frustum culling plus
GPU occlusion culling seems like a very commonly-desired mode.
Adding the `GpuCulling` component to a view puts that view into
*indirect mode*. This mode makes all drawcalls indirect, relying on the
mesh preprocessing shader to allocate instances dynamically. In indirect
mode, the `PreprocessWorkItem` `output_index` points not to a
`MeshUniform` instance slot but instead to a set of `wgpu`
`IndirectParameters`, from which it allocates an instance slot
dynamically if frustum culling succeeds. Batch building has been updated
to allocate and track indirect parameter slots, and the AABBs are now
supplied to the GPU as `MeshCullingData`.
A small amount of code relating to the frustum culling has been borrowed
from meshlets and moved into `maths.wgsl`. Note that standard Bevy
frustum culling uses AABBs, while meshlets use bounding spheres; this
means that not as much code can be shared as one might think.
This patch doesn't provide any way to perform GPU culling on shadow
maps, to avoid making this patch bigger than it already is. That can be
a followup.
## Changelog
### Added
* Frustum culling can now optionally be done on the GPU. To enable it,
add the `GpuCulling` component to a camera.
* To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note
that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
# Objective
Allow `Gizmos` to work in `FixedUpdate` without any changes needed. This
changes `Gizmos` from being a purely immediate mode api, but allows the
user to use it as if it were an immediate mode API regardless of
schedule context.
Also allows for extending by other custom schedules by adding their own
`GizmoStorage<Clear>` and the requisite systems:
- `propagate_gizmos::<Clear>` before `update_gizmo_meshes`
- `stash_default_gizmos` when starting a clear context
- `pop_default_gizmos` when ending a clear context
- `collect_default_gizmos` when grabbing the requested gizmos
- `clear_gizmos` for clearing the context's gizmos
## Solution
Adds a generic to `Gizmos` that defaults to `Update` (the current way
gizmos works). When entering a new clear context the default `Gizmos`
gets swapped out for that context's duration so the context can collect
the gizmos requested.
Prior work: https://github.com/bevyengine/bevy/pull/9153
## To do
- [x] `FixedUpdate` should probably get its own First, Pre, Update,
Post, Last system sets for this. Otherwise users will need to make sure
to order their systems before `clear_gizmos`. This could alternatively
be fixed by moving the setup of this to `bevy_time::fixed`?
PR to fix this issue: https://github.com/bevyengine/bevy/pull/10977
- [x] use mem::take internally for the swaps?
- [x] Better name for the `Context` generic on gizmos? `Clear`?
---
## Changelog
- Gizmos drawn in `FixedMain` now last until the next `FixedMain`
iteration runs.
# Objective
Fix#2128. Both `Query::new_archetype` and `SystemParam::new_archetype`
do not check if the `Archetype` comes from the same World the state is
initialized from. This could result in unsoundness via invalid accesses
if called incorrectly.
## Solution
Make them `unsafe` functions and lift the invariant to the caller. This
also caught one instance of us not validating the World in
`SystemState::update_archetypes_unsafe_world_cell`'s implementation.
---
## Changelog
Changed: `QueryState::new_archetype` is now an unsafe function.
Changed: `SystemParam::new_archetype` is now an unsafe function.
## Migration Guide
`QueryState::new_archetype` and `SystemParam::new_archetype` are now an
unsafe functions that must be sure that the provided `Archetype` is from
the same `World` that the state was initialized from. Callers may need
to add additional assertions or propagate the safety invariant upwards
through the callstack to ensure safety.
# Objective
- `cargo check --workspace` appears to merge features and dependencies
together, so it does not catch some issues where dependencies are not
properly feature-gated.
- The issues **are** caught, though, by running `cd $crate && cargo
check`.
## Solution
- Manually check each crate for issues.
```shell
# Script used
for i in crates/bevy_* do
pushd $i
cargo check
popd
done
```
- `bevy_color` had an issue where it used `#[derive(Pod, Zeroable)]`
without using `bytemuck`'s `derive` feature.
- The `FpsOverlayPlugin` in `bevy_dev_tools` uses `bevy_ui`'s
`bevy_text` integration without properly enabling `bevy_text` as a
feature.
- `bevy_gizmos`'s `light` module was not properly feature-gated behind
`bevy_pbr`.
- ~~Lights appear to only be implemented in `bevy_pbr` and not
`bevy_sprite`, so I think this is the right call. Can I get a
confirmation by a gizmos person?~~ Confirmed :)
- `bevy_gltf` imported `SmallVec`, but only used it if `bevy_animation`
was enabled.
- There was another issue, but it was more challenging to solve than the
`smallvec` one. Run `cargo check -p bevy_gltf` and it will raise an
issue about `animation_roots`.
<details>
<summary><code>bevy_gltf</code> errors</summary>
```shell
error[E0425]: cannot find value `animation_roots` in this scope
--> crates/bevy_gltf/src/loader.rs:608:26
|
608 | &animation_roots,
| ^^^^^^^^^^^^^^^ not found in this scope
warning: variable does not need to be mutable
--> crates/bevy_gltf/src/loader.rs:1015:5
|
1015 | mut animation_context: Option<AnimationContext>,
| ----^^^^^^^^^^^^^^^^^
| |
| help: remove this `mut`
|
= note: `#[warn(unused_mut)]` on by default
For more information about this error, try `rustc --explain E0425`.
warning: `bevy_gltf` (lib) generated 1 warning
error: could not compile `bevy_gltf` (lib) due to 1 previous error; 1 warning emitted
```
</details>
---
## Changelog
- Fixed `bevy_color`, `bevy_dev_tools`, and `bevy_gizmos` so they can
now compile by themselves.
# Objective
- All gizmos APIs besides `gizmos.primitive_3d` use `impl Into<Color>`
as their type for `color`.
## Solution
- This PR changes `primitive_3d()` to use `impl Into<Color>` aswell.