# Objective
Fixes#15525
The deferred and mesh pipelines tonemapping LUT bindings were
accidentally out of sync, breaking deferred rendering.
As noted in the issue it's still broken on wasm due to hitting a texture
limit.
## Solution
Add constants for these instead of hardcoding them.
## Testing
Test with `cargo run --example deferred_rendering` and see it works, run
the same on main and see it crash.
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Another step in the migration to required components: lights!
Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.
## Solution
As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):
- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component
## Testing
I ran some examples with lights.
---
## Migration Guide
`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
- Adopted from #14449
- Still fixes#12144.
## Migration Guide
The retained render world is a complex change: migrating might take one
of a few different forms depending on the patterns you're using.
For every example, we specify in which world the code is run. Most of
the changes affect render world code, so for the average Bevy user who's
using Bevy's high-level rendering APIs, these changes are unlikely to
affect your code.
### Spawning entities in the render world
Previously, if you spawned an entity with `world.spawn(...)`,
`commands.spawn(...)` or some other method in the rendering world, it
would be despawned at the end of each frame. In 0.15, this is no longer
the case and so your old code could leak entities. This can be mitigated
by either re-architecting your code to no longer continuously spawn
entities (like you're used to in the main world), or by adding the
`bevy_render::world_sync::TemporaryRenderEntity` component to the entity
you're spawning. Entities tagged with `TemporaryRenderEntity` will be
removed at the end of each frame (like before).
### Extract components with `ExtractComponentPlugin`
```
// main world
app.add_plugins(ExtractComponentPlugin::<ComponentToExtract>::default());
```
`ExtractComponentPlugin` has been changed to only work with synced
entities. Entities are automatically synced if `ComponentToExtract` is
added to them. However, entities are not "unsynced" if any given
`ComponentToExtract` is removed, because an entity may have multiple
components to extract. This would cause the other components to no
longer get extracted because the entity is not synced.
So be careful when only removing extracted components from entities in
the render world, because it might leave an entity behind in the render
world. The solution here is to avoid only removing extracted components
and instead despawn the entire entity.
### Manual extraction using `Extract<Query<(Entity, ...)>>`
```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
mut commands: Commands,
views: Extract<Query<(Entity, &Clusters, &Camera)>>,
) {
for (entity, clusters, camera) in &views {
// some code
commands.get_or_spawn(entity).insert(...);
}
}
```
One of the primary consequences of the retained rendering world is that
there's no longer a one-to-one mapping from entity IDs in the main world
to entity IDs in the render world. Unlike in Bevy 0.14, Entity 42 in the
main world doesn't necessarily map to entity 42 in the render world.
Previous code which called `get_or_spawn(main_world_entity)` in the
render world (`Extract<Query<(Entity, ...)>>` returns main world
entities). Instead, you should use `&RenderEntity` and
`render_entity.id()` to get the correct entity in the render world. Note
that this entity does need to be synced first in order to have a
`RenderEntity`.
When performing manual abstraction, this won't happen automatically
(like with `ExtractComponentPlugin`) so add a `SyncToRenderWorld` marker
component to the entities you want to extract.
This results in the following code:
```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
mut commands: Commands,
views: Extract<Query<(&RenderEntity, &Clusters, &Camera)>>,
) {
for (render_entity, clusters, camera) in &views {
// some code
commands.get_or_spawn(render_entity.id()).insert(...);
}
}
// in main world, when spawning
world.spawn(Clusters::default(), Camera::default(), SyncToRenderWorld)
```
### Looking up `Entity` ids in the render world
As previously stated, there's now no correspondence between main world
and render world `Entity` identifiers.
Querying for `Entity` in the render world will return the `Entity` id in
the render world: query for `MainEntity` (and use its `id()` method) to
get the corresponding entity in the main world.
This is also a good way to tell the difference between synced and
unsynced entities in the render world, because unsynced entities won't
have a `MainEntity` component.
---------
Co-authored-by: re0312 <re0312@outlook.com>
Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com>
Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
> Rust 1.81 released the #[expect(...)] attribute, which works like
#[allow(...)] but throws a warning if the lint isn't raised. This is
preferred to #[allow(...)] because it tells us when it can be removed.
- Adopts the parts of #15118 that are complete, and updates the branch
so it can be merged.
- There were a few conflicts, let me know if I misjudged any of 'em.
Alice's
[recommendation](https://github.com/bevyengine/bevy/issues/15059#issuecomment-2349263900)
seems well-taken, let's do this crate by crate now that @BD103 has done
the lion's share of this!
(Relates to, but doesn't yet completely finish #15059.)
Crates this _doesn't_ cover:
- bevy_input
- bevy_gilrs
- bevy_window
- bevy_winit
- bevy_state
- bevy_render
- bevy_picking
- bevy_core_pipeline
- bevy_sprite
- bevy_text
- bevy_pbr
- bevy_ui
- bevy_gltf
- bevy_gizmos
- bevy_dev_tools
- bevy_internal
- bevy_dylib
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
Co-authored-by: Antony <antony.m.3012@gmail.com>
# Objective
The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:
- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`
Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.
Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.
## Solution
Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.
- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`
I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)
I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.
## Discussion
- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)
---
## Migration Guide
Many rendering components have been renamed for improved consistency and
clarity.
- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
As discussed in https://github.com/bevyengine/bevy/issues/7386, system
order ambiguities within `DefaultPlugins` are a source of bugs in the
engine and badly pollute diagnostic output for users.
We should eliminate them!
This PR is an alternative to #15027: with all external ambiguities
silenced, this should be much less prone to merge conflicts and the test
output should be much easier for authors to understand.
Note that system order ambiguities are still permitted in the
`RenderApp`: these need a bit of thought in terms of how to test them,
and will be fairly involved to fix. While these aren't *good*, they'll
generally only cause graphical bugs, not logic ones.
## Solution
All remaining system order ambiguities have been resolved.
Review this PR commit-by-commit to see how each of these problems were
fixed.
## Testing
`cargo run --example ambiguity_detection` passes with no panics or
logging!
# 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.
Currently, volumetric fog is global and affects the entire scene
uniformly. This is inadequate for many use cases, such as local smoke
effects. To address this problem, this commit introduces *fog volumes*,
which are axis-aligned bounding boxes (AABBs) that specify fog
parameters inside their boundaries. Such volumes can also specify a
*density texture*, a 3D texture of voxels that specifies the density of
the fog at each point.
To create a fog volume, add a `FogVolume` component to an entity (which
is included in the new `FogVolumeBundle` convenience bundle). Like light
probes, a fog volume is conceptually a 1×1×1 cube centered on the
origin; a transform can be used to position and resize this region. Many
of the fields on the existing `VolumetricFogSettings` have migrated to
the new `FogVolume` component. `VolumetricFogSettings` on a camera is
still needed to enable volumetric fog. However, by itself
`VolumetricFogSettings` is no longer sufficient to enable volumetric
fog; a `FogVolume` must be present. Applications that wish to retain the
old global fog behavior can simply surround the scene with a large fog
volume.
By way of implementation, this commit converts the volumetric fog shader
from a full-screen shader to one applied to a mesh. The strategy is
different depending on whether the camera is inside or outside the fog
volume. If the camera is inside the fog volume, the mesh is simply a
plane scaled to the viewport, effectively falling back to a full-screen
pass. If the camera is outside the fog volume, the mesh is a cube
transformed to coincide with the boundaries of the fog volume's AABB.
Importantly, in the latter case, only the front faces of the cuboid are
rendered. Instead of treating the boundaries of the fog as a sphere
centered on the camera position, as we did prior to this patch, we
raytrace the far planes of the AABB to determine the portion of each ray
contained within the fog volume. We then raymarch in shadow map space as
usual. If a density texture is present, we modulate the fixed density
value with the trilinearly-interpolated value from that texture.
Furthermore, this patch introduces optional jitter to fog volumes,
intended for use with TAA. This modifies the position of the ray from
frame to frame using interleaved gradient noise, in order to reduce
aliasing artifacts. Many implementations of volumetric fog in games use
this technique. Note that this patch makes no attempt to write a motion
vector; this is because when a view ray intersects multiple voxels
there's no single direction of motion. Consequently, fog volumes can
have ghosting artifacts, but because fog is "ghostly" by its nature,
these artifacts are less objectionable than they would be for opaque
objects.
A new example, `fog_volumes`, has been added. It demonstrates a single
fog volume containing a voxelized representation of the Stanford bunny.
The existing `volumetric_fog` example has been updated to use the new
local volumetrics API.
## Changelog
### Added
* Local `FogVolume`s are now supported, to localize fog to specific
regions. They can optionally have 3D density voxel textures for precise
control over the distribution of the fog.
### Changed
* `VolumetricFogSettings` on a camera no longer enables volumetric fog;
instead, it simply enables the processing of `FogVolume`s within the
scene.
## Migration Guide
* A `FogVolume` is now necessary in order to enable volumetric fog, in
addition to `VolumetricFogSettings` on the camera. Existing uses of
volumetric fog can be migrated by placing a large `FogVolume`
surrounding the scene.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.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)
# Objective
- first part of #13900
## Solution
- split `check_light_mesh_visibility `into
`check_dir_light_mesh_visibility `and
`check_point_light_mesh_visibility` for better review
We want to use the clustering infrastructure for light probes and decals
as well, not just point lights. This patch builds on top of #13640 and
performs the rename.
To make this series easier to review, this patch makes no code changes.
Only identifiers and comments are modified.
## Migration Guide
* In the PBR shaders, `point_lights` is now known as
`clusterable_objects`, `PointLight` is now known as `ClusterableObject`,
and `cluster_light_index_lists` is now known as
`clusterable_object_index_lists`.
As a prerequisite for decals and clustering of light probes, we want
clustering to operate on objects other than lights. (Currently, it only
operates on point and spot lights.) This necessitates a large
refactoring, so I'm splitting it up into small steps.
The first such step is to separate clustering from lighting by moving
clustering-related types and functions out of lighting and into their
own module subtree within the `bevy_pbr` crate. (Ultimately, we may want
to move it to `bevy_render`, but that requires more work and can be a
followup.)
No code changes have been made other than adjusting import lists and
moving code. This is to make this code easy to review. Ultimately, I
want to rename "light" to "clusterable object" in most cases, but doing
that at the same time as moving the code would make reviewing harder. So
instead I'm moving the code first and will follow this up with renaming.
## Migration Guide
* Clustering-related types and functions (e.g.
`assign_lights_to_clusters`) have moved under `bevy_pbr::cluster`, in
preparation for the ability to cluster objects other than lights.
This commit, a revamp of #12959, implements screen-space reflections
(SSR), which approximate real-time reflections based on raymarching
through the depth buffer and copying samples from the final rendered
frame. This patch is a relatively minimal implementation of SSR, so as
to provide a flexible base on which to customize and build in the
future. However, it's based on the production-quality [raymarching code
by Tomasz
Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db).
For a general basic overview of screen-space reflections, see
[1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html).
The raymarching shader uses the basic algorithm of tracing forward in
large steps, refining that trace in smaller increments via binary
search, and then using the secant method. No temporal filtering or
roughness blurring, is performed at all; for this reason, SSR currently
only operates on very shiny surfaces. No acceleration via the
hierarchical Z-buffer is implemented (though note that
https://github.com/bevyengine/bevy/pull/12899 will add the
infrastructure for this). Reflections are traced at full resolution,
which is often considered slow. All of these improvements and more can
be follow-ups.
SSR is built on top of the deferred renderer and is currently only
supported in that mode. Forward screen-space reflections are possible
albeit uncommon (though e.g. *Doom Eternal* uses them); however, they
require tracing from the previous frame, which would add complexity.
This patch leaves the door open to implementing SSR in the forward
rendering path but doesn't itself have such an implementation.
Screen-space reflections aren't supported in WebGL 2, because they
require sampling from the depth buffer, which Naga can't do because of a
bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`;
this is the same reason why depth of field is disabled on that
platform).
To add screen-space reflections to a camera, use the
`ScreenSpaceReflectionsBundle` bundle or the
`ScreenSpaceReflectionsSettings` component. In addition to
`ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass`
must also be present for the reflections to show up. The
`ScreenSpaceReflectionsSettings` component contains several settings
that artists can tweak, and also comes with sensible defaults.
A new example, `ssr`, has been added. It's loosely based on the
[three.js ocean
sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all
the assets are original. Note that the three.js demo has no screen-space
reflections and instead renders a mirror world. In contrast to #12959,
this demo tests not only a cube but also a more complex model (the
flight helmet).
## Changelog
### Added
* Screen-space reflections can be enabled for very smooth surfaces by
adding the `ScreenSpaceReflections` component to a camera. Deferred
rendering must be enabled for the reflections to appear.
![Screenshot 2024-05-18
143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267)
![Screenshot 2024-05-18
143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
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
Fix https://github.com/bevyengine/bevy/issues/11799 and improve
`CameraProjectionPlugin`
## Solution
`CameraProjectionPlugin` is now an all-in-one plugin for adding a custom
`CameraProjection`. I also added `PbrProjectionPlugin` which is like
`CameraProjectionPlugin` but for PBR.
P.S. I'd like to get this merged after
https://github.com/bevyengine/bevy/pull/11766.
---
## Changelog
- Changed `CameraProjectionPlugin` to be an all-in-one plugin for adding
a `CameraProjection`
- Removed `VisibilitySystems::{UpdateOrthographicFrusta,
UpdatePerspectiveFrusta, UpdateProjectionFrusta}`, now replaced with
`VisibilitySystems::UpdateFrusta`
- Added `PbrProjectionPlugin` for projection-specific PBR functionality.
## Migration Guide
`VisibilitySystems`'s `UpdateOrthographicFrusta`,
`UpdatePerspectiveFrusta`, and `UpdateProjectionFrusta` variants were
removed, they were replaced with `VisibilitySystems::UpdateFrusta`
# Objective
Make visibility system ordering explicit. Fixes#12953.
## Solution
Specify `CheckVisibility` happens after all other `VisibilitySystems`
sets have happened.
---------
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
glTF files that contain lights currently panic when loaded into Bevy,
because Bevy tries to reflect on `Cascades`, which accidentally wasn't
registered.
# Objective
- Fixes#12976
## Solution
This one is a doozy.
- Run `cargo +beta clippy --workspace --all-targets --all-features` and
fix all issues
- This includes:
- Moving inner attributes to be outer attributes, when the item in
question has both inner and outer attributes
- Use `ptr::from_ref` in more scenarios
- Extend the valid idents list used by `clippy:doc_markdown` with more
names
- Use `Clone::clone_from` when possible
- Remove redundant `ron` import
- Add backticks to **so many** identifiers and items
- I'm sorry whoever has to review this
---
## Changelog
- Added links to more identifiers in documentation.
This commit splits `VisibleEntities::entities` into four separate lists:
one for lights, one for 2D meshes, one for 3D meshes, and one for UI
elements. This allows `queue_material_meshes` and similar methods to
avoid examining entities that are obviously irrelevant. In particular,
this separation helps scenes with many skinned meshes, as the individual
bones are considered visible entities but have no rendered appearance.
Internally, `VisibleEntities::entities` is a `HashMap` from the `TypeId`
representing a `QueryFilter` to the appropriate `Entity` list. I had to
do this because `VisibleEntities` is located within an upstream crate
from the crates that provide lights (`bevy_pbr`) and 2D meshes
(`bevy_sprite`). As an added benefit, this setup allows apps to provide
their own types of renderable components, by simply adding a specialized
`check_visibility` to the schedule.
This provides a 16.23% end-to-end speedup on `many_foxes` with 10,000
foxes (24.06 ms/frame to 20.70 ms/frame).
## Migration guide
* `check_visibility` and `VisibleEntities` now store the four types of
renderable entities--2D meshes, 3D meshes, lights, and UI
elements--separately. If your custom rendering code examines
`VisibleEntities`, it will now need to specify which type of entity it's
interested in using the `WithMesh2d`, `WithMesh`, `WithLight`, and
`WithNode` types respectively. If your app introduces a new type of
renderable entity, you'll need to add an explicit call to
`check_visibility` to the schedule to accommodate your new component or
components.
## Analysis
`many_foxes`, 10,000 foxes: `main`:
![Screenshot 2024-03-31
114444](https://github.com/bevyengine/bevy/assets/157897/16ecb2ff-6e04-46c0-a4b0-b2fde2084bad)
`many_foxes`, 10,000 foxes, this branch:
![Screenshot 2024-03-31
114256](https://github.com/bevyengine/bevy/assets/157897/94dedae4-bd00-45b2-9aaf-dfc237004ddb)
`queue_material_meshes` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114637](https://github.com/bevyengine/bevy/assets/157897/f90912bd-45bd-42c4-bd74-57d98a0f036e)
`queue_shadows` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114607](https://github.com/bevyengine/bevy/assets/157897/6ce693e3-20c0-4234-8ec9-a6f191299e2d)
Currently, `MeshUniform`s are rather large: 160 bytes. They're also
somewhat expensive to compute, because they involve taking the inverse
of a 3x4 matrix. Finally, if a mesh is present in multiple views, that
mesh will have a separate `MeshUniform` for each and every view, which
is wasteful.
This commit fixes these issues by introducing the concept of a *mesh
input uniform* and adding a *mesh uniform building* compute shader pass.
The `MeshInputUniform` is simply the minimum amount of data needed for
the GPU to compute the full `MeshUniform`. Most of this data is just the
transform and is therefore only 64 bytes. `MeshInputUniform`s are
computed during the *extraction* phase, much like skins are today, in
order to avoid needlessly copying transforms around on CPU. (In fact,
the render app has been changed to only store the translation of each
mesh; it no longer cares about any other part of the transform, which is
stored only on the GPU and the main world.) Before rendering, the
`build_mesh_uniforms` pass runs to expand the `MeshInputUniform`s to the
full `MeshUniform`.
The mesh uniform building pass does the following, all on GPU:
1. Copy the appropriate fields of the `MeshInputUniform` to the
`MeshUniform` slot. If a single mesh is present in multiple views, this
effectively duplicates it into each view.
2. Compute the inverse transpose of the model transform, used for
transforming normals.
3. If applicable, copy the mesh's transform from the previous frame for
TAA. To support this, we double-buffer the `MeshInputUniform`s over two
frames and swap the buffers each frame. The `MeshInputUniform`s for the
current frame contain the index of that mesh's `MeshInputUniform` for
the previous frame.
This commit produces wins in virtually every CPU part of the pipeline:
`extract_meshes`, `queue_material_meshes`,
`batch_and_prepare_render_phase`, and especially
`write_batched_instance_buffer` are all faster. Shrinking the amount of
CPU data that has to be shuffled around speeds up the entire rendering
process.
| Benchmark | This branch | `main` | Speedup |
|------------------------|-------------|---------|---------|
| `many_cubes -nfc` | 17.259 | 24.529 | 42.12% |
| `many_cubes -nfc -vpi` | 302.116 | 312.123 | 3.31% |
| `many_foxes` | 3.227 | 3.515 | 8.92% |
Because mesh uniform building requires compute shader, and WebGL 2 has
no compute shader, the existing CPU mesh uniform building code has been
left as-is. Many types now have both CPU mesh uniform building and GPU
mesh uniform building modes. Developers can opt into the old CPU mesh
uniform building by setting the `use_gpu_uniform_builder` option on
`PbrPlugin` to `false`.
Below are graphs of the CPU portions of `many-cubes
--no-frustum-culling`. Yellow is this branch, red is `main`.
`extract_meshes`:
![Screenshot 2024-04-02
124842](https://github.com/bevyengine/bevy/assets/157897/a6748ea4-dd05-47b6-9254-45d07d33cb10)
It's notable that we get a small win even though we're now writing to a
GPU buffer.
`queue_material_meshes`:
![Screenshot 2024-04-02
124911](https://github.com/bevyengine/bevy/assets/157897/ecb44d78-65dc-448d-ba85-2de91aa2ad94)
There's a bit of a regression here; not sure what's causing it. In any
case it's very outweighed by the other gains.
`batch_and_prepare_render_phase`:
![Screenshot 2024-04-02
125123](https://github.com/bevyengine/bevy/assets/157897/4e20fc86-f9dd-4e5c-8623-837e4258f435)
There's a huge win here, enough to make batching basically drop off the
profile.
`write_batched_instance_buffer`:
![Screenshot 2024-04-02
125237](https://github.com/bevyengine/bevy/assets/157897/401a5c32-9dc1-4991-996d-eb1cac6014b2)
There's a massive improvement here, as expected. Note that a lot of it
simply comes from the fact that `MeshInputUniform` is `Pod`. (This isn't
a maintainability problem in my view because `MeshInputUniform` is so
simple: just 16 tightly-packed words.)
## Changelog
### Added
* Per-mesh instance data is now generated on GPU with a compute shader
instead of CPU, resulting in rendering performance improvements on
platforms where compute shaders are supported.
## Migration guide
* Custom render phases now need multiple systems beyond just
`batch_and_prepare_render_phase`. Code that was previously creating
custom render phases should now add a `BinnedRenderPhasePlugin` or
`SortedRenderPhasePlugin` as appropriate instead of directly adding
`batch_and_prepare_render_phase`.
# Objective
- Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials`
with `RenderAssets` to enable implementing changes to one thing,
`RenderAssets`, that applies to all use cases rather than duplicating
changes everywhere for multiple things that should be one thing.
- Adopts #8149
## Solution
- Make RenderAsset generic over the destination type rather than the
source type as in #8149
- Use `RenderAssets<PreparedMaterial<M>>` etc for render materials
---
## Changelog
- Changed:
- The `RenderAsset` trait is now implemented on the destination type.
Its `SourceAsset` associated type refers to the type of the source
asset.
- `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have
been replaced by `RenderAssets<PreparedMaterial<M>>` and similar.
## Migration Guide
- `RenderAsset` is now implemented for the destination type rather that
the source asset type. The source asset type is now the `RenderAsset`
trait's `SourceAsset` associated type.
# Objective
This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).
Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.
## Solution
Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.
There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.
## Changelog
- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide
- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut` now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
Today, we sort all entities added to all phases, even the phases that
don't strictly need sorting, such as the opaque and shadow phases. This
results in a performance loss because our `PhaseItem`s are rather large
in memory, so sorting is slow. Additionally, determining the boundaries
of batches is an O(n) process.
This commit makes Bevy instead applicable place phase items into *bins*
keyed by *bin keys*, which have the invariant that everything in the
same bin is potentially batchable. This makes determining batch
boundaries O(1), because everything in the same bin can be batched.
Instead of sorting each entity, we now sort only the bin keys. This
drops the sorting time to near-zero on workloads with few bins like
`many_cubes --no-frustum-culling`. Memory usage is improved too, with
batch boundaries and dynamic indices now implicit instead of explicit.
The improved memory usage results in a significant win even on
unbatchable workloads like `many_cubes --no-frustum-culling
--vary-material-data-per-instance`, presumably due to cache effects.
Not all phases can be binned; some, such as transparent and transmissive
phases, must still be sorted. To handle this, this commit splits
`PhaseItem` into `BinnedPhaseItem` and `SortedPhaseItem`. Most of the
logic that today deals with `PhaseItem`s has been moved to
`SortedPhaseItem`. `BinnedPhaseItem` has the new logic.
Frame time results (in ms/frame) are as follows:
| Benchmark | `binning` | `main` | Speedup |
| ------------------------ | --------- | ------- | ------- |
| `many_cubes -nfc -vpi` | 232.179 | 312.123 | 34.43% |
| `many_cubes -nfc` | 25.874 | 30.117 | 16.40% |
| `many_foxes` | 3.276 | 3.515 | 7.30% |
(`-nfc` is short for `--no-frustum-culling`; `-vpi` is short for
`--vary-per-instance`.)
---
## Changelog
### Changed
* Render phases have been split into binned and sorted phases. Binned
phases, such as the common opaque phase, achieve improved CPU
performance by avoiding the sorting step.
## Migration Guide
- `PhaseItem` has been split into `BinnedPhaseItem` and
`SortedPhaseItem`. If your code has custom `PhaseItem`s, you will need
to migrate them to one of these two types. `SortedPhaseItem` requires
the fewest code changes, but you may want to pick `BinnedPhaseItem` if
your phase doesn't require sorting, as that enables higher performance.
## Tracy graphs
`many-cubes --no-frustum-culling`, `main` branch:
<img width="1064" alt="Screenshot 2024-03-12 180037"
src="https://github.com/bevyengine/bevy/assets/157897/e1180ce8-8e89-46d2-85e3-f59f72109a55">
`many-cubes --no-frustum-culling`, this branch:
<img width="1064" alt="Screenshot 2024-03-12 180011"
src="https://github.com/bevyengine/bevy/assets/157897/0899f036-6075-44c5-a972-44d95895f46c">
You can see that `batch_and_prepare_binned_render_phase` is a much
smaller fraction of the time. Zooming in on that function, with yellow
being this branch and red being `main`, we see:
<img width="1064" alt="Screenshot 2024-03-12 175832"
src="https://github.com/bevyengine/bevy/assets/157897/0dfc8d3f-49f4-496e-8825-a66e64d356d0">
The binning happens in `queue_material_meshes`. Again with yellow being
this branch and red being `main`:
<img width="1064" alt="Screenshot 2024-03-12 175755"
src="https://github.com/bevyengine/bevy/assets/157897/b9b20dc1-11c8-400c-a6cc-1c2e09c1bb96">
We can see that there is a small regression in `queue_material_meshes`
performance, but it's not nearly enough to outweigh the large gains in
`batch_and_prepare_binned_render_phase`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fixes#12727. All parts that `PersistentGpuBuffer` interact with should
be 100% safe both on the CPU and the GPU: `Queue::write_buffer_with`
zeroes out the slice being written to and when uploading to the GPU, and
all slice writes are bounds checked on the CPU side.
## Solution
Make `PersistentGpuBufferable` a safe trait. Enforce it's correct
implementation via assertions. Re-enable `forbid(unsafe_code)` on
`bevy_pbr`.
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
Fixes#12600
## Solution
Removed Into<AssetId<T>> for Handle<T> as proposed in Issue
conversation, fixed dependent code
## Migration guide
If you use passing Handle by value as AssetId, you should pass reference
or call .id() method on it
Before (0.13):
`assets.insert(handle, value);`
After (0.14):
`assets.insert(&handle, value);`
or
`assets.insert(handle.id(), value);`
# Objective
Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:
- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html
~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.
## Solution
Add "all-features = true" to docs.rs metadata for crates that use
features.
## Changelog
### Changed
- Unified features documented on docs.rs between main crate and
sub-crates
# Objective
Fix#12304. Remove unnecessary type registrations thanks to #4154.
## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes#12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.
## Solution
To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.
However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.
As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.
## Migration Guide
THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.
This change should not be shipped to end users: delete this section in
the final migration guide!
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- Closes#11985
## Solution
- alpha.rs has been moved from bevy_pbr into bevy_render; bevy_pbr and
bevy_gltf now access `AlphaMode` through bevy_render.
---
## Migration Guide
In the present implementation, external consumers of `AlphaMode` will
have to access it through bevy_render rather than through bevy_pbr,
changing their import from `bevy_pbr::AlphaMode` to
`bevy_render::alpha::AlphaMode` (or the corresponding glob import from
`bevy_pbr::prelude::*` to `bevy_render::prelude::*`).
## Uncertainties
Some remaining things from this that I am uncertain about:
- Here, the `app.register_type<AlphaMode>()` call has been moved from
`PbrPlugin` to `RenderPlugin`; I'm not sure if this is quite right, and
I was unable to find any direct relationship between `PbrPlugin` and
`RenderPlugin`.
- `AlphaMode` was placed in the prelude of bevy_render. I'm not certain
that this is actually appropriate.
- bevy_pbr does not re-export `AlphaMode`, which makes this a breaking
change for external consumers.
Any of these things could be easily changed; I'm just not confident that
I necessarily adopted the right approach in these (known) ways since
this codebase and ecosystem is quite new to me.
# Objective
#10644 introduced nice "statically typed" labels that replace the old
strings. I would like to propose some changes to the names introduced:
* `SubGraph2d` -> `Core2d` and `SubGraph3d` -> `Core3d`. The names of
these graphs have been / should continue to be the "core 2d" graph not
the "sub graph 2d" graph. The crate is called `bevy_core_pipeline`, the
modules are still `core_2d` and `core_3d`, etc.
* `Labels2d` and `Labels3d`, at the very least, should not be plural to
follow naming conventions. A Label enum is not a "collection of labels",
it is a _specific_ Label. However I think `Label2d` and `Label3d` is
significantly less clear than `Node2d` and `Node3d`, so I propose those
changes here. I've done the same for `LabelsPbr` -> `NodePbr` and
`LabelsUi` -> `NodeUi`
Additionally, #10644 accidentally made one of the Camera2dBundle
constructors use the 3D graph instead of the 2D graph. I've fixed that
here.
---
## Changelog
* Renamed `SubGraph2d` -> `Core2d`, `SubGraph3d` -> `Core3d`, `Labels2d`
-> `Node2d`, `Labels3d` -> `Node3d`, `LabelsUi` -> `NodeUi`, `LabelsPbr`
-> `NodePbr`
# Objective
Fix https://github.com/bevyengine/bevy/issues/11577.
## Solution
Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)
---
I did not include any example-related changes in here.
## Changelogs (not including breaking changes)
### bevy_pbr
- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.
## Breaking changes
### bevy_pbr
The several default lighting values were changed:
- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
# Objective
During my exploratory work on the remote editor, I found a couple of
types that were either not registered, or that were missing
`ReflectDefault`.
## Solution
- Added registration and `ReflectDefault` where applicable
- (Drive by fix) Moved `Option<f32>` registration to `bevy_core` instead
of `bevy_ui`, along with similar types.
---
## Changelog
- Fixed: Registered `FogSettings`, `FogFalloff`,
`ParallaxMappingMethod`, `OpaqueRendererMethod` structs for reflection
- Fixed: Registered `ReflectDefault` trait for `ColorGrading` and
`CascadeShadowConfig` structs
# Objective
Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.
## Solution
Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
# Objective
The whole `Cow<'static, str>` naming for nodes and subgraphs in
`RenderGraph` is a mess.
## Solution
Replaces hardcoded and potentially overlapping strings for nodes and
subgraphs inside `RenderGraph` with bevy's labelsystem.
---
## Changelog
* Two new labels: `RenderLabel` and `RenderSubGraph`.
* Replaced all uses for hardcoded strings with those labels
* Moved `Taa` label from its own mod to all the other `Labels3d`
* `add_render_graph_edges` now needs a tuple of labels
* Moved `ScreenSpaceAmbientOcclusion` label from its own mod with the
`ShadowPass` label to `LabelsPbr`
* Removed `NodeId`
* Renamed `Edges.id()` to `Edges.label()`
* Removed `NodeLabel`
* Changed examples according to the new label system
* Introduced new `RenderLabel`s: `Labels2d`, `Labels3d`, `LabelsPbr`,
`LabelsUi`
* Introduced new `RenderSubGraph`s: `SubGraph2d`, `SubGraph3d`,
`SubGraphUi`
* Removed `Reflect` and `Default` derive from `CameraRenderGraph`
component struct
* Improved some error messages
## Migration Guide
For Nodes and SubGraphs, instead of using hardcoded strings, you now
pass labels, which can be derived with structs and enums.
```rs
// old
#[derive(Default)]
struct MyRenderNode;
impl MyRenderNode {
pub const NAME: &'static str = "my_render_node"
}
render_app
.add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
core_3d::graph::NAME,
MyRenderNode::NAME,
)
.add_render_graph_edges(
core_3d::graph::NAME,
&[
core_3d::graph::node::TONEMAPPING,
MyRenderNode::NAME,
core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
],
);
// new
use bevy::core_pipeline::core_3d::graph::{Labels3d, SubGraph3d};
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct MyRenderLabel;
#[derive(Default)]
struct MyRenderNode;
render_app
.add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
SubGraph3d,
MyRenderLabel,
)
.add_render_graph_edges(
SubGraph3d,
(
Labels3d::Tonemapping,
MyRenderLabel,
Labels3d::EndMainPassPostProcessing,
),
);
```
### SubGraphs
#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph2d` |
#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph3d` |
#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::NAME` | `graph::SubGraphUi` |
### Nodes
#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels2d::MsaaWriteback` |
| `node::MAIN_PASS` | `Labels2d::MainPass` |
| `node::BLOOM` | `Labels2d::Bloom` |
| `node::TONEMAPPING` | `Labels2d::Tonemapping` |
| `node::FXAA` | `Labels2d::Fxaa` |
| `node::UPSCALING` | `Labels2d::Upscaling` |
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels2d::ConstrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels2d::EndMainPassPostProcessing` |
#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels3d::MsaaWriteback` |
| `node::PREPASS` | `Labels3d::Prepass` |
| `node::DEFERRED_PREPASS` | `Labels3d::DeferredPrepass` |
| `node::COPY_DEFERRED_LIGHTING_ID` | `Labels3d::CopyDeferredLightingId`
|
| `node::END_PREPASSES` | `Labels3d::EndPrepasses` |
| `node::START_MAIN_PASS` | `Labels3d::StartMainPass` |
| `node::MAIN_OPAQUE_PASS` | `Labels3d::MainOpaquePass` |
| `node::MAIN_TRANSMISSIVE_PASS` | `Labels3d::MainTransmissivePass` |
| `node::MAIN_TRANSPARENT_PASS` | `Labels3d::MainTransparentPass` |
| `node::END_MAIN_PASS` | `Labels3d::EndMainPass` |
| `node::BLOOM` | `Labels3d::Bloom` |
| `node::TONEMAPPING` | `Labels3d::Tonemapping` |
| `node::FXAA` | `Labels3d::Fxaa` |
| `node::UPSCALING` | `Labels3d::Upscaling` |
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels3d::ContrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels3d::EndMainPassPostProcessing` |
#### in `bevy_core_pipeline`
| old string-based path | new label |
|-----------------------|-----------|
| `taa::draw_3d_graph::node::TAA` | `Labels3d::Taa` |
#### in `bevy_pbr`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_3d_graph::node::SHADOW_PASS` | `LabelsPbr::ShadowPass` |
| `ssao::draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION` |
`LabelsPbr::ScreenSpaceAmbientOcclusion` |
| `deferred::DEFFERED_LIGHTING_PASS` | `LabelsPbr::DeferredLightingPass`
|
#### in `bevy_render`
| old string-based path | new label |
|-----------------------|-----------|
| `main_graph::node::CAMERA_DRIVER` | `graph::CameraDriverLabel` |
#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::node::UI_PASS` | `graph::LabelsUi::UiPass` |
---
## Future work
* Make `NodeSlot`s also use types. Ideally, we have an enum with unit
variants where every variant resembles one slot. Then to make sure you
are using the right slot enum and make rust-analyzer play nicely with
it, we should make an associated type in the `Node` trait. With today's
system, we can introduce 3rd party slots to a node, and i wasnt sure if
this was used, so I didn't do this in this PR.
## Unresolved Questions
When looking at the `post_processing` example, we have a struct for the
label and a struct for the node, this seems like boilerplate and on
discord, @IceSentry (sowy for the ping)
[asked](https://discord.com/channels/691052431525675048/743663924229963868/1175197016947699742)
if a node could automatically introduce a label (or i completely
misunderstood that). The problem with that is, that nodes like
`EmptyNode` exist multiple times *inside the same* (sub)graph, so there
we need extern labels to distinguish between those. Hopefully we can
find a way to reduce boilerplate and still have everything unique. For
EmptyNode, we could maybe make a macro which implements an "empty node"
for a type, but for nodes which contain code and need to be present
multiple times, this could get nasty...
This pull request re-submits #10057, which was backed out for breaking
macOS, iOS, and Android. I've tested this version on macOS and Android
and on the iOS simulator.
# Objective
This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].
## Solution
This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.
A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.
A frequent question is "why two components instead of just one?" The
advantages of this setup are:
1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.
2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.
Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.
An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.
Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:
* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)
* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.
* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.
Future work includes:
* Blending between multiple reflection probes.
* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.
* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.
* Support for WebGL 2, by breaking batches when reflection probes are
used.
These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.
---
## Changelog
### Added
* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.
[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
# Objective
This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].
## Solution
This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.
A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.
A frequent question is "why two components instead of just one?" The
advantages of this setup are:
1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.
2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.
Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.
An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.
Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:
* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)
* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.
* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.
Future work includes:
* Blending between multiple reflection probes.
* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.
* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.
* Support for WebGL 2, by breaking batches when reflection probes are
used.
These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.
---
## Changelog
### Added
* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.
[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
![Screenshot](https://i.imgur.com/A4KzWFq.png)
# Objective
Lightmaps, textures that store baked global illumination, have been a
mainstay of real-time graphics for decades. Bevy currently has no
support for them, so this pull request implements them.
## Solution
The new `Lightmap` component can be attached to any entity that contains
a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be
applied in the PBR shader. Because multiple lightmaps are frequently
packed into atlases, each lightmap may have its own UV boundaries within
its texture. An `exposure` field is also provided, to control the
brightness of the lightmap.
Note that this PR doesn't provide any way to bake the lightmaps. That
can be done with [The Lightmapper] or another solution, such as Unity's
Bakery.
---
## Changelog
### Added
* A new component, `Lightmap`, is available, for baked global
illumination. If your mesh has a second UV channel (UV1), and you attach
this component to the entity with that mesh, Bevy will apply the texture
referenced in the lightmap.
[The Lightmapper]: https://github.com/Naxela/The_Lightmapper
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Users are often confused when their command effects are not visible in
the next system. This PR auto inserts sync points if there are deferred
buffers on a system and there are dependents on that system (systems
with after relationships).
- Manual sync points can lead to users adding more than needed and it's
hard for the user to have a global understanding of their system graph
to know which sync points can be merged. However we can easily calculate
which sync points can be merged automatically.
## Solution
1. Add new edge types to allow opting out of new behavior
2. Insert an sync point for each edge whose initial node has deferred
system params.
3. Reuse nodes if they're at the number of sync points away.
* add opt outs for specific edges with `after_ignore_deferred`,
`before_ignore_deferred` and `chain_ignore_deferred`. The
`auto_insert_apply_deferred` boolean on `ScheduleBuildSettings` can be
set to false to opt out for the whole schedule.
## Perf
This has a small negative effect on schedule build times.
```text
group auto-sync main-for-auto-sync
----- ----------- ------------------
build_schedule/1000_schedule 1.06 2.8±0.15s ? ?/sec 1.00 2.7±0.06s ? ?/sec
build_schedule/1000_schedule_noconstraints 1.01 26.2±0.88ms ? ?/sec 1.00 25.8±0.36ms ? ?/sec
build_schedule/100_schedule 1.02 13.1±0.33ms ? ?/sec 1.00 12.9±0.28ms ? ?/sec
build_schedule/100_schedule_noconstraints 1.08 505.3±29.30µs ? ?/sec 1.00 469.4±12.48µs ? ?/sec
build_schedule/500_schedule 1.00 485.5±6.29ms ? ?/sec 1.00 485.5±9.80ms ? ?/sec
build_schedule/500_schedule_noconstraints 1.00 6.8±0.10ms ? ?/sec 1.02 6.9±0.16ms ? ?/sec
```
---
## Changelog
- Auto insert sync points and added `after_ignore_deferred`,
`before_ignore_deferred`, `chain_no_deferred` and
`auto_insert_apply_deferred` APIs to opt out of this behavior
## Migration Guide
- `apply_deferred` points are added automatically when there is ordering
relationship with a system that has deferred parameters like `Commands`.
If you want to opt out of this you can switch from `after`, `before`,
and `chain` to the corresponding `ignore_deferred` API,
`after_ignore_deferred`, `before_ignore_deferred` or
`chain_ignore_deferred` for your system/set ordering.
- You can also set `ScheduleBuildSettings::auto_insert_sync_points` to
`false` if you want to do it for the whole schedule. Note that in this
mode you can still add `apply_deferred` points manually.
- For most manual insertions of `apply_deferred` you should remove them
as they cannot be merged with the automatically inserted points and
might reduce parallelizability of the system graph.
## TODO
- [x] remove any apply_deferred used in the engine
- [x] ~~decide if we should deprecate manually using apply_deferred.~~
We'll still allow inserting manual sync points for now for whatever edge
cases users might have.
- [x] Update migration guide
- [x] rerun schedule build benchmarks
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
# Objective
- Shorten paths by removing unnecessary prefixes
## Solution
- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.