Commit graph

129 commits

Author SHA1 Message Date
François
bea7fd1c0b
update bitflags to 2.3 (#8728)
# Objective

- Update bitflags to 2.3
2023-06-01 08:41:42 +00:00
Marco Buono
4465f256eb
Add MAY_DISCARD shader def, enabling early depth tests for most cases (#6697)
# Objective

- Right now we can't really benefit from [early depth
testing](https://www.khronos.org/opengl/wiki/Early_Fragment_Test) in our
PBR shader because it includes codepaths with `discard`, even for
situations where they are not necessary.

## Solution

- This PR introduces a new `MeshPipelineKey` and shader def,
`MAY_DISCARD`;
- All possible material/mesh options that that may result in `discard`s
being needed must set `MAY_DISCARD` ahead of time:
- Right now, this is only `AlphaMode::Mask(f32)`, but in the future
might include other options/effects; (e.g. one effect I'm personally
interested in is bayer dither pseudo-transparency for LOD transitions of
opaque meshes)
- Shader codepaths that can `discard` are guarded by an `#ifdef
MAY_DISCARD` preprocessor directive:
  - Right now, this is just one branch in `alpha_discard()`;
- If `MAY_DISCARD` is _not_ set, the `@early_depth_test` attribute is
added to the PBR fragment shader. This is a not yet documented, possibly
non-standard WGSL extension I found browsing Naga's source code. [I
opened a PR to document it
there](https://github.com/gfx-rs/naga/pull/2132). My understanding is
that for backends where this attribute is supported, it will force an
explicit opt-in to early depth test. (e.g. via
`layout(early_fragment_tests) in;` in GLSL)

## Caveats

- I included `@early_depth_test` for the sake of us being explicit, and
avoiding the need for the driver to be “smart” about enabling this
feature. That way, if we make a mistake and include a `discard`
unguarded by `MAY_DISCARD`, it will either produce errors or noticeable
visual artifacts so that we'll catch early, instead of causing a
performance regression.
- I'm not sure explicit early depth test is supported on the naga Metal
backend, which is what I'm currently using, so I can't really test the
explicit early depth test enable, I would like others with Vulkan/GL
hardware to test it if possible;
- I would like some guidance on how to measure/verify the performance
benefits of this;
- If I understand it correctly, this, or _something like this_ is needed
to fully reap the performance gains enabled by #6284;
- This will _most definitely_ conflict with #6284 and #6644. I can fix
the conflicts as needed, depending on whether/the order they end up
being merging in.

---

## Changelog

### Changed

- Early depth tests are now enabled whenever possible for meshes using
`StandardMaterial`, reducing the number of fragments evaluated for
scenes with lots of occlusions.
2023-05-29 15:15:01 +00:00
François
71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
Airing
4d54ce14aa
Updated to wgpu 0.16.0, wgpu-hal 0.16.0 and naga 0.12.0 (#8446)
# Objective

- Updated to wgpu 0.16.0 and wgpu-hal 0.16.0

---

## Changelog

1. Upgrade wgpu to 0.16.0 and  wgpu-hal to 0.16.0
2. Fix the error in native when using a filterable
`TextureSampleType::Float` on a multisample `BindingType::Texture`.
([https://github.com/gfx-rs/wgpu/pull/3686](https://github.com/gfx-rs/wgpu/pull/3686))

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-26 15:34:23 +00:00
Mikkel Rasmussen
e9312254d8
Non-breaking change* from UK spellings to US (#8291)
Fixes issue mentioned in PR #8285.

_Note: By mistake, this is currently dependent on #8285_
# Objective

Ensure consistency in the spelling of the documentation.

Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.

Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.

## Solution

### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color

### ~~Update [`engine_style_guide.md`]~~ Moved to #8324 

---

## Changelog

Changed UK spellings in documentation to US

## Migration Guide

Non-breaking changes*

\* If merged after #8285
2023-04-08 16:22:46 +00:00
IceSentry
2c21d423fd
Make render graph slots optional for most cases (#8109)
# Objective

- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.

## Solution

- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input

---

## Changelog

- Add optional `view_entity` to `RenderGraphContext`

## Migration Guide

You can now get the view_entity directly from the `RenderGraphContext`. 

When implementing the Node:

```rust
// 0.10
struct FooNode;
impl FooNode {
    const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
    fn input(&self) -> Vec<SlotInfo> {
        vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
    }
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
        // ...
        Ok(())
    }
}

// 0.11
struct FooNode;
impl Node for FooNode {
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.view_entity();
        // ...
        Ok(())
    }
}
```

When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.

```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
    graph::input::VIEW_ENTITY,
    SlotType::Entity,
)]);
graph.add_slot_edge(
    input_node_id,
    graph::input::VIEW_ENTITY,
    FooNode::NAME,
    FooNode::IN_VIEW,
);
// add_node_edge ...

// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```

## Notes

This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.

I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.

## Notes for reviewers

A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
2023-03-21 20:11:13 +00:00
Daniel Chia
20101647c1
Left-handed y-up cubemap coordinates (#8122)
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-03-18 23:06:53 +00:00
Robert Swain
2c0ff950d1 Fix performance regression with shadow mapping (#7914)
# Objective

- @mockersf identified a performance regression of about 25% longer frame times introduced by #7784 in a complex scene with the Amazon Lumberyard bistro scene with both exterior and interior variants and a number of point lights with shadow mapping enabled
  - The additional time seemed to be spent in the `ShadowPassNode`
  - `ShadowPassNode` encodes the draw commands for the shadow phase. Roughly the same numbers of entities were having draw commands encoded, so something about the way they were being encoded had changed.
  - One thing that definitely changed was that the pipeline used will be different depending on the alpha mode, and the scene has lots entities with opaque and blend materials. This suggested that maybe the pipeline was changing a lot so I tried a quick hack to see if it was the problem.

## Solution

- Sort the shadow phase items by their pipeline id
  - This groups phase items by their pipeline id, which significantly reduces pipeline rebinding required to the point that the performance regression was gone.
2023-03-06 00:00:40 +00:00
JMS55
fc7a3bdfc2 Remove dead code after #7784 (#7875)
# Objective

- Remove dead code after #7784

# Changelog
- Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.

# Migration Guide
- Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.
2023-03-02 22:44:10 +00:00
Edgar Geier
e54103fd69 Use prepass shaders for shadows (#7784)
# Objective

- Fixes #4372.

## Solution

- Use the prepass shaders for the shadow passes.
- Move `DEPTH_CLAMP_ORTHO` from `ShadowPipelineKey` to `MeshPipelineKey` and the associated clamp operation from `depth.wgsl` to `prepass.wgsl`.
- Remove `depth.wgsl` .
- Replace `ShadowPipeline` with `ShadowSamplers`.

Instead of running the custom `ShadowPipeline` we run the `PrepassPipeline` with the `DEPTH_PREPASS` flag and additionally the `DEPTH_CLAMP_ORTHO` flag for directional lights as well as the `ALPHA_MASK` flag for materials that use `AlphaMode::Mask(_)`.
2023-03-02 08:21:21 +00:00
JMS55
03575aef22 EnvironmentMapLight support for WebGL2 (#7737)
# Objective

- Fix the environment map shader not working under webgl due to textureNumLevels() not being supported
- Fixes https://github.com/bevyengine/bevy/issues/7722

## Solution

- Instead of using textureNumLevels(), put an extra field in the GpuLights uniform to store the mip count
2023-02-20 00:02:40 +00:00
Griffin
912fb58869 Initial tonemapping options (#7594)
# Objective

Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR.
Address https://github.com/bevyengine/bevy/issues/2264.
Adds tone mapping options:
- None: Bypasses tonemapping for instances where users want colors output to match those set.
- Reinhard
- Reinhard Luminance: Bevy's exiting tonemapping
- [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264
- [AgX](https://github.com/sobotka/AgX)
- SomewhatBoringDisplayTransform
- TonyMcMapface
- Blender Filmic

This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images.

## Migration Guide
- Tonemapping is now an enum with NONE and the various tonemappers.
- The DebandDither is now a separate component.




Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-02-19 20:38:13 +00:00
Zhixing Zhang
16feb9acb7 Add push contant config to layout (#7681)
# Objective

Allow for creating pipelines that use push constants. To be able to use push constants. Fixes #4825

As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error:

```
thread 'main' panicked at 'wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 59, Vulkan)>`
    In a set_push_constant command
    provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT
```
## Solution

Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`.

This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`.

Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional.

---

## Changelog
- Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor
- Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional.


## Migration Guide

- Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor`
- Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector.


Co-authored-by: Zhixing Zhang <me@neoto.xin>
2023-02-17 06:20:16 +00:00
Alice Cecile
206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
Elabajaba
bfd1d4b0a7 Wgpu 0.15 (#7356)
# Objective

Update Bevy to wgpu 0.15.

## Changelog

- Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11
- Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest))

## Migration Guide

### WGSL Top-Level `let` is now `const`

All top level constants are now declared with `const`, catching up with the wgsl spec.

`let` is no longer allowed at the global scope, only within functions.

```diff
-let SOME_CONSTANT = 12.0;
+const SOME_CONSTANT = 12.0;
```

#### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field

The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to.

#### The DirectX Shader Compiler (DXC) is now supported on DX12

DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC.

You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC.

`WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
Daniel Chia
c3a46822e1 Cascaded shadow maps. (#7064)
Co-authored-by: Robert Swain <robert.swain@gmail.com>

# Objective

Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps.

Fixes #3629

Before
![image](https://user-images.githubusercontent.com/1222141/210061203-bbd965a4-8d11-4cec-9a88-67fc59d0819f.png)

After
![image](https://user-images.githubusercontent.com/1222141/210061334-2ff15334-e6d7-4a31-9314-f34a7805cac6.png)


## Solution

Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination.

---

## Changelog

Directional lights now use cascaded shadow maps for improved shadow quality.


## Migration Guide

You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead.
2023-01-25 12:35:39 +00:00
Daniel Chia
517deda215 Make PipelineCache internally mutable. (#7205)
# Objective

- Allow rendering queue systems to use a `Res<PipelineCache>` even for queueing up new rendering pipelines. This is part of unblocking parallel execution queue systems.

## Solution

- Make `PipelineCache` internally mutable w.r.t to queueing new pipelines. Pipelines are no longer immediately updated into the cache state, but rather queued into a Vec. The Vec of pending new pipelines is then later processed at the same time we actually create the queued pipelines on the GPU device.

---

## Changelog

`PipelineCache` no longer requires mutable access in order to queue render / compute pipelines.

## Migration Guide

* Most usages of `resource_mut::<PipelineCache>` and `ResMut<PipelineCache>` can be changed to `resource::<PipelineCache>` and `Res<PipelineCache>` as long as they don't use any methods requiring mutability - the only public method requiring it is `process_queue`.
2023-01-16 15:41:14 +00:00
Sludge
908c40dd88 Implement Clone for all pipeline types (#6653)
# Objective

Pipelines can be customized by wrapping an existing pipeline in a newtype and adding custom logic to its implementation of `SpecializedMeshPipeline::specialize`. To make that easier, the wrapped pipeline type needs to implement `Clone`.

For example, the current non-cloneable pipelines require wrapper pipelines to pull apart the wrapped pipeline like this:

```rust
impl FromWorld for Wireframe2dPipeline {
    fn from_world(world: &mut World) -> Self {
        let p = &world.resource::<Material2dPipeline<ColorMaterial>>();
        Self {
            mesh2d_pipeline: p.mesh2d_pipeline.clone(),
            material2d_layout: p.material2d_layout.clone(),
            vertex_shader: p.vertex_shader.clone(),
            fragment_shader: p.fragment_shader.clone(),
        }
    }
}
```

## Solution

Derive or implement `Clone` on all built-in pipeline types. This is easy to do since they mostly just contain cheaply clonable reference-counted types.

---

## Changelog

Implement `Clone` for all pipeline types.
2023-01-14 18:33:38 +00:00
张林伟
0d2cdb450d Fix beta clippy lints (#7154)
# Objective

- When I run `cargo run -p ci` for my pr locally using latest beta toolchain, the ci failed due to [uninlined_format_args](https://rust-lang.github.io/rust-clippy/master/index.html#uninlined_format_args) and [needless_lifetimes](https://rust-lang.github.io/rust-clippy/master/index.html#needless_lifetimes) lints

## Solution

- Fix lints according to clippy suggestions.
2023-01-11 09:51:22 +00:00
James Liu
bef9bc1844 Reduce branching in TrackedRenderPass (#7053)
# Objective
Speed up the render phase for rendering.

## Solution
 - Follow up #6988 and make the internals of atomic IDs `NonZeroU32`. This niches the `Option`s of the IDs in draw state, which reduces the size and branching behavior when evaluating for equality.
 - Require `&RenderDevice` to get the device's `Limits` when initializing a `TrackedRenderPass` to preallocate the bind groups and vertex buffer state in `DrawState`, this removes the branch on needing to resize those `Vec`s.

## Performance
This produces a similar speed up akin to that of #6885. This shows an approximate 6% speed up in `main_opaque_pass_3d` on `many_foxes` (408.79 us -> 388us). This should be orthogonal to the gains seen there.

![image](https://user-images.githubusercontent.com/3137680/209906239-e430f026-63c2-4b95-957e-a2045b810d79.png)

---

## Changelog
Added: `RenderContext::begin_tracked_render_pass`.
Changed: `TrackedRenderPass` now requires a `&RenderDevice` on construction.
Removed: `bevy_render::render_phase::DrawState`. It was not usable in any form outside of `bevy_render`.

## Migration Guide
TODO
2023-01-09 19:24:56 +00:00
James Liu
2d727afaf7 Flatten render commands (#6885)
# Objective
Speed up the render phase of rendering. Simplify the trait structure for render commands.

## Solution

 - Merge `EntityPhaseItem` into `PhaseItem` (`EntityPhaseItem::entity` -> `PhaseItem::entity`)
 - Merge `EntityRenderCommand` into `RenderCommand`.
 - Add two associated types to `RenderCommand`: `RenderCommand::ViewWorldQuery` and `RenderCommand::WorldQuery`.
 - Use the new associated types to construct two `QueryStates`s for `RenderCommandState`.
 - Hoist any `SQuery<T>` fetches in `EntityRenderCommand`s into the aformentioned two queries. Batch fetch them all at once.

## Performance
`main_opaque_pass_3d` is slightly faster on `many_foxes` (427.52us -> 401.15us)

![image](https://user-images.githubusercontent.com/3137680/206359804-9928b20a-7d92-41f8-bf7d-6e8c5cc802f0.png)

The shadow pass node is also slightly faster (344.52 -> 338.24us)

![image](https://user-images.githubusercontent.com/3137680/206359977-1212198d-f933-49a0-80f1-62ff88eb5727.png)

## Future Work

 - Can we hoist the view level queries out of the core loop?

---

## Changelog
Added: `PhaseItem::entity`
Added: `RenderCommand::ViewWorldQuery` associated type.
Added: `RenderCommand::ItemorldQuery` associated type.
Added: `Draw<T>::prepare` optional trait function.
Removed: `EntityPhaseItem` trait

## Migration Guide
TODO
2023-01-04 01:13:30 +00:00
Kurt Kühnert
b833bdab17 Allow to reuse the same RenderPass for multiple RenderPhases (#7043)
# Objective

- The recently merged PR #7013 does not allow multiple `RenderPhase`s to share the same `RenderPass`.
- Due to the introduced overhead we want to minimize the number of `RenderPass`es recorded during each frame.

## Solution

- Take a constructed `TrackedRenderPass` instead of a `RenderPassDiscriptor` as a parameter to the `RenderPhase::render` method.

---

## Changelog

To enable multiple `RenderPhases` to share the same `TrackedRenderPass`,
the `RenderPhase::render` signature has changed.

```rust
pub fn render<'w>(
  &self,
  render_pass: &mut TrackedRenderPass<'w>,
  world: &'w World,
  view: Entity)
```


Co-authored-by: Kurt Kühnert <51823519+kurtkuehnert@users.noreply.github.com>
2023-01-02 21:39:54 +00:00
François
61e027e8a8 Shadow render phase - pass the correct view entity (#7048)
# Objective

- Fixes #7047 

## Solution

- Pass the correct view entity
2022-12-28 20:07:35 +00:00
Kurt Kühnert
ca85f6c903 Extract common RenderPhase code into render method (#7013)
# Objective

All `RenderPhases` follow the same render procedure.
The same code is duplicated multiple times across the codebase.

## Solution

I simply extracted this code into a method on the `RenderPhase`. 
This avoids code duplication and makes setting up new `RenderPhases` easier.

---

## Changelog

### Changed

You can now set up the rendering code of a `RenderPhase` directly using the `RenderPhase::render` method, instead of implementing it manually in your render graph node.
2022-12-27 03:29:59 +00:00
François
8eedc8f69d ShaderDefVal: add an UInt option (#6881)
# Objective

- Fixes #6841 
- In some case, the number of maximum storage buffers is `u32::MAX` which doesn't fit in a `i32`

## Solution

- Add an option to have a `u32` in a `ShaderDefVal`
2022-12-07 23:10:27 +00:00
IceSentry
f119d9df8e Add DrawFunctionsInternals::id() (#6745)
# Objective

- Every usage of `DrawFunctionsInternals::get_id()` was followed by a `.unwrap()`. which just adds boilerplate.

## Solution

- Introduce a fallible version of `DrawFunctionsInternals::get_id()` and use it where possible.
- I also took the opportunity to improve the error message a little in the case where it fails.

---

## Changelog

- Added `DrawFunctionsInternals::id()`
2022-11-28 13:54:13 +00:00
François
d44e86507f Shader defs can now have a value (#5900)
# Objective

- shaders defs can now have a `bool` or `int` value
- `#if SHADER_DEF <operator> 3`
  - ok if `SHADER_DEF` is defined, has the correct type and pass the comparison
  - `==`, `!=`, `>=`, `>`, `<`, `<=` supported
- `#SHADER_DEF` or `#{SHADER_DEF}`
  - will be replaced by the value in the shader code
---

## Migration Guide

- replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());`
- if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
2022-11-21 22:38:29 +00:00
Marco Buono
1bd3d85769 Take DirectionalLight's GlobalTransform into account when calculating shadow map volume (not just direction) (#6384)
# Objective

This PR fixes #5789, by enabling movable (and scalable) directional light shadow volumes.

## Solution

This PR changes `ExtractedDirectionalLight` to hold a copy of the `DirectionalLight` entity's `GlobalTransform`, instead of just a `direction` vector. This allows the shadow map volume (as defined by the light's `shadow_projection` field) to be transformed honoring translation _and_ scale transforms, and not just rotation.

It also augments the texel size calculation (used to determine the `shadow_normal_bias`) so that it now takes into account the upper bound of the x/y/z scale of the `GlobalTransform`.

This change makes the directional light extraction code more consistent with point and spot lights (that already use `transform`), and allows easily moving and scaling the shadow volume along with a player entity based on camera distance/angle, immediately enabling more real world use cases until we have a more sophisticated adaptive implementation, such as the one described in #3629.

**Note:** While it was previously possible to update the projection achieving a similar effect, depending on the light direction and distance to the origin, the fact that the shadow map camera was always positioned at the origin with a hardcoded `Vec3::Y` up value meant you would get sub-optimal or inconsistent/incorrect results.

---

## Changelog

### Changed

- `DirectionalLight` shadow volumes now honor translation and scale transforms

## Migration Guide

- If your directional lights were positioned at the origin and not scaled (the default, most common scenario) no changes are needed on your part; it just works as before;
- If you previously had a system for dynamically updating directional light shadow projections, you might now be able to simplify your code by updating the directional light entity's transform instead;
- In the unlikely scenario that a scene with directional lights that previously rendered shadows correctly has missing shadows, make sure your directional lights are positioned at (0, 0, 0) and are not scaled to a size that's too large or too small.
2022-11-04 20:12:26 +00:00
Kurt Kühnert
701ed8c59f Increase the MAX_DIRECTIONAL_LIGHTS from 1 to 10 (#6066)
# Objective

Currently we are limiting the amount of direction lights in a scene to one.

## Solution

Increase the amount of direction lights from 1 to 10. 
This still is not a perfect solution, but should unblock many use cases.
We could probably just store the directional lights similar to the point lights in an storage buffer, allowing for an variable amount of directional lights.


Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
2022-11-03 07:09:51 +00:00
Jakob Hellermann
e71c4d2802 fix nightly clippy warnings (#6395)
# Objective

- fix new clippy lints before they get stable and break CI

## Solution

- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`

## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
2022-10-28 21:03:01 +00:00
Jakob Hellermann
838b318863 separate tonemapping and upscaling passes (#3425)
Attempt to make features like bloom https://github.com/bevyengine/bevy/pull/2876 easier to implement.

**This PR:**
- Moves the tonemapping from `pbr.wgsl` into a separate pass
- also add a separate upscaling pass after the tonemapping which writes to the swap chain (enables resolution-independant rendering and post-processing after tonemapping)
- adds a `hdr` bool to the camera which controls whether the pbr and sprite shaders render into a `Rgba16Float` texture

**Open questions:**
- ~should the 2d graph work the same as the 3d one?~ it is the same now
- ~The current solution is a bit inflexible because while you can add a post processing pass that writes to e.g. the `hdr_texture`, you can't write to a separate `user_postprocess_texture` while reading the `hdr_texture` and tell the tone mapping pass to read from the `user_postprocess_texture` instead. If the tonemapping and upscaling render graph nodes were to take in a `TextureView` instead of the view entity this would almost work, but the bind groups for their respective input textures are already created in the `Queue` render stage in the hardcoded order.~ solved by creating bind groups in render node

**New render graph:**

![render_graph](https://user-images.githubusercontent.com/22177966/147767249-57dd4229-cfab-4ec5-9bf3-dc76dccf8e8b.png)
<details>
<summary>Before</summary>

![render_graph_old](https://user-images.githubusercontent.com/22177966/147284579-c895fdbd-4028-41cf-914c-e1ffef60e44e.png)
</details>

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-10-26 20:13:59 +00:00
Martin Lysell
180c94cc13 Fix some outdated file reference comments in bevy_pbr (#6111)
# Objective

Simple docs/comments only PR that just fixes some outdated file references left over from the render rewrite.

## Solution

- Change the references to point to the correct files
2022-09-27 17:51:12 +00:00
Carter Anderson
01aedc8431 Spawn now takes a Bundle (#6054)
# Objective

Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).

## Solution

All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:

```rust
// before:
commands
  .spawn()
  .insert((A, B, C));
world
  .spawn()
  .insert((A, B, C);

// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```

All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.  

By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).

This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)

To take this measurement, I added a new `world_spawn` benchmark.

Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.

**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** 

---

## Changelog

- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.  

## Migration Guide

```rust
// Old (0.8):
commands
  .spawn()
  .insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));

// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));

// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();

// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
2022-09-23 19:55:54 +00:00
Carter Anderson
cd15f0f5be Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039)
# Objective

Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.

## Solution

- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`

---

## Changelog

- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
 

## Migration Guide

Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```

Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```

Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```

Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
  .insert_bundle(SomeBundle::default())
  .insert(SomeComponent);

// New (0.9) - Option 1
commands.spawn().insert((
  SomeBundle::default(),
  SomeComponent,
))

// New (0.9) - Option 2
commands.spawn_bundle((
  SomeBundle::default(),
  SomeComponent,
))
```

## Next Steps

Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
2022-09-21 21:47:53 +00:00
ira
2b80a3f279 Implement IntoIterator for &Extract<P> (#6025)
# Objective

Implement `IntoIterator` for `&Extract<P>` if the system parameter it wraps implements `IntoIterator`.

Enables the use of `IntoIterator` with an extracted query.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-20 00:29:10 +00:00
robtfm
503c2a9677 adjust cluster index for viewport origin (#5947)
# Objective

fixes #5946

## Solution

adjust cluster index calculation for viewport origin.

from reading point 2 of the rasterization algorithm description in https://gpuweb.github.io/gpuweb/#rasterization, it looks like framebuffer space (and so @bulitin(position)) is not meant to be adjusted for viewport origin, so we need to subtract that to get the right cluster index.

- add viewport origin to rust `ExtractedView` and wgsl `View` structs
- subtract from frag coord for cluster index calculation
2022-09-15 21:58:14 +00:00
ira
b42f426fc3 Add associated constant IDENTITY to Transform and friends. (#5340)
# Objective
Since `identity` is a const fn that takes no arguments it seems logical to make it an associated constant.
This is also more in line with types from glam (eg. `Quat::IDENTITY`).

## Migration Guide

The method `identity()` on `Transform`, `GlobalTransform` and `TransformBundle` has been deprecated.
Use the associated constant `IDENTITY` instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-08-30 22:10:24 +00:00
ira
992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
robtfm
6a1ba9c456 Spotlight shadow bugfix (#5451)
# Objective

fix an error in shadow map indexing that occurs when point lights without shadows are used in conjunction with spotlights with shadows

## Solution

calculate point_light_count correctly
2022-07-25 16:24:54 +00:00
Dusty DeWeese
9f8bdeeeb9 Use Affine3A for GlobalTransform to allow any affine transformation (#4379)
# Objective

- Add capability to use `Affine3A`s for some `GlobalTransform`s. This allows affine transformations that are not possible using a single `Transform` such as shear and non-uniform scaling along an arbitrary axis.
- Related to #1755 and #2026

## Solution

- `GlobalTransform` becomes an enum wrapping either a `Transform` or an `Affine3A`.
- The API of `GlobalTransform` is minimized to avoid inefficiency, and to make it clear that operations should be performed using the underlying data types.
- using `GlobalTransform::Affine3A` disables transform propagation, because the main use is for cases that `Transform`s cannot support.

---

## Changelog

- `GlobalTransform`s can optionally support any affine transformation using an `Affine3A`.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-16 00:51:12 +00:00
Carter Anderson
40d4992401 Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310)
# Objective

Fixes #4907. Fixes #838. Fixes #5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114

Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.

Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.

## Solution

Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.

Additionally, all entities that have `Visibility` now also have `ComputedVisibility`.  Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.

This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.

Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.

Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.

![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)


Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale. 

## Follow up work

* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---

## Changelog

* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.

## Migration Guide

If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:

```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
  for visibility in query.iter() {
    if visibility.is_visible {
       log!("found visible entity");
    }
  }
}

// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
  for visibility in query.iter() {
    if visibility.is_visible() {
       log!("found visible entity");
    }
  }
}
``` 


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-15 23:24:42 +00:00
CGMossa
93a131661d Very minor doc formatting changes (#5287)
# Objective

- Added a bunch of backticks to things that should have them, like equations, abstract variable names,
- Changed all small x, y, and z to capitals X, Y, Z.

This might be more annoying than helpful; Feel free to refuse this PR.
2022-07-12 13:06:16 +00:00
ira
4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.

```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {

// To
for _ in &list {
for _ in &mut list {
```

We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.

## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-11 15:28:50 +00:00
Daniel McNab
7b2cf98896 Make RenderStage::Extract run on the render world (#4402)
# Objective

- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.

## Solution

- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.

## Future work

It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.

## Todo
I still need to add doc comments to `Extract`.

---

## Changelog

### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
   You must use the `Extract` `SystemParam` to access the main world during the extract phase.
   Resources on the render world can now be accessed using `ResMut` during extract.

### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead

## Migration Guide

The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.

For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
    for cloud in clouds.iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
    for cloud in clouds.value().iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
-    for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+    for cloud in clouds.value().iter() {
         commands.get_or_spawn(cloud).insert(Cloud);
     }
 }
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
     *render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00
robtfm
132950cd55 Spotlights (#4715)
# Objective

add spotlight support

## Solution / Changelog

- add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation.
- add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl``
- reduce no-buffer-support max point light count to 204 due to above
- use spotlight data to attenuate light in ``pbr.wgsl``
- do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters``
- changed one of the lights in the lighting demo to a spotlight
- also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily

## notes

increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. 

i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small.

the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light.

Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
CGMossa
33f9b3940d Updated glam to 0.21. (#5142)
Removed `const_vec2`/`const_vec3`
and replaced with equivalent `.from_array`.

# Objective

Fixes #5112 

## Solution

- `encase` needs to update to `glam` as well. See teoxoy/encase#4 on progress on that. 
- `hexasphere` also needs to be updated, see OptimisticPeach/hexasphere#12.
2022-07-03 19:55:33 +00:00
SarthakSingh31
cdbabb7053 Removed world cell from places where split multable access is not needed (#5167)
Fixes #5109.
2022-07-01 17:03:32 +00:00
James Liu
7e6dd3f03e Allow unbatched render phases to use unstable sorts (#5049)
# Objective

Partially addresses #4291.

Speed up the sort phase for unbatched render phases.

## Solution
Split out one of the optimizations in #4899 and allow implementors of `PhaseItem` to change what kind of sort is used when sorting the items in the phase. This currently includes Stable, Unstable, and Unsorted. Each of these corresponds to `Vec::sort_by_key`, `Vec::sort_unstable_by_key`, and no sorting at all. The default is `Unstable`. The last one can be used as a default if users introduce a preliminary depth prepass.

## Performance
This will not impact the performance of any batched phases, as it is still using a stable sort. 2D's only phase is unchanged. All 3D phases are unbatched currently, and will benefit from this change.

On `many_cubes`, where the primary phase is opaque, this change sees a speed up from 907.02us -> 477.62us, a 47.35% reduction.

![image](https://user-images.githubusercontent.com/3137680/174471253-22424874-30d5-4db5-b5b4-65fb2c612a9c.png)

## Future Work
There were prior discussions to add support for faster radix sorts in #4291, which in theory should be a `O(n)` instead of a `O(nlog(n))` time. [`voracious`](https://crates.io/crates/voracious_radix_sort) has been proposed, but it seems to be optimize for use cases with more than 30,000 items, which may be atypical for most systems.

Another optimization included in #4899 is to reduce the size of a few of the IDs commonly used in `PhaseItem` implementations to shrink the types to make swapping/sorting faster. Both `CachedPipelineId` and `DrawFunctionId` could be reduced to `u32` instead of `usize`.

Ideally, this should automatically change to use stable sorts when `BatchedPhaseItem` is implemented on the same phase item type, but this requires specialization, which may not land in stable Rust for a short while.

---

## Changelog
Added: `PhaseItem::sort`

## Migration Guide
RenderPhases now default to a unstable sort (via `slice::sort_unstable_by_key`). This can typically improve sort phase performance, but may produce incorrect batching results when implementing `BatchedPhaseItem`. To revert to the older stable sort, manually implement `PhaseItem::sort` to implement a stable sort (i.e. via `slice::sort_by_key`).

Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: colepoirier <colepoirier@gmail.com>
2022-06-23 10:52:49 +00:00
François
f969c62f7b Fix wasm examples (#4967)
# Objective

Fix #4958 

There was 4 issues:

- this is not true in WASM and on macOS: f28b921209/examples/3d/split_screen.rs (L90)
  - ~~I made sure the system was running at least once~~
  - I'm sending the event on window creation
- in webgl, setting a viewport has impacts on other render passes
  - only in webgl and when there is a custom viewport, I added a render pass without a custom viewport
- shaderdef NO_ARRAY_TEXTURES_SUPPORT was not used by the 2d pipeline
  - webgl feature was used but not declared in bevy_sprite, I added it to the Cargo.toml
- shaderdef NO_STORAGE_BUFFERS_SUPPORT was not used by the 2d pipeline
  - I added it based on the BufferBindingType

The last commit changes the two last fixes to add the shaderdefs in the shader cache directly instead of needing to do it in each pipeline

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-06-11 20:10:13 +00:00
François
193998b5d4 add NO_STORAGE_BUFFERS_SUPPORT shaderdef when needed (#4949)
# Objective

- fix #4946 
- fix running 3d in wasm

## Solution

- since #4867, the imports are splitter differently, and this shader def was not always set correctly depending on the shader used
- add it when needed
2022-06-06 20:00:30 +00:00
Carter Anderson
f487407e07 Camera Driven Rendering (#4745)
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

## Other Changes

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

## Follow Up Work

* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
Robert Swain
a0a3d8798b ExtractResourcePlugin (#3745)
# Objective

- Add an `ExtractResourcePlugin` for convenience and consistency

## Solution

- Add an `ExtractResourcePlugin` similar to `ExtractComponentPlugin` but for ECS `Resource`s. The system that is executed simply clones the main world resource into a render world resource, if and only if the main world resource was either added or changed since the last execution of the system.
- Add an `ExtractResource` trait with a `fn extract_resource(res: &Self) -> Self` function. This is used by the `ExtractResourcePlugin` to extract the resource
- Add a derive macro for `ExtractResource` on a `Resource` with the `Clone` trait, that simply returns `res.clone()`
- Use `ExtractResourcePlugin` wherever both possible and appropriate
2022-05-30 18:36:03 +00:00
Teodor Tanasoaia
7cb4d3cb43 Migrate to encase from crevice (#4339)
# Objective

- Unify buffer APIs
- Also see #4272

## Solution

- Replace vendored `crevice` with `encase`

---

## Changelog

Changed `StorageBuffer`
Added `DynamicStorageBuffer`
Replaced `UniformVec` with `UniformBuffer`
Replaced `DynamicUniformVec` with `DynamicUniformBuffer`

## Migration Guide

### `StorageBuffer`

removed `set_body()`, `values()`, `values_mut()`, `clear()`, `push()`, `append()`
added `set()`, `get()`, `get_mut()`

### `UniformVec` -> `UniformBuffer`

renamed `uniform_buffer()` to `buffer()`
removed `len()`, `is_empty()`, `capacity()`, `push()`, `reserve()`, `clear()`, `values()`
added `set()`, `get()`

### `DynamicUniformVec` -> `DynamicUniformBuffer`

renamed `uniform_buffer()` to `buffer()`
removed `capacity()`, `reserve()`


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-05-18 21:09:21 +00:00
Aron Derenyi
2e8dfc02ef Fixing confusing near and far fields in Camera (#4457)
# Objective

- Fixes #4456 

## Solution

- Removed the `near` and `far` fields from the camera and the views.

---

## Changelog

- Removed the `near` and `far` fields from the camera and the views.
- Removed the `ClusterFarZMode::CameraFarPlane` far z mode.

## Migration Guide

- Cameras no longer accept near and far values during initialization
- `ClusterFarZMode::Constant` should be used with the far value instead of `ClusterFarZMode::CameraFarPlane`
2022-05-16 16:37:33 +00:00
Robert Swain
5cb6f7ffd2 Do not create nor execute render passes which have no phase items to draw (#4643)
# Objective

- Creating and executing render passes has GPU overhead. If there are no phase items in the render phase to draw, then this overhead should not be incurred as it has no benefit.

## Solution

- Check if there are no phase items to draw, and if not, do not construct not execute the render pass

---

## Changelog

- Changed: Do not create nor execute empty render passes
2022-05-02 20:22:30 +00:00
Christopher Durham
3d4e0066f4 Move float_ord from bevy_core to bevy_utils (#4189)
# Objective

Reduce the catch-all grab-bag of functionality in bevy_core by moving FloatOrd to bevy_utils.

A step in addressing #2931 and splitting bevy_core into more specific locations.

## Solution

Move FloatOrd into bevy_utils. Fix the compile errors.

As a result, bevy_core_pipeline, bevy_pbr, bevy_sprite, bevy_text, and bevy_ui no longer depend on bevy_core (they were only using it for `FloatOrd` previously).
2022-04-27 18:02:05 +00:00
Aevyrie
4aa56050b6 Add infallible resource getters for WorldCell (#4104)
# Objective

- Eliminate all `worldcell.get_resource().unwrap()` cases.
- Provide helpful messages on panic.

## Solution

- Adds infallible resource getters to `WorldCell`, mirroring `World`.
2022-04-25 23:19:13 +00:00
François
4feb0d520a increase the maximum number of point lights with shadows to the max supported by the device (#4435)
# Objective

- Being limited to 10 pointlights with shadow is very limiting

## Solution

- Raise the limit
2022-04-07 21:55:31 +00:00
Robert Swain
c5963b4fd5 Use storage buffers for clustered forward point lights (#3989)
# Objective

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

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

## Solution

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

## Context on some decisions / open questions

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


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-04-07 16:16:35 +00:00
François
3537c6ae2d Fix animation: shadow and wireframe support (#4367)
# Objective

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

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


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

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

## Solution

- Fix the bindings
2022-03-30 19:56:16 +00:00
James Liu
31bd4ecbbc Mesh Skinning. Attempt #3 (#4238)
# Objective
Load skeletal weights and indices from GLTF files. Animate meshes.

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

Some notes:

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

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-03-29 18:31:13 +00:00
Carter Anderson
207ebde020 Always update clusters and remove per-frame allocations (#4169)
* Refactor assign_lights_to_clusters to always clear + update clusters, even if the screen size isn't available yet / is zero. This fixes #4167. We still avoid the "expensive" per-light work when the screen size isn't available yet. I also consolidated some logic to eliminate some redundancies.
* Removed _a ton_ of (potentially very large) per-frame reallocations
  * Removed `Res<VisiblePointLights>` (a vec) in favor of  `Res<GlobalVisiblePointLights>` (a hashmap). We were allocating a new hashmap every frame, the collecting it into a vec every frame, then in another system _re-generating the hashmap_. It is always used like a hashmap, might as well embrace that. We now reuse the same hashmap every frame and dont use any intermediate collections.
  * We were re-allocating Clusters aabb and light vectors every frame by re-constructing Clusters every frame. We now re-use the existing collections.
  * Reuse per-camera VisiblePointLight vecs when possible instead of allocating them every frame. We now only insert VisiblePointLights if the component doesn't exist yet.
2022-03-24 00:20:27 +00:00
Kurt Kühnert
9e450f2827 Compute Pipeline Specialization (#3979)
# Objective

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

## Solution

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

## Open Questions

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




Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-23 00:27:26 +00:00
robtfm
244687a0bb Dynamic light clusters (#3968)
# Objective

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

## Solution

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

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

notes:

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

anecdotal timings:

FPS on the lighting demo is negligibly better (~5%), maybe due to a small optimisation constraining the light aabb to be in front of the camera
FPS on the lighting demo with 100 extra lights added is ~33% faster, and also renders correctly as the cluster index count is no longer exceeded
2022-03-08 04:56:42 +00:00
robtfm
575ea81d7b add Visibility for lights (#3958)
# Objective

Add Visibility for lights

## Solution

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

note: includes changes from #3916 due to overlap, will be cleaner after that is merged
2022-03-05 03:23:01 +00:00
robtfm
3f6068da3d fix issues with too many point lights (#3916)
# Objective

fix #3915 

## Solution

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

to fix:

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

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

notes:
- a better solution to the overflow may be to use more than 8 bits for cluster_count (the comment states only 14 of the remaining 24 bits are used for the offset). this would touch more of the code base but i'm happy to try if it has some benefit.
- intensity is only one way to select lights. it may be worth allowing user configuration of the light filtering, but i can't see a clean way to do that
2022-03-01 10:17:41 +00:00
Alice Cecile
557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00
Carter Anderson
e369a8ad51 Mesh vertex buffer layouts (#3959)
This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes:
* Reworks the `Mesh` type to use the newly added `VertexAttribute` internally
  * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat`
  *  `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting"  
  * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. 
* Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key).    
* Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR.
* Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key.  For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool!

To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now:

```rust
impl SpecializedMeshPipeline for MeshPipeline {
    type Key = MeshPipelineKey;

    fn specialize(
        &self,
        key: Self::Key,
        layout: &MeshVertexBufferLayout,
    ) -> RenderPipelineDescriptor {
        let mut vertex_attributes = vec![
            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
            Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
            Mesh::ATTRIBUTE_UV_0.at_shader_location(2),
        ];

        let mut shader_defs = Vec::new();
        if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
            shader_defs.push(String::from("VERTEX_TANGENTS"));
            vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
        }

        let vertex_buffer_layout = layout
            .get_layout(&vertex_attributes)
            .expect("Mesh is missing a vertex attribute");
```

Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`.

This is still a draft because I still need to:

* Add more docs
* Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it.
* Consider breaking out the PreHash / hashbrown changes into a separate PR.
* Add an example illustrating this change
* Verify that the "mesh-specialized pipeline de-duplication code" works properly

Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap.

Alternative to #3120
Fixes #3030


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
Robert Swain
936468aa1e bevy_render: Use RenderDevice to get limits/features and expose AdapterInfo (#3931)
# Objective

- `WgpuOptions` is mutated to be updated with the actual device limits and features, but this information is readily available to both the main and render worlds through the `RenderDevice` which has .limits() and .features() methods
- Information about the adapter in terms of its name, the backend in use, etc were not being exposed but have clear use cases for being used to take decisions about what rendering code to use. For example, if something works well on AMD GPUs but poorly on Intel GPUs. Or perhaps something works well in Vulkan but poorly in DX12.

## Solution

- Stop mutating `WgpuOptions `and don't insert the updated values into the main and render worlds
- Return `AdapterInfo` from `initialize_renderer` and insert it into the main and render worlds
- Use `RenderDevice` limits in the lighting code that was using `WgpuOptions.limits`.
- Renamed `WgpuOptions` to `WgpuSettings`
2022-02-16 21:17:37 +00:00
danieleades
d8974e7c3d small and mostly pointless refactoring (#2934)
What is says on the tin.

This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.

that said, deriving `Default` for a couple of structs is a nice easy win
2022-02-13 22:33:55 +00:00
Robert Swain
a9f2817c49 bevy_pbr: Do not panic when more than 256 point lights are added the scene (#3697)
# Objective

- Do not panic when mroe than 256 point lights are added the scene
- Fixes https://github.com/bevyengine/bevy/issues/3682

## Solution

- Only iterate the first `MAX_POINT_LIGHTS` lights instead of as many as there are

## Open questions

- Should we warn that there are more than the maximum allowed number of point lights in the scene?
2022-01-17 22:22:15 +00:00
Robert Swain
d34ecd7584 bevy_pbr: Use a special first depth slice for clustered forward (#3545)
# Objective

- Using plain exponential depth slicing for perspective projection cameras results in unnecessarily many slices very close together close to the camera. If the camera is then moved close to a collection of point lights, they will likely exhaust the available uniform buffer space for the lists of which lights affect which clusters.

## Solution

- A simple solution to this is to use a different near plane value for the depth slicing and set it to where the first slice's far plane should be. The default value is 5 and works well. This results in the configured number of depth slices, maintains the exponential slicing beyond the initial slice, and no slices are too small such that they cause problems that are sensitive to the view position.
2022-01-07 21:25:59 +00:00
Dusty DeWeese
f781bfe7d8 Fix shadows for non-TriangleLists (#3581)
Fixes shadows of non TriangleList meshes:

# Without

<img width="1033" alt="Screen Shot 2022-01-07 at 13 03 02" src="https://user-images.githubusercontent.com/1069462/148607402-9bc47978-0b5b-45cd-a6e6-f488825cdf14.png">

# With

<img width="987" alt="Screen Shot 2022-01-07 at 13 04 06" src="https://user-images.githubusercontent.com/1069462/148607437-7d7c1d74-627f-4a7c-bf7b-205405586c17.png">
2022-01-07 21:10:18 +00:00
Robert Swain
b9c623e4f3 Configurable wgpu features/limits priority (#3452)
# Objective

- Allow the user to specify the priority when configuring wgpu features/limits and by default use the maximum capabilities of the chosen adapter.

## Solution

- Add a `WgpuOptionsPriority` enum with `Compatibility`, `Functionality` and `WebGL2` options.
- Add a `priority: WgpuOptionsPriority` member to `WgpuOptions`.
- When initialising the renderer, if `WgpuOptions::priority == WgpuOptionsPriority::Functionality`, query the adapter for the available features and limits, use them when creating a device, and update `WgpuOptions` with those values. If `Compatibility` use the behaviour as before this PR. If `WebGL2` then use the WebGL2 downlevel limits as used when when building for wasm, for convenience of testing WebGL2 limits without having to build for wasm.
- Add an environment variable `WGPU_OPTIONS_PRIO` that takes `compatibility`, `functionality`, `webgl2`.
- Default to `WgpuOptionsPriority::Functionality`.
- Insert updated `WgpuOptions` into render app world as well. This is useful for applying the limits when rendering, such as limiting the directional light shadow map texture to 2048x2048 when using WebGL2 downlevel limits but not on wasm.
- Reduced `draw_state` logs from `debug` to `trace` and added `debug` level logs for the wgpu features and limits. Use `RUST_LOG=bevy_render=debug` to see the output.
2022-01-04 20:08:12 +00:00
François
79d36e7c28 Prepare crevice for vendored release (#3394)
# Objective

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

## Solution

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

## Remaining

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


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-23 22:49:12 +00:00
François
6c479649bf enable Webgl2 optimisation in pbr under feature (#3291)
# Objective

- 3d examples fail to run in webgl2 because of unsupported texture formats or texture too large

## Solution

- switch to supported formats if a feature is enabled. I choose a feature instead of a build target to not conflict with a potential webgpu support

Very inspired by 6813b2edc5, and need #3290 to work.

I named the feature `webgl2`, but it's only needed if one want to use PBR in webgl2. Examples using only 2D already work.

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-22 20:59:48 +00:00
Vabka
9a89295a17 Update wgpu to 0.12 and naga to 0.8 (#3375)
# Objective

Fixes #3352
Fixes #3208

## Solution

- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
2021-12-19 03:03:06 +00:00
Robert Swain
c061ec33c8 bevy_pbr2: Fix clustering for orthographic projections (#3316)
# Objective

PBR lighting was broken in the new renderer when using orthographic projections due to the way the depth slicing works for the clusters. Fix it.

## Solution

- The default orthographic projection near plane is 0.0. The perspective projection depth slicing does a division by the near plane which gives a floating point NaN and the clustering all breaks down.
- Orthographic projections have a linear depth mapping, so it made intuitive sense to me to do depth slicing with a linear mapping too. The alternative I saw was to try to handle the near plane being at 0.0 and using the exponential depth slicing, but that felt like a hack that didn't make sense.
- As such, I have added code that detects whether the projection is orthographic based on `projection[3][3] == 1.0` and then implemented the orthographic mapping case throughout (when computing cluster AABBs, and when mapping a view space position (or light) to a cluster id in both the rust and shader code).

## Screenshots
Before:
![before](https://user-images.githubusercontent.com/302146/145847278-5b1bca74-fbad-4cc5-8b49-384f6a377fdc.png)
After:
<img width="1392" alt="Screenshot 2021-12-13 at 16 36 53" src="https://user-images.githubusercontent.com/302146/145847314-6f3a2035-5d87-4896-8032-0c3e35e15b7d.png">
Old renderer (slightly lighter due to slight difference in configured intensity):
<img width="1392" alt="Screenshot 2021-12-13 at 16 42 23" src="https://user-images.githubusercontent.com/302146/145847391-6a5e6fe0-22da-4fc1-a6c7-440543689a63.png">
2021-12-14 23:42:35 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

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

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Renamed from pipelined/bevy_pbr2/src/render/light.rs (Browse further)