Commit graph

6443 commits

Author SHA1 Message Date
Arseny Kapoulkine
4f0b0e0989
Make meshlet processing deterministic (#13913)
This is a followup to https://github.com/bevyengine/bevy/pull/13904
based on the discussion there, and switches two HashMaps that used
meshlet ids as keys to Vec.

In addition to a small further performance boost for `from_mesh` (1.66s
=> 1.60s), this makes processing deterministic modulo threading issues
wrt CRT rand described in the linked PR. This is valuable for debugging,
as you can visually or programmatically inspect the meshlet distribution
before/after making changes that should not change the output, whereas
previously every asset rebuild would change the meshlet structure.

Tested with https://github.com/bevyengine/bevy/pull/13431; after this
change, the visual output of meshlets is consistent between asset
rebuilds, and the MD5 of the output GLB file does not change either,
which was not the case before.
2024-06-27 07:05:24 +02:00
Arseny Kapoulkine
cc1764772e
Improve MeshletMesh::from_mesh performance (#13904)
This change reworks `find_connected_meshlets` to scale more linearly
with the mesh size, which significantly reduces the cost of building
meshlet representations. As a small extra complexity reduction, it moves
`simplify_scale` call out of the loop so that it's called once (it only
depends on the vertex data => is safe to cache).

The new implementation of connectivity analysis builds edge=>meshlet
list data structure, which allows us to only iterate through
`tuple_combinations` of a (usually) small list. There is still some
redundancy as if two meshlets share two edges, they will be represented
in the meshlet lists twice, but it's overall much faster.

Since the hash traversal is non-deterministic, to keep this part of the
algorithm deterministic for reproducible results we sort the output
adjacency lists.

Overall this reduces the time to process bunny mesh from ~4.2s to ~1.7s
when using release; in unoptimized builds the delta is even more
significant.

This was tested by using https://github.com/bevyengine/bevy/pull/13431
and:

a) comparing the result of `find_connected_meshlets` using old and new
code; they are equal in all steps of the clustering process
b) comparing the rendered result of the old code vs new code *after*
making the rest of the algorithm deterministic: right now the loop that
iterates through the result of `group_meshlets()` call executes in
different order between program runs. This is orthogonal to this change
and can be fixed separately.

Note: a future change can shrink the processing time further from ~1.7s
to ~0.4s with a small diff but that requires an update to meshopt crate
which is pending in https://github.com/gwihlidal/meshopt-rs/pull/42.
This change is independent.
2024-06-27 07:05:24 +02:00
Michael "Scott" McBee
99db59c176
Have WindowPosition::Centered take scale_factor_override into account (#13949)
# Objective

Fixes #8916 

My game has a low resolution pixel art style, and I use
`.with_scale_factor_override()` to make the window larger.
`WindowPosition::Centered` doesn't work for me.

## Solution

If `scale_factor_override` is set, use that over `monitor.scale_factor`

## Testing

Tested on Windows 11 with an Nvidia GPU:

### Main

![image](https://github.com/bevyengine/bevy/assets/3324533/5f9ae90e-b65a-48d9-b601-117df8f08a28)

### This PR

![image](https://github.com/bevyengine/bevy/assets/3324533/cd860611-7b6a-4ae5-b690-28d9ba8ea6ad)
2024-06-26 21:57:12 +02:00
Martin Svanberg
9a4de9c54d
Fix typo in CPU adapter warning (#14037)
An annoying typo slipped through in #13780
2024-06-26 21:56:23 +02:00
Joseph
a6feb5ba74
Emit a warning if the result of EntityCommand::with_entity is not used (#14028)
When using combinators such as `EntityCommand::with_entity` to build
commands, it can be easy to forget to apply that command, leading to
dead code. In many cases this doesn't even lead to an unused variable
warning, which can make these mistakes difficult to track down

Annotate the method with `#[must_use]`

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-26 21:56:23 +02:00
François Mockers
e65e4be98c
fix examples color_grading and mobile after BackgroundColor changes (#14033)
# Objective

- #14017 changed how `UiImage` and `BackgroundColor` work
- one change was missed in example `color_grading`, another in the
mobile example

## Solution

- Change it in the examples
2024-06-26 21:55:00 +02:00
François Mockers
27aa9d2b7e
example showcase: keep the order of the shaders imported (#14035)
# Objective

- After #13908, shaders imported are collected
- this is done with a hashset, so order is random between executions

## Solution

- Don't use a hashset, and keep the order they were found in the example
2024-06-26 21:55:00 +02:00
Martin Svanberg
f8e165be0a
Print warning when using llvmpipe (#13780)
# Objective

Numerous people have been confused that Bevy runs slowly, when the
reason is that the `llvmpipe` software rendered is being used.

## Solution

Printing a warning could reduce the confusion.
2024-06-26 21:55:00 +02:00
François Mockers
4736fe0dea
don't crash without features bevy_pbr, ktx2, zstd (#14020)
# Objective

- Fixes #13728 

## Solution

- add a new feature `smaa_luts`. if enables, it also enables `ktx2` and
`zstd`. if not, it doesn't load the files but use placeholders instead
- adds all the resources needed in the same places that system that uses
them are added.
2024-06-26 21:55:00 +02:00
Periwink
f89f7f306c
AnyOf soundness fix (#14013)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/13993 
PR inspired by https://github.com/bevyengine/bevy/pull/14007 to
accomplish the same thing, but maybe in a clearer fashion.

@Gingeh feel free to take my changes and add them to your PR, I don't
want to steal any credit

---------

Co-authored-by: Gingeh <39150378+Gingeh@users.noreply.github.com>
Co-authored-by: Bob Gardner <rgardner@inworld.ai>
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2024-06-26 02:31:20 +02:00
Alice Cecile
82f01569e8
Make default behavior for BackgroundColor and BorderColor more intuitive (#14017)
# Objective

In Bevy 0.13, `BackgroundColor` simply tinted the image of any
`UiImage`. This was confusing: in every other case (e.g. Text), this
added a solid square behind the element. #11165 changed this, but
removed `BackgroundColor` from `ImageBundle` to avoid confusion, since
the semantic meaning had changed.

However, this resulted in a serious UX downgrade / inconsistency, as
this behavior was no longer part of the bundle (unlike for `TextBundle`
or `NodeBundle`), leaving users with a relatively frustrating upgrade
path.

Additionally, adding both `BackgroundColor` and `UiImage` resulted in a
bizarre effect, where the background color was seemingly ignored as it
was covered by a solid white placeholder image.

Fixes #13969.

## Solution

Per @viridia's design:

> - if you don't specify a background color, it's transparent.
> - if you don't specify an image color, it's white (because it's a
multiplier).
> - if you don't specify an image, no image is drawn.
> - if you specify both a background color and an image color, they are
independent.
> - the background color is drawn behind the image (in whatever pixels
are transparent)

As laid out by @benfrankel, this involves:

1. Changing the default `UiImage` to use a transparent texture but a
pure white tint.
2. Adding `UiImage::solid_color` to quickly set placeholder images.
3. Changing the default `BorderColor` and `BackgroundColor` to
transparent.
4. Removing the default overrides for these values in the other assorted
UI bundles.
5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`.
6. Adding a 1x1 `Image::transparent`, which can be accessed from
`Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant.

Huge thanks to everyone who helped out with the design in the linked
issue and [the Discord
thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844):
this was very much a joint design.

@cart helped me figure out how to set the UiImage's default texture to a
transparent 1x1 image, which is a much nicer fix.

## Testing

I've checked the examples modified by this PR, and the `ui` example as
well just to be sure.

## Migration Guide

- `BackgroundColor` no longer tints the color of images in `ImageBundle`
or `ButtonBundle`. Set `UiImage::color` to tint images instead.
- The default texture for `UiImage` is now a transparent white square.
Use `UiImage::solid_color` to quickly draw debug images.
- The default value for `BackgroundColor` and `BorderColor` is now
transparent. Set the color to white manually to return to previous
behavior.
2024-06-26 00:16:30 +02:00
JMS55
65daab8517
Fix MeshletMesh material system ordering (#14016)
# Objective
- Fixes #13811 (probably, I lost my test code...)

## Solution
- Turns out that Queue and PrepareAssets are _not_ ordered. We should
probably either rethink our system sets (again), or improve the
documentation here. For reference, I've included the current ordering
below.
- The `prepare_meshlet_meshes_X` systems need to run after
`prepare_assets::<PreparedMaterial<M>>`, and have also been moved to
QueueMeshes.

```rust
schedule.configure_sets(
    (
        ExtractCommands,
        ManageViews,
        Queue,
        PhaseSort,
        Prepare,
        Render,
        Cleanup,
    )
        .chain(),
);

schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<GpuMesh>));
schedule.configure_sets(
    (PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
        .chain()
        .in_set(Prepare),
);
```

## Testing
- Ambiguity checker to make sure I don't have ambiguous system ordering
2024-06-26 00:16:22 +02:00
Alice Cecile
9eb547ec1f
Don't show .to_bits in Display impl for Entity (#14011)
accurate for debugging. To ensure that its can still be readily logged
in error messages and inspectors, this PR added a more concise and
human-friendly `Display` impl.

However, users found this form too verbose: the `to_bits` information
was unhelpful and too long. Fixes #13980.

- Don't include `Entity::to_bits` in the `Display` implementation for
`Entity`. This information can readily be accessed and logged for users
who need it.
- Also clean up the implementation of `Display` for `DebugName`,
introduced in https://github.com/bevyengine/bevy/pull/13760, to simply
use the new `Display` impl (since this was the desired format there).

I've updated an existing test to verify the output of `Entity::display`.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-06-26 00:16:22 +02:00
Sou1gh0st
8c1b9a6c18
feat(bevy_app): expose an API to perform updates for a specific sub-app. (#14009)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14003

## Solution

- Expose an API to perform updates for a specific sub-app, so we can
avoid mutable borrow the app twice.

## Testing

- I have tested the API by modifying the code in the `many_lights`
example with the following changes:
```rust
impl Plugin for LogVisibleLights {
    fn build(&self, app: &mut App) {
        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
    }

    fn finish(&self, app: &mut App) {
        app.update_sub_app_by_label(RenderApp);
    }
}
```

---

## Changelog
- add the `update_sub_app_by_label` API to `App` and `SubApps`.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-06-26 00:13:24 +02:00
Tamás Kiss
a0e7429363
fix panic: invalid SlotMap key used (#13990)
# Objective

Tight, in-frame generation, re-parenting, despawning, etc., UI
operations could sometime lead taffy to panic (invalid SlotMap key used)
when an entity with an invalid state later despawned.

Fixes #12403 

## Solution

Move the `remove_entities` call after children updates.

## Testing

`sickle_ui` had a case that always caused the panic. Tested before this
change, after this change, and before the change again to make sure the
error is there without the fix. The fix worked. Test steps and used
commit described in issue #12403.

I have also ran every bevy UI example, though none of them deal with
entity re-parenting or removal. No regression detected on them.

Tested on Windows only.
2024-06-26 00:13:24 +02:00
Bob Gardner
a41ed7822f
Fixing par_read targetting 0.14 branch (#14014)
Fix for par_read bugs retargetting 0.14.

Remakes https://github.com/bevyengine/bevy/pull/13836.
2024-06-26 00:09:00 +02:00
JMS55
b56a693c34
Fix meshlet interactions with regular shading passes (#13816)
* Fixes https://github.com/bevyengine/bevy/issues/13813
* Fixes https://github.com/bevyengine/bevy/issues/13810

Tested a combined scene with both regular meshes and meshlet meshes
with:
* Regular forward setup
* Forward + normal/motion vector prepasses
* Deferred (with depth prepass since that's required) 
* Deferred + depth/normal/motion vector prepasses

Still broken:
* Using meshlet meshes rendering in deferred and regular meshes
rendering in forward + depth/normal prepass. I don't know how to fix
this at the moment, so for now I've just add instructions to not mix
them.
2024-06-21 21:32:33 +02:00
Carter Anderson
073db8cf36
Make Observer::with_event (and other variants) unsafe (#13954)
# Objective

`with_event` will result in unsafe casting of event data of the given
type to the type expected by the Observer system. This is inherently
unsafe.

## Solution

Flag `Observer::with_event` and `ObserverDescriptor::with_events` as
unsafe. This will not affect normal workflows as `with_event` is
intended for very specific (largely internal) use cases.

This _should_ be backported to 0.14 before release.

---

## Changelog

- `Observer::with_event` is now unsafe.
- Rename `ObserverDescriptor::with_triggers` to
`ObserverDescriptor::with_events` and make it unsafe.
2024-06-21 20:53:13 +02:00
François Mockers
8af12c8775
apply window scale to window size when creating it (#13967)
# Objective

- Fixes #13702
- When creating a new window, its scale was changed to match the one
returned by winit, but its size was not which resulted in an incorrect
size until the event with the correct size was received, at least 1
frame later

## Solution

- Apply the window scale to its size when creating it
2024-06-21 20:27:55 +02:00
charlotte
e73063e1d5
Correctly check physical size when updating winit (#13942)
Fixes #13701

After `winit` upgrade to `0.31`, windows were no longer correctly
resizing. This appears to just have been a simple mistake, where the new
physical size was being sourced from the `winit` window rather than on
the incoming `Window` component.

## Testing

Tested on macOS, but I'm curious whether this was also broken on other
platforms.
2024-06-21 19:36:48 +02:00
Chris Biscardi
cf66df1d0d
Use a ship in Transform::align example (#13935)
# Objective

The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.

> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.


## Solution

This commit makes the ship less hypothetical by using a kenney ship
model in the example.

The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.

I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.

Original ship from: https://kenney.nl/assets/space-kit

## Testing

```
cargo run --example align
```

![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-21 19:36:48 +02:00
MiniaczQ
783fc29cd3
Move StateTransitionSteps registration to states plugin (#13939)
# Objective

Fixes #13920

## Solution

As described in the issue.

## Testing

Moved a custom transition plugin in example before any of the app-state
methods.
2024-06-21 19:36:48 +02:00
Shane Celis
47ad37ec84
bug: Fix 9-slice textures with asymmetric borders. (#13921)
# Objective

Fix a 9-slice asymmetric border issue that
[QueenOfSquiggles](https://blobfox.coffee/@queenofsquiggles/112639035165575222)
found. Here's the behavior before:

<img width="340" alt="the-bug"
src="https://github.com/bevyengine/bevy/assets/54390/81ff1847-b2ea-4578-9fd0-af6ee96c5438">

## Solution

Here's the behavior with the fix.

<img width="327" alt="the-fix"
src="https://github.com/bevyengine/bevy/assets/54390/33a4e3f0-b6a8-448e-9654-1197218ea11d">


## Testing

I used QueenOfSquiggles
[repo](https://github.com/QueenOfSquiggles/my-bevy-learning-project) to
exercise the code. I manually went through a number of variations of the
border and caught a few other issues after the first pass. I added some
code to create random borders and though they often looked funny there
weren't any gaps like before.

### Unit Tests

I did add some tests to `slicer.rs` mostly as an exploratory programming
exercise. So they currently act as a limited, incomplete,
"golden-file"-ish approach. Perhaps they're not worth keeping.

In order to write the tests, I did add a `PartialEq` derive for
`TextureSlice`.

I only tested these changes on macOS.

---

## Changelog

Make 9-slice textures work with asymmetric borders.
2024-06-21 19:36:48 +02:00
AndrewDanial
472a6e8283
Shader code paths (#13908)
# Objective

Add extra metadata for the shader examples that contains the location of
their associated shader file(s). This is to be used for the bevy website
shader examples so that the shader code is underneath the rust code.

## Solution

Parse the example rust files for mentions of `.wgsl`, `.frag`, and
`.vert`, then append the found paths to a field called
`shader_code_paths` in the generated `index.md`s for each shader
example.
2024-06-19 18:54:28 +02:00
James O'Brien
5d5e67fa35
Update observer archetype flags for sparse components (#13886)
# Objective

- Fixes #13885 

## Solution

- Update the flags correctly on archetype creation

## Testing

- Added `observer_order_insert_remove_sparse` to catch regressions.
2024-06-19 04:14:58 +02:00
Jan Hohenheim
b74b3b2123
Add first person view model example (#13828)
# Objective

A very common way to organize a first-person view is to split it into
two kinds of models:

 - The *view model* is the model that represents the player's body.
 - The *world model* is everything else.

The reason for this distinction is that these two models should be
rendered with different FOVs.
The view model is typically designed and animated with a very specific
FOV in mind, so it is
generally *fixed* and cannot be changed by a player. The world model, on
the other hand, should
be able to change its FOV to accommodate the player's preferences for
the following reasons:
- *Accessibility*: How prone is the player to motion sickness? A wider
FOV can help.
- *Tactical preference*: Does the player want to see more of the
battlefield?
 Or have a more zoomed-in view for precision aiming?
- *Physical considerations*: How well does the in-game FOV match the
player's real-world FOV?
Are they sitting in front of a monitor or playing on a TV in the living
room? How big is the screen?

## Solution

I've added an example implementing the described setup as follows.

The `Player` is an entity holding two cameras, one for each model. The
view model camera has a fixed
FOV of 70 degrees, while the world model camera has a variable FOV that
can be changed by the player.

 I use different `RenderLayers` to select what to render.

- The world model camera has no explicit `RenderLayers` component, so it
uses the layer 0.
All static objects in the scene are also on layer 0 for the same reason.
- The view model camera has a `RenderLayers` component with layer 1, so
it only renders objects
explicitly assigned to layer 1. The arm of the player is one such
object.
The order of the view model camera is additionally bumped to 1 to ensure
it renders on top of the world model.
- The light source in the scene must illuminate both the view model and
the world model, so it is
 assigned to both layers 0 and 1.

To better see the effect, the player can move the camera by dragging
their mouse and change the world model's FOV with the arrow keys. The
arrow up key maps to "decrease FOV" and the arrow down key maps to
"increase FOV". This sounds backwards on paper, but is more intuitive
when actually changing the FOV in-game since a decrease in FOV looks
like a zoom-in.
I intentionally do not allow changing the view model's FOV even though
it would be illustrative because that would be an anti-pattern and bloat
the code a bit.

The example is called `first_person_view_model` and not just
`first_person` because I want to highlight that this is not a simple
flycam, but actually renders the player.

## Testing

Default FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2">

Decreased FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066">

Increased FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8">

Note that the white bar on the right represents the player's arm, which
is more obvious in-game because you can move the camera around.
The box on top is there to make sure that the view model is receiving
shadows.

I tested only on macOS.

---

## Changelog

I don't think new examples go in here, do they?

## Caveat

The solution used here was implemented with help by @robtfm on
[Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000):
> shadow maps are specific to lights, not to layers
> if you want shadows from some meshes that are not visible, you could
have light on layer 1+2, meshes on layer 2, camera on layer 1 (for
example)
> but this might change in future, it's not exactly an intended feature

In other words, the example code as-is is not guaranteed to work in the
future. I want to bring this up because the use-case presented here is
extremely common in first-person games and important for accessibility.
It would be good to have a blessed and easy way of how to achieve it.

I'm also not happy about how I get the `perspective` variable in
`change_fov`. Very open to suggestions :)

## Related issues

- Addresses parts of #12658
- Addresses parts of #12588

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-06-19 04:14:58 +02:00
hut
4608708d8d
Fix phantom key presses in winit on focus change (#13299) (#13696)
# Objective

Fixes #13299

On Linux/X11, changing focus into a winit window will produce winit
KeyboardInput events with a "is_synthetic=true" flag that are not
intended to be used. Bevy erroneously passes them on to the user,
resulting in phantom key presses.

## Solution

This patch properly filters out winit KeyboardInput events with
"is_synthetic=true".

For example, pressing Alt+Tab to focus a bevy winit window results in a
permanently stuck Tab key until the user presses Tab once again to
produce a winit KeyboardInput release event. The Tab key press event
that causes this problem is "synthetic", should not be used according to
the winit devs, and simply ignoring it fixes this problem.

Synthetic key **releases** are still evaluated though, as they are
essential for correct release key handling. For example, if the user
binds the key combination Alt+1 to the action "move the window to
workspace 1", places the bevy game in workspace 2, focuses the game and
presses Alt+1, then the key release event for the "1" key will be
synthetic. If we would filter out all synthetic keys, the bevy game
would think that the 1 key remains pressed forever, until the user
manually presses+releases the key again inside bevy.

Reference:
https://docs.rs/winit/0.30.0/winit/event/enum.WindowEvent.html#variant.KeyboardInput.field.is_synthetic
Relevant discussion: https://github.com/rust-windowing/winit/issues/3543

## Testing

Tested with the "keyboard_input_events" example. Entering/exiting the
window with various keys, as well as changing its workspace, produces
the correct press/release events.
2024-06-19 04:14:58 +02:00
François Mockers
f2e66726b6
observers example doesn't follow standards (#13884)
# Objective

- Observers example is using an unseeded random, prints text to console
and doesn't display text as other examples

## Solution

- use seeded random
- log instead of printing
- use common settings for UI text
2024-06-19 04:14:58 +02:00
Kristoffer Søholm
165f399489
Make time_system public (#13879)
# Objective

If `time_system` isn't public you cannot order systems relative to it in
the `TimeSystem` set.

## Solution

Make it public
2024-06-19 04:14:58 +02:00
MiniaczQ
6cf04c213b
Warn about missing StatesPlugin when installing states (#13877)
# Objective

- Fixes #13874

## Solution

- Confirm that the `StatesPlugin` is installed when trying to add
states.
- Skipped for state scoped entities, since those will warn about missing
states.
2024-06-19 04:14:58 +02:00
Lee-Orr
1c838ff6b3
remove inaccurate warning from in_state (#13862)
# Objective
Fixes #13854

## Solution
Removed the inaccurate warning. This was done for a few reasons:

- States not existing is now a valid "state" (for lack of a better term)
- Other run conditions don't provide an equivalent warning
2024-06-19 04:14:58 +02:00
François
03f63e72cf
Release Candidate 0.14.0-rc.3 2024-06-16 17:50:19 +02:00
François Mockers
55ee49b7ad
text position: use size instead of bounds (#13858)
# Objective

- #13846 introduced a bug where text not bound was not displayed

## Solution

- bounds are infinite
- use computed size instead, that already should be using the available
bounds
2024-06-16 17:45:07 +02:00
Martín Maita
eca8220761
Generalised ECS reactivity with Observers (#10839) (#13873)
# Objective

- Fixes #13825 

## Solution

- Cherry picked and fixed non-trivial conflicts to be able to merge
#10839 into the 0.14 release branch.

Link to PR: https://github.com/bevyengine/bevy/pull/10839

Co-authored-by: James O'Brien <james.obrien@drafly.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-06-16 11:44:08 -04:00
MiniaczQ
5ed296ff03
Restore overwrite capabilities of insert_state (#13848)
# Objective

- Fixes #13844
- Warn user when initializing state multiple times

## Solution

- `insert_state` will overwrite previously initialized state value,
reset transition events and re-insert it's own transition event.
- `init_state`, `add_sub_state`, `add_computed_state` are idempotent, so
calling them multiple times will emit a warning.

## Testing

- 2 tests confirming overwrite works.
- Given the example from #13844
```rs
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .insert_state(AppState::A)
        .insert_state(AppState::B)
        .add_systems(OnEnter(AppState::A), setup_a)
        .add_systems(OnEnter(AppState::B), setup_b)
        .add_systems(OnExit(AppState::A), cleanup_a)
        .add_systems(OnExit(AppState::B), cleanup_b)
        .run();
}

#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
enum AppState {
    A,
    B,
}

fn setup_a() {
    info!("setting up A");
}

fn setup_b() {
    info!("setting up B");
}

fn cleanup_a() {
    info!("cleaning up A");
}

fn cleanup_b() {
    info!("cleaning up B");
}
```

We get the following result:
```
INFO states: setting up B
```
which matches our expectations.
2024-06-15 11:02:44 +02:00
Kristoffer Søholm
cc4681fc44
Fix is_plugin_added::<Self>() being true during build (#13817)
# Objective

Fixes #13815 

## Solution

Move insertion of the plugin name to after build is called.

## Testing

I added a regression test

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-06-14 21:52:29 +02:00
robtfm
ccfae7ebe7
fix non-exact text h-alignment (#13846)
# Objective

when a parent container is auto-sized, text alignments `Center` and
`Right` don't align to the center and right properly. fix it

## Solution

ab_glyph positions return +/- values from an anchor point. we currently
transform them to positive values from the min-x of the glyphs, and then
offset from the left of the bounds. instead, we can keep the negative
values as ab_glyph intended and offset from the left/middle/right of the
bounds as appropriate.

## Testing

texts with align left, center, right, all contained in the purple boxes:
before (0.14.0-rc.2):
![Screenshot 2024-06-14
165456](https://github.com/bevyengine/bevy/assets/50659922/90fb73b0-d8bd-4ae8-abf3-7106eafc93ba)

after:

![Screenshot 2024-06-14
164449](https://github.com/bevyengine/bevy/assets/50659922/0a75ff09-b51d-4fbe-a491-b655a145c08b)

code:
```rs
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2dBundle::default());

    for (left, justify) in [
        (100.0, JustifyText::Left),
        (500.0, JustifyText::Center),
        (900.0, JustifyText::Right),
    ] {
        commands
        // container
        .spawn(NodeBundle {
            style: Style {
                flex_direction: FlexDirection::Column,
                position_type: PositionType::Absolute,
                left: Val::Px(left),
                top: Val::Px(100.0),
                width: Val::Px(300.0),
                ..Default::default()
            },
            ..Default::default()
        })
        .with_children(|commands| {
            commands.spawn(NodeBundle{
                style: Style {
                    flex_direction: FlexDirection::Row,
                    height: Val::Px(75.0),
                    ..Default::default()
                },
                background_color: Color::srgb(1.0, 0.0, 1.0).into(),
                ..Default::default()
            }).with_children(|commands| {
                // a div that reduces the available size
                commands.spawn(NodeBundle {
                    style: Style {
                        width: Val::Px(75.0),
                        ..Default::default()
                    },
                    background_color: Color::srgb(0.0, 1.0, 0.0).into(),
                    ..Default::default()
                });

                // text with width=auto, but actual size will not be what it expcets due to the sibling div above
                commands.spawn(TextBundle {
                    text: Text::from_section("Some text that wraps onto a second line", Default::default()).with_justify(justify),
                    style: Style {
                        align_self: AlignSelf::Center,
                        ..Default::default()
                    },
                    ..Default::default()
                });
            });
        });
    }
}
```
2024-06-14 21:47:43 +02:00
Elabajaba
1ea1b76c75
Wgpu 0.20 (#13186)
Currently blocked on https://github.com/gfx-rs/wgpu/issues/5774

# Objective

Update to wgpu 0.20

## Solution

Update to wgpu 0.20 and naga_oil 0.14.

## Testing

Tested a few different examples on linux (vulkan, webgl2, webgpu) and
windows (dx12 + vulkan) and they worked.

---

## Changelog

- Updated to wgpu 0.20. Note that we don't currently support wgpu's new
pipeline overridable constants, as they don't work on web currently and
need some more changes to naga_oil (and are somewhat redundant with
naga_oil's shader defs). See wgpu's changelog for more
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0200-2024-04-28

## Migration Guide

TODO

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-06-14 20:55:42 +02:00
Mike
ac50539aab
reduce the antialias strength (#13814)
# Objective

- Fixes #13807

## Solution

- Before this pr we antialiased between 0.5 and -0.5. This pr changes
things to antialias between 0.25 and -0.25. I tried slightly larger
ranges, but the edge between the boxes still showed. I'm not 100% sure
this is the correct solution, but from what I could find the range you
use is more art than science.

## Testing

- Ran rounded_borders example, the code in the linked issue, and the
testing example from #12702.

---

## Changelog

- reduce antialiasing in ui shader.
2024-06-14 20:55:41 +02:00
James Gayfer
727b0f6e27
Use dynamic uniform buffer in post processing example (#13540)
# Objective

While learning about shaders and pipelines, I found this example to be
misleading; it wasn't clear to me how the node knew what the correct
"instance" of `PostProcessSettings` we should send to the shader (as the
combination of `ExtractComponentPlugin` and `UniformComponentPlugin`
extracts + sends _all_ of our `PostProcessSetting` components to the
GPU).

The goal of this PR is to clarify how to target the view specific
`PostProcessSettings` in the shader when there are multiple cameras.

## Solution

To accomplish this, we can use a dynamic uniform buffer for
`PostProcessSettings`, querying for the relevant `DynamicUniformIndex`
in the `PostProcessNode` to get the relevant index to use with the bind
group.

While the example in its current state is _correct_, I believe that fact
that it's intended to showcase a per camera post processing effect
warrants a dynamic uniform buffer (even though in the context of this
example we have only one camera, and therefore no adverse behaviour).

## Testing

- Run the `post_processing` example before and after this change,
verifying they behave the same.

## Reviewer notes

This is my first PR to Bevy, and I'm by no means an expert in the world
of rendering (though I'm trying to learn all I can). If there's a better
way to do this / a reason not to take this route, I'd love to hear it!

Thanks in advance.
2024-06-14 20:55:41 +02:00
Nionidh
7c0b1b9029
Add missing plugins to doc of DefaultPlugins (#13833)
StatesPlugin and GizmoPlugin were missing from the doc comment of
DefaultPlugins. I am not sure whether this was for a reason, but i just
stumbled over it and it seemed off...

## Testing

I'm not sure how to test these changes?
2024-06-14 20:55:41 +02:00
Martín Maita
84be2b3f1e
Ensure that events are updated even when using a bare-bones Bevy App (#13808) (#13842)
# Objective

- Related to https://github.com/bevyengine/bevy/issues/13825

## Solution

- Cherry picked the merged PR and performed the necessary changes to
adapt it to the 0.14 release branch.

---------

As discovered in
https://github.com/Leafwing-Studios/leafwing-input-manager/issues/538,
there appears to be some real weirdness going on in how event updates
are processed between Bevy 0.13 and Bevy 0.14.

To identify the cause and prevent regression, I've added tests to
validate the intended behavior.
My initial suspicion was that this would be fixed by
https://github.com/bevyengine/bevy/pull/13762, but that doesn't seem to
be the case.

Instead, events appear to never be updated at all when using `bevy_app`
by itself. This is part of the problem resolved by
https://github.com/bevyengine/bevy/pull/11528, and introduced by
https://github.com/bevyengine/bevy/pull/10077.

After some investigation, it appears that `signal_event_update_system`
is never added using a bare-bones `App`, and so event updates are always
skipped.

This can be worked around by adding your own copy to a
later-in-the-frame schedule, but that's not a very good fix.

Ensure that if we're not using a `FixedUpdate` schedule, events are
always updated every frame.

To do this, I've modified the logic of `event_update_condition` and
`event_update_system` to clearly and correctly differentiate between the
two cases: where we're waiting for a "you should update now" signal and
where we simply don't care.

To encode this, I've added the `ShouldUpdateEvents` enum, replacing a
simple `bool` in `EventRegistry`'s `needs_update` field.

Now, both tests pass as expected, without having to manually add a
system!

I've written two parallel unit tests to cover the intended behavior:

1. Test that `iter_current_update_events` works as expected in
`bevy_ecs`.
2. Test that `iter_current_update_events` works as expected in
`bevy_app`

I've also added a test to verify that event updating works correctly in
the presence of a fixed main schedule, and a second test to verify that
fixed updating works at all to help future authors narrow down failures.

- [x] figure out why the `bevy_app` version of this test fails but the
`bevy_ecs` version does not
- [x] figure out why `EventRegistry::run_updates` isn't working properly
- [x] figure out why `EventRegistry::run_updates` is never getting
called
- [x] figure out why `event_update_condition` is always returning false
- [x] figure out why `EventRegistry::needs_update` is always false
- [x] verify that the problem is a missing `signal_events_update_system`

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2024-06-14 20:53:37 +02:00
CatThingy
eca7e87d47
Fix minor typos in query join docs (#13812)
# Objective

- Correct typos in docs for `Query::join`'s docs

## Solution

- Fix them

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-06-12 01:47:01 +02:00
Mike
cdd1f71596
Revert "constrain WorldQuery::init_state argument to ComponentInitial… (#13804)
…izer (#13442)"

This reverts commit 5cfb063d4a.

- This PR broke bevy-trait-query, which needs to be able to write a
resource in init_state. See #13798 for more details.
- Note this doesn't fix everything as transmutes for bevy-trait-query
will still be broken,. But the current usage in that crate is UB, so we
need to find another solution.
2024-06-12 01:20:47 +02:00
Alice Cecile
92176ce576
Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803)
This reverts commit 3ced49f672.

Relevant to https://github.com/bevyengine/bevy/issues/13802. This wasn't
done quite right and partially broke fog.

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-06-11 02:01:14 +02:00
Brezak
e14f3ba1aa
Add from_color to StandardMaterial and ColorMaterial (#13791)
# Objective

Closes #13738

## Solution

Added `from_color` to materials that would support it. Didn't add
`from_color` to `WireframeMaterial` as it doesn't seem we expect users
to be constructing them themselves.

## Testing

None

---

## Changelog

### Added

- `from_color` to `StandardMaterial` so you can construct this material
from any color type.
- `from_color` to `ColorMaterial` so you can construct this material
from any color type.
2024-06-11 02:01:14 +02:00
Lynn
9a82ecfcba
Custom primitives example (#13795)
# Objective

- Add a new example showcasing how to add custom primitives and what you
can do with them.

## Solution

- Added a new example `custom_primitives` with a 2D heart shape
primitive highlighting
  - `Bounded2d` by implementing and visualising bounding shapes,
  - `Measured2d` by implementing it,
  - `Meshable` to show the shape on the screen
- The example also includes an `Extrusion<Heart>` implementing
  - `Measured3d`,
  - `Bounded3d` using the `BoundedExtrusion` trait and
  - meshing using the `Extrudable` trait.

## Additional information

Here are two images of the heart and its extrusion:

![image_2024-06-10_194631194](https://github.com/bevyengine/bevy/assets/62256001/53f1836c-df74-4ba6-85e9-fabdafa94c66)
![Screenshot 2024-06-10
194609](https://github.com/bevyengine/bevy/assets/62256001/b1630e71-6e94-4293-b7b5-da8d9cc98faf)

---------

Co-authored-by: Jakub Marcowski <37378746+Chubercik@users.noreply.github.com>
2024-06-11 02:01:14 +02:00
JMS55
93f48edbc3
Fix meshlet vertex attribute interpolation (#13775)
# Objective

- Mikktspace requires that we normalize world normals/tangents _before_
interpolation across vertices, and then do _not_ normalize after. I had
it backwards.
- We do not (am not supposed to?) need a second set of barycentrics for
motion vectors. If you think about the typical raster pipeline, in the
vertex shader we calculate previous_world_position, and then it gets
interpolated using the current triangle's barycentrics.

## Solution

- Fix normal/tangent processing 
- Reuse barycentrics for motion vector calculations
- Not implementing this for 0.14, but long term I aim to remove explicit
vertex tangents and calculate them in the shader on the fly.

## Testing

- I tested out some of the normal maps we have in repo. Didn't seem to
make a difference, but mikktspace is all about correctness across
various baking tools. I probably just didn't have any of the ones that
would cause it to break.
- Didn't test motion vectors as there's a known bug with the depth
buffer and meshlets that I'm waiting on the render graph rewrite to fix.
2024-06-10 22:49:04 +02:00
Brezak
7cd90990f9
Poll system information in separate tasks (#13693)
Reading system information severely slows down the update loop.
Fixes #12848.

Read system info in a separate thread.

- Open the scene 3d example
- Add `FrameTimeDiagnosticsPlugin`, `SystemInformationDiagnosticsPlugin`
and `LogDiagnosticsPlugin` to the app.
- Add this system to the update schedule to disable Vsync on the main
window
```rust
fn change_window_mode(mut windows: Query<&mut Window, Added<Window>>) {
    for mut window in &mut windows {
        window.present_mode = PresentMode::AutoNoVsync;
    }
}
```
- Read the fps values in the console before and after this PR.

On my PC I went from around 50 fps to around 1150 fps.

---

- The `SystemInformationDiagnosticsPlugin` now reads system data
separate of the update cycle.

- The `EXPECTED_SYSTEM_INFORMATION_INTERVAL` constant which defines how
often we read system diagnostic data.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-06-10 22:30:56 +02:00
Chris Juchem
65dbfe249b
Remove extra call to clear_trackers (#13762)
Fixes #13758.

# Objective

Calling `update` on the main app already calls `clear_trackers`. Calling
it again in `SubApps::update` caused RemovedCompenet Events to be
cleared earlier than they should be.

## Solution

- Don't call clear_trackers an extra time.

## Testing

I manually tested the fix with this unit test: 
```
#[cfg(test)]
mod test {
    use crate::core::{FrameCount, FrameCountPlugin};
    use crate::prelude::*;

    #[test]
    fn test_next_frame_removal() {
        #[derive(Component)]
        struct Foo;

        #[derive(Resource)]
        struct RemovedCount(usize);

        let mut app = App::new();
        app.add_plugins(FrameCountPlugin);
        app.add_systems(Startup, |mut commands: Commands| {
            for _ in 0..100 {
                commands.spawn(Foo);
            }
            commands.insert_resource(RemovedCount(0));
        });

        app.add_systems(First, |counter: Res<FrameCount>| {
            println!("Frame {}:", counter.0)
        });

        fn detector_system(
            mut removals: RemovedComponents<Foo>,
            foos: Query<Entity, With<Foo>>,
            mut removed_c: ResMut<RemovedCount>,
        ) {
            for e in removals.read() {
                println!("  Detected removed Foo component for {e:?}");
                removed_c.0 += 1;
            }
            let c = foos.iter().count();
            println!("  Total Foos: {}", c);
            assert_eq!(c + removed_c.0, 100);
        }
        fn deleter_system(foos: Query<Entity, With<Foo>>, mut commands: Commands) {
            foos.iter().next().map(|e| {
                commands.entity(e).remove::<Foo>();
            });
        }
        app.add_systems(Update, (detector_system, deleter_system).chain());

        app.update();
        app.update();
        app.update();
        app.update();
    }
}
```
2024-06-10 20:23:06 +02:00