Commit graph

362 commits

Author SHA1 Message Date
Rob Parrett
3dd8b42f72 Fix various typos (#7096)
I stumbled across a typo in some docs. Fixed some more while I was in there.
2023-01-06 00:43:30 +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
Robert Swain
b44b606d29 bevy_pbr: Avoid copying structs and using registers in shaders (#7069)
# Objective

- The #7064 PR had poor performance on an M1 Max in MacOS due to significant overuse of registers resulting in 'register spilling' where data that would normally be stored in registers on the GPU is instead stored in VRAM. The latency to read from/write to VRAM instead of registers incurs a significant performance penalty.
- Use of registers is a limiting factor in shader performance. Assignment of a struct from memory to a local variable can incur copies. Passing a variable that has struct type as an argument to a function can also incur copies. As such, these two cases can incur increased register usage and decreased performance.

## Solution

- Remove/avoid a number of assignments of light struct type data to local variables.
- Remove/avoid a number of passing light struct type variables/data as value arguments to shader functions.
2023-01-02 22:07:33 +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
James Liu
1523c38ce8 Directly extract joints into SkinnedMeshJoints (#6833)
# Objective
Following #4402, extract systems run on the render world instead of the main world, and allow retained state operations on it's resources. We're currently extracting to `ExtractedJoints` and then copying it twice during Prepare. Once into `SkinnedMeshJoints` and again into the actual GPU buffer.

This makes #4902 obsolete.

## Solution
Cut out the middle copy and directly extract joints into `SkinnedMeshJoints` and remove `ExtractedJoints` entirely.

This also removes the per-frame allocation that is being made to send `ExtractedJoints` into the render world.

## Performance
On my local machine, this halves the time for `prepare_skinned _meshes` on `many_foxes` (195.75us -> 93.93us on average).

![image](https://user-images.githubusercontent.com/3137680/205427455-ab91a8a3-a6b0-4f0a-bd48-e54482c563b2.png)

---

## Changelog
Added: `BufferVec::truncate`
Added: `BufferVec::extend`
Changed: `SkinnedMeshJoints::build` now takes a `&mut BufferVec` instead of a `&mut Vec` as a parameter.
Removed: `ExtractedJoints`.

## Migration Guide
`ExtractedJoints` has been removed. Read the bound bones from `SkinnedMeshJoints` instead.
2022-12-20 16:17:05 +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
Aevyrie
c069c544a7 Fix missing sRGB conversion for dithering non-HDR pipelines (#6707)
# Objective

- Fixes #6706 

Zoom in on the shadow in the following images:

## Current bevy/main

### HDR On - correct
![current-hdron](https://user-images.githubusercontent.com/2632925/202943151-ecad3cbe-a76e-46df-bac9-9e590a31a9f3.png)

### HDR Off - incorrect
![current-hdroff](https://user-images.githubusercontent.com/2632925/202943154-34e3f527-a00e-4546-931d-0691204cc6a4.png)

## This PR

### HDR On - correct
![new-hdron](https://user-images.githubusercontent.com/2632925/202943383-081990de-9a14-45bd-ac52-febcc4289079.png)

### HDR Off - corrected
![new-hdroff](https://user-images.githubusercontent.com/2632925/202943388-a3b05d79-a0f3-4b1e-b114-0a9f03efe351.png)

## Close-up comparison

### New
![Screenshot from 2022-11-20 17-46-46](https://user-images.githubusercontent.com/2632925/202943552-d45c3a48-841e-47a6-981f-776c5a9563f6.png)

### Old
![Screenshot from 2022-11-20 17-46-41](https://user-images.githubusercontent.com/2632925/202943562-555cb5a2-2b20-45f9-b250-89f2bc87af5f.png)

## Solution

- It turns out there was an outright missing sRGB conversion for dithering non-HDR cameras.
- I also tried using a precise sRGB conversion, but it had no apparent effect on the final image.

---

## Changelog

- Fix deband dithering intensity for non-HDR pipelines.
2022-11-22 15:55:50 +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
Aevyrie
72fbcc7633 Fix color banding by dithering image before quantization (#5264)
# Objective

- Closes #5262 
- Fix color banding caused by quantization.

## Solution

- Adds dithering to the tonemapping node from #3425.
- This is inspired by Godot's default "debanding" shader: https://gist.github.com/belzecue/
- Unlike Godot:
  - debanding happens after tonemapping. My understanding is that this is preferred, because we are running the debanding at the last moment before quantization (`[f32, f32, f32, f32]` -> `f32`). This ensures we aren't biasing the dithering strength by applying it in a different (linear) color space.
  - This code instead uses and reference the origin source, Valve at GDC 2015

![Screenshot from 2022-11-10 13-44-46](https://user-images.githubusercontent.com/2632925/201218880-70f4cdab-a1ed-44de-a88c-8759e77197f1.png)
![Screenshot from 2022-11-10 13-41-11](https://user-images.githubusercontent.com/2632925/201218883-72393352-b162-41da-88bb-6e54a1e26853.png)


## Additional Notes 

Real time rendering to standard dynamic range outputs is limited to 8 bits of depth per color channel. Internally we keep everything in full 32-bit precision (`vec4<f32>`) inside passes and 16-bit between passes until the image is ready to be displayed, at which point the GPU implicitly converts our `vec4<f32>` into a single 32bit value per pixel, with each channel (rgba) getting 8 of those 32 bits.

### The Problem

8 bits of color depth is simply not enough precision to make each step invisible - we only have 256 values per channel! Human vision can perceive steps in luma to about 14 bits of precision. When drawing a very slight gradient, the transition between steps become visible because with a gradient, neighboring pixels will all jump to the next "step" of precision at the same time.

### The Solution

One solution is to simply output in HDR - more bits of color data means the transition between bands will become smaller. However, not everyone has hardware that supports 10+ bit color depth. Additionally, 10 bit color doesn't even fully solve the issue, banding will result in coherent bands on shallow gradients, but the steps will be harder to perceive.

The solution in this PR adds noise to the signal before it is "quantized" or resampled from 32 to 8 bits. Done naively, it's easy to add unneeded noise to the image. To ensure dithering is correct and absolutely minimal, noise is adding *within* one step of the output color depth. When converting from the 32bit to 8bit signal, the value is rounded to the nearest 8 bit value (0 - 255). Banding occurs around the transition from one value to the next, let's say from 50-51. Dithering will never add more than +/-0.5 bits of noise, so the pixels near this transition might round to 50 instead of 51 but will never round more than one step. This means that the output image won't have excess variance:
  - in a gradient from 49 to 51, there will be a step between each band at 49, 50, and 51.
  - Done correctly, the modified image of this gradient will never have a adjacent pixels more than one step (0-255) from each other.
  - I.e. when scanning across the gradient you should expect to see:
```
                  |-band-| |-band-| |-band-|
Baseline:         49 49 49 50 50 50 51 51 51
Dithered:         49 50 49 50 50 51 50 51 51
Dithered (wrong): 49 50 51 49 50 51 49 51 50
```

![Screenshot from 2022-11-10 14-12-36](https://user-images.githubusercontent.com/2632925/201219075-ab3f46be-d4e9-4869-b66b-a92e1706f49e.png)
![Screenshot from 2022-11-10 14-11-48](https://user-images.githubusercontent.com/2632925/201219079-ec5d2add-817d-487a-8fc1-84569c9cda73.png)




You can see from above how correct dithering "fuzzes" the transition between bands to reduce distinct steps in color, without adding excess noise.

### HDR

The previous section (and this PR) assumes the final output is to an 8-bit texture, however this is not always the case. When Bevy adds HDR support, the dithering code will need to take the per-channel depth into account instead of assuming it to be 0-255. Edit: I talked with Rob about this and it seems like the current solution is okay. We may need to revisit once we have actual HDR final image output.

---

## Changelog

### Added

- All pipelines now support deband dithering. This is enabled by default in 3D, and can be toggled in the `Tonemapping` component in camera bundles. Banding is a graphical artifact created when the rendered image is crunched from high precision (f32 per color channel) down to the final output (u8 per channel in SDR). This results in subtle gradients becoming blocky due to the reduced color precision. Deband dithering applies a small amount of noise to the signal before it is "crunched", which breaks up the hard edges of blocks (bands) of color. Note that this does not add excess noise to the image, as the amount of noise is less than a single step of a color channel - just enough to break up the transition between color blocks in a gradient.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-11 19:43:45 +00:00
Robert Swain
c4e791d628 bevy_pbr: Normalize skinned normals (#6543)
# Objective

- Make the many foxes not unnecessarily bright. Broken since #5666.
- Fixes #6528 

## Solution

- In #5666 normalisation of normals was moved from the fragment stage to the vertex stage. However, it was not added to the vertex stage for skinned normals. The many foxes are skinned and their skinned normals were not unit normals. which made them brighter. Normalising the skinned normals fixes this.

---

## Changelog

- Fixed: Non-unit length skinned normals are now normalized.
2022-11-11 03:31:57 +00:00
Rob Parrett
1170b30785 Fix panic when using globals uniform in wasm builds (#6460)
# Objective

Fixes #5393 

## Solution

- Add padding to `GlobalsUniform` / `Globals` to make it 16-byte aligned.

Still not super clear on whether this is a `naga` thing or an `encase` thing or what. But now that we're offering `globals` up to users and #5393 is not just breaking an example, maybe we should do this sort of workaround?
2022-11-07 19:44:14 +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
Robert Swain
fc56c686af bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766)
# Objective

- Fixes #4019 
- Fix lighting of double-sided materials when using a negative scale
- The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary.

## Solution

- Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale.
- Negate the world normal for a double-sided back face only when not using normal mapping

### Before, on `main`, flipping T, B, and N

<img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png">

### After, on this PR

<img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png">

### Double-sided material without normal maps

https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4

---

## Changelog

- Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale
- Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material

## Migration Guide

`prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked.

Before:
```rust
    pbr_input.world_normal = in.world_normal;

    pbr_input.N = prepare_normal(
        pbr_input.material.flags,
        in.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
        in.world_tangent,
#endif
#endif
        in.uv,
        in.is_front,
    );
```

After:
```rust
    pbr_input.world_normal = prepare_world_normal(
        in.world_normal,
        (material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
        in.is_front,
    );

    pbr_input.N = apply_normal_mapping(
        pbr_input.material.flags,
        pbr_input.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
        in.world_tangent,
#endif
#endif
        in.uv,
    );
```
2022-11-03 20:37:32 +00:00
ira
262b3fc40d Fix mesh.wgsl error for meshes without normals (#6439)
# Objective
Split `model` assignment out of `#ifdef VERTEX_NORMALS`.
Remove outdated code/comments talking about required mesh attributes. 

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-03 12:38:47 +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
Griffin
5640ec855e Add FXAA postprocessing (#6393)
# Objective

- Add post processing passes for FXAA (Fast Approximate Anti-Aliasing)
- Add example comparing MSAA and FXAA

## Solution

When the FXAA plugin is added, passes for FXAA are inserted between the main pass and the tonemapping pass. Supports using either HDR or LDR output from the main pass.

---

## Changelog

- Add a new FXAANode that runs after the main pass when the FXAA plugin is added.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-02 06:51:28 +00:00
JoJoJet
336049da68 Remove outdated uses of single-tuple bundles (#6406)
# Objective

Bevy still has many instances of using single-tuples `(T,)` to create a bundle. Due to #2975, this is no longer necessary.

## Solution

Search for regex `\(.+\s*,\)`. This should have found every instance.
2022-10-29 18:15:28 +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
Torstein Grindvik
cb5e2d84be Use wgsl saturate (#6318)
# Objective

Use saturate wgsl function now implemented in naga (version 0.10.0). There is now no need for one in utils.wgsl.

naga's version allows usage for not only scalars but vectors as well.

## Solution

Remove the utils.wgsl saturate function.

## Changelog

Remove saturate function from utils.wgsl in favor of saturate in naga v0.10.0.
2022-10-22 08:37:51 +00:00
Charles
740ae9a37f remove mandatory mesh attributes (#6127)
# Objective

- It's possible to create a mesh without positions or normals, but currently bevy forces these attributes to be present on any mesh.

## Solution

- Don't assume these attributes are present and add a shader defs for each attributes
- I updated 2d and 3d meshes to use the same logic.

---

## Changelog

- Meshes don't require any attributes

# Notes
I didn't update the pbr.wgsl shader because I'm not sure how to handle it. It doesn't really make sense to use it without positions or normals.
2022-10-10 17:58:15 +00:00
VitalyR
f5322cd757 get proper texture format after the renderer is initialized, fix #3897 (#5413)
# Objective
There is no Srgb support on some GPU and display protocols with `winit` (for example, Nvidia's GPUs with Wayland). Thus `TextureFormat::bevy_default()` which returns `Rgba8UnormSrgb` or `Bgra8UnormSrgb` will cause panics on such platforms. This patch will resolve this problem. Fix https://github.com/bevyengine/bevy/issues/3897.

## Solution

Make `initialize_renderer` expose `wgpu::Adapter` and `first_available_texture_format`, use the `first_available_texture_format` by default.

## Changelog

* Fixed https://github.com/bevyengine/bevy/issues/3897.
2022-10-10 16:10:05 +00:00
robtfm
29098b7a11 fix spot dir nan bug (#6167)
# Objective

fix error with pbr shader's spotlight direction calculation when direction.y ~= 0

## Solution

in pbr_lighting.wgsl, clamp `1-x^2-z^2` to `>= 0` so that we can safely `sqrt` it
2022-10-05 12:00:07 +00:00
Charles
197392a2cd use alpha mask even when unlit (#6047)
# Objective

- Alpha mask was previously ignored when using an unlit material. 
- Fixes https://github.com/bevyengine/bevy/issues/4479

## Solution

- Extract the alpha discard to a separate function and use it when unlit is true

## Notes
I tried calling `alpha_discard()` before the `if` in pbr.wgsl, but I had errors related to having a `discard` at the beginning before doing the texture sampling. I'm not sure if there's a way to fix that instead of having the function being called in 2 places.
2022-09-28 05:54:11 +00:00
Charles
8073362039 add globals to mesh view bind group (#5409)
# Objective

- It's often really useful to have access to the time when writing shaders.

## Solution

- Add a UnifformBuffer in the mesh view bind group
- This buffer contains the time, delta time and a wrapping frame count

https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4

---

## Changelog

- Added a `GlobalsUniform` at position 9 of the mesh view bind group

## Notes

The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it.

I named this `globals` instead of just time because we could potentially add more things to it.

## References in other engines

- Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins>
    - Global time since startup, in seconds, by default resets to 0 after 3600 seconds
    - Doesn't seem to have anything else
- Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/>
    - Generic time value that updates every frame. Can be paused or scaled.
    - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/>
- Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html>
    - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds
    - Also has delta time, sin time and cos time
- ShaderToy: <https://www.shadertoy.com/howto>
    - iTime is the time since startup in seconds.
    - iFrameRate
    - iTimeDelta
    - iFrame frame counter

Co-authored-by: Charles <IceSentry@users.noreply.github.com>
2022-09-28 04:20:27 +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
Lain-dono
24e5e10cd4 Use 3 bits of PipelineKey to store MSAA sample count (#5826)
Sample count always power of two. Thus, it is enough to store `log2(sample_count)`.
This can be implemented using [u32::trailing_zeros](https://doc.rust-lang.org/stable/std/primitive.u32.html#method.trailing_zeros). Then we can restore sample count with the `1 << stored`.
You get 3 bits instead of 6 and up to 128x MSAA. This is more than is supported by any common hardware.

Full table of possible variations:

```
    original MSAA sample count      stored    loaded
* 00000000000000000000000000000000 -> 000 -> 00000001  1
  00000000000000000000000000000001 -> 000 -> 00000001  1
  00000000000000000000000000000010 -> 001 -> 00000010  2
  00000000000000000000000000000100 -> 010 -> 00000100  4
  00000000000000000000000000001000 -> 011 -> 00001000  8
  00000000000000000000000000010000 -> 100 -> 00010000  16
  00000000000000000000000000100000 -> 101 -> 00100000  32
  00000000000000000000000001000000 -> 110 -> 01000000  64
  00000000000000000000000010000000 -> 111 -> 10000000  128
* 00000000000000000000000100000000 -> 000 -> 00000001  256
* 00000000000000000000001000000000 -> 001 -> 00000010  512
* 00000000000000000000010000000000 -> 010 -> 00000100  1024
* 00000000000000000000100000000000 -> 011 -> 00001000  2048
* 00000000000000000001000000000000 -> 100 -> 00010000  4096
* 00000000000000000010000000000000 -> 101 -> 00100000  8192
* 00000000000000000100000000000000 -> 110 -> 01000000  16384
* 00000000000000001000000000000000 -> 111 -> 10000000  32768
* 00000000000000010000000000000000 -> 000 -> 00000001  65536
* 00000000000000100000000000000000 -> 001 -> 00000010  131072
* 00000000000001000000000000000000 -> 010 -> 00000100  262144
* 00000000000010000000000000000000 -> 011 -> 00001000  524288
* 00000000000100000000000000000000 -> 100 -> 00010000  1048576
* 00000000001000000000000000000000 -> 101 -> 00100000  2097152
* 00000000010000000000000000000000 -> 110 -> 01000000  4194304
* 00000000100000000000000000000000 -> 111 -> 10000000  8388608
* 00000001000000000000000000000000 -> 000 -> 00000001  16777216
* 00000010000000000000000000000000 -> 001 -> 00000010  33554432
* 00000100000000000000000000000000 -> 010 -> 00000100  67108864
* 00001000000000000000000000000000 -> 011 -> 00001000  134217728
* 00010000000000000000000000000000 -> 100 -> 00010000  268435456
* 00100000000000000000000000000000 -> 101 -> 00100000  536870912
* 01000000000000000000000000000000 -> 110 -> 01000000  1073741824
* 10000000000000000000000000000000 -> 111 -> 10000000  2147483648
```
2022-08-30 03:00:39 +00:00
Robert Swain
681c9c6dc8 bevy_pbr: Fix tangent and normal normalization (#5666)
# Objective

- Morten Mikkelsen clarified that the world normal and tangent must be normalized in the vertex stage and the interpolated values must not be normalized in the fragment stage. This is in order to match the mikktspace approach exactly.
- Fixes #5514 by ensuring the tangent basis matrix (TBN) is orthonormal

## Solution

- Normalize the world normal in the vertex stage and not the fragment stage
- Normalize the world tangent xyz in the vertex stage
- Take into account the sign of the determinant of the local to world matrix when calculating the bitangent

---

## Changelog

- Fixed - scaling a model that uses normal mapping now has correct lighting again
2022-08-18 21:54:40 +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
François
814f8d1635 update wgpu to 0.13 (#5168)
# Objective

- Update wgpu to 0.13
- ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now
- Also update parking_lot to 0.12 and naga to 0.9

## Solution

- Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax
- Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes
- fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
2022-07-14 21:17:16 +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
Robin KAY
3c51ad2764 Allow rendering meshes without UV coordinate data. (#5222)
# Objective

Bevy requires meshes to include UV coordinates, even if the material does not use any textures, and will fail with an error `ERROR bevy_pbr::material: Mesh is missing requested attribute: Vertex_Uv (MeshVertexAttributeId(2), pipeline type: Some("bevy_pbr::material::MaterialPipeline<bevy_pbr::pbr_material::StandardMaterial>"))` otherwise. The objective of this PR is to permit this.

## Solution

This PR follows the design of #4528, which added support for per-vertex colours. It adds a shader define called VERTEX_UVS which indicates the presence of UV coordinates to the shader.
2022-07-08 20:55:08 +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
Elijah
5d3fa5e77b Add inverse_projection and inverse_view_proj fields to shader view uniform (#5119)
# Objective

Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera).

## Solution

Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform

---

## Changelog

### Added
`inverse_projection` and `inverse_view_proj` fields to shader view uniform

## Note

It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
2022-07-04 21:04:16 +08:00
Nicola Papale
288765930f Rework extract_meshes (#4240)
* Cleanup redundant code
* Use a type alias to make sure the `caster_query` and
  `not_caster_query` really do the same thing and access the same things

**Objective**

Cleanup code that would otherwise be difficult to understand

**Solution**

* `extract_meshes` had two for loops which are functionally identical,
  just copy-pasted code. I extracted the common code between the two
  and put them into an anonymous function.
* I flattened the tuple literal for the bundle batch, it looks much
  less nested and the code is much more readable as a result.
* The parameters of `extract_meshes` were also very daunting, but they
  turned out to be the same query repeated twice. I extracted the query
  into a type alias.

EDIT: I reworked the PR to **not do anything breaking**, and keep the old allocation behavior. Removing the memorized length was clearly a performance loss, so I kept it.
2022-07-04 12:44:23 +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
DGriffin91
072f2e17d3 Move texture sample out of branch in prepare_normal (#5129)
# Objective

This fixes https://github.com/bevyengine/bevy/issues/5127

## Solution

- Moved texture sample out of branch in `prepare_normal()`.


Co-authored-by: DGriffin91 <github@dgdigital.net>
2022-06-29 02:48:46 +00:00
Robert Swain
84991d34f3 Array texture example (#5077)
# Objective

- Make the reusable PBR shading functionality a little more reusable
  - Add constructor functions for `StandardMaterial` and `PbrInput` structs to populate them with default values
  - Document unclear `PbrInput` members
- Demonstrate how to reuse the bevy PBR shading functionality
- The final important piece from #3969 as the initial shot at making the PBR shader code reusable in custom materials

## Solution

- Add back and rework the 'old' `array_texture` example from pre-0.6.
- Create a custom shader material
  - Use a single array texture binding and sampler for the material bind group
  - Use a shader that calls `pbr()` from the `bevy_pbr::pbr_functions` import
- Spawn a row of cubes using the custom material
- In the shader, select the array texture layer to sample by using the world position x coordinate modulo the number of array texture layers

<img width="1392" alt="Screenshot 2022-06-23 at 12 28 05" src="https://user-images.githubusercontent.com/302146/175278593-2296f519-f577-4ece-81c0-d842283784a1.png">

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-06-28 00:58:50 +00:00
研究社交
92eec47b99 Separate PBR and tone mapping into 2 functions (#5078)
# Objective

- Allow custom shaders to reuse the HDR results of PBR.

## Solution

- Separate `pbr()` and `tone_mapping()` into 2 functions in `pbr_functions.wgsl`.
2022-06-26 00:00:23 +00:00
Edward Vear
5a3e77716a Fix skinned mesh normal handling in mesh shader (#5095)
# Objective

Update pbr mesh shader to use correct normals for skinned meshes.

## Solution

Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
2022-06-25 09:54:33 +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
Robert Swain
114d169dce Callable PBR functions (#4939)
# Objective

- Builds on top of #4938 
- Make clustered-forward PBR lighting/shadows functionality callable
- See #3969 for details

## Solution

- Add `PbrInput` struct type containing a `StandardMaterial`, occlusion, world_position, world_normal, and frag_coord
- Split functionality to calculate the unit view vector, and normal-mapped normal into `bevy_pbr::pbr_functions`
- Split high-level shading flow into `pbr(in: PbrInput, N: vec3<f32>, V: vec3<f32>, is_orthographic: bool)` function in `bevy_pbr::pbr_functions`
- Rework `pbr.wgsl` fragment stage entry point to make use of the new functions
- This has been benchmarked on an M1 Max using `many_cubes -- sphere`. `main` had a median frame time of 15.88ms, this PR 15.99ms, which is a 0.69% frame time increase, which is within noise in my opinion.

---

## Changelog

- Added: PBR shading code is now callable. Import `bevy_pbr::pbr_functions` and its dependencies, create a `PbrInput`, calculate the unit view and normal-mapped normal vectors and whether the projection is orthographic, and call `pbr()`!
2022-06-21 20:50:06 +00:00
François
8b27124a80 WGSL: use correct syntax for matrix access (#5039)
# Objective

- `.x` is not the correct syntax to access a column in a matrix in WGSL: https://www.w3.org/TR/WGSL/#matrix-access-expr
- naga accepts it and translates it correctly, but it's not valid when shaders are kept as is and used directly in WGSL

## Solution

- Use the correct syntax
2022-06-18 07:41:54 +00:00
Robert Swain
c6222f1acc Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective

- Builds on top of #4901 
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.

## Solution

- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`

---

## Changelog

- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
  - Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
  - Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
  - Split PBR lighting functions into `bevy_pbr::lighting`
  - Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
Robert Swain
b333386271 Add reusable shader functions for transforming position/normal/tangent (#4901)
# Objective

- Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way
- The next step in #3969 so check there for more details.

## Solution

- Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports
  - These contain `mesh_` and `mesh2d_` versions of the following functions:
    - `mesh_position_local_to_world`
    - `mesh_position_world_to_clip`
    - `mesh_position_local_to_clip`
    - `mesh_normal_local_to_world`
    - `mesh_tangent_local_to_world`
- Use them everywhere where it is appropriate
  - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there
- NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D.

---

## Changelog

- Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions:
  - `mesh_position_local_to_world`
  - `mesh_position_world_to_clip`
  - `mesh_position_local_to_clip`
  - `mesh_normal_local_to_world`
  - `mesh_tangent_local_to_world`

## Migration Guide

- The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
2022-06-14 00:32:33 +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
Aevyrie
772d15238c Change default Image FilterMode to Linear (#4465)
# Objective

- Closes #4464 

## Solution

- Specify default mag and min filter types for `Image` instead of using `wgpu`'s defaults.

---

## Changelog

### Changed

- Default `Image` filtering changed from `Nearest` to `Linear`.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-06-11 09:13:37 +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
cc4062ec43 Split mesh shader files (#4867)
# Objective

- Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable.
- See #3969 for details. I'm doing this in multiple steps to make review easier.

---

## Changelog

- Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings`

## Migration Guide

- In shaders for 3D meshes:
  - `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings`
  - `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types`
    - NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings.
- In shaders for 2D meshes:
  - `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings`
  - `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types`
    - NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
2022-05-31 23:23:25 +00:00
Robert Swain
bdef86ea6e Generate vertex tangents using mikktspace (#3872)
# Objective

Models can be produced that do not have vertex tangents but do have normal map textures. The tangents can be generated. There is a way that the vertex tangents can be generated to be exactly invertible to avoid introducing error when recreating the normals in the fragment shader.

## Solution

- After attempts to get https://github.com/gltf-rs/mikktspace to integrate simple glam changes and version bumps, and releases of that crate taking weeks / not being made (no offense intended to the authors/maintainers, bevy just has its own timelines and needs to take care of) it was decided to fork that repository. The following steps were taken:
  - mikktspace was forked to https://github.com/bevyengine/mikktspace in order to preserve the repository's history in case the original is ever taken down
  - The README in that repo was edited to add a note stating from where the repository was forked and explaining why
  - The repo was locked for changes as its only purpose is historical
  - The repo was integrated into the bevy repo using `git subtree add --prefix crates/bevy_mikktspace git@github.com:bevyengine/mikktspace.git master`
  - In `bevy_mikktspace`:
    - The travis configuration was removed
    - `cargo fmt` was run
    - The `Cargo.toml` was conformed to bevy's (just adding bevy to the keywords, changing the homepage and repository, changing the version to 0.7.0-dev - importantly the license is exactly the same)
    - Remove the features, remove `nalgebra` entirely, only use `glam`, suppress clippy.
      - This was necessary because our CI runs clippy with `--all-features` and the `nalgebra` and `glam` features are mutually exclusive, plus I don't want to modify this highly numerically-sensitive code just to appease clippy and diverge even more from upstream.
- Rebase https://github.com/bevyengine/bevy/pull/1795
  - @jakobhellermann said it was fine to copy and paste but it ended up being almost exactly the same with just a couple of adjustments when validating correctness so I decided to actually rebase it and then build on top of it.
- Use the exact same fragment shader code to ensure correct normal mapping.
- Tested with both https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentMirrorTest which has vertex tangents and https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentTest which requires vertex tangent generation

Co-authored-by: alteous <alteous@outlook.com>
2022-05-31 22:53:54 +00:00
Félix Lescaudey de Maneville
f000c2b951 Clippy improvements (#4665)
# Objective

Follow up to my previous MR #3718 to add new clippy warnings to bevy:

- [x] [~~option_if_let_else~~](https://rust-lang.github.io/rust-clippy/master/#option_if_let_else) (reverted)
- [x] [redundant_else](https://rust-lang.github.io/rust-clippy/master/#redundant_else)
- [x] [match_same_arms](https://rust-lang.github.io/rust-clippy/master/#match_same_arms)
- [x] [semicolon_if_nothing_returned](https://rust-lang.github.io/rust-clippy/master/#semicolon_if_nothing_returned)
- [x] [explicit_iter_loop](https://rust-lang.github.io/rust-clippy/master/#explicit_iter_loop)
- [x] [map_flatten](https://rust-lang.github.io/rust-clippy/master/#map_flatten)

There is one commit per clippy warning, and the matching flags are added to the CI execution.

To test the CI execution you may run `cargo run -p ci -- clippy` at the root.

I choose the add the flags in the `ci` tool crate to avoid having them in every `lib.rs` but I guess it could become an issue with suprise warnings coming up after a commit/push


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-05-31 01:38:07 +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
b6eededea4 Use uniform buffer usage for SkinnedMeshUniform instead of all usages (#4816)
# Objective

fixes #4811 (caused by #4339 [[exact change](https://github.com/bevyengine/bevy/pull/4339/files#diff-4bf3ed03d4129aad9f5678ba19f9b14ee8e3e61d6f6365e82197b01c74468b10R712-R721)] - where the buffer type has been changed from `UniformVec` to `BufferVec`)

## Solution

Use uniform buffer usage for `SkinnedMeshUniform` instead of all usages due to the `Default` derive.
2022-05-20 22:05:32 +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
Dusty DeWeese
82d849d3dc Add support for vertex colors (#4528)
# Objective

Add support for vertex colors

## Solution

This change is modeled after how vertex tangents are handled, so the shader is conditionally compiled with vertex color support if the mesh has the corresponding attribute set.

Vertex colors are multiplied by the base color. I'm not sure if this is the best for all cases, but may be useful for modifying vertex colors without creating a new mesh.

I chose `VertexFormat::Float32x4`, but I'd prefer 16-bit floats if/when support is added.

## Changelog

### Added
- Vertex colors can be specified using the `Mesh::ATTRIBUTE_COLOR` mesh attribute.
2022-05-05 00:46:32 +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
KDecay
7a7f097485 Move Size to bevy_ui (#4285)
# Objective

- Related #4276.
- Part of the splitting process of #3503.

## Solution

- Move `Size` to `bevy_ui`.

## Reasons

- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2`  replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.

## Changelog

### Changed

- The `Size` type got moved from `bevy_math` to `bevy_ui`.

## Migration Guide

- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-25 13:54:46 +00:00
Robert Swain
c2a9d5843d Faster assign lights to clusters (#4345)
# Objective

- Fixes #4234
- Fixes #4473 
- Built on top of #3989
- Improve performance of `assign_lights_to_clusters`

## Solution

- Remove the OBB-based cluster light assignment algorithm and calculation of view space AABBs
- Implement the 'iterative sphere refinement' algorithm used in Just Cause 3 by Emil Persson as documented in the Siggraph 2015 Practical Clustered Shading talk by Persson, on pages 42-44 http://newq.net/dl/pub/s2015_practical.pdf
- Adapt to also support orthographic projections
- Add `many_lights -- orthographic` for testing many lights using an orthographic projection

## Results

- `assign_lights_to_clusters` in `many_lights` before this PR on an M1 Max over 1500 frames had a median execution time of 1.71ms. With this PR it is 1.51ms, a reduction of 0.2ms or 11.7% for this system.

---

## Changelog

- Changed: Improved cluster light assignment performance

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-04-15 02:53:20 +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
François
9d54f33974 Skinned extraction speedup (#4428)
# Objective

- While animating 501 https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BrainStem, I noticed things were getting a little slow
- Looking in tracy, the system `extract_skinned_meshes` is taking a lot of time, with a mean duration of 15.17ms

## Solution

- ~~Use `Vec` instead of a `SmallVec`~~
- ~~Don't use an temporary variable~~
- Compute the affine matrix as an `Affine3A` instead
- Remove the `temp` vec

| |mean|
|---|---|
|base|15.17ms|
|~~vec~~|~~9.31ms~~|
|~~no temp variable~~|~~11.31ms~~|
|removing the temp vector|8.43ms|
|affine|13.21ms|
|all together|7.23ms|
2022-04-07 16:16:36 +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
Robert Swain
579928e8e0 bevy_pbr: Support flipping tangent space normal map y for DirectX normal maps (#4433)
# Objective

- Normal maps authored for DirectX use a left-handed convention and have their tangent space normal in the texture inverted from what we need. Support this.
- Details here: https://doc.babylonjs.com/divingDeeper/materials/advanced/normalMaps

## Solution

- Add a `StandardMaterial` `flip_normal_map_y` boolean field
- Add a `STANDARDMATERIAL_FLIP_NORMAL_MAP_Y` flag to `StandardMaterialFlags` and in the PBR shader
- Flip the y-component of the tangent space normal just after sampling it from the normal map texture

## Screenshots

### Before

<img width="1392" alt="Screenshot 2022-04-06 at 21 04 44" src="https://user-images.githubusercontent.com/302146/162050314-e7bfaaf6-9ee1-4756-9821-f6f5ff78f508.png">

### After

<img width="1392" alt="Screenshot 2022-04-06 at 21 03 39" src="https://user-images.githubusercontent.com/302146/162050255-36ee0745-1d79-4fd2-9a1c-18085376b643.png">

---

## Changelog

- Added: Support for flipping the normal map texture y component for normal maps authored for use with DirectX
2022-04-07 15:50:14 +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
Boxy
024d98457c yeet unsound lifetime annotations on Query methods (#4243)
# Objective
Continuation of #2964 (I really should have checked other methods when I made that PR)

yeet unsound lifetime annotations on `Query` methods.
Example unsoundness:
```rust
use bevy::prelude::*;

fn main() {
    App::new().add_startup_system(bar).add_system(foo).run();
}

pub fn bar(mut cmds: Commands) {
    let e = cmds.spawn().insert(Foo { a: 10 }).id();
    cmds.insert_resource(e);
}

#[derive(Component, Debug, PartialEq, Eq)]
pub struct Foo {
    a: u32,
}
pub fn foo(mut query: Query<&mut Foo>, e: Res<Entity>) {
    dbg!("hi");
    {
        let data: &Foo = query.get(*e).unwrap();
        let data2: Mut<Foo> = query.get_mut(*e).unwrap();
        assert_eq!(data, &*data2); // oops UB
    }

    {
        let data: &Foo = query.single();
        let data2: Mut<Foo> = query.single_mut();
        assert_eq!(data, &*data2); // oops UB
    }

    {
        let data: &Foo = query.get_single().unwrap();
        let data2: Mut<Foo> = query.get_single_mut().unwrap();
        assert_eq!(data, &*data2); // oops UB
    }

    {
        let data: &Foo = query.iter().next().unwrap();
        let data2: Mut<Foo> = query.iter_mut().next().unwrap();
        assert_eq!(data, &*data2); // oops UB
    }

    {
        let mut opt_data: Option<&Foo> = None;
        let mut opt_data_2: Option<Mut<Foo>> = None;
        query.for_each(|data| opt_data = Some(data));
        query.for_each_mut(|data| opt_data_2 = Some(data));
        assert_eq!(opt_data.unwrap(), &*opt_data_2.unwrap()); // oops UB
    }
    dbg!("bye");
}

```

## Solution
yeet unsound lifetime annotations on `Query` methods

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-22 02:49:41 +00:00
Robert Swain
0529f633f9 KTX2/DDS/.basis compressed texture support (#3884)
# Objective

- Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to 
- Support `.dds`, `.ktx2`, and `.basis` files

## Solution

- Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details.
- Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that.
- The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans.
- There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S.
2022-03-15 22:26:46 +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
Carter Anderson
98938a8555 Internal Asset Hot Reloading (#3966)
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access.

This is accomplished via the following:
* Add a new `debug_asset_server` feature flag
* When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions.
* Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.

This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. 

This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.

Fixes #3660
2022-02-18 22:56:57 +00:00
Carter Anderson
e9f52b9dd2 Move import_path definitions into shader source (#3976)
This enables shaders to (optionally) define their import path inside their source. This has a number of benefits:

1. enables users to define their own custom paths directly in their assets
2. moves the import path "close" to the asset instead of centralized in the plugin definition, which seems "better" to me. 
3. makes "internal hot shader reloading" way more reasonable (see #3966)
4. logically opens the door to importing "parts" of a shader by defining "import_path blocks".

```rust
#define_import_path bevy_pbr::mesh_struct

struct Mesh {
    model: mat4x4<f32>;
    inverse_transpose_model: mat4x4<f32>;
    // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
    flags: u32;
};

let MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 1u;
```
2022-02-18 21:54:03 +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
Loch Wansbrough
56b0e88b53 Add view transform to view uniform (#3885)
(cherry picked from commit de943381bd2a8b242c94db99e6c7bbd70006d7c3)

# Objective

The view uniform lacks view transform information. The inverse transform is currently provided but this is not sufficient if you do not have access to an `inverse` function (such as in WGSL).

## Solution

Grab the view transform, put it in the view uniform, use the same matrix to compute the inverse as well.
2022-02-08 04:14:34 +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
Hennadii Chernyshchyk
458cb7a9e9 Add headless mode (#3439)
# Objective

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

## Solution

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

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

## Solution

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

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

## Remaining work

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

## Remaining questions

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



Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-08 01:29:08 +00:00
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
585d0b8467 remove some mut in queries (#3437)
# Objective

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

## Solution

- Remove `mut` when possible


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-26 05:39:46 +00:00
Carter Anderson
963e2f08a2 Materials and MaterialPlugin (#3428)
This adds "high level" `Material` and `SpecializedMaterial` traits, which can be used with a `MaterialPlugin<T: SpecializedMaterial>`. `MaterialPlugin` automatically registers the appropriate resources, draw functions, and queue systems. The `Material` trait is simpler, and should cover most use cases. `SpecializedMaterial` is like `Material`, but it also requires defining a "specialization key" (see #3031). `Material` has a trivial blanket impl of `SpecializedMaterial`, which allows us to use the same types + functions for both.

This makes defining custom 3d materials much simpler (see the `shader_material` example diff) and ensures consistent behavior across all 3d materials (both built in and custom). I ported the built in `StandardMaterial` to `MaterialPlugin`. There is also a new `MaterialMeshBundle<T: SpecializedMaterial>`, which `PbrBundle` aliases to.
2021-12-25 21:45:43 +00:00
Jakob Hellermann
adb3ad399c make sub_app return an &App and add sub_app_mut() -> &mut App (#3309)
It's sometimes useful to have a reference to an app a sub app at the same time, which is only possible with an immutable reference.
2021-12-24 06:57:30 +00:00
François
79d36e7c28 Prepare crevice for vendored release (#3394)
# Objective

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

## Solution

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

## Remaining

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


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-23 22:49:12 +00:00
Nicola Papale
035ec7b763 Implement non-indexed mesh rendering (#3415)
# Objective

Instead of panicking when the `indices` field of a mesh is `None`, actually manage it.

This is just a question of keeping track of the vertex buffer size.

## Notes

* Relying on this change to improve performance on [bevy_debug_lines using the new renderer](https://github.com/Toqozz/bevy_debug_lines/pull/10)
* I'm still new to rendering, my only expertise with wgpu is the learn-wgpu tutorial, likely I'm overlooking something.
2021-12-23 19:19:13 +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
Dusty DeWeese
73f524f61c Support topologies other than TriangleList (#3349)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/3346

## Solution

I've encoded the topology in the `MeshKey` similar to how MSAA samples are handled.
2021-12-18 20:55:40 +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