Commit graph

1335 commits

Author SHA1 Message Date
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
François
22c665fa39 re-export BufferBinding and BufferDescriptor (#3429)
# Objective

- I want to port `bevy_egui` to Bevy main and only reuse re-exports from Bevy

## Solution

- Add exports for `BufferBinding` and `BufferDescriptor`


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-24 16:53:49 +00:00
davier
76ec709ede Add Visibility component to UI (#3426)
# Objective

Fixes #3422 

## Solution

Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app.

The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
2021-12-24 07:10:12 +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
5d5d7833f0 fix parenting of scenes (#2410)
# Objective

Fix #2406 

Scene parenting was not done completely, leaving the hierarchy maintenance to the standard system. As scene spawning happens in stage `PreUpdate` and hierarchy maintenance in stage `PostUpdate`, this left the scene in an invalid state parent wise for part of a frame

## Solution

Also add/update the `Children` component when spawning the scene.

I kept the `Children` component as a `SmallVec`, it could be moved to an `HashSet` to guarantee uniqueness


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-24 06:57:28 +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
Jakob Hellermann
c6d4c63f42 enable wasm-bindgen feature on gilrs (#3420)
WIthout the feature, `gilrs` uses `stdweb` instead of `wasm-bindgen` which isn't compatible with the rest of bevy.

Unfortunately, the `stdweb` dependency is still in the dependency tree, it just isn't used (https://gitlab.com/gilrs-project/gilrs/-/issues/101). This will be fixed in `gilrs 0.9` when it releases.
2021-12-23 19:19:14 +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
Mike
851b5939ce add tracing spans for parallel executor and system overhead (#3416)
This PR adds tracing spans for the parallel executor and system overhead.

![image](https://user-images.githubusercontent.com/2180432/147172747-b78026e3-1c30-4120-92c8-693c6f1564cd.png)
2021-12-23 19:03:44 +00:00
James Higgins
0936f4ca9d RemoveChildren command (#1925) 2021-12-23 09:04:55 +00:00
Jakob Hellermann
081350916c report shader processing errors in RenderPipelineCache (#3289)
### Problem
- shader processing errors are not displayed
- during hot reloading when encountering a shader with errors, the whole app crashes

### Solution
- log `error!`s for shader processing errors 
- when `cfg(debug_assertions)` is enabled (i.e. you're running in `debug` mode), parse shaders before passing them to wgpu. This lets us handle errors early.
2021-12-22 22:16:42 +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
François
a3c53e689d Shader Processor: process imported shader (#3290)
# Objective

- I want to be able to use `#ifdef` and other processor directives in an imported shader

## Solution

- Process imported shader strings


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-22 01:01:39 +00:00
PaperCow
004bbe9f04 Use EventWriter for gilrs_system (#3413)
# Objective

- fixes #3397 

## Solution

- Uses EventWriter instead of ResMut<Event> in gilrs_system.rs.

I also renamed the argument from `event` to `events` for consistency. All other instances I could find in the engine of EventWriter use a plural argument name. Happy to undo or modify this change if desired.
2021-12-21 23:56:58 +00:00
aloucks
c04dfc1174 Add some of the missing methods to TrackedRenderPass (#3401)
# Objective

Add missing methods to `TrackedRenderPass`

- `set_push_constants`
- `set_viewport`
- `insert_debug_marker`
- `push_debug_group`
- `pop_debug_group`
- `set_blend_constant`

https://docs.rs/wgpu/0.12.0/wgpu/struct.RenderPass.html

I need `set_push_constants` but started adding the others as I noticed they were also missing. The `draw indirect` family of methods are still missing as are the `timestamp query` methods.
2021-12-20 23:16:54 +00:00
MrGVSV
5479047aa2 Added set_cursor_icon(...) to Window (#3395)
# Objective

The window's cursor should be settable without having to implement a custom cursor icon solution. This will especially be helpful when creating user-interfaces that might like to use the cursor to denote some meaning (e.g., _clickable_, _resizable_, etc.).

## Solution

Added a `CursorIcon` enum that maps one-to-one to winit's `CursorIcon` enum, as well as a method to set/get it for the given `Window`.
2021-12-20 22:04:45 +00:00
John
3443cc77cb Fixes minimization crash because of cluster updates. (#3369)
# Objective
Fixes: #3368

Issue was caused by screen size being: `(0, 0)`.

## Solution
Don't update clusters if the screen size is zero. A better solution might be to not render when minimized, but this works in the meantime.


Co-authored-by: John <startoaster23@gmail.com>
2021-12-20 21:43:55 +00:00
François
c61fbcb7db Only bevy_render should depend directly on wgpu (#3393)
# Objective

- Only bevy_render should depend directly on wgpu
- This helps to make sure bevy_render re-exports everything needed from wgpu

## Solution

- Remove bevy_pbr, bevy_sprite and bevy_ui dependency on wgpu


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-20 20:50:52 +00:00
Alice Cecile
1ef028d2af Basic docs for Storages (#3391)
# Objective

- Storages are used to store the ECS data.
- They're undocumented.

## Solution

- Add some very basic docs.

## Notes
- Some of this was hard to immediately understand when reading the code, so suggestions on improvements / things to add are particularly welcome.
2021-12-20 20:50:51 +00:00
davier
c79ec9cad6 Fix custom mesh pipelines (#3381)
# Objective

Fixes #3379 

## Solution

The custom mesh pipelines needed to be specialized on each mesh's primitive topology, as done in `queue_meshes()`

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-20 20:33:39 +00:00
davier
340957994d Implement the Overflow::Hidden style property for UI (#3296)
# Objective

This PR implements the `overflow` style property in `bevy_ui`. When set to `Overflow::Hidden`, the children of that node are clipped so that overflowing parts are not rendered. This is an important building block for UI widgets.

## Solution

Clipping is done on the CPU so that it does not break batching.

The clip regions update was implemented as a separate system for clarity, but it could be merged with the other UI systems to avoid doing an additional tree traversal. (I don't think it's important until we fix the layout performance issues though).

A scrolling list was added to the `ui_pipelined` example to showcase `Overflow::Hidden`. For the sake of simplicity, it can only be scrolled with a mouse.
2021-12-19 05:44:28 +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
Hoidigan
e018ac838d Add readme as docs to relevant crates. (#2575)
Fixes #2566
Fixes #3005 

There are only READMEs in the 4 crates here (with the exception of bevy itself).
Those 4 crates are ecs, reflect, tasks, and transform.
These should each now include their respective README files.

Co-authored-by: Hoidigan <57080125+Hoidigan@users.noreply.github.com>
Co-authored-by: Daniel Nelsen <57080125+Hoidigan@users.noreply.github.com>
2021-12-18 22:59:55 +00:00
sapir
8c250919e3 Fix double drop in BlobVec::replace_unchecked (#2597) (#2848)
# Objective

I thought I'd have a go a trying to fix #2597.

Hopefully fixes #2597.

## Solution

I reused the memory pointed to by the value parameter, that is already required by `insert` to not be dropped, to contain the extracted value while dropping it.
2021-12-18 21:29:24 +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
Rostyslav Toch
e48f9d8cd4 Add documentation and tests to AxisSettings (#3303)
# Objective

Fixes: #3247 

## Solution

- Added short documentation for `AxisSettings`
- Added tests for `AxisSettings` and `ButtonSettings`


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-18 20:00:18 +00:00
Daniel McNab
ed9d45fae5 Add an example 'showcasing' using multiple windows (#3367)
# Objective

- The multiple windows example which was viciously murdered in #3175.
- cart asked me to

## Solution

- Rework the example to work on pipelined-rendering, based on the work from #2898
2021-12-18 19:38:05 +00:00
TheRawMeatball
b5a04532c5 Rename render UiSystem to RenderUiSystem (#3371)
Without this name clash makes it impossible to order relative to the ui extract systems.
2021-12-18 17:53:21 +00:00
Rob Parrett
f30f833406 Remove vestigial derives (#3343)
These derives seem to be leftover vestiges of the old renderer.

At least removing them doesn't seem to harm anything.

edit: thanks `@forbjok` on discord for pointing this out.
2021-12-18 00:09:24 +00:00
François
6a0008f3d3 Fix doc warnings (#3339)
# Objective

- There are a few warnings when building Bevy docs for dead links
- CI seems to not catch those warnings when it should

## Solution

- Enable doc CI on all Bevy workspace
- Fix warnings
- Also noticed plugin GilrsPlugin was not added anymore when feature was enabled


First commit to check that CI would actually fail with it: https://github.com/bevyengine/bevy/runs/4532652688?check_suite_focus=true

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-18 00:09:23 +00:00
John
9a16a4d018 Added set_scissor_rect to tracked render pass. (#3320)
# Objective And Solution
Add `set_scissor_rect` from wgpu-rs to the `TrackedRenderPass`. wgpu documentation can be found here:
https://docs.rs/wgpu/latest/wgpu/struct.RenderPass.html#method.set_scissor_rect

The reason for adding this is to cull fragments that are outside of the given rect. For my purposes this is extremely useful for UI.
2021-12-17 22:26:59 +00:00
Branan Riley
684c821e96 Schedule gilrs system before input systems (#2989)
# Objective

Previously, the gilrs system had no explicit relationship to the input
systems. This could potentially cause it to be scheduled after the
input systems, leading to a one-frame lag in gamepad inputs.

This was a regression introduced in #1606 which removed the `PreEvent` stage

## Solution

This adds an explicit `before` relationship to the gilrs plugin,
ensuring that raw gamepad events will be processed on the same frame
that they are generated.
2021-12-16 00:04:34 +00:00
Alex
49a4009d5c re-export ClearPassNode (#3336)
Currently the `ClearPassNode` is not exported, due to an additional `use ...;` in the core pipeline's `lib.rs`. This seems unintentional, as there already is a public glob import in the file.

This just removes the explicit use. If it actually was intentional to keep the node internal, let me know.
2021-12-15 22:04:39 +00:00
MrGVSV
add1818a05 Add documentation to KeyCode for Mac users (#3331)
# Objective

`KeyCode::*Win` and `KeyCode::*Alt` might be confusing for some Mac users.

## Solution

Added some small documentation to clarify the mappings for those developing on a Mac.

## Additional Context

Related issue: #3240
2021-12-15 01:23:32 +00:00
Hennadii Chernyshchyk
70c9165886 Fix crash with disabled winit (#3330)
# Objective

This PR fixes a crash when winit is enabled when there is a camera in the world. Part of #3155

## Solution

In this PR, I removed two unwraps and added an example for regression testing.
2021-12-15 00:15:47 +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
François
c825fda74a add default standard material in PbrBundle (#3325)
# Objective

- Fix #3323 


## Solution

- Add a default standard material that is very visible. It is similar to the previous standard material that was used

<img width="1392" alt="Screenshot 2021-12-14 at 15 39 01" src="https://user-images.githubusercontent.com/8672791/146019401-ed4b5fc1-7cce-4a8f-a511-a6f9665a51d7.png">



Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-14 23:04:26 +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
Niklas Eicker
de8edd3165 Rename fixed timestep state and add a test (#3260)
# Objective

fixes #3234

## Solution

- rename `bevy::core::State` to `LocalFixedTimestepState`
- add a test for FixedTimestep since I am already there
2021-12-12 21:26:40 +00:00
Rostyslav Toch
172f4d6d78 Documented and tested Axis<T> (#3276)
# Objective

Fixes #3247 

## Solution

- Added docs to `Axis<T>`. This one can be extended @alice-i-cecile 
- Added unit tests
- Added `min` and `max` values to the struct. @alice-i-cecile Do we need to these variables?
- Limited `set` method usage with `min` and `max` values


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-11 23:31:46 +00:00
Jakob Hellermann
a5ea38f75e add methods to get reads and writes of Access<T> (#3166)
This makes it possible to e.g. show resource and component access on hover in [bevy_mod_debugdump](https://github.com/jakobhellermann/bevy_mod_debugdump/):
![grafik](https://user-images.githubusercontent.com/22177966/142773962-320f6e5b-608e-4abb-88b8-78da4fefc166.png)
2021-12-11 23:16:01 +00:00
Daniel McNab
0ee4195fb0 Remove some superfluous unsafe code (#3297)
# Objective

- This `unsafe` is weird

## Solution

- Don't use `unsafe` here

Hopefully this isn't already in an open PR.
2021-12-11 22:58:46 +00:00
davier
25b62f9577 Port bevy_ui to pipelined-rendering (#2653)
# Objective

Port bevy_ui to pipelined-rendering (see #2535 )

## Solution

I did some changes during the port:
- [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406))
- [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching)

Remaining features to implement to reach parity with the old renderer:
- [x] textures
- [X] TextBundle

I'd also like to add these features, but they need some design discussion:
- [x] batching
- [ ] separate opaque and transparent phases
- [ ] multiple windows
- [ ] texture atlases
- [ ] (maybe) clipping
2021-12-10 22:21:23 +00:00
Weasy
a2f0fe24e8 Allow String and &String as Id for AssetServer.get_handle(id) (#3280)
# Objective

Make it easier to build and use an asset path with `format!()`. This can be useful for accessing assets in a loop.

Enabled by this PR:
```rust
let monkey_handle = asset_server.get_handle(&format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
```

Before this PR:
```rust
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0").as_str());
```

It's just a tiny improvement in ergonomics, but i ran into it and was wondering why the function does not accept a `String` and Bevy is all about simplicity/ergonomics, right? 😄😉

## Solution

Implement `Into<HandleId>` for `String` and `&String`.
2021-12-09 22:40:15 +00:00
TheRawMeatball
6caa2622b0 Add despawn_children (#2903)
Adds a convenience method for despawning all the children of the entity, but not the entity itself.
2021-12-09 20:42:44 +00:00
François
92a7e16aed Update dependencies ron winit& fix cargo-deny lists (#3244)
# Objective

- there are a few new versions for `ron`, `winit`, `ndk`, `raw-window-handle`
- `cargo-deny` is failing due to new security issues / duplicated dependencies

## Solution

- Update our dependencies
- Note all new security issues, with which of Bevy direct dependency it comes from
- Update duplicate crate list, with which of Bevy direct dependency it comes from

`notify` is not updated here as it's in #2993
2021-12-09 20:14:00 +00:00
Carter Anderson
7dd92e72d4 More Bevy ECS schedule spans (#3281)
Fills in some gaps we had in our Bevy ECS tracing spans:

* Exclusive systems
* System Commands (for `apply_buffers = true` cases)
* System archetype updates
* Parallel system execution prep
2021-12-08 23:43:03 +00:00
loui
3ca8844c90 Added transparency to window builder (#3105)
Applogies, had to recreate this pr because of branching issue.
Old PR: https://github.com/bevyengine/bevy/pull/3033

# Objective

Fixes #3032

Allowing a user to create a transparent window 

## Solution

I've allowed the transparent bool to be passed to the winit window builder
2021-12-08 20:53:35 +00:00
Rostyslav Toch
01e2141ce3 Add Gamepads resource (#3257)
# Objective

Fixes #3245 

## Solution

- Move GamepadLobby to lib
- Add connection_system to InputPlugin
- Updated gamepad_input example


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-08 20:28:08 +00:00