Changes:
- Track whether an output texture has been written to yet and only clear
it on the first write.
- Use `ClearColorConfig` on `CameraOutputMode` instead of a raw
`LoadOp`.
- Track whether a output texture has been seen when specializing the
upscaling pipeline and use alpha blending for extra cameras rendering to
that texture that do not specify an explicit blend mode.
Fixes#6754
## Testing
Tested against provided test case in issue:
![image](https://github.com/bevyengine/bevy/assets/10366310/d066f069-87fb-4249-a4d9-b6cb1751971b)
---
## Changelog
- Allow cameras rendering to the same output texture with mixed hdr to
work correctly.
## Migration Guide
- - Change `CameraOutputMode` to use `ClearColorConfig` instead of
`LoadOp`.
# Objective
All the links that should go to the `Transform` type in the `Transform`
and `GlobalTransform` docs currently go to the `transform` example
instead.
## Solution
Fix collision of link labels in `Transform` and `GlobalTransform` docs.
A naked unwrap led to an opaque error that can be hit when using the
embedded filewatcher.
I've changed this an unwrap_or_else panic! with the error message
providing more details about the failed operation.
A better solution would be to print an error! and not panic...
This was tested with the asset_processing example.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- apply_normal_mapping was changed to use TBN but the pbr_prepass was
not updated for that change
## Solution
- Update the pbr_prepass to correctly apply normal mapping
* Rename cull_meshlets -> cull_clusters
* Rename meshlet_visible -> cluster_visible
* Add an if statement around meshlet_second_pass_candidates writes,
maybe a small bit of performance.
# Objective
`Mesh::merge` does not need ownership of the right hand side mesh.
## Solution
Made `Mesh::merge` take a reference.
## Testing
Modified existing tests.
---
## Changelog
Made `Mesh::merge` take a reference.
## Migration Guide
* `Mesh::merge` now take a reference of a mesh instead of an owned mesh.
# Objective
Currently, bevy supports custom asset loading via `AssetServer:;add`,
which allows you to add arbitrary assets to the asset system and returns
a handle to it. However this only works for assets that have already
been fully loaded. If your loading logic involves any async, you need to
wait until the asset is done loading before adding it to the server.
This is problematic, as the `Handle` does not get allocated until the
very end, which makes it very difficult to use and defeats the value of
having handles for asynchronously-loaded assets.
## Solution
Add the method `AssetServer::add_async`. This has the same behavior as
`AssetServer::add`, only it accepts a future instead of a fully loaded
asset.
## Testing
I added an identical method to my company's fork of bevy, which works in
our app. I'm not quite sure how to go about adding an actual unit test
for asset loading behvior, but I will note that `AssetServer::add` also
does not appear to have any tests.
---
## Changelog
+ Added `AssetServer::add_async`, which allows adding assets with custom
asynchronous loading behavior to the `AssetServer`
# Objective
- Fixes#13687
## Solution
- Text rendering in UI is still dependent on the `PrimaryWIndow`
- implements #10559 for text rendering
There are other parts of UI that are still `PrimaryWindow` dependent, if
the changes here are OK I'll apply them everywhere.
I'm not a fan of the `EntityHashMap` here to hold the scale factors, but
it seems the quick and easy fix
## Testing
- Run example `multiple_windows` on a screen with a scale factor
different than 1, close the primary window
# Objective
Add labels to GltfNode and GltfMesh - they are missing from the assets
even though they are need if one wants to write a custom Gltf spawning
logic.
Eg AnimationPlayer relies on Name component of the node entities to
control the animation. There is no way to actually get names of the gltf
nodes, thus you can't manually spawn subtree from the scene and animate
it.
## Solution
- Add label field and make use of existing label creation logic to store
it there.
## Testing
- Ran all tests
- Fixed tests for node_hierarchy to use lable now
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Fixes#10820.
## Solution
- Check that the asset ID to be inserted is still being managed.
- Since this route is only used by `AssetServer`-tracked handles, if the
`infos` map no longer contains the asset ID, all handles must have been
dropped. In this case, since nobody can be watching for the result,
we're safe to bail out. This avoids the panic when inserting the asset,
because when the handles are dropped, its slot in `Assets<A>` is
poisoned.
- Someone may be waiting for a labelled asset rather than the main
asset, these are handled with separate calls to `process_asset_load`, so
shouldn't cause any issues.
- Removed the workaround keeping asset info alive after the handle has
died, since we should no longer be trying to operate on any assets once
their handles have been dropped.
## Testing
- I added a `break` in `handle_internal_asset_events`
(`crates/bevy_asset/src/server/mod.rs` on line 1152). I don't believe
this should affect correctness, only efficiency, since it is effectively
only allowing one asset event to be handled per frame. This causes
examples like `animated_fox` to produce the issue fairly frequently.
- I wrote a small program which called `AssetServer::reload` and could
trigger it too.
---
## Changelog
- Fixed an issue which could cause a panic when loading an asset which
was no longer referenced.
---
## Remaining Work
~This needs more testing. I don't yet have a complete project that
reliably crashes without changes to bevy.~ We have at least one vote of
confidence so far from @Testare who had a project broken by this bug.
@cart, (sorry for the ping), I believe you added the code which delays
`remove_dropped`. Was there any other reason `track_assets` needed to
keep the dropped assets alive?
# Objective
- `Rotation2d` is a very long name for a commonly used type.
## Solution
- Rename it to `Rot2` to match `glam`'s naming convention (e.g. `Vec2`)
I ran a poll, and `Rot2` was the favorite of the candidate names.
This is not actually a breaking change, since `Rotation2d` has not been
shipped yet.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
If you try to add an object to the hashmap that is not capable of
hashing, the program panics. For easier debugging, the type for that
object should be included in the error message.
Fixes#13646.
## Solution
initially i tried calling std::any::type_name_of_val. this had the
problem that it would print something like dyn Box<dyn Reflect>, not
helpful. But since these objects all implement Reflect, i used
Reflect::type_path() instead. Previously, the error message was part of
a constant called HASH_ERROR. i changed that to a macro called
hash_error to print the type of that object more easily
## Testing
i adapted the unit test reflect_map_no_hash to expect the type in that
panic aswell
since this is my first contribution, please let me know if i have done
everything properly
# Objective
- Due to coherency, it was previously not possible to implement
`Bounded3d` for `Extrusion<MyCustomPrimitive>`. This PR fixes that.
## Solution
- Added a new trait `BoundedExtrusion: Primitive2d + Bounded2d` which
provides functions for bounding boxes and spheres of extrusions of 2D
primitives.
- Changed all implementations of `Bounded3d for Extrusion<T>` to
`BoundedExtrusion for T`
- Implemented `Bounded3d for Extrusion<T: BoundedExtrusion>`
- Removed the `extrusion_bounding_box` and `extrusion_bounding_sphere`
functions and used them as default implementations in `BoundedExtrusion`
## Testing
- This PR does not change any implementations
---------
Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
# Objective
- On macOS, closing a window by respawning its entity freezes
## Solution
- `WindowWrapper` is keeping an `Arc` of the window, to be able to
access it from the rendering thread. Winit windows are closed when they
are dropped. This need to happen on the main thread on macOS
- Dropping it as soon as the window is closed means the last remaining
`Arc` will be in the rendering thread
- This PR keeps the `Arc` for one frame in the rendering thread before
actually dropping it
# Objective
Fill the gap in this functionality by implementing it for `Rotation2d`.
We have this already for `Quat` in addition to the direction types.
## Solution
`bevy_math::sampling` now contains an implementation of
`Distribution<Rotation2d>` for `Standard`, along with the associated
convenience implementation `Rotation2d: FromRng`, which allows syntax
like this for creating a random rotation:
```rust
// With `FromRng`:
let rotation = Rotation2d::from_rng(rng);
// With `rand::random`:
let another_rotation: Rotation2d = random();
// With `Rng::gen`:
let yet_another_rotation: Rotation2d = rng.gen();
```
I also cleaned up the documentation a little bit, seeding the `Rng`s
instead of building them from entropy, along with adding a handful of
inline directives.
# Objective
Skip unnecessary blit then tonemapping is set to none.
## Testing
Only tested locally on our app.
## Changelog
Changed tonemapping not to execute in case it is set to none.
Co-authored-by: Lukas Chodosevicius <lukaschodosevicius@Lukass-MacBook-Pro.local>
This was adopted from #12878. I rebased the changes resolved the
following merge conflicts:
- moved over the changes originally done in bevy_winit/src/lib.rs's
`handle_winit_event` into bevy_winit/src/state.rs's `window_event`
function
- moved WinitEvent::KeyboardFocusLost event forwarding originally done
in bevy_winit/src/winit_event.rs to the equivalent in
bevy_winit/src/state.rs
Tested this by following the modified keyboard_input example from the
original PR.
First, I verified I could reproduce the issue without the changes. Then,
after applying the changes, I verified that when I Alt+Tabbed away from
the running example that the log showed I released Alt and when I tabbed
back it didn't behave like Alt was stuck.
The following is from the original pull request by @gavlig
# Objective
This helps avoiding stuck key presses after switching from and back to
Bevy window. Key press event gets stuck because window loses focus
before receiving a key release event thus we end up with false positive
in ButtonInput.
## Solution
I saw two ways to fix this:
1. add bevy_window as dependency and read WindowFocus events
2. add a KeyboardFocusLost event specifically for this.
I chose the latter because adding another dependency felt wrong, but if
that is more preferable changing this pr won't be a problem. Also if
someone sees another way please let me know.
To test the bug use this small modification over
examples/keyboard_input.rs: (it will work only if you have Alt-Tab
combination for switching between windows in your OS, otherwise change
AltLeft accordingly)
```
//! Demonstrates handling a key press/release.
use bevy::{prelude::*, input:⌨️:KeyboardInput};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, keyboard_input_system)
.run();
}
/// This system prints 'Alt' key state
fn keyboard_input_system(keyboard_input: Res<ButtonInput<KeyCode>>, mut
keyboard_input_events: EventReader<KeyboardInput>) {
for event in keyboard_input_events.read() {
info!("{:?}", event);
}
if keyboard_input.pressed(KeyCode::AltLeft) {
info!("'Alt' currently pressed");
}
if keyboard_input.just_pressed(KeyCode::AltLeft) {
info!("'Alt' just pressed");
}
if keyboard_input.just_released(KeyCode::AltLeft) {
info!("'Alt' just released");
}
}
```
Here i made a quick video with demo of the fix:
https://youtu.be/qTvUCk4IHvo In first part i press Alt and Alt+Tab to
switch back and forth from example app, logs will indicate that too. In
second part I applied fix and you'll see that Alt will no longer be
pressed when window gets unfocused
## Migration Guide
`WinitEvent` has a new enum variant: `WinitEvent::KeyboardFocusLost`.
Co-authored-by: gavlig <gavlig@gmail.com>
# Objective
- Implement `Extrudable` for all meshbuilders of shapes that have been
added after #13478 was created
## Solution
- Implemented meshing for extrusions of `CircularSector`,
`CircularSegment` and `Rhombus`
## Testing
- The correctness of these was confirmed visually.
## Additional information
Here is an image of what they look like :)
![Screenshot 2024-06-04
230633](https://github.com/bevyengine/bevy/assets/62256001/d9cca0ba-30ea-4c48-8ae2-007b469739d7)
Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
# Objective
The default app runner fabricates exit codes loosing useful info in the
process.
## Solution
- Make run_once extract the correct exit code from app.
- Add a test to confirm it works.
## Testing
- Run the `runner_returns_correct_exit_code` test.
- Rejoice when it succeeds.
# Objective
- Where possible, it's recommended to use `BufferVec` over
`encase::StorageBuffer` for performance reason. It doesn't really matter
for the example, but it's still important to teach the better solution.
## Solution
- Use BufferVec in the gpu_readback example
# Objective
- Implement `Meshable` for `Extrusion<T>`
## Solution
- `Meshable` requires `Meshable::Output: MeshBuilder` now. This means
that all `some_primitive.mesh()` calls now return a `MeshBuilder`. These
were added for primitives that did not have one prior to this.
- A new trait `Extrudable: MeshBuilder` has been added. This trait
allows you to specify the indices of the perimeter of the mesh created
by this `MeshBuilder` and whether they are to be shaded smooth or flat.
- `Extrusion<P: Primitive2d + Meshable>` is now `Meshable` aswell. The
associated `MeshBuilder` is `ExtrusionMeshBuilder` which is generic over
`P` and uses the `MeshBuilder` of its baseshape internally.
- `ExtrusionMeshBuilder` exposes the configuration functions of its
base-shapes builder.
- Updated the `3d_shapes` example to include `Extrusion`s
## Migration Guide
- Depending on the context, you may need to explicitly call
`.mesh().build()` on primitives where you have previously called
`.mesh()`
- The `Output` type of custom `Meshable` implementations must now derive
`MeshBuilder`.
## Additional information
- The extrusions UVs are done so that
- the front face (`+Z`) is in the area between `(0, 0)` and `(0.5,
0.5)`,
- the back face (`-Z`) is in the area between `(0.5, 0)` and `(1, 0.5)`
- the mantle is in the area between `(0, 0.5)` and `(1, 1)`. Each
`PerimeterSegment` you specified in the `Extrudable` implementation will
be allocated an equal portion of this area.
- The UVs of the base shape are scaled to be in the front/back area so
whatever method of filling the full UV-space the base shape used is how
these areas will be filled.
Here is an example of what that looks like on a capsule:
https://github.com/bevyengine/bevy/assets/62256001/425ad288-fbbc-4634-9d3f-5e846cdce85f
This is the texture used:
![extrusion
uvs](https://github.com/bevyengine/bevy/assets/62256001/4e54e421-bfda-44b9-8571-412525cebddf)
The `3d_shapes` example now looks like this:
![image_2024-05-22_235915753](https://github.com/bevyengine/bevy/assets/62256001/3d8bc86d-9ed1-47f2-899a-27aac0a265dd)
---------
Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
# Objective
- Implement `Bounded3d` for some `Extrusion<T>`
- Provide methods to calculate `Aabb3d`s and `BoundingSphere`s for any
extrusion with a `Bounded2d` base shape
## Solution
- Implemented `Bounded3d` for all 2D `bevy_math` primitives with the
exception of `Plane2d`. As far as I can see, `Plane2d` is pretty much a
line? and I think it is very unintuitive to extrude a plane and get a
plane as a result.
- Add `extrusion_bounding_box` and `extrusion_bounding_sphere`. These
are not always used internally since there are faster methods for
specific extrusions. Both of them produce the optimal result within
precision limits though.
## Testing
- Bounds for extrusions are tested within the same module. All unique
implementations are tested.
- The correctness was validated visually aswell.
---------
Co-authored-by: Raphael Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.
Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.
The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:
* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.
* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)
* Predicated thresholding is currently unsupported.
* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.
The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.
SMAA is fully supported on WebGL 2.
Fixes#9819.
[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/
[reference implementation of SMAA]: https://github.com/iryoku/smaa
## Changelog
### Added
* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.
![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Other render resources have a convenient `.binding()` helper function
to get the binding to the resource
## Solution
- Add the same thing to `BufferVec`, `RawBufferVec`, and
`UninitBufferVec`
# Objective
Add slice based variants of existing `get_many_entities` functions on
`World`. This allows for a collection of entries to be looked up mutably
or immutably instead of requiring a compile time constant number.
## Solution
We just take slices and return Vectors.
the following functions have been added:
- `get_many_entities_dynamic`
- `get_many_entities_dynamic_mut`
- `get_many_entities_from_set_mut`
## Testing
- Doc tests, which pass when run through Miri
# Objective
Filling a hole in the API: Previously, there was no particularly
ergonomic way to go from, e.g., a pair of directions to the rotation
that links them.
## Solution
We introduce a small suite of API methods to `Dir2` to address this:
```rust
/// Get the rotation that rotates this direction to `other`.
pub fn rotation_to(self, other: Self) -> Rotation2d { //... }
/// Get the rotation that rotates `other` to this direction.
pub fn rotation_from(self, other: Self) -> Rotation2d { //... }
/// Get the rotation that rotates the X-axis to this direction.
pub fn rotation_from_x(self) -> Rotation2d { //... }
/// Get the rotation that rotates this direction to the X-axis.
pub fn rotation_to_x(self) -> Rotation2d { //... }
/// Get the rotation that rotates this direction to the Y-axis.
pub fn rotation_from_y(self) -> Rotation2d { //... }
/// Get the rotation that rotates the Y-axis to this direction.
pub fn rotation_to_y(self) -> Rotation2d { //... }
```
I also removed some language from the `Rotation2d` docs that is
misleading: the radian and angle conversion functions are already clear
about which angles they spit out, and `Rotation2d` itself doesn't have
any bounds on angles or anything.
# Objective
This PR addresses one of the issues from [discord state
discussion](https://discord.com/channels/691052431525675048/1237949214017716356).
Same-state transitions can be desirable, so there should exist a hook
for them.
Fixes https://github.com/bevyengine/bevy/issues/9130.
## Solution
- Allow `StateTransitionEvent<S>` to contain identity transitions.
- Ignore identity transitions at schedule running level (`OnExit`,
`OnTransition`, `OnEnter`).
- Propagate identity transitions through `SubStates` and
`ComputedStates`.
- Add example about registering custom transition schedules.
## Changelog
- `StateTransitionEvent<S>` can be emitted with same `exited` and
`entered` state.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- With the recent winit update, touchpad specific events can also be
triggered on mobile
## Solution
- Rename them to gestures and add support for the new ones
## Testing
- Tested on the mobile example on iOS
https://github.com/bevyengine/bevy/assets/8672791/da4ed23f-ff0a-41b2-9dcd-726e8546bef2
## Migration Guide
- `TouchpadMagnify` has been renamed to `PinchGesture`
- `TouchpadRotate` has been renamed to `RotationGesture `
---------
Co-authored-by: mike <ramirezmike2@gmail.com>
# Objective
Move `StateScoped` and `log_transitions` to `bevy_state`, since they're
useful for end users.
Addresses #12852, although not in the way the issue had in mind.
## Solution
- Added `bevy_hierarchy` to default features of `bevy_state`.
- Move `log_transitions` to `transitions` module.
- Move `StateScoped` to `state_scoped` module, gated behind
`bevy_hierarchy` feature.
- Refreshed implementation.
- Added `enable_state_coped_entities<S: States>()` to add required
machinery to `App` for clearing state-scoped entities.
## Changelog
- Added `log_transitions` for displaying state transitions.
- Added `StateScoped` for binding entity lifetime to state and app
`enable_state_coped_entities` to register cleaning behavior.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
We want to use the clustering infrastructure for light probes and decals
as well, not just point lights. This patch builds on top of #13640 and
performs the rename.
To make this series easier to review, this patch makes no code changes.
Only identifiers and comments are modified.
## Migration Guide
* In the PBR shaders, `point_lights` is now known as
`clusterable_objects`, `PointLight` is now known as `ClusterableObject`,
and `cluster_light_index_lists` is now known as
`clusterable_object_index_lists`.
# Objective
This PR addresses #12222 (Fixes#12222). Simple addition to add a 2D
axes gizmo.
## Solution
- Add a new method axes_2d which takes a transform and a case length and
then draws two arrows in the XY plane.
The only thing I'm not sure about here is taking a 3D transform as an
argument. It says in the transform comments that for 2D the z-axis is
used for ordering, so I figured I'd keep it that way?
---
## Changelog
- Add method axes_2d.
- Update arrow_2d to also calculate the tip length depending on arrow
length as in arrow.
- Add axes_2d to examples 2d_gizmos.
---------
Co-authored-by: Ben Lambert <bennett-spencer.lambert@pierer-innovation.com>
This commit implements support for physically-based anisotropy in Bevy's
`StandardMaterial`, following the specification for the
[`KHR_materials_anisotropy`] glTF extension.
[*Anisotropy*] (not to be confused with [anisotropic filtering]) is a
PBR feature that allows roughness to vary along the tangent and
bitangent directions of a mesh. In effect, this causes the specular
light to stretch out into lines instead of a round lobe. This is useful
for modeling brushed metal, hair, and similar surfaces. Support for
anisotropy is a common feature in major game and graphics engines;
Unity, Unreal, Godot, three.js, and Blender all support it to varying
degrees.
Two new parameters have been added to `StandardMaterial`:
`anisotropy_strength` and `anisotropy_rotation`. Anisotropy strength,
which ranges from 0 to 1, represents how much the roughness differs
between the tangent and the bitangent of the mesh. In effect, it
controls how stretched the specular highlight is. Anisotropy rotation
allows the roughness direction to differ from the tangent of the model.
In addition to these two fixed parameters, an *anisotropy texture* can
be supplied. Such a texture should be a 3-channel RGB texture, where the
red and green values specify a direction vector using the same
conventions as a normal map ([0, 1] color values map to [-1, 1] vector
values), and the the blue value represents the strength. This matches
the format that the [`KHR_materials_anisotropy`] specification requires.
Such textures should be loaded as linear and not sRGB. Note that this
texture does consume one additional texture binding in the standard
material shader.
The glTF loader has been updated to properly parse the
`KHR_materials_anisotropy` extension.
A new example, `anisotropy`, has been added. This example loads and
displays the barn lamp example from the [`glTF-Sample-Assets`]
repository. Note that the textures were rather large, so I shrunk them
down and converted them to a mixture of JPEG and KTX2 format, in the
interests of saving space in the Bevy repository.
[*Anisotropy*]:
https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel
[anisotropic filtering]:
https://en.wikipedia.org/wiki/Anisotropic_filtering
[`KHR_materials_anisotropy`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md
[`glTF-Sample-Assets`]:
https://github.com/KhronosGroup/glTF-Sample-Assets/
## Changelog
### Added
* Physically-based anisotropy is now available for materials, which
enhances the look of surfaces such as brushed metal or hair. glTF scenes
can use the new feature with the `KHR_materials_anisotropy` extension.
## Screenshots
With anisotropy:
![Screenshot 2024-05-20
233414](https://github.com/bevyengine/bevy/assets/157897/379f1e42-24e9-40b6-a430-f7d1479d0335)
Without anisotropy:
![Screenshot 2024-05-20
233420](https://github.com/bevyengine/bevy/assets/157897/aa220f05-b8e7-417c-9671-b242d4bf9fc4)
Updates the requirements on
[ruzstd](https://github.com/KillingSpark/zstd-rs) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/releases">ruzstd's
releases</a>.</em></p>
<blockquote>
<h2>Optimizations, Documentation and slight API changes</h2>
<ul>
<li>Few slight performance optimizations</li>
<li>Big documentation contribution</li>
<li><code>StreamingDecoder</code> now has API to get to the contained
<code>impl Read</code></li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/blob/master/Changelog.md">ruzstd's
changelog</a>.</em></p>
<blockquote>
<h1>After 0.7.0</h1>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="101df3eac0"><code>101df3e</code></a>
bump version to 0.7.0</li>
<li><a
href="c7ad34bc1c"><code>c7ad34b</code></a>
fix doc on reverse bitreader</li>
<li><a
href="cd73dffe15"><code>cd73dff</code></a>
changelog</li>
<li><a
href="944b391c30"><code>944b391</code></a>
don't return errors on too large requests on a reversed bitreader (<a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/58">#58</a>)</li>
<li><a
href="53e7b1a600"><code>53e7b1a</code></a>
fix doc comments for clippy</li>
<li><a
href="16fee8cd45"><code>16fee8c</code></a>
Implement accessors for inner reader on StreamDecoder (<a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/62">#62</a>)</li>
<li><a
href="0b9607324e"><code>0b96073</code></a>
Add documentation throughout the codebase. (<a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/61">#61</a>)</li>
<li><a
href="5265c12c8c"><code>5265c12</code></a>
remove derive_more (<a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/60">#60</a>)</li>
<li><a
href="88f7a41677"><code>88f7a41</code></a>
use core instead of std</li>
<li><a
href="2ee37fdf5b"><code>2ee37fd</code></a>
optimize the copying done in the ringbuffer</li>
<li>Additional commits viewable in <a
href="https://github.com/KillingSpark/zstd-rs/compare/v0.6.0...v0.7.0">compare
view</a></li>
</ul>
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# Objective
Implements #13647
## Solution
Created two enums, CompassQuadrant and CompassOctant inside compass.rs
with impls To and From Dir2. Used dir.to_angle().to_degrees() and
matched against the resulting value. I could have skipped to_degrees()
and matched against the radian value, but I thought this was more
readable. I'm probably wrong lol.
## Testing
Tested various dirs to compass variations.
---
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- CI on main has been failing since #13640 was merged.
- Here's the [offending
run](https://github.com/bevyengine/bevy/actions/runs/9352635857/job/25741242787).
- One of the patch files is out of date, so it failed in the validation
check.
## Solution
- Regenerate the patch file. (The location has been moved to
`cluster/mod.rs`.)
## Testing
- Run `git apply
tools/example-showcase/reduce-light-cluster-config.patch`
- It should change `bevy_pbr/src/cluster/mod.rs` on line 239, decreasing
`total` and `z_slices`.
- CI's validation checks should also verify that this works, though only
after it gets merged.
# Objective
- Fixes#10909
- Fixes#8492
## Solution
- Name all matrices `x_from_y`, for example `world_from_view`.
## Testing
- I've tested most of the 3D examples. The `lighting` example
particularly should hit a lot of the changes and appears to run fine.
---
## Changelog
- Renamed matrices across the engine to follow a `y_from_x` naming,
making the space conversion more obvious.
## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
# Objective
- Fix#10958 by performing entity mapping on the entities inside of
resources.
## Solution
- Resources can reflect(MapEntitiesResource) and impl MapEntities to get
access to the mapper during the world insert of the scene.
## Testing
- A test resource_entity_map_maps_entities confirms the desired
behavior.
## Changelog
- Added reflect(MapEntitiesResource) for mapping entities on Resources
in a DynamicScene.
fixes 10958
# Objective
- Follow-up on some changes in #11498
- Unblock using `Identifier` to replace `ComponentId` internals.
## Solution
- Implement the same `Reflect` impls from `Entity` onto `Identifier` as
they share same/similar purposes,
## Testing
- No compile errors. Currently `Identifier` has no serialization impls,
so there's no need to test a serialization/deserialization roundtrip to
ensure correctness.
---
## Changelog
### Added
- Reflection implementations on `Identifier`.
# Objective
- Add GizmoBuilders for some primitives as discussed in #13233
## Solution
- `gizmos.primitive_2d(CIRCLE)` and `gizmos.primitive_2d(ELLIPSE)` now
return `Ellipse2dBuilder` aswell.
- `gizmos.primitive_3d(SPHERE)` and `gizmos.sphere()` now return the
same `SphereBuilder`.
- the `.circle_segments` method on the `SphereBuilder` that used to be
returned by `.sphere()` is now called `.segments`
- the sphere primitive gizmo now matches the `gizmos.sphere` gizmo
- `gizmos.primitive_2d(ANNULUS)` now returns a `Annulus2dBuilder`
allowing the configuration of the `segments`
- gizmos cylinders and capsules now have only 1 line per axis, similar
to `gizmos.sphere`
## Migration Guide
- Some `gizmos.primitive_nd` methods now return some or different
builders. You may need to adjust types and match statements
- Replace any calls to `circle_segments()` with `.segments()`
---------
Co-authored-by: Raphael Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
# Objective
When working on `leafwing-input-manager` and in my games, I've found
these compass directions to be both clear and useful when attempting to
describe angles in 2 dimensions.
This was directly used when mapping gamepad inputs into 4-way movement
as a virtual dpad, and I expect other uses are common in games.
## Solution
- Add constants corresponding to the 4 cardinal and 4 semi-cardinal
directions.
## Testing
- I've validated the quadrants of each of the directions through
self-review.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
As a prerequisite for decals and clustering of light probes, we want
clustering to operate on objects other than lights. (Currently, it only
operates on point and spot lights.) This necessitates a large
refactoring, so I'm splitting it up into small steps.
The first such step is to separate clustering from lighting by moving
clustering-related types and functions out of lighting and into their
own module subtree within the `bevy_pbr` crate. (Ultimately, we may want
to move it to `bevy_render`, but that requires more work and can be a
followup.)
No code changes have been made other than adjusting import lists and
moving code. This is to make this code easy to review. Ultimately, I
want to rename "light" to "clusterable object" in most cases, but doing
that at the same time as moving the code would make reviewing harder. So
instead I'm moving the code first and will follow this up with renaming.
## Migration Guide
* Clustering-related types and functions (e.g.
`assign_lights_to_clusters`) have moved under `bevy_pbr::cluster`, in
preparation for the ability to cluster objects other than lights.
# Objective
- Plane subdivision was removed without providing an alternative
## Solution
- Add subdivision to the PlaneMeshBuilder
---
## Migration Guide
If you were using `Plane` `subdivisions`, you now need to use
`Plane3d::default().mesh().subdivisions(10)`
fixes https://github.com/bevyengine/bevy/issues/13258
# Objective
Small substate code cleanup.
1. Format closure arguments inside macros.
2. Replace `match bool` blocks with `if-else` blocks.
3. Replace `match` block in substate macro with the same one-liner as in
the non-macro version.