# Objective
Closes#13738
## Solution
Added `from_color` to materials that would support it. Didn't add
`from_color` to `WireframeMaterial` as it doesn't seem we expect users
to be constructing them themselves.
## Testing
None
---
## Changelog
### Added
- `from_color` to `StandardMaterial` so you can construct this material
from any color type.
- `from_color` to `ColorMaterial` so you can construct this material
from any color type.
# Objective
- Mikktspace requires that we normalize world normals/tangents _before_
interpolation across vertices, and then do _not_ normalize after. I had
it backwards.
- We do not (am not supposed to?) need a second set of barycentrics for
motion vectors. If you think about the typical raster pipeline, in the
vertex shader we calculate previous_world_position, and then it gets
interpolated using the current triangle's barycentrics.
## Solution
- Fix normal/tangent processing
- Reuse barycentrics for motion vector calculations
- Not implementing this for 0.14, but long term I aim to remove explicit
vertex tangents and calculate them in the shader on the fly.
## Testing
- I tested out some of the normal maps we have in repo. Didn't seem to
make a difference, but mikktspace is all about correctness across
various baking tools. I probably just didn't have any of the ones that
would cause it to break.
- Didn't test motion vectors as there's a known bug with the depth
buffer and meshlets that I'm waiting on the render graph rewrite to fix.
Reading system information severely slows down the update loop.
Fixes#12848.
Read system info in a separate thread.
- Open the scene 3d example
- Add `FrameTimeDiagnosticsPlugin`, `SystemInformationDiagnosticsPlugin`
and `LogDiagnosticsPlugin` to the app.
- Add this system to the update schedule to disable Vsync on the main
window
```rust
fn change_window_mode(mut windows: Query<&mut Window, Added<Window>>) {
for mut window in &mut windows {
window.present_mode = PresentMode::AutoNoVsync;
}
}
```
- Read the fps values in the console before and after this PR.
On my PC I went from around 50 fps to around 1150 fps.
---
- The `SystemInformationDiagnosticsPlugin` now reads system data
separate of the update cycle.
- The `EXPECTED_SYSTEM_INFORMATION_INTERVAL` constant which defines how
often we read system diagnostic data.
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Fixes#13758.
# Objective
Calling `update` on the main app already calls `clear_trackers`. Calling
it again in `SubApps::update` caused RemovedCompenet Events to be
cleared earlier than they should be.
## Solution
- Don't call clear_trackers an extra time.
## Testing
I manually tested the fix with this unit test:
```
#[cfg(test)]
mod test {
use crate::core::{FrameCount, FrameCountPlugin};
use crate::prelude::*;
#[test]
fn test_next_frame_removal() {
#[derive(Component)]
struct Foo;
#[derive(Resource)]
struct RemovedCount(usize);
let mut app = App::new();
app.add_plugins(FrameCountPlugin);
app.add_systems(Startup, |mut commands: Commands| {
for _ in 0..100 {
commands.spawn(Foo);
}
commands.insert_resource(RemovedCount(0));
});
app.add_systems(First, |counter: Res<FrameCount>| {
println!("Frame {}:", counter.0)
});
fn detector_system(
mut removals: RemovedComponents<Foo>,
foos: Query<Entity, With<Foo>>,
mut removed_c: ResMut<RemovedCount>,
) {
for e in removals.read() {
println!(" Detected removed Foo component for {e:?}");
removed_c.0 += 1;
}
let c = foos.iter().count();
println!(" Total Foos: {}", c);
assert_eq!(c + removed_c.0, 100);
}
fn deleter_system(foos: Query<Entity, With<Foo>>, mut commands: Commands) {
foos.iter().next().map(|e| {
commands.entity(e).remove::<Foo>();
});
}
app.add_systems(Update, (detector_system, deleter_system).chain());
app.update();
app.update();
app.update();
app.update();
}
}
```
# Objective
There were some issues with the `serialize` feature:
- `bevy_app` had a `serialize` feature and a dependency on `serde` even
there is no usage of serde at all inside `bevy_app`
- the `bevy_app/serialize` feature enabled `bevy_ecs/serde`, which is
strange
- `bevy_internal/serialize` did not enable `bevy_app/serialize` so there
was no way of serializing an Entity in bevy 0.14
## Solution
- Remove `serde` and `bevy_app/serialize`
- Add a `serialize` flag on `bevy_ecs` that enables `serde`
- ` bevy_internal/serialize` now enables `bevy_ecs/serialize`
# Objective
- If the fog is disabled it still generates a useless branch which can
hurt performance
## Solution
- Make the flag a shader_def instead
## Testing
- I tested enabling/disabling fog works as expected per-material in the
fog example
- I also tested that scenes that don't add the FogSettings resource
still work correctly
## Review notes
I'm not sure how to handle the removed material flag. Right now I just
commented it out and added a not to reuse it instead of creating a new
one.
The documentation for the `State` resource still referenced the use of
`apply_state_transition` to manually force a state transition to occur,
and the question around how to force transitions had come up a few times
on discord.
This is a docs-only change, that does the following:
- Properly references `StateTransition` in the `MainSchedule` docs
- replace the explanations for applying `NextState` with ones that
explain the `StateTransition` schedule, and mentions the possibility of
calling it manually
- Add an example of calling `StateTransition` manually in the docs for
the state transition schedule itself.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The error printed-out due to a missing shader file was confusing; This
PR changes the error message.
Fixes#13644
## Solution
I replaced the confusing wording (`... shader is not loaded yet`) with a
clear explanation (`... shader could not be loaded`)
## Testing
> Did you test these changes? If so, how?
removing `assets/shaders/game_of_life.wgsl` & running its associated
example now produces the following error:
```
thread '<unnamed>' panicked at examples/shader/compute_shader_game_of_life.rs:233:25:
Initializing assets/shaders/game_of_life.wgsl:
Pipeline could not be compiled because the following shader could not be loaded: AssetId<bevy_render::render_resource::shader::Shader>{ index: 0, generation: 0}
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_render::renderer::render_system`!
```
I don't think there are any tests expecting the previous error message,
so this change should not break anything.
> Are there any parts that need more testing?
If there was an intent behind the original message, this might need more
attention.
> How can other people (reviewers) test your changes? Is there anything
specific they need to know?
One should be able to preview the changes by running any example after
deleting/renaming their associated shader(s).
> If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
N/A
# Objective
Fixes#13711
## Solution
Introduce smaller, generic system sets for each schedule variant, which
are ordered against other generic variants:
- `ExitSchedules<S>` - For `OnExit` schedules, runs from leaf states to
root states.
- `TransitionSchedules<S>` - For `OnTransition` schedules, runs in
arbitrary order.
- `EnterSchedules<S>` - For `OnEnter` schedules, runs from root states
to leaf states.
Also unified `ApplyStateTransition<S>` schedule which works in basically
the same way, just for internals.
## Testing
- One test that tests schedule execution order
---------
Co-authored-by: Lee-Orr <lee-orr@users.noreply.github.com>
# Objective
One thing missing from the new Color implementation in 0.14 is the
ability to easily convert to a u8 representation of the rgb color.
(note this is a redo of PR https://github.com/bevyengine/bevy/pull/13739
as I needed to move the source branch
## Solution
I have added to_u8_array and to_u8_array_no_alpha to a new trait called
ColorToPacked to mirror the f32 conversions in ColorToComponents and
implemented the new trait for Srgba and LinearRgba.
To go with those I also added matching from_u8... functions and
converted a couple of cases that used ad-hoc implementations of that
conversion to use these.
After discussion on Discord of the experience of using the API I renamed
Color::linear to Color::to_linear, as without that it looks like a
constructor (like Color::rgb).
I also added to_srgba which is the other commonly converted to type of
color (for UI and 2D) to match to_linear.
Removed a redundant extra implementation of to_f32_array for LinearColor
as it is also supplied in ColorToComponents (I'm surprised that's
allowed?)
## Testing
Ran all tests and manually tested.
Added to_and_from_u8 to linear_rgba::tests
## Changelog
visible change is Color::linear becomes Color::to_linear.
---------
Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
# Objective
The method `AssetServer::add_async` (added in
https://github.com/bevyengine/bevy/pull/13700) requires a future that
returns an `AssetLoadError` error, which was a bit of an oversight on my
part, as that type of error only really makes sense in the context of
bevy's own asset loader -- returning it from user-defined futures isn't
very useful.
## Solution
Allow passing custom error types to `add_async`, which get cast into a
trait object matching the form of `AssetLoader::load`. If merged before
the next release this will not be a breaking change
# Objective
- Add support for `segments` for extrusion-meshes, akin to what is
possible with cylinders
## Solution
- Added a `.segments(segments: usize)` function to `ExtrusionBuilder`.
- Implemented support for segments in the meshing algorithm.
- If you set `.segments(0)`, the meshing will fail, just like it does
with cylinders.
## Additional information
Here is a wireframe of some extrusions with 1, 2, 3, etc. segments:
![image_2024-06-06_233205114](https://github.com/bevyengine/bevy/assets/62256001/358081e2-172d-407b-8bdb-9cda88eb4664)
---------
Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
# Objective
- Let `init_non_send_resource` take `FromWorld` values again, not only
`Default`
- This reverts an unintended breaking change introduced in #9202
## Solution
- The resource initialized with `init_non_send_resource` requires
`FromWorld` again
# Objective
The `EntityCommands::despawn` method was previously changed from
panicking behavior to a warning, but the docs continue to state that it
panics.
## Solution
- Removed panic section, copied warning blurb from `World::despawn`
- Adds a similar warning blurb to
`DespawnRecursiveExt::despawn_recursive` and
`DespawnRecursiveExt::despawn_descendants`
# Objective
- In #13649 additional method had been added to AppExitStates, but there
feature gate left for method in implementation for App at refactoring
stage.
- Fixes#13733 .
## Solution
- Removed the feature gate.
## Testing
- Ran reproducing example from #13733 with no compilation errors
# Objective
Some use cases might require holding onto the previous state of the
animation player for change detection.
## Solution
Added `clone` and `copy` implementation to most animation types.
Added optimized `clone_from` implementations for the specific use case
of holding a `PreviousAnimationPlayer` component.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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
- 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>
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href="101df3eac0"><code>101df3e</code></a>
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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>
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href="53e7b1a600"><code>53e7b1a</code></a>
fix doc comments for clippy</li>
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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>
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<li><a
href="5265c12c8c"><code>5265c12</code></a>
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href="https://redirect.github.com/KillingSpark/zstd-rs/issues/60">#60</a>)</li>
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optimize the copying done in the ringbuffer</li>
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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
- 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.
# Objective
After separating `bevy_states`, state installation methods like
`init_state` were kept in `bevy_app` under the `bevy_state` feature
flag.
This is problematic, because `bevy_state` is not a core module,
`bevy_app` is, yet it depends on `bevy_state`.
This causes practical problems like the inability to use
`bevy_hierarchy` inside `bevy_state`, because of circular dependencies.
## Solution
- `bevy_state` now has a `bevy_app` feature flag, which gates the new
`AppStateExt` trait.
All previous state installation methods were moved to this trait.
It's implemented for both `SubApp` and `App`.
## Changelog
- All state related app methods are now in `AppExtStates` trait in
`bevy_state`.
- Added `StatesPlugin` which is in `DefaultPlugins` when `bevy_state` is
enabled.
## Migration Guide
`App::init_state` is now provided by the
`bevy_state::app::AppExtStates;` trait: import it if you need this
method and are not blob-importing the `bevy` prelude.
# Objective
`SceneEntityMapper` seems like it could be generally useful.
## Solution
Allow end users to call `SceneEntityMapper::new` and
`SceneEntityMapper::finish`.
# Objective
Add new options to some primitives, like anchoring for Cones and
cylinders and custom angle ranges for Torus.
I think these kind of options are useful, but I would understand that
these addition feel overkill
## Solution
Add
## Testing
- Did you test these changes? If so, how?
> I used the new options in the `3d_shapes` example with various
parameters and got the expected results
## Changelog
- Added `caps` bool option to toggle cylinder circle caps
- Added `angle_range` f32 range option non full torus shapes
- Added `anchor` enum option for cylinders, with either `Top`,
`Midpoint` or `Bottom`
- Added `anchor` enum option for cones, with either `Tip`, `Midpoint` or
`Base`
- **BREAKING** `TorusMeshBuilder` is no longer `Copy` due to
`RangeInclusive`, we can use a `(f32, f32)` if we want it to be `Copy`
# Objective
- fixes#4823
## Solution
As outlined in the discussion in the linked issue as the best current
solution, this PR adds specific GltfExtras for
- scenes
- meshes
- materials
- As it is , it is not a breaking change, I hesitated to rename the
current "GltfExtras" component to "PrimitiveGltfExtras", but that would
result in a breaking change and might be a bit confusing as to what
"primitive" that refers to.
## Testing
- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material
---
## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
# Objective
- Upgrade winit to v0.30
- Fixes https://github.com/bevyengine/bevy/issues/13331
## Solution
This is a rewrite/adaptation of the new trait system described and
implemented in `winit` v0.30.
## Migration Guide
The custom UserEvent is now renamed as WakeUp, used to wake up the loop
if anything happens outside the app (a new
[custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d)
shows this behavior.
The internal `UpdateState` has been removed and replaced internally by
the AppLifecycle. When changed, the AppLifecycle is sent as an event.
The `UpdateMode` now accepts only two values: `Continuous` and
`Reactive`, but the latter exposes 3 new properties to enable reactive
to device, user or window events. The previous `UpdateMode::Reactive` is
now equivalent to `UpdateMode::reactive()`, while
`UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`.
The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now
contains the possible values of the application state inside the event
loop:
* `Idle`: the loop has not started yet
* `Running` (previously called `Started`): the loop is running
* `WillSuspend`: the loop is going to be suspended
* `Suspended`: the loop is suspended
* `WillResume`: the loop is going to be resumed
Note: the `Resumed` state has been removed since the resumed app is just
running.
Finally, now that `winit` enables this, it extends the `WinitPlugin` to
support custom events.
## Test platforms
- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGPU
- [x] WASM/WebGL2
## Outstanding issues / regressions
- [ ] iOS: build failed in CI
- blocking, but may just be flakiness
- [x] Cross-platform: when the window is maximised, changes in the scale
factor don't apply, to make them apply one has to make the window
smaller again. (Re-maximising keeps the updated scale factor)
- non-blocking, but good to fix
- [ ] Android: it's pretty easy to quickly open and close the app and
then the music keeps playing when suspended.
- non-blocking but worrying
- [ ] Web: the application will hang when switching tabs
- Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486
- [ ] Cross-platform?: Screenshot failure, `ERROR present_frames:
wgpu_core::present: No work has been submitted for this frame before`
taking the first screenshot, but after pressing space
- non-blocking, but good to fix
---------
Co-authored-by: François <francois.mockers@vleue.com>
# Objective
- Fixes#13192 .
- It is not possible to specify the path of the file and the subasset in
it in one string slice, if there is a hash in the file name, because
hash is separator between filename and subasset, so they must be
separated explicitly
## Solution
- Improved documentation for AssetServer::load.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Using multiple raster passes to generate the depth pyramid is
extremely slow
- Pulling data from the source image is the largest bottleneck, it's
important to sample in a cache-aware pattern
- Barriers and pipeline drain between the raster passes is the second
largest bottleneck
- Each separate RenderPass on the CPU is _really_ expensive
## Solution
- Port [FidelityFX SPD](https://gpuopen.com/fidelityfx-spd) to WGSL,
replacing meshlet's existing multiple raster passes with a ~~single~~
two compute dispatches. Lack of coherent buffers means we have to do the
the last 64x64 tile from mip 7+ in a separate dispatch to ensure the mip
6 writes were flushed :(
- Workgroup shared memory version only at the moment, as the subgroup
operation is blocked by our upgrade to wgpu 0.20 #13186
- Don't enforce a power-of-2 depth pyramid texture size, simply scaling
by 0.5 is fine
# Objective
- Add motion vector support to the skybox
- This fixes the last remaining "gap" to complete the motion blur
feature
## Solution
- Add a pipeline for the skybox to write motion vectors to the prepass
## Testing
- Used examples to test motion vectors using motion blur
https://github.com/bevyengine/bevy/assets/2632925/74c0778a-7e77-4e68-8111-05791e4bfdd2
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
# Objective
- Adopted from #13528.
- `rodio` released 0.18! While we are working on migrating away from it
and towards `kira`, it is still good to keep our dependencies
up-to-date.
## Solution
- Update `Cargo.toml` to depend on `rodio` 0.18.
- #13528 was failing because it didn't update `rodio` for
`wasm32-unknown-unknown` too.
## Testing
- The CI should catch any errors here, but you can also run an audio
example if you want like `spatial_audio_2d`.
---
## Changelog
- Updated `rodio` to 0.18.
---------
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
# Objective
Prerequisite to #13579.
Combine separate `Substates` transition systems to centralize transition
logic and exert more control over it.
## Solution
Originally the transition happened in 2 stages:
- `apply_state_transition` in `ManualTransitions` handled `NextState`,
- closure system in `DependentTransitions` handled parent-related
changes, insertion and deletion of the substate.
Now:
- Both transitions are processed in a single closure system during
`DependentTransitions`.
- Since `Substates` no longer use `ManualTransitions`, it's been renamed
to `RootTransitions`. Only root states use it.
- When `Substates` state comes into existence, it will try to initialize
from `NextState` and fallback to `should_exist` result.
- Remove `apply_state_transition` from public API.
Consequentially, removed the possibility of multiple
`StateTransitionEvent`s when both transition systems fire in a single
frame.
## Changelog
- Renamed `ManualTransitions` to `RootTransitions`.
- `Substates` will initialize their value with `NextState` if available
and fallback to `should_exist` result.
## Migration Guide
- `apply_state_transition` is no longer publicly available, run the
`StateTransition` schedule instead.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- The current version of the `meshopt` dependency is incorrect, as
`bevy_pbr` uses features introduced in `meshopt` `0.2.1`
- This causes errors like this when only `meshopt` `0.2` is present in
`Cargo.lock`:
```
error[E0432]: unresolved imports
`meshopt::ffi::meshopt_optimizeMeshlet`, `meshopt::simplify_scale`
--> crates\bevy_pbr\src\meshlet\from_mesh.rs:10:27
|
10 | ffi::{meshopt_Bounds, meshopt_optimizeMeshlet},
| ^^^^^^^^^^^^^^^^^^^^^^^
| no `meshopt_optimizeMeshlet` in `ffi`
| help: a similar name exists in the module: `meshopt_optimizeOverdraw`
11 | simplify, simplify_scale, Meshlets, SimplifyOptions,
VertexDataAdapter,
| ^^^^^^^^^^^^^^ no `simplify_scale` in the root
```
## Solution
- Specify the actual minimum version of `meshopt` that `bevy_pbr`
requires
# Objective
Prerequisite to #13579.
Make state transition schedule running simpler.
## Solution
- Remove `should_run_transition` which read the latest event and
fake-fire an event for the startup transitions (e.g. startup
`OnEnter()`).
- Account for startup event, by actually emitting an event when adding
states to `App`.
- Replace `should_run_transition` with `last_transition`, which is a
light wrapper over `EventReader::read().last()`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#13606.
Also Fixes#13614.
## Solution
Added the missing trait impls, and made `gizmos.arc_2d()` work with a
counter-clockwise angle.
## Testing
- Updated the render_primitives example, and it works.
# Objective
- Followup to #13548
- It added a list of all possible labels to documentation. This seems
hard to keep up and doesn't stop people from making spelling mistake
## Solution
- Add an enum that can create all the labels possible, and encourage its
use rather than manually typed labels
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- Fixes#13500
- Images that are `RenderAssetUsages::RENDER_WORLD` don't free their
memory when they are no longer used
## Solution
- Remove their bind group when the handles are unused
This is a revamped equivalent to #9902, though it shares none of the
code. It handles all special cases that I've tested correctly.
The overall technique consists of double-buffering the joint matrix and
morph weights buffers, as most of the previous attempts to solve this
problem did. The process is generally straightforward. Note that, to
avoid regressing the ability of mesh extraction, skin extraction, and
morph target extraction to run in parallel, I had to add a new system to
rendering, `set_mesh_motion_vector_flags`. The comment there explains
the details; it generally runs very quickly.
I've tested this with modified versions of the `animated_fox`,
`morph_targets`, and `many_foxes` examples that add TAA, and the patch
works. To avoid bloating those examples, I didn't add switches for TAA
to them.
Addresses points (1) and (2) of #8423.
## Changelog
### Fixed
* Motion vectors, and therefore TAA, are now supported for meshes with
skins and/or morph targets.
# Objective
Adds capability to clear all components on an entity without de-spawning
said entity.
## Testing
The function calls `remove_by_id` on every component in the entity
archetype - wasn't sure if it's worth going out of our way to create a
test for this considering `remove_by_id` is already unit tested.
---
## Changelog
Added `clear` function to `EntityWorldMut` which removes all components
on an entity.
## Migration Guide
N/A
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- The default font size is too small to be useful in examples or for
debug text.
- Fixes#13587
## Solution
- Updated the default font size value in `TextStyle` from 12px to 24px.
- Resorted to Text defaults in examples to use the default font size in
most of them.
## Testing
- WIP
---
## Migration Guide
- The default font size has been increased to 24px from 12px. Make sure
you set the font to the appropriate values in places you were using
`Default` text style.
# Objective
Part of https://github.com/bevyengine/bevy/issues/13529
Helps https://github.com/bevyengine/bevy/pull/13533
Splitting up `bevy_transform` makes it easier to selectively include or
exclude parts of it in such a way that it's possible to include only a
small part with a small dependency tree.
## Solution
Make the crate more modular.
---------
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
Unifies the naming convention between `StateTransitionEvent<S>` and
transition schedules.
## Migration Guide
- `StateTransitionEvent<S>` and `OnTransition<S>` schedule had their
fields renamed to `exited` and `entered` to match schedules.
# Objective
- Allow using image assets that don't have an extensions and whose
format is unknown. This is useful for loading images from arbitrary HTTP
URLs.
## Solution
- This PR adds a new variant to `ImageFormatSetting` called `Guess`. The
loader will use `image::guess_format` to deduce the format based on the
content of the file.
## Testing
- I locally removed the extension of bevy_bird_dark, and ran a modified
version of the `sprite` example:
```rust
//! Displays a single [`Sprite`], created from an image.
use bevy::{
prelude::*,
render::texture::{ImageFormatSetting, ImageLoaderSettings},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(SpriteBundle {
texture: asset_server
.load_with_settings("branding/bevy_bird_dark", |s: &mut ImageLoaderSettings| {
s.format = ImageFormatSetting::Guess
}),
..default()
});
}
```
## Changelog
### Added
`ImageFormatSetting::Guess` to automatically guess the format of an
image asset from its content.
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/13155
- fixes https://github.com/bevyengine/bevy/issues/13517
- Supercedes https://github.com/bevyengine/bevy/pull/13381
- Requires https://github.com/DioxusLabs/taffy/pull/661
## Solution
- Taffy has been updated to:
- Apply size styles to absolutely positioned children
- Pass the node's `Style` through to the measure function
- Bevy's image measure function has been updated to make use of this
style information
## Notes
- This is currently using a git version of Taffy. If this is tested as
fixing the issue then we can turn that into a Taffy 0.5 release (this
would be the only change between Taffy 0.4 and Taffy 0.5 so upgrading is
not expected to be an issue)
- This implementation may not be completely correct. I would have
preferred to extend Taffy's gentest infrastructure to handle images and
used that to nail down the correct behaviour. But I don't have time for
that atm so we'll have to iterate on this in future. This PR at least
puts that under Bevy's control.
## Testing
- I manually tested the game_menu_example (from
https://github.com/bevyengine/bevy/issues/13155)
- More testing is probably merited
---
## Changelog
No changelog should be required as it fixes a regression on `main` that
was not present in bevy 0.13. The changelog for "Taffy upgrade" may want
to be changed from 0.4 to 0.5 if this change gets merged.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
In #13343, `WorldQuery::get_state` was constrained from `&World` as the
argument to `&Components`, but `WorldQuery::init_state` hasn't yet been
changed from `&mut World` to match.
Fixes#13358
## Solution
Create a wrapper around `&mut Components` and `&mut Storages` that can
be obtained from `&mut World` with a `component_initializer` method.
This new `ComponentInitializer` re-exposes the API on `&mut Components`
minus the `&mut Storages` parameter where it was present. For the
`&Components` API, it simply derefs to its `components` field.
## Changelog
### Added
The `World::component_initializer` method.
The `ComponentInitializer` struct that re-exposes `Components` API.
### Changed
`WorldQuery::init_state` now takes `&mut ComponentInitializer` instead
of `&mut World`.
## Migration Guide
Instead of passing `&mut World` to `WorldQuery::init_state` directly,
pass in a mutable reference to the struct returned from
`World::component_initializer`.
# Objective
- Fixes#13038
## Solution
- Disable gpu preprocessing when feature
`SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING` is not
available
## Testing
- Tested on android device that used to crash
# Objective
- Motion blur does not currently work with skyboxes or anything else
that does not write to depth.
## Solution
- When computing blur, include fragments with no depth, as long as they
are onscreen.
## Testing
- Tested with the examples - the motion_blur example uncovered a bug
with this fix, where offscreen pixels where now being sampled and
causing artifacts.
- Attached example showing the skybox being sampled in the blur (note
the feathering on edges):
https://github.com/bevyengine/bevy/assets/2632925/fc14b0c1-2394-46a5-a2b9-a859efcd23ef
# Objective
- since #13523, UI is broken in WebGPU
```
Compilation log for [Invalid ShaderModule (unlabeled)]:
1 error(s) generated while compiling the shader:
:108:27 error: 'textureSample' must only be called from uniform control flow
let texture_color_1 = textureSample(sprite_texture, sprite_sampler, in_2.uv);
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
:151:19 note: called by 'draw_background' from 'fragment'
let _e5 = draw_background(in);
^^^^^^^^^^^^^^^^^^^
:147:5 note: control flow depends on possibly non-uniform value
if _e3 {
^^
:146:23 note: parameter 'in' of 'fragment' may be non-uniform
let _e3 = enabled(in.flags, BORDER);
```
## Solution
- call `textureSample` from outside the if. both branches are using the
same parameters
# Objective
- In particularly dark scenes, auto-exposure would lead to an unexpected
darkening of the view.
- Fixes#13446.
## Solution
The average luminance should default to something else than 0.0 instead,
when there are no samples. We set it to `settings.min_log_lum`.
## Testing
I was able to reproduce the problem on the `auto_exposure` example by
setting the point light intensity to 2000 and looking into the
right-hand corner. There was a sudden darkening.
Now, the discontinuity is gone.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Bram Buurlage <brambuurlage@gmail.com>
# Objective
- The Gltf loader has a ton of features to load parts of an asset that
are essentially undocumented.
## Solution
- Add some docs to explain some of those features
- The docs is definitely inspired by the bevy cheatbook page on the
subject but it goes in a lot less details
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Currently, either an `EntityRef` or `EntityMut` is required in order to
reflect a component on an entity. This can, however, be generalized to
`FilteredEntityRef` and `FilteredEntityMut`, which are versions of
`EntityRef` and `EntityMut` that restrict the components that can be
accessed. This is useful because dynamic queries yield
`FilteredEntityRef` and `FilteredEntityMut` rows when iterated over.
This commit changes `ReflectComponent::contains()`,
`ReflectComponent::reflect()`, and `ReflectComponent::reflect_mut()` to
take an `Into<FilteredEntityRef>` (in the case of `contains()` and
`reflect()`) and `Into<FilteredEntityMut>` (in the case of
`reflect_mut()`). Fortunately, `EntityRef` and `EntityMut` already
implement the corresponding trait, so nothing else has to be done to the
public API. Note that in order to implement
`ReflectComponent::reflect_mut()` properly, an additional method
`FilteredEntityMut::into_mut()` was required, to match the one on
`EntityMut`.
I ran into this when attempting to implement `QUERY` in the Bevy Remote
Protocol when trying to iterate over rows of dynamic queries and fetch
the associated components without unsafe code. There were other
potential ways to work around this problem, but they required either
reimplementing the query logic myself instead of using regular Bevy
queries or storing entity IDs and then issuing another query to fetch
the associated `EntityRef`. Both of these seemed worse than just
improving the `reflect()` function.
## Migration Guide
* `ReflectComponent::contains`, `ReflectComponent::reflect`, and
`ReflectComponent::reflect_mut` now take `FilteredEntityRef` (in the
case of `contains()` and `reflect()`) and `FilteredEntityMut` (in the
case of `reflect_mut()`) parameters. `FilteredEntityRef` and
`FilteredEntityMut` have very similar APIs to `EntityRef` and
`EntityMut` respectively, but optionally restrict the components that
can be accessed.
# Objective
- `FilteredEntity{Ref,Mut}` various `get` methods never checked that the
given component was present on the entity, only the access allowed
reading/writing them, which is always the case when it is constructed
from a `EntityRef`/`EntityMut`/`EntityWorldMut` (and I guess can also
happen with queries containing `Option<T>` that get transmuted).
- In those cases the various `get` methods were calling
`debug_checked_unwrap` on `None`s, which is UB when debug assertions are
not enabled;
- The goal is thus to fix this soundness issue.
## Solution
- Don't call `debug_checked_unwrap` on those `None` and instead
`flatten` them.
## Testing
- This PR includes regression tests for each combination of
`FilteredEntityRef`/`FilteredEntityMut` and component
present/not-present. The two tests for the not-present cases fail on
`main` but success with this PR changes.
# Objective
- Prevent the case where a hook/observer is triggered but the source
entity/component no longer exists
## Solution
- Re-order command application such that all hooks/observers that are
notified will run before any have a chance to invalidate the result.
## Testing
Updated relevant tests in `bevy_ecs`, all other tests pass.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Fixes#13118
If you use `Sprite` or `Mesh2d` and create `Camera` with
* hdr=false
* any tonemapper
You would get
```
wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `sprite_pipeline`
Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
Shader global ResourceBinding { group: 0, binding: 19 } is not available in the pipeline layout
Binding is missing from the pipeline layout
```
Because of missing tonemapping LUT bindings
## Solution
Add missing bindings for tonemapping LUT's to `SpritePipeline` &
`Mesh2dPipeline`
## Testing
I checked that
* `tonemapping`
* `color_grading`
* `sprite_animations`
* `2d_shapes`
* `meshlet`
* `deferred_rendering`
examples are still working
2d cases I checked with this code:
```
use bevy::{
color::palettes::css::PURPLE, core_pipeline::tonemapping::Tonemapping, prelude::*,
sprite::MaterialMesh2dBundle,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, toggle_tonemapping_method)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn(Camera2dBundle {
camera: Camera {
hdr: false,
..default()
},
tonemapping: Tonemapping::BlenderFilmic,
..default()
});
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::default()).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(Color::from(PURPLE)),
..default()
});
commands.spawn(SpriteBundle {
texture: asset_server.load("asd.png"),
..default()
});
}
fn toggle_tonemapping_method(
keys: Res<ButtonInput<KeyCode>>,
mut tonemapping: Query<&mut Tonemapping>,
) {
let mut method = tonemapping.single_mut();
if keys.just_pressed(KeyCode::Digit1) {
*method = Tonemapping::None;
} else if keys.just_pressed(KeyCode::Digit2) {
*method = Tonemapping::Reinhard;
} else if keys.just_pressed(KeyCode::Digit3) {
*method = Tonemapping::ReinhardLuminance;
} else if keys.just_pressed(KeyCode::Digit4) {
*method = Tonemapping::AcesFitted;
} else if keys.just_pressed(KeyCode::Digit5) {
*method = Tonemapping::AgX;
} else if keys.just_pressed(KeyCode::Digit6) {
*method = Tonemapping::SomewhatBoringDisplayTransform;
} else if keys.just_pressed(KeyCode::Digit7) {
*method = Tonemapping::TonyMcMapface;
} else if keys.just_pressed(KeyCode::Digit8) {
*method = Tonemapping::BlenderFilmic;
}
}
```
---
## Changelog
Fix the bug which led to the crash when user uses any tonemapper without
hdr for rendering sprites and 2d meshes.
# Objective
- Fixes#13521
## Solution
Set `ambient_intensity` to 0.0 in volumetric_fog example.
I chose setting it explicitly over changing the default in order to make
it clear that this needs to be set depending on whether you have an
`EnvironmentMapLight`. See documentation for `ambient_intensity` and
related members.
## Testing
- Run the volumetric_fog example and notice how the light shown in
#13521 is not there anymore, as expected.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- #13418 broke volumetric fog
```
wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(2, 4, Metal)>`
In a set_bind_group command
note: bind group = `mesh_view_bind_group`
Bind group 0 expects 5 dynamic offsets. However 4 dynamic offsets were provided.
```
## Solution
- add ssr offset to volumetric fog bind group
# Objective
Fix#13530 (just realized creating an issue was unnecessary since it's a
super simple fix)
## Solution
Add a cfg feature attribute
## Testing
Compiles fine now
# Objective
Fixes#13535.
## Solution
I implemented `Reflect` for close to all math types now, except for some
types that it would cause issues (like some boxed types).
## Testing
- Everything seems to still build, will await CI though.
---
## Changelog
- Made close to all math types implement `Reflect`.
# Objective
- Fixes#13503
- Fix other various bugs I noticed while debugging above issue.
## Solution
- Change the antialiasing(AA) method. It was using fwidth which is the
derivative between pixels, but there were a lot of artifacts being added
from this. So just use the sdf value. This aa method probably isn't as
smooth looking, but better than having artifacts. Below is a
visualization of the fwidth.
![image](https://github.com/bevyengine/bevy/assets/2180432/4e475ad0-c9d0-4a40-af39-5f4422a78392)
- Use the internal sdf for drawing the background instead of the
external sdf and extract the border for these type of nodes. This fixed
2 bugs, one with the background coloring the AA pixels on the edge of
rounded borders. And also allows for the border to use a transparent
color.
- Don't extract borders if all the widths are zero.
## Testing
- played a bunch with the example in the linked issue.
This PR:
![image](https://github.com/bevyengine/bevy/assets/2180432/d7797e0e-e348-4daa-8646-554dc2032523)
Main:
![image](https://github.com/bevyengine/bevy/assets/2180432/4d46c17e-a12d-4e20-aaef-0ffc950cefe2)
- ran the `borders` and `rounded_borders` examples
---
## Changelog
- Fixed various antialiasing issues to do with rounded ui borders.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
# Objective
Fixes#13456
## Solution
Moved `bevy_math`'s `Reflect` impls from `bevy_reflect` to `bevy_math`.
### Quick note
I accidentally used the same commit message while resolving a merge
conflict (first time I had to resolve a conflict). Sorry about that.
# Objective
Fixes#13427.
## Solution
I changed the traits, and updated all usages.
## Testing
The `render_primitives` example still works perfectly.
---
## Changelog
- Made `gizmos.primitive_2d()` and `gizmos.primitive_3d()` take the
primitives by ref.
## Migration Guide
- Any usages of `gizmos.primitive_2d()` and/or `gizmos.primitive_3d()`
need to be updated to pass the primitive in by reference.
This commit, a revamp of #12959, implements screen-space reflections
(SSR), which approximate real-time reflections based on raymarching
through the depth buffer and copying samples from the final rendered
frame. This patch is a relatively minimal implementation of SSR, so as
to provide a flexible base on which to customize and build in the
future. However, it's based on the production-quality [raymarching code
by Tomasz
Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db).
For a general basic overview of screen-space reflections, see
[1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html).
The raymarching shader uses the basic algorithm of tracing forward in
large steps, refining that trace in smaller increments via binary
search, and then using the secant method. No temporal filtering or
roughness blurring, is performed at all; for this reason, SSR currently
only operates on very shiny surfaces. No acceleration via the
hierarchical Z-buffer is implemented (though note that
https://github.com/bevyengine/bevy/pull/12899 will add the
infrastructure for this). Reflections are traced at full resolution,
which is often considered slow. All of these improvements and more can
be follow-ups.
SSR is built on top of the deferred renderer and is currently only
supported in that mode. Forward screen-space reflections are possible
albeit uncommon (though e.g. *Doom Eternal* uses them); however, they
require tracing from the previous frame, which would add complexity.
This patch leaves the door open to implementing SSR in the forward
rendering path but doesn't itself have such an implementation.
Screen-space reflections aren't supported in WebGL 2, because they
require sampling from the depth buffer, which Naga can't do because of a
bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`;
this is the same reason why depth of field is disabled on that
platform).
To add screen-space reflections to a camera, use the
`ScreenSpaceReflectionsBundle` bundle or the
`ScreenSpaceReflectionsSettings` component. In addition to
`ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass`
must also be present for the reflections to show up. The
`ScreenSpaceReflectionsSettings` component contains several settings
that artists can tweak, and also comes with sensible defaults.
A new example, `ssr`, has been added. It's loosely based on the
[three.js ocean
sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all
the assets are original. Note that the three.js demo has no screen-space
reflections and instead renders a mirror world. In contrast to #12959,
this demo tests not only a cube but also a more complex model (the
flight helmet).
## Changelog
### Added
* Screen-space reflections can be enabled for very smooth surfaces by
adding the `ScreenSpaceReflections` component to a camera. Deferred
rendering must be enabled for the reflections to appear.
![Screenshot 2024-05-18
143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267)
![Screenshot 2024-05-18
143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
# Objective
- We use
[`ci_testing`](https://dev-docs.bevyengine.org/bevy/dev_tools/ci_testing/index.html)
to specify per-example configuration on when to take a screenshot, when
to exit, etc.
- In the future more features may be added, such as #13512. To support
this growth, `ci_testing` should be easier to read and maintain.
## Solution
- Convert `ci_testing.rs` into the folder `ci_testing`, splitting the
configuration and systems into `ci_testing/config.rs` and
`ci_testing/systems.rs`.
- Convert `setup_app` into the plugin `CiTestingPlugin`. This new plugin
is added to both `DefaultPlugins` and `MinimalPlugins`.
- Remove `DevToolsPlugin` from `MinimalPlugins`, since it was only used
for CI testing.
- Clean up some code, add many comments, and add a few unit tests.
## Testing
The most important part is that this still passes all of the CI
validation checks (merge queue), since that is when it will be used the
most. I don't think I changed any behavior, so it should operate the
same.
You can also test it locally using:
```shell
# Run the breakout example, enabling `bevy_ci_testing` and loading the configuration used in CI.
CI_TESTING_CONFIG=".github/example-run/breakout.ron" cargo r --example breakout -F bevy_ci_testing
```
---
## Changelog
- Added `CiTestingPlugin`, which is split off from `DevToolsPlugin`.
- Removed `DevToolsPlugin` from `MinimalPlugins`.
## Migration Guide
Hi maintainers! I believe `DevToolsPlugin` was added within the same
release as this PR, so I don't think a migration guide is needed.
`DevToolsPlugin` is no longer included in `MinimalPlugins`, so you will
need to remove it manually.
```rust
// Before
App::new()
.add_plugins(MinimalPlugins)
.run();
// After
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(DevToolsPlugin)
.run();
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Create a new 2D primitive, Rhombus, also knows as "Diamond Shape"
- Simplify the creation and handling of isometric projections
- Extend Bevy's arsenal of 2D primitives
## Testing
- New unit tests created in bevy_math/ primitives and bev_math/ bounding
- Tested translations, rotations, wireframe, bounding sphere, aabb and
creation parameters
---------
Co-authored-by: Luís Figueiredo <luispcfigueiredo@tecnico.ulisboa.pt>
# Objective
in bevy_pbr we check for `shader_format_glsl` before using binding
arrays due to a naga->glsl limitation. but the feature is currently only
enabled for the bevy_render crate.
fix#13232
## Solution
enable the feature for bevy_pbr too.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Added a Grey trait to allow colors to create a generic "grey" color.
This currently assumes the color spaces follow the same gradient, which
I'm pretty sure isn't true, but it should make a "grey-ish" color
relative to the provided intensity.
# Objective
- Implements #13206
## Solution
- A small `Grey` trait was added and implemented for the common color
kinds.
## Testing
- Currently untested, unit tests exposed the non-linear relation between
colors. I am debating adding an example to show this, as I have no idea
what color space represents what relation of grey, and I figure others
may be similarly confused.
## Changelog
- The `Grey` trait was added, and the corresponding `grey`
## BREAKING CHANGES
The const qualifier for LinearRGBA::gray was removed (the symbol still
exists via a trait, it's just not const anymore)
# Objective
The `ConicalFrustum` primitive should support meshing.
## Solution
Implement meshing for the `ConicalFrustum` primitive. The implementation
is nearly identical to `Cylinder` meshing, but supports two radii.
The default conical frustum is equivalent to a cone with a height of 1
and a radius of 0.5, truncated at half-height.
![kuva](https://github.com/bevyengine/bevy/assets/57632562/b4cab136-ff55-4056-b818-1218e4f38845)
# Objective
This is just cleanup; we've got some more renderable gizmos and
primitives now that hadn't been added to this example, so let's add
them.
## Solution
In the `render_primitives` example:
- Added `Triangle3d` mesh
- Wrote `primitive_3d` gizmo impl for `Triangle3d` and added the gizmo
- Added `Tetrahedron` mesh and gizmo
I also made the 2d triangle bigger, since it was really small.
## Testing
You can just run the example to see that everything turned out all
right.
## Other
Feel free to let me know if there are other primitives that I missed;
I'm happy to tack them onto this PR.
# Objective
I'm reading some of the rendering code for the first time; and using
this opportunity to flesh out some docs for the parts that I did not
understand.
rather than a questionable design choice is not a breaking change.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- I wanted to store a Ptr in a struct of mine that has a
`#[derive(Debug)]` and I noticed that the Ptrs don't implement Debug,
even though the underlying `NonNull<u8>` does
## Solution
- Add `#[derive(Debug)]`
# Objective
Adopted #11748
## Solution
I've rebased on main to fix the merge conflicts. ~~Not quite ready to
merge yet~~
* Clippy is happy and the tests are passing, but...
* ~~The new shapes in `examples/2d/2d_shapes.rs` don't look right at
all~~ Never mind, looks like radians and degrees just got mixed up at
some point?
* I have updated one doc comment based on a review in the original PR.
---------
Co-authored-by: Alexis "spectria" Horizon <spectria.limina@gmail.com>
Co-authored-by: Alexis "spectria" Horizon <118812919+spectria-limina@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Ben Harper <ben@tukom.org>
# Objective
Adopted #12659.
Resolved the merge conflicts on #12659;
* I merged the `triangle_tests` added by this PR and by #13020.
* I moved the [commented out
code](https://github.com/bevyengine/bevy/pull/12659#discussion_r1536640427)
from the original PR into a separate test with `#[should_panic]`.
---------
Co-authored-by: Vitor Falcao <vitorfhc@protonmail.com>
Co-authored-by: Ben Harper <ben@tukom.org>
# Objective
Supercedes #12881 . Added a simple implementation that allows the user
to react to multiple asset loads both synchronously and asynchronously.
## Solution
Added `load_acquire`, that holds an item and drops it when loading is
finished or failed.
When used synchronously
Hold an `Arc<()>`, check for `Arc::strong_count() == 1` when all loading
completed.
When used asynchronously
Hold a `SemaphoreGuard`, await on `acquire_all` for completion.
This implementation has more freedom than the original in my opinion.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
The `enum_utility` module contains the `get_variant_constructors`
function, which is used to generate token streams for constructing
enums. It's used for the `FromReflect::from_reflect` implementation and
the `Reflect::try_apply` implementation.
Due to the complexity of enums, this function is understandably a little
messy and difficult to extend.
## Solution
Clean up the `enum_utility` module.
Now "clean" is a bit subjective. I believe my solution is "cleaner" in
that the logic to generate the tokens are strictly coupled with the
intended usage. Because of this, `try_apply` is also no longer strictly
coupled with `from_reflect`.
This makes it easier to extend with new functionality, which is
something I'm doing in a future unrelated PR that I have based off this
one.
## Testing
There shouldn't be any testing required other than ensuring that the
project still builds and that CI passes.
# Objective
The current query iterators cannot be used in positions with a `Debug`
bound.
F.e. when they are packaged in `Result` in the error position, `expect`
cannot be called on them.
Required for `QueryManyIter::entities_all_unique` in #13477.
## Solution
Add simple `Debug` impls that print the query iterator names.
## Changelog
`QueryIter`, `QueryManyIter`, `QueryCombinationIter`, and
`QuerySortedIter` now implement `Debug`.
# Objective
While reviewing the other open hooks-related PRs, I found that the docs
on the `ComponentHooks` struct itself didn't give enough information
about how and why the feature could be used.
## Solution
1. Clean up the docs to add additional context.
2. Add a doc test demonstrating simple usage.
## Testing
The doc test passes locally.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
I am unsure if this needs changing, so let me know if I need to change
anything else.
# Objective
Fixes#13461.
## Solution
I applied the changes as suggested in the issue, and updated the doc
comments accordingly
## Testing
I don't think this needs too much testing, but there are no `cargo test`
failures.
# Objective
Add random sampling for the `Annulus` primitive. This is part of ongoing
work to bring the various `bevy_math` primitives to feature parity.
## Solution
`Annulus` implements `ShapeSample`. Boundary sampling is implemented in
the obvious way, and interior sampling works exactly as in the
implementation for `Circle`, using the fact that the square of the
radius should be taken uniformly from between r^2 and R^2, where r and R
are the inner and outer radii respectively.
## Testing
I generated a bunch of random points and rendered them. Here's 1000
points on the interior of the default annulus:
<img width="1440" alt="Screenshot 2024-05-22 at 8 01 34 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/19c31bb0-edba-477f-b247-2b12d854afae">
This looks kind of weird around the edges, but I verified that they're
all actually inside the annulus, so I assume it has to do with the fact
that the rendered circles have some radius.
Stolen from #12835.
# Objective
Sometimes you want to sample a whole bunch of points from a shape
instead of just one. You can write your own loop to do this, but it's
really more idiomatic to use a `rand`
[`Distribution`](https://docs.rs/rand/latest/rand/distributions/trait.Distribution.html)
with the `sample_iter` method. Distributions also support other useful
things like mapping, and they are suitable as generic items for
consumption by other APIs.
## Solution
`ShapeSample` has been given two new automatic trait methods,
`interior_dist` and `boundary_dist`. They both have similar signatures
(recall that `Output` is the output type for `ShapeSample`):
```rust
fn interior_dist(self) -> impl Distribution<Self::Output>
where Self: Sized { //... }
```
These have default implementations which are powered by wrapper structs
`InteriorOf` and `BoundaryOf` that actually implement `Distribution` —
the implementations effectively just call `ShapeSample::sample_interior`
and `ShapeSample::sample_boundary` on the contained type.
The upshot is that this allows iteration as follows:
```rust
// Get an iterator over boundary points of a rectangle:
let rectangle = Rectangle::new(1.0, 2.0);
let boundary_iter = rectangle.boundary_dist().sample_iter(rng);
// Collect a bunch of boundary points at once:
let boundary_pts: Vec<Vec2> = boundary_iter.take(1000).collect();
```
Alternatively, you can use `InteriorOf`/`BoundaryOf` explicitly to
similar effect:
```rust
let boundary_pts: Vec<Vec2> = BoundaryOf(rectangle).sample_iter(rng).take(1000).collect();
```
---
## Changelog
- Added `InteriorOf` and `BoundaryOf` distribution wrapper structs in
`bevy_math::sampling::shape_sampling`.
- Added `interior_dist` and `boundary_dist` automatic trait methods to
`ShapeSample`.
- Made `shape_sampling` module public with explanatory documentation.
---
## Discussion
### Design choices
The main point of interest here is just the choice of `impl
Distribution` instead of explicitly using `InteriorOf`/`BoundaryOf`
return types for `interior_dist` and `boundary_dist`. The reason for
this choice is that it allows future optimizations for repeated sampling
— for example, instead of just wrapping the base type,
`interior_dist`/`boundary_dist` could construct auxiliary data that is
held over between sampling operations.
# Objective
Allow the `Tetrahedron` primitive to be used for mesh generation. This
is part of ongoing work to bring unify the capabilities of `bevy_math`
primitives.
## Solution
`Tetrahedron` implements `Meshable`. Essentially, each face is just
meshed as a `Triangle3d`, but first there is an inversion step when the
signed volume of the tetrahedron is negative to ensure that the faces
all actually point outward.
## Testing
I loaded up some examples and hackily exchanged existing meshes with the
new one to see that it works as expected.
# Objective
This is a long-standing bug that I have experienced since many versions
of Bevy ago, possibly forever. Today I finally wanted to report it, but
the fix was so easy that I just went and fixed it. :)
The problem is that 2D graphics looks blurry at odd-sized window
resolutions. This is with the **default** 2D camera configuration! The
issue will also manifest itself with any Orthographic Projection with
`ScalingMode::WindowSize` where the viewport origin is not at one of the
corners, such as the default where the origin point is at the center.
The issue happens because the Bevy orthographic projection origin point
is specified as a fraction to be multiplied by the size. For example,
the default (origin at center) is `(0.5, 0.5)`. When this value is
multiplied by the window size, it can result in fractional values for
the actual origin of the projection, thus placing the camera "between
pixels" and misaligning the entire pixel grid.
With the default value, this happens at odd-numbered window resolutions.
It is very easy to reproduce the issue by running any Bevy 2D app with a
resizable window, and slowly resizing the window pixel by pixel. As you
move the mouse to resize the window, you can see how the 2D graphics
inside the window alternate between "crisp, blurry, crisp, blurry, ...".
If you change the projection's origin to be at the corner (say, `(0.0,
0.0)`) and run the app again, the graphics always looks crisp,
regardless of window size.
Here are screenshots from **before** this PR, to illustrate the issue:
Even window size:
![Screenshot_20240520_165304](https://github.com/bevyengine/bevy/assets/40234599/52619281-cf5f-490e-b85e-22bc5f9af737)
Odd window size:
![Screenshot_20240520_165320](https://github.com/bevyengine/bevy/assets/40234599/27a3624c-f39e-4493-ade9-ca3533802083)
## Solution
The solution is easy: just round the computed origin values for the
projection.
To make it work reliably for the general case, I decided to:
- Only do it for `ScalingMode::WindowSize`, as it doesn't make sense for
other scaling modes.
- Round to the nearest multiple of the pixel scale, if it is not 1.0.
This ensures the "pixels" stay aligned even if scaled.
## Testing
I ran Bevy's examples as well as my own projects to ensure things look
correct. I set different values for the pixel scale to test the rounding
behavior and played around with resizing the window to verify that
everything is consistent.
---
## Changelog
Fixed:
- Orthographic projection now rounds the origin point if computed from
screen pixels, so that 2D graphics do not appear blurry at odd window
sizes.
# Objective
- Implement a general purpose mechanism for building `SystemParam`.
- Unblock the usage of dynamic queries in regular systems.
## Solution
- Implement a `SystemBuilder` type.
## Examples
Here are some simple test cases for the builder:
```rust
fn local_system(local: Local<u64>) -> u64 {
*local
}
fn query_system(query: Query<()>) -> usize {
query.iter().count()
}
fn multi_param_system(a: Local<u64>, b: Local<u64>) -> u64 {
*a + *b + 1
}
#[test]
fn local_builder() {
let mut world = World::new();
let system = SystemBuilder::<()>::new(&mut world)
.builder::<Local<u64>>(|x| *x = 10)
.build(local_system);
let result = world.run_system_once(system);
assert_eq!(result, 10);
}
#[test]
fn query_builder() {
let mut world = World::new();
world.spawn(A);
world.spawn_empty();
let system = SystemBuilder::<()>::new(&mut world)
.builder::<Query<()>>(|query| {
query.with::<A>();
})
.build(query_system);
let result = world.run_system_once(system);
assert_eq!(result, 1);
}
#[test]
fn multi_param_builder() {
let mut world = World::new();
world.spawn(A);
world.spawn_empty();
let system = SystemBuilder::<()>::new(&mut world)
.param::<Local<u64>>()
.param::<Local<u64>>()
.build(multi_param_system);
let result = world.run_system_once(system);
assert_eq!(result, 1);
}
```
This will be expanded as this PR is iterated.
We invoked the `extract_default_ui_camera_view` system twice: once for
2D cameras and once for 3D cameras. This was fine before moving to
resources for render phases, but, after the move to resources, the first
thing such systems do is to clear out all the entities-to-be-rendered
from the previous frame. So, if the scheduler happened to run
`extract_default_ui_camera_view::<Camera2d>` first, then all the UI
elements that it queued would be overwritten by the
`extract_default_ui_camera_view::<Camera3d>` system, or vice versa. The
ordering dependence is the reason why this problem was intermittent.
This commit fixes the problem by merging the two systems into one
systems, using an `Or` query filter.
## Migration Guide
* The `bevy_ui::render::extract_default_ui_camera_view` system is no
longer parameterized over the specific type of camera and is hard-wired
to either `Camera2d` or `Camera3d` components.
# Objective
- Fixes#13092.
## Solution
- Renamed the `inset()` method in `Rect`, `IRect` and `URect` to
`inflate()`.
- Added `EMPTY` constants to all `Rect` variants, represented by corners
with the maximum numerical values for each kind.
---
## Migration Guide
- Replace `Rect::inset()`, `IRect::inset()` and `URect::inset()` calls
with `inflate()`.
# Objective
- Fixes#13412
## Solution
- Renamed `segments` in `bevy_gizmos` to `resolution` and adjusted
examples
## Migration Guide
- When working with gizmos, replace all calls to `.segments(...)` with
`.resolution(...)`