Commit graph

1024 commits

Author SHA1 Message Date
robtfm
67d92e9b85
light renderlayers (#10742)
# Objective

add `RenderLayers` awareness to lights. lights default to
`RenderLayers::layer(0)`, and must intersect the camera entity's
`RenderLayers` in order to affect the camera's output.

note that lights already use renderlayers to filter meshes for shadow
casting. this adds filtering lights per view based on intersection of
camera layers and light layers.

fixes #3462 

## Solution

PointLights and SpotLights are assigned to individual views in
`assign_lights_to_clusters`, so we simply cull the lights which don't
match the view layers in that function.

DirectionalLights are global, so we 
- add the light layers to the `DirectionalLight` struct
- add the view layers to the `ViewUniform` struct
- check for intersection before processing the light in
`apply_pbr_lighting`

potential issue: when mesh/light layers are smaller than the view layers
weird results can occur. e.g:
camera = layers 1+2
light = layers 1
mesh = layers 2

the mesh does not cast shadows wrt the light as (1 & 2) == 0.
the light affects the view as (1+2 & 1) != 0. 
the view renders the mesh as (1+2 & 2) != 0.

so the mesh is rendered and lit, but does not cast a shadow. 

this could be fixed (so that the light would not affect the mesh in that
view) by adding the light layers to the point and spot light structs,
but i think the setup is pretty unusual, and space is at a premium in
those structs (adding 4 bytes more would reduce the webgl point+spot
light max count to 240 from 256).

I think typical usage is for cameras to have a single layer, and
meshes/lights to maybe have multiple layers to render to e.g. minimaps
as well as primary views.

if there is a good use case for the above setup and we should support
it, please let me know.

---

## Migration Guide

Lights no longer affect all `RenderLayers` by default, now like cameras
and meshes they default to `RenderLayers::layer(0)`. To recover the
previous behaviour and have all lights affect all views, add a
`RenderLayers::all()` component to the light entity.
2023-12-12 19:45:37 +00:00
Joona Aalto
d9aac887b5
Split Ray into Ray2d and Ray3d and simplify plane construction (#10856)
# Objective

A better alternative version of #10843.

Currently, Bevy has a single `Ray` struct for 3D. To allow better
interoperability with Bevy's primitive shapes (#10572) and some third
party crates (that handle e.g. spatial queries), it would be very useful
to have separate versions for 2D and 3D respectively.

## Solution

Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take
advantage of the new primitives by using `Direction2d`/`Direction3d` for
the direction:

```rust
pub struct Ray2d {
    pub origin: Vec2,
    pub direction: Direction2d,
}

pub struct Ray3d {
    pub origin: Vec3,
    pub direction: Direction3d,
}
```

and by using `Plane2d`/`Plane3d` in `intersect_plane`:

```rust
impl Ray2d {
    // ...
    pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
        // ...
    }
}
```

---

## Changelog

### Added

- `Ray2d` and `Ray3d`
- `Ray2d::new` and `Ray3d::new` constructors
- `Plane2d::new` and `Plane3d::new` constructors

### Removed

- Removed `Ray` in favor of `Ray3d`

### Changed

- `direction` is now a `Direction2d`/`Direction3d` instead of a vector,
which provides guaranteed normalization
- `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a
vector for the plane normal
- `Direction2d` and `Direction3d` now derive `Serialize` and
`Deserialize` to preserve ray (de)serialization

## Migration Guide

`Ray` has been renamed to `Ray3d`.

### Ray creation

Before:

```rust
Ray {
    origin: Vec3::ZERO,
    direction: Vec3::new(0.5, 0.6, 0.2).normalize(),
}
```

After:

```rust
// Option 1:
Ray3d {
    origin: Vec3::ZERO,
    direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(),
}

// Option 2:
Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2))
```

### Plane intersections

Before:

```rust
let result = ray.intersect_plane(Vec2::X, Vec2::Y);
```

After:

```rust
let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y));
```
2023-12-06 14:09:04 +00:00
Federico Rinaldi
0400ef059b
Substitute get(0) with first() (#10847)
Substitute calls to `get(0)` with `first()`, improving readability.
2023-12-02 22:13:42 +00:00
robtfm
47447beb93
try_insert Aabbs (#10801)
# Objective

avoid panics from `calculate_bounds` systems if entities are despawned
in PostUpdate.

there's a running general discussion (#10166) about command panicking.
in the meantime we may as well fix up some cases where it's clear a
failure to insert is safe.

## Solution

change `.insert(aabb)` to `.try_insert(aabb)`
2023-11-29 15:00:50 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
JMS55
4bf20e7d27
Swap material and mesh bind groups (#10485)
# Objective
- Materials should be a more frequent rebind then meshes (due to being
able to use a single vertex buffer, such as in #10164) and therefore
should be in a higher bind group.

---

## Changelog
- For 2d and 3d mesh/material setups (but not UI materials, or other
rendering setups such as gizmos, sprites, or text), mesh data is now in
bind group 1, and material data is now in bind group 2, which is swapped
from how they were before.

## Migration Guide
- Custom 2d and 3d mesh/material shaders should now use bind group 2
`@group(2) @binding(x)` for their bound resources, instead of bind group
1.
- Many internal pieces of rendering code have changed so that mesh data
is now in bind group 1, and material data is now in bind group 2.
Semi-custom rendering setups (that don't use the Material or Material2d
APIs) should adapt to these changes.
2023-11-28 22:26:22 +00:00
Kanabenki
0e9f6e92ea
Add clippy::manual_let_else at warn level to lints (#10684)
# Objective

Related to #10612.

Enable the
[`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else)
lint as a warning. The `let else` form seems more idiomatic to me than a
`match`/`if else` that either match a pattern or diverge, and from the
clippy doc, the lint doesn't seem to have any possible false positive.

## Solution

Add the lint as warning in `Cargo.toml`, refactor places where the lint
triggers.
2023-11-28 04:15:27 +00:00
IceSentry
6d0c11a28f
Bind group layout entries (#10224)
# Objective

- Follow up to #9694

## Solution

- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.

Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
            binding: 0,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 1,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Sampler(SamplerBindingType::Filtering),
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 2,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Buffer {
                ty: bevy::render::render_resource::BufferBindingType::Uniform,
                has_dynamic_offset: false,
                min_binding_size: Some(PostProcessSettings::min_size()),
            },
            count: None,
        },
    ],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
    "post_process_bind_group_layout"),
    &BindGroupLayoutEntries::sequential(
        ShaderStages::FRAGMENT,
        (
            texture_2d_f32(),
            sampler(SamplerBindingType::Filtering),
            uniform_buffer(false, Some(PostProcessSettings::min_size())),
        ),
    ),
);
```

Here's a more extreme example in bevy_solari:
86dab7f5da

---

## Changelog

- Added `BindGroupLayoutEntries` and all `BindingType` helper functions.

## Migration Guide

`RenderDevice::create_bind_group_layout()` doesn't take a
`BindGroupLayoutDescriptor` anymore. You need to provide the parameters
separately

```rust
// 0.12
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
});

// 0.13
let layout = render_device.create_bind_group_layout(
	"post_process_bind_group_layout",
    &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
);
```

## TODO

- [x] implement a `Dynamic` variant
- [x] update the `RenderDevice::create_bind_group_layout()` api to match
the one from `RenderDevice::creat_bind_group()`
- [x] docs
2023-11-28 04:00:49 +00:00
Mark Wainwright
f0a8994f55
Split WorldQuery into WorldQueryData and WorldQueryFilter (#9918)
# Objective

- Fixes #7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes


## Solution

The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.

`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`. 

`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).

`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)

The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.

This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~

It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.

The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.

Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*

---

## Notes

- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.

- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.

- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.

- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.

## Changelog

### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`

## Migration Guide

- Update derives

```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA
}

#[derive(WorldQuery)]
struct QueryFilter {
    _c: With<ComponentC>
}

// new 
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA,
}

#[derive(WorldQueryFilter)]
struct QueryFilter {
    _c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`

```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
  for (entity, has_a_option) in query.iter(){
    let has_a:bool = has_a_option.is_some();
    //todo!()
  }
}

/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
  for (entity, has_a) in query.iter(){
    //todo!()
  }
}
```

- Fix queries which had filters in the data position or vice versa.

```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-28 03:56:07 +00:00
wgxer
4eafd60ce9
Add wgpu_pass method to TrackedRenderPass (#10722)
# Objective

- Fixes  #10707 

## Solution

- Add a method to obtain `RenderPass` to `TrackedRenderPass` simillar to
`RenderDevice::wgpu_device`

---

## Changelog

Added `wgpu_pass` method to `TrackedRenderPass`
2023-11-25 03:11:24 +00:00
Alice Cecile
1065028154
Remove trailing whitespace (#10723)
# Objective

- Make CI green.

## Solution

- Remove one (1) space.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2023-11-24 16:31:55 +00:00
Trent
6f56380826
bump bevy_tasks futures-lite to 2.0.1 (#10675)
# Objective

Updates [`futures-lite`](https://github.com/smol-rs/futures-lite) in
bevy_tasks to the next major version (1 -> 2).

Also removes the duplication of `futures-lite`, as `async-fs` requires v
2, so there are currently 2 copies of futures-lite in the dependency
tree.

Futures-lite has received [a number of
updates](https://github.com/smol-rs/futures-lite/blob/master/CHANGELOG.md)
since bevy's current version `1.4`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-11-24 00:11:02 +00:00
TheBigCheese
e67cfdf82b
Enable clippy::undocumented_unsafe_blocks warning across the workspace (#10646)
# Objective

Enables warning on `clippy::undocumented_unsafe_blocks` across the
workspace rather than only in `bevy_ecs`, `bevy_transform` and
`bevy_utils`. This adds a little awkwardness in a few areas of code that
have trivial safety or explain safety for multiple unsafe blocks with
one comment however automatically prevents these comments from being
missed.

## Solution

This adds `undocumented_unsafe_blocks = "warn"` to the workspace
`Cargo.toml` and fixes / adds a few missed safety comments. I also added
`#[allow(clippy::undocumented_unsafe_blocks)]` where the safety is
explained somewhere above.

There are a couple of safety comments I added I'm not 100% sure about in
`bevy_animation` and `bevy_render/src/view` and I'm not sure about the
use of `#[allow(clippy::undocumented_unsafe_blocks)]` compared to adding
comments like `// SAFETY: See above`.
2023-11-21 02:06:24 +00:00
Ame
8c0ce5280b
Standardize toml format with taplo (#10594)
# Objective

- Standardize fmt for toml files

## Solution

- Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff
for toml files), for context taplo is used by the most popular extension
in VScode [Even Better
TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml
- Add contribution section to explain toml fmt with taplo.
 
Now to pass CI you need to run `taplo fmt --option indent_string=" "` or
if you use vscode have the `Even Better TOML` extension with 4 spaces
for indent

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-21 01:04:14 +00:00
Torstein Grindvik
1f168a154b
Re-export wgpu BufferAsyncError (#10611)
# Objective

The `map_async` method involves a type `BufferAsyncError`:
https://docs.rs/bevy/latest/bevy/render/render_resource/struct.BufferSlice.html#method.map_async

This type is not re-exported in Bevy, so if a user wants to store a
struct involving this type they have to add wgpu manually to their
manifest.

## Solution

- Re-export wgpu::BufferAsyncError

---

## Changelog

### Added

- Re-export wgpu::BufferAsyncError

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-20 09:00:25 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
st0rmbtw
cbcd826612
Explicit color conversion methods (#10321)
# Objective

Closes #10319 

## Changelog
* Added a new `Color::rgba_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_linear_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_linear_from_array([f32; 3]) -> Color` method.
* Added a new `Color::hsla_from_array([f32; 4]) -> Color` method.
* Added a new `Color::hsl_from_array([f32; 3]) -> Color` method.
* Added a new `Color::lcha_from_array([f32; 4]) -> Color` method.
* Added a new `Color::lch_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::rgba_linear_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_linear_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_linear_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_linear_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::hsla_to_vec4(&self) -> Vec4` method.
* Added a new `Color::hsla_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::hsl_to_vec3(&self) -> Vec3` method.
* Added a new `Color::hsl_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::lcha_to_vec4(&self) -> Vec4` method.
* Added a new `Color::lcha_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::lch_to_vec3(&self) -> Vec3` method.
* Added a new `Color::lch_to_array(&self) -> [f32; 3]` method.

## Migration Guide
`Color::from(Vec4)` is now `Color::rgba_from_array(impl Into<[f32; 4]>)`
`Vec4::from(Color)` is now `Color::rgba_to_vec4(&self)`

Before:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::from(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::from(color_array);
```
After:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::rgba_from_array(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::rgba_from_array(color_array);
```
2023-11-15 16:47:32 +00:00
Torstein Grindvik
782f1863b9
Make sure added image assets are checked in camera_system (#10556)
# Objective

Make sure a camera which has had its render target changed recomputes
its info.

On main, the following is possible:

- System A has an inactive camera with render target set to the default
`Image` (i.e. white 1x1 rgba texture)

Later:

- System B sets the same camera active and sets the `camera.target` to a
newly created `Image`

**Bug**: Since `camera_system` only checks `Modified` and not `Added`
events, the size of the render target is not recomputed, which means the
camera will render with 1x1 size even though the new target is an
entirely different size.

## Solution

- Ensure `camera_system` checks `Added` image assets events

## Changelog

### Fixed

- Cameras which have their render targets changed to a newly created
target with a different size than the previous target will now render
properly

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
2023-11-15 12:44:21 +00:00
Torstein Grindvik
74c97332a6
Ignore inactive cameras (#10543)
# Objective

Currently, if a large amount of inactive cameras are spawned, they will
immensely slow down performance.

This can be reproduced by adding

```rust
    let default_image = images.add(default());
    for _ in 0..10000 {
        commands.spawn(Camera3dBundle {
            camera: Camera {
                is_active: false,
                target: RenderTarget::Image(default_image.clone()),
                ..default()
            },
            ..default()
        });
    }
```

to for example `3d_shapes`.

Using `tracy`, it's clear that preparing view bind groups for all
cameras is still happening.
Also, visibility checks on the extracted views from inactive cameras
also take place.

## Performance gains

The following `tracy` comparisons show the effect of skipping this
unneeded work.
Yellow is Bevy main, red is with the fix.

### Visibility checks


![bevy-visibility-check-savings](https://github.com/bevyengine/bevy/assets/52322338/154a20ce-bd70-487e-a85c-8b993950ea2b)

### Bind group preparation


![bevy-mesh2d-savings](https://github.com/bevyengine/bevy/assets/52322338/a48d8d9a-8c37-4c34-9698-b1b1bf01f070)


## Solution

- Check if the cameras are inactive in the appropriate places, and if so
skip them

## Changelog

### Changed

- Do not extract views from inactive cameras or check visiblity from
their extracted views

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-14 02:13:21 +00:00
Carter Anderson
0eeb8f95fb
Fix shader import hot reloading on windows (#10502)
# Objective

Hot reloading shader imports on windows is currently broken due to
inconsistent `/` and `\` usage ('/` is used in the user facing APIs and
`\` is produced by notify-rs (and likely other OS apis).

Fixes #10500

## Solution

Standardize import paths when loading a `Shader`. The correct long term
fix is to standardize AssetPath on `/`-only, but this is the right scope
of fix for a patch release.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-11-11 23:01:08 +00:00
Sludge
f91f69e88f
Reexport wgpu::Maintain (#10461)
# Objective

Calling `RenderDevice::poll` requires an instance of `wgpu::Maintain`,
but the type was not reexported by bevy. Working around it requires
adding a dependency on `wgpu`, since bevy does not reexport the `wgpu`
crate as a whole anywhere.

## Solution

Reexport `wgpu::Maintain` in `render_resource`, where the other wgpu
types are reexported.
2023-11-09 02:10:22 +00:00
Doonv
4852fc7578
Implement Clone for VisibilityBundle and SpatialBundle (#10394)
# Objective

Had an issue where I had `VisibilityBundle` inside a bundle that
implements `Clone`, but since `VisibilityBundle` doesn't implement
`Clone` that wasn't possible. This PR fixes that.

## Solution

Implement `Clone` for `VisibilityBundle` by deriving it. And also
`SpatialBundle` too because why not.

---

## Changelog

- Added implementation for `Clone` on `VisibilityBundle` and
`SpatialBundle`.
2023-11-07 21:25:00 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
Sélène Amanita
c376954b87
Make DirectionalLight Cascades computation generic over CameraProjection (#9226)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/9077 (see this issue for
motivations)

## Solution

Implement 1 and 2 of the "How to fix it" section of
https://github.com/bevyengine/bevy/issues/9077

`update_directional_light_cascades` is split into
`clear_directional_light_cascades` and a generic
`build_directional_light_cascades`, to clear once and potentially insert
many times.

---

## Changelog

`DirectionalLight`'s computation is now generic over `CameraProjection`
and can work with custom camera projections.

## Migration Guide

If you have a component `MyCustomProjection` that implements
`CameraProjection`:
- You need to implement a new required associated method,
`get_frustum_corners`, returning an array of the corners of a subset of
the frustum with given `z_near` and `z_far`, in local camera space.
- You can now add the
`build_directional_light_cascades::<MyCustomProjection>` system in
`SimulationLightSystems::UpdateDirectionalLightCascades` after
`clear_directional_light_cascades` for your projection to work with
directional lights.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-03 06:07:59 +00:00
Rob Parrett
09c2090c15
Combine visibility queries in check_visibility_system (#10196)
# Objective

Alternative to #7310

## Solution

Implemented the suggestion from
https://github.com/bevyengine/bevy/pull/7310#discussion_r1083356655

I am guessing that these were originally split as an optimization, but I
am not sure since I believe the original author of the code is the one
speculating about combining them up there.

## Benchmarks

I ran three benchmarks to compare main, this PR, and the approach from
#7310
([updated](https://github.com/rparrett/bevy/commits/rebased-parallel-check-visibility)
to the same commit on main).

This seems to perform slightly better than main in scenarios where most
entities have AABBs, and a bit worse when they don't (`many_lights`).
That seems to make sense to me.

Either way, the difference is ~-20 microseconds in the more common
scenarios or ~+100 microseconds in the less common scenario. I would
speculate that this might perform **very slightly** worse in
single-threaded scenarios.

Benches were run in release mode for 2000 frames while capturing a trace
with tracy.

| bench | commit | check_visibility_system mean μs |
| -- | -- | -- |
| many_cubes | main | 929.5 |
| many_cubes | this | 914.0 |
| many_cubes | 7310 | 1003.5 |
| | |
| many_foxes | main | 191.6 |
| many_foxes | this | 173.2 |
| many_foxes | 7310 | 167.9 |
| | |
| many_lights | main | 619.3 |
| many_lights | this | 703.7 |
| many_lights | 7310 | 842.5 |

## Notes

Technically this behaves slightly differently -- prior to this PR, view
visibility was determined even for entities without `GlobalTransform`. I
don't think this has any practical impact though.

IMO, I don't think we need to do this. But I opened a PR because it
seemed like the handiest way to share the code / benchmarks.

## TODO

I have done some rudimentary testing with the examples above, but I can
do some screenshot diffing if it seems like we want to do this.
2023-11-02 22:06:38 +00:00
Marco Buono
44928e0df4
StandardMaterial Light Transmission (#8015)
# Objective

<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">

This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:

  - Glass; (Including frosted glass)
  - Transparent and translucent plastics;
  - Various liquids and gels;
  - Gemstones;
  - Marble;
  - Wax;
  - Paper;
  - Leaves;
  - Porcelain.

Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.

## Solution

- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.

## To Do

- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
  - [x] `transmission` and `transmission_texture`
  - [x] `thickness` and `thickness_texture`
  - [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?

## A Note on Texture Packing

_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_

Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:

- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`

The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.

---

## Changelog

- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency

## Migration Guide

- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
TimJentzsch
d67fbd5e90
Add helper function to determine if color is transparent (#10310)
# Objective

- We need to check multiple times if a color is fully transparent, e.g.
for performance optimizations.
- Make code more readable.
- Reduce code duplication, to simplify making changes if needed (e.g. if
we need to take floating point weirdness into account later on).

## Solution

- Introduce a new `Color::is_fully_transparent` helper function to
determine if the alpha of a color is 0.
- Use the helper function in our UI rendering code.

---

## Changelog

- Added `Color::is_fully_transparent` helper function.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-10-31 15:00:49 +00:00
JMS55
3628e09045
Add frustum to shader View (#10306)
# Objective
- Work towards GPU-driven culling
(https://github.com/bevyengine/bevy/pull/10164)

## Solution
- Pass the view frustum to the shader view uniform

---

## Changelog
- View Frustums are now extracted to the render world and made available
to shaders
2023-10-31 02:00:21 +00:00
Pascal Hertleif
0c2c52a0cd
Derive Error for more error types (#10240)
# Objective

Align all error-like types to implement `Error`.

Fixes  #10176

## Solution

- Derive `Error` on more types
- Refactor instances of manual implementations that could be derived

This adds thiserror as a dependency to bevy_transform, which might
increase compilation time -- but I don't know of any situation where you
might only use that but not any other crate that pulls in bevy_utils.

The `contributors` example has a `LoadContributorsError` type, but as
it's an example I have not updated it. Doing that would mean either
having a `use bevy_internal::utils::thiserror::Error;` in an example
file, or adding `thiserror` as a dev-dependency to the main `bevy`
crate.

---

## Changelog

- All `…Error` types now implement the `Error` trait
2023-10-28 22:20:37 +00:00
Jeb Brooks
4b50edc980
Truncate attribute buffer data rather than attribute buffers (#10270)
Existing truncation code limits the number of attribute buffers to be
less than or equal to the number of vertices.
Instead the number of elements from each attribute buffer should be
limited to the length of the shortest buffer as mentioned in the earlier
warning.

# Objective

- Fixes #10267 

## Solution

- Moves the `.take()` from the outer loop of attribute buffers, to the
inner loop of attribute values.
---
2023-10-28 19:03:37 +00:00
Bruce Mitchener
c5087fef3c
Use clippy::doc_markdown more. (#10286)
# Objective

- Remove special cases where `clippy::doc_markdown` lint is disabled.

## Solution

- Add default values back into `clippy.toml` by adding `".."` to the
list of `doc-valid-idents`.
- Add `"VSync"` and `"WebGL2"` to the list of `doc-valid-idents`.
- Remove all instances where `clippy::doc_markdown` is allowed.
- Fix `max_mip` formatting so that there isn't a warning.
2023-10-27 22:49:02 +00:00
Raffaele Ragni
b22db47e10
default inherited visibility when parent has invalid components (#10275)
# Situation

- In case of parent without visibility components, the visibility
inheritance of children creates a panic.

## Solution

- Apply same fallback visibility as parent not found instead of panic.
2023-10-27 03:59:29 +00:00
Carter Anderson
134750d18e
Image Sampler Improvements (#10254)
# Objective

- Build on the changes in https://github.com/bevyengine/bevy/pull/9982
- Use `ImageSamplerDescriptor` as the "public image sampler descriptor"
interface in all places (for consistency)
- Make it possible to configure textures to use the "default" sampler
(as configured in the `DefaultImageSampler` resource)
- Fix a bug introduced in #9982 that prevents configured samplers from
being used in Basis, KTX2, and DDS textures

---

## Migration Guide

- When using the `Image` API, use `ImageSamplerDescriptor` instead of
`wgpu::SamplerDescriptor`
- If writing custom wgpu renderer features that work with `Image`, call
`&image_sampler.as_wgpu()` to convert to a wgpu descriptor.
2023-10-26 23:30:09 +00:00
Edgar Geier
a830530be4
Replace all labels with interned labels (#7762)
# Objective

First of all, this PR took heavy inspiration from #7760 and #5715. It
intends to also fix #5569, but with a slightly different approach.


This also fixes #9335 by reexporting `DynEq`.

## Solution

The advantage of this API is that we can intern a value without
allocating for zero-sized-types and for enum variants that have no
fields. This PR does this automatically in the `SystemSet` and
`ScheduleLabel` derive macros for unit structs and fieldless enum
variants. So this should cover many internal and external use cases of
`SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory
will be allocated.

- The interning returns a `Interned<dyn SystemSet>`, which is just a
wrapper around a `&'static dyn SystemSet`.
- `Hash` and `Eq` are implemented in terms of the pointer value of the
reference, similar to my first approach of anonymous system sets in
#7676.
- Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`.
- The debug output of `Interned<T>` is the same as the interned value.

Edit: 
- `AppLabel` is now also interned and the old
`derive_label`/`define_label` macros were replaced with the new
interning implementation.
- Anonymous set ids are reused for different `Schedule`s, reducing the
amount of leaked memory.

### Pros
- `InternedSystemSet` and `InternedScheduleLabel` behave very similar to
the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied
without an allocation.
- Many use cases don't allocate at all.
- Very fast lookups and comparisons when using `InternedSystemSet` and
`InternedScheduleLabel`.
- The `intern` module might be usable in other areas.
- `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement
`{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics.

### Cons
- Implementors of `SystemSet` and `ScheduleLabel` still need to
implement `Hash` and `Eq` (and `Clone`) for it to work.

## Changelog

### Added

- Added `intern` module to `bevy_utils`.
- Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`.

### Changed

- Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with
`InternedSystemSet` and `InternedScheduleLabel`.
- Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`.
- Replaced `AppLabelId` with `InternedAppLabel`.
- Changed `AppLabel` to use `Debug` for error messages.
- Changed `AppLabel` to use interning.
- Changed `define_label`/`derive_label` to use interning. 
- Replaced `define_boxed_label`/`derive_boxed_label` with
`define_label`/`derive_label`.
- Changed anonymous set ids to be only unique inside a schedule, not
globally.
- Made interned label types implement their label trait. 

### Removed

- Removed `define_boxed_label` and `derive_boxed_label`. 

## Migration guide

- Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with
`InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`.
- Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with
`InternedSystemSet` or `Interned<dyn SystemSet>`.
- Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn
AppLabel>`.
- Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet`
need to implement:
  - `dyn_hash` directly instead of implementing `DynHash`
  - `as_dyn_eq`
- Pass labels to `World::try_schedule_scope`, `World::schedule_scope`,
`World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`,
`Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and
`Schedules::get_mut` by value instead of by reference.

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
Torstein Grindvik
f992398c79
Make mesh attr vertex count mismatch warn more readable (#10259)
# Objective

When a mesh vertex attribute has a vertex count mismatch, a warning
message is printed with the index of the attribute which did not match.

Change to name the attribute, or fall back to the old behaviour if it
was not a known attribute.

Before:

```
MeshVertexAttributeId(2) has a different vertex count (32) than other attributes (64) in this mesh, all attributes will be truncated to match the smallest.
```

After:

```
Vertex_Uv has a different vertex count (32) than other attributes (64) in this mesh, all attributes will be truncated to match the smallest.
```

## Solution

Name the mesh attribute which had a count mismatch.


## Changelog

- If a mesh vertex attribute has a different count than other vertex
attributes, name the offending attribute using a human readable name

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-10-25 19:03:05 +00:00
Kanabenki
756fb069b1
Add ImageSamplerDescriptor as an image loader setting (#9982)
Closes #9946 

# Objective

Add a new type mirroring `wgpu::SamplerDescriptor` for
`ImageLoaderSettings` to control how a loaded image should be sampled.

Fix issues with texture sampler descriptors not being set when loading
gltf texture from URI.

## Solution

Add a new `ImageSamplerDescriptor` and its affiliated types that mirrors
`wgpu::SamplerDescriptor`, use it in the image loader settings.

---

## Changelog

### Added

- Added new types `ImageSamplerDescriptor`, `ImageAddressMode`,
`ImageFilterMode`, `ImageCompareFunction` and `ImageSamplerBorderColor`
that mirrors the corresponding wgpu types.
- `ImageLoaderSettings` now carries an `ImageSamplerDescriptor` field
that will be used to determine how the loaded image is sampled, and will
be serialized as part of the image assets `.meta` files.

### Changed

- `Image::from_buffer` now takes the sampler descriptor to use as an
additional parameter.

### Fixed

- Sampler descriptors are set for gltf textures loaded from URI.
2023-10-25 01:50:20 +00:00
Griffin
1bd7e5a8e6
View Transformations (#9726)
# Objective

- Add functions for common view transformations.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-10-24 21:26:19 +00:00
st0rmbtw
afe8b5f20d
Replace all usages of texture_descritor.size.* with the helper methods (#10227)
# Objective

A follow-up PR for https://github.com/bevyengine/bevy/pull/10221

## Changelog

Replaced usages of texture_descriptor.size with the helper methods of
`Image` through the entire engine codebase
2023-10-23 20:49:02 +00:00
st0rmbtw
8efcbf3e4f
Add convenient methods for Image (#10221)
# Objective
To get the width or height of an image you do:
```rust
self.texture_descriptor.size.{width, height}
```
that is quite verbose.
This PR adds some convenient methods for Image to reduce verbosity.

## Changelog
* Add a `width()` method for getting the width of an image.
* Add a `height()` method for getting the height of an image.
* Rename the `size()` method to `size_f32()`.
* Add a `size()` method for getting the size of an image as u32.
* Renamed the `aspect_2d()` method to `aspect_ratio()`.

## Migration Guide
Replace calls to the `Image::size()` method with `size_f32()`.
Replace calls to the `Image::aspect_2d()` method with `aspect_ratio()`.
2023-10-22 01:45:29 +00:00
François
c3627248f5
Fix alignment on ios simulator (#10178)
# Objective

- Fix #10165 
- On iOS simulator on apple silicon Macs, shader validation is going
through the host, but device limits are reported for the device. They
sometimes differ, and cause the validation to crash on something that
should work
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5775: failed assertion `Draw Errors Validation
Fragment Function(fragment_): the offset into the buffer _naga_oil_mod_MJSXM6K7OBRHEOR2NVSXG2C7OZUWK527MJUW4ZDJNZTXG_memberfog that is bound at buffer index 6 must be a multiple of 256 but was set to 448.
```

## Solution

- Add a custom flag when building for the simulator and override the
buffer alignment
2023-10-21 22:19:46 +00:00
Kanabenki
9cfada3f22
Detect cubemap for dds textures (#10222)
# Objective

- Closes #10049.
- Detect DDS texture containing a cubemap or a cubemap array.

## Solution

- When loading a dds texture, the header capabilities are checked for
the cubemap flag. An error is returned if not all faces are provided.

---

## Changelog

### Added

- Added a new texture error `TextureError::IncompleteCubemap`, used for
dds cubemap textures containing less than 6 faces, as that is not
supported on modern graphics APIs.

### Fixed

- DDS cubemaps are now loaded as cubemaps instead of 2D textures.

## Migration Guide

If you are matching on a `TextureError`, you will need to add a new
branch to handle `TextureError::IncompleteCubemap`.
2023-10-21 19:10:37 +00:00
robtfm
6f2a5cb862
Bind group entries (#9694)
# Objective

Simplify bind group creation code. alternative to (and based on) #9476

## Solution

- Add a `BindGroupEntries` struct that can transparently be used where
`&[BindGroupEntry<'b>]` is required in BindGroupDescriptors.

Allows constructing the descriptor's entries as:
```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &BindGroupEntries::with_indexes((
        (2, &my_sampler),
        (3, my_uniform),
    )),
);
```

instead of

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &[
        BindGroupEntry {
            binding: 2,
            resource: BindingResource::Sampler(&my_sampler),
        },
        BindGroupEntry {
            binding: 3,
            resource: my_uniform,
        },
    ],
);
```

or

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &BindGroupEntries::sequential((&my_sampler, my_uniform)),
);
```

instead of

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &[
        BindGroupEntry {
            binding: 0,
            resource: BindingResource::Sampler(&my_sampler),
        },
        BindGroupEntry {
            binding: 1,
            resource: my_uniform,
        },
    ],
);
```

the structs has no user facing macros, is tuple-type-based so stack
allocated, and has no noticeable impact on compile time.

- Also adds a `DynamicBindGroupEntries` struct with a similar api that
uses a `Vec` under the hood and allows extending the entries.
- Modifies `RenderDevice::create_bind_group` to take separate arguments
`label`, `layout` and `entries` instead of a `BindGroupDescriptor`
struct. The struct can't be stored due to the internal references, and
with only 3 members arguably does not add enough context to justify
itself.
- Modify the codebase to use the new api and the `BindGroupEntries` /
`DynamicBindGroupEntries` structs where appropriate (whenever the
entries slice contains more than 1 member).

## Migration Guide

- Calls to `RenderDevice::create_bind_group({BindGroupDescriptor {
label, layout, entries })` must be amended to
`RenderDevice::create_bind_group(label, layout, entries)`.
- If `label`s have been specified as `"bind_group_name".into()`, they
need to change to just `"bind_group_name"`. `Some("bind_group_name")`
and `None` will still work, but `Some("bind_group_name")` can optionally
be simplified to just `"bind_group_name"`.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
robtfm
61bad4eb57
update shader imports (#10180)
# Objective

- bump naga_oil to 0.10
- update shader imports to use rusty syntax

## Migration Guide

naga_oil 0.10 reworks the import mechanism to support more syntax to
make it more rusty, and test for item use before importing to determine
which imports are modules and which are items, which allows:

- use rust-style imports
```
#import bevy_pbr::{
    pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, 
    mesh_bindings,
}
```

- import partial paths:
```
#import part::of::path
...
path::remainder::function();
```
which will call to `part::of::path::remainder::function`

- use fully qualified paths without importing:
```
// #import bevy_pbr::pbr_functions
bevy_pbr::pbr_functions::pbr()
```
- use imported items without qualifying
```
#import bevy_pbr::pbr_functions::pbr
// for backwards compatibility the old style is still supported:
// #import bevy_pbr::pbr_functions pbr
...
pbr()
```

- allows most imported items to end with `_` and numbers (naga_oil#30).
still doesn't allow struct members to end with `_` or numbers but it's
progress.

- the vast majority of existing shader code will work without changes,
but will emit "deprecated" warnings for old-style imports. these can be
suppressed with the `allow-deprecated` feature.

- partly breaks overrides (as far as i'm aware nobody uses these yet) -
now overrides will only be applied if the overriding module is added as
an additional import in the arguments to `Composer::make_naga_module` or
`Composer::add_composable_module`. this is necessary to support
determining whether imports are modules or items.
2023-10-21 11:51:58 +00:00
robtfm
c99351f7c2
allow extensions to StandardMaterial (#7820)
# Objective

allow extending `Material`s (including the built in `StandardMaterial`)
with custom vertex/fragment shaders and additional data, to easily get
pbr lighting with custom modifications, or otherwise extend a base
material.

# Solution

- added `ExtendedMaterial<B: Material, E: MaterialExtension>` which
contains a base material and a user-defined extension.
- added example `extended_material` showing how to use it
- modified AsBindGroup to have "unprepared" functions that return raw
resources / layout entries so that the extended material can combine
them

note: doesn't currently work with array resources, as i can't figure out
how to make the OwnedBindingResource::get_binding() work, as wgpu
requires a `&'a[&'a TextureView]` and i have a `Vec<TextureView>`.

# Migration Guide

manual implementations of `AsBindGroup` will need to be adjusted, the
changes are pretty straightforward and can be seen in the diff for e.g.
the `texture_binding_array` example.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-10-17 21:28:08 +00:00
Bruce Mitchener
6bd3cca0ca
Improve linking within RenderSet docs. (#10143)
# Objective

- Improve formatting and linking within `RenderSet` docs.

## Solution

- Used backticks and intradoc links.
2023-10-16 17:13:20 +00:00
Miles Ryan
06d148bae1
Fixed mod.rs in rendering to support Radeon Cards (#10132)
# Objective

- Added support for newer AMD Radeon cards in the mod.rs file located at
``crates/bevy_render/src/view/window/mod.rs``

## Solution

- All I needed to add was ``name.starts_with("Radeon") ||`` to the
existing code on line 347 of
``crates/bevy_render/src/view/window/mod.rs``

---

## Changelog

- Changed ``crates/bevy_render/src/view/window/mod.rs``
2023-10-16 10:45:11 +00:00
Nuutti Kotivuori
3d79dc4cdc
Unify FixedTime and Time while fixing several problems (#8964)
# Objective

Current `FixedTime` and `Time` have several problems. This pull aims to
fix many of them at once.

- If there is a longer pause between app updates, time will jump forward
a lot at once and fixed time will iterate on `FixedUpdate` for a large
number of steps. If the pause is merely seconds, then this will just
mean jerkiness and possible unexpected behaviour in gameplay. If the
pause is hours/days as with OS suspend, the game will appear to freeze
until it has caught up with real time.
- If calculating a fixed step takes longer than specified fixed step
period, the game will enter a death spiral where rendering each frame
takes longer and longer due to more and more fixed step updates being
run per frame and the game appears to freeze.
- There is no way to see current fixed step elapsed time inside fixed
steps. In order to track this, the game designer needs to add a custom
system inside `FixedUpdate` that calculates elapsed or step count in a
resource.
- Access to delta time inside fixed step is `FixedStep::period` rather
than `Time::delta`. This, coupled with the issue that `Time::elapsed`
isn't available at all for fixed steps, makes it that time requiring
systems are either implemented to be run in `FixedUpdate` or `Update`,
but rarely work in both.
- Fixes #8800 
- Fixes #8543 
- Fixes #7439
- Fixes #5692

## Solution

- Create a generic `Time<T>` clock that has no processing logic but
which can be instantiated for multiple usages. This is also exposed for
users to add custom clocks.
- Create three standard clocks, `Time<Real>`, `Time<Virtual>` and
`Time<Fixed>`, all of which contain their individual logic.
- Create one "default" clock, which is just `Time` (or `Time<()>`),
which will be overwritten from `Time<Virtual>` on each update, and
`Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do
not care specifically which time they track can work both in `Update`
and `FixedUpdate` without changes and the behaviour is intuitive.
- Add `max_delta` to virtual time update, which limits how much can be
added to virtual time by a single update. This fixes both the behaviour
after a long freeze, and also the death spiral by limiting how many
fixed timestep iterations there can be per update. Possible future work
could be adding `max_accumulator` to add a sort of "leaky bucket" time
processing to possibly smooth out jumps in time while keeping frame rate
stable.
- Many minor tweaks and clarifications to the time functions and their
documentation.

## Changelog

- `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are
moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match
`Time` API
- `FixedTime` is now `Time<Fixed>` and matches `Time` API. 
- `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds.
- `Time` inside `FixedUpdate` now reflects fixed timestep time, making
systems portable between `Update ` and `FixedUpdate`.
- `Time::pause()`, `Time::set_relative_speed()` and related methods must
now be called as `Time<Virtual>::pause()` etc.
- There is a new `max_delta` setting in `Time<Virtual>` that limits how
much the clock can jump by a single update. The default value is 0.25
seconds.
- Removed `on_fixed_timer()` condition as `on_timer()` does the right
thing inside `FixedUpdate` now.

## Migration Guide

- Change all `Res<Time>` instances that access `raw_delta()`,
`raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`,
`elapsed()`, etc.
- Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>`
and use `delta()`.
- The default timestep has been changed from 60 Hz to 64 Hz. If you wish
to restore the old behaviour, use
`app.insert_resource(Time::<Fixed>::from_hz(60.0))`.
- Change `app.insert_resource(FixedTime::new(duration))` to
`app.insert_resource(Time::<Fixed>::from_duration(duration))`
- Change `app.insert_resource(FixedTime::new_from_secs(secs))` to
`app.insert_resource(Time::<Fixed>::from_seconds(secs))`
- Change `system.on_fixed_timer(duration)` to
`system.on_timer(duration)`. Timers in systems placed in `FixedUpdate`
schedule automatically use the fixed time clock.
- Change `ResMut<Time>` calls to `pause()`, `is_paused()`,
`set_relative_speed()` and related methods to `ResMut<Time<Virtual>>`
calls. The API is the same, with the exception that `relative_speed()`
will return the actual last ste relative speed, while
`effective_relative_speed()` returns 0.0 if the time is paused and
corresponds to the speed that was set when the update for the current
frame started.

## Todo

- [x] Update pull name and description
- [x] Top level documentation on usage
- [x] Fix examples
- [x] Decide on default `max_delta` value
- [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed`
good?
- [x] Decide if the three clock inner structures should be in prelude
- [x] Decide on best way to configure values at startup: is manually
inserting a new clock instance okay, or should there be config struct
separately?
- [x] Fix links in docs
- [x] Decide what should be public and what not
- [x] Decide how `wrap_period` should be handled when it is changed
- [x] ~~Add toggles to disable setting the clock as default?~~ No,
separate pull if needed.
- [x] Add tests
- [x] Reformat, ensure adheres to conventions etc.
- [x] Build documentation and see that it looks correct

## Contributors

Huge thanks to @alice-i-cecile and @maniwani while building this pull.
It was a shared effort!

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com>
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
2023-10-16 01:57:55 +00:00
Thomas Wilgenbus
4ae6a66481
Allow optional extraction of resources from the main world (#10109)
# Objective

From my understanding, although resources are not meant to be created
and removed at every frame, they are still meant to be created
dynamically during the lifetime of the App.
But because the extract_resource API does not allow optional resources
from the main world, it's impossible to use resources in the render
phase that were not created before the render sub-app itself.

## Solution

Because the ECS engine already allows for system parameters to be
`Option<Res>`, it just had to be added.

---

## Changelog

- Changed
    - `extract_resource` now takes an optional main world resource

- Fixed
- `ExtractResourcePlugin` doesn't cause panics anymore if the resource
is not already inserted
2023-10-14 16:07:49 +00:00
Jan Češpivo
4a61f894b7
chore: Renamed RenderInstance trait to ExtractInstance (#10065)
# Objective

Fixes [#10061]

## Solution

Renamed `RenderInstance` to `ExtractInstance`, `RenderInstances` to
`ExtractedInstances` and `RenderInstancePlugin` to
`ExtractInstancesPlugin`
2023-10-13 17:06:53 +00:00
Griffin
a15d152635
Deferred Renderer (#9258)
# Objective

- Add a [Deferred
Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy.
- This allows subsequent passes to access per pixel material information
before/during shading.
- Accessing this per pixel material information is needed for some
features, like GI. It also makes other features (ex. Decals) simpler to
implement and/or improves their capability. There are multiple
approaches to accomplishing this. The deferred shading approach works
well given the limitations of WebGPU and WebGL2.

Motivation: [I'm working on a GI solution for
Bevy](https://youtu.be/eH1AkL-mwhI)

# Solution
- The deferred renderer is implemented with a prepass and a deferred
lighting pass.
- The prepass renders opaque objects into the Gbuffer attachment
(`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same
way as the forward implementation and then [packs it into the
Gbuffer](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L168)).
- The deferred lighting pass unpacks the `PbrInput` and [feeds it into
the pbr()
function](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L65)),
then outputs the shaded color data.

- There is now a resource
[DefaultOpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L599))
that can be used to set the default render method for opaque materials.
If materials return `None` from
[opaque_render_method()](ec1465559f/crates/bevy_pbr/src/material.rs (L131))
the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom
materials can also explicitly choose to only support Deferred or Forward
by returning the respective
[OpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L603))

- Deferred materials can be used seamlessly along with both opaque and
transparent forward rendered materials in the same scene. The [deferred
rendering
example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs)
does this.

- The deferred renderer does not support MSAA. If any deferred materials
are used, MSAA must be disabled. Both TAA and FXAA are supported.

- Deferred rendering supports WebGL2/WebGPU. 

## Custom deferred materials
- Custom materials can support both deferred and forward at the same
time. The
[StandardMaterial](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L166))
does this. So does [this
example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56).
- Custom deferred materials that require PBR lighting can create a
`PbrInput`, write it to the deferred GBuffer and let it be rendered by
the `PBRDeferredLightingPlugin`.
- Custom deferred materials that require custom lighting have two
options:
1. Use the base_color channel of the `PbrInput` combined with the
`STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag.
[Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56)
(If the unlit bit is set, the base_color is stored as RGB9E5 for extra
precision)
2. A Custom Deferred Lighting pass can be created, either overriding the
default, or running in addition. The a depth buffer is used to limit
rendering to only the required fragments for each deferred lighting
pass. Materials can set their respective depth id via the
[deferred_lighting_pass_id](b79182d2a3/crates/bevy_pbr/src/prepass/prepass_io.wgsl (L95))
attachment. The custom deferred lighting pass plugin can then set [its
corresponding
depth](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L37)).
Then with the lighting pass using
[CompareFunction::Equal](ec1465559f/crates/bevy_pbr/src/deferred/mod.rs (L335)),
only the fragments with a depth that equal the corresponding depth
written in the material will be rendered.

Custom deferred lighting plugins can also be created to render the
StandardMaterial. The default deferred lighting plugin can be bypassed
with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })`

---------

Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00