Commit graph

1188 commits

Author SHA1 Message Date
François
290b7dd9ab Update vendored Crevice to 0.8.0 + PR for arrays (#3059)
# Objective

- Update vendor crevice to have the latest update from crevice 0.8.0
- Using https://github.com/ElectronicRU/crevice/tree/arrays which has the changes to make arrays work

## Solution

- Also updated glam and hexasphere to only have one version of glam
- From the original PR, using crevice to write GLSL code containing arrays would probably not work but it's not something used by Bevy
2021-11-12 01:39:25 +00:00
François
db35ffbece fix tracing dependencies to before 0.3 update (#3103)
same as #3102 on branch pipelined-rendering
2021-11-10 22:17:54 +00:00
Carter Anderson
fde5d2fe46 Add System Command apply and RenderGraph node spans (#3069)
This fills in most of the gaps in tracing visualizations and should help with discovering bottlenecks.
2021-11-06 20:15:36 +00:00
Mariusz Kryński
7d932ac1d8 WebGL2 support (#3039)
# Objective

Make possible to use wgpu gles backend on in the browser (wasm32 + WebGL2). 

## Solution

It is built on top of old @cart patch initializing windows before wgpu. Also:
- initializes wgpu with `Backends::GL` and proper `wgpu::Limits` on wasm32
- changes default texture format to `wgpu::TextureFormat::Rgba8UnormSrgb`



Co-authored-by: Mariusz Kryński <mrk@sed.pl>
2021-10-29 00:46:18 +00:00
François
a2ea9279b2 use correct size of pixel instead of 4 (#2977)
# Objective

- Fixes #2919 
- Initial pixel was hard coded and not dependent on texture format
- Replace #2920 as I noticed this needed to be done also on pipeline rendering branch

## Solution

- Replace the hard coded pixel with one using the texture pixel size
2021-10-28 23:10:45 +00:00
William Batista
9f47697e40 Switched the TODO comment in image_texture_conversion.rs (#2981)
# Objective

The current TODO comment is out of date

## Solution

I switched up the comment


Co-authored-by: William Batista <45850508+billyb2@users.noreply.github.com>
2021-10-25 21:59:24 +00:00
François
2f4bcc5bf7 Update for edition 2021 (#2997)
# Objective

- update for Edition 2021

## Solution

- remove the `resolver = "2"`
- update for https://doc.rust-lang.org/edition-guide/rust-2021/reserving-syntax.html by adding a few ` `
2021-10-25 18:00:13 +00:00
davier
b13357e7b2 Fix CI for android (#2971)
# Objective

The update to wgpu 0.11 broke CI for android. This was due to a confusion between `bevy::render::ShaderStage` and `wgpu::ShaderStage`.


## Solution

Revert the incorrect change
2021-10-15 23:08:15 +00:00
Carter Anderson
43e8a156fb Upgrade to wgpu 0.11 (#2933)
Upgrades both the old and new renderer to wgpu 0.11 (and naga 0.7). This builds on @zicklag's work here #2556.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-08 19:55:24 +00:00
Robert Swain
44ed7e32d8 bevy_render2: Add tracing spans around render subapp and stages (#2907)
Add tracing spans around the renderer subapp and render stages in bevy_render2 to allow profiling / visualisation of stages.
From:
<img width="1181" alt="Screenshot 2021-10-02 122336" src="https://user-images.githubusercontent.com/302146/135712361-8aec28ae-0f1e-4c27-9b6e-ca5e5f45d6b9.png">
To:
<img width="1229" alt="Screenshot 2021-10-02 122509" src="https://user-images.githubusercontent.com/302146/135712365-6414d424-4e15-4265-9952-483876da9f9a.png">
2021-10-02 19:16:32 +00:00
Carter Anderson
08969a24b8 Modular Rendering (#2831)
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.

To make rendering more modular, I made a number of changes:

* Entities now drive rendering:
  * We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
  * To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
  * Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
  * Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
  * `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
  * Modular / Ergonomic `DrawFunctions` via `RenderCommands`
    * RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
        ```rust
         pub type DrawPbr = (
            SetPbrPipeline,
            SetMeshViewBindGroup<0>,
            SetStandardMaterialBindGroup<1>,
            SetTransformBindGroup<2>,
            DrawMesh,
        );
        ```
    * The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
       ```rust
       type DrawCustom = (
           SetCustomMaterialPipeline,
           SetMeshViewBindGroup<0>,
           SetTransformBindGroup<2>,
           DrawMesh,
       );
       ``` 
* ExtractComponentPlugin and UniformComponentPlugin:
  * Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
  * Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields
2021-09-23 06:16:11 +00:00
Carter Anderson
11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00
Carter Anderson
9898469e9e Sub app label changes (#2717)
Makes some tweaks to the SubApp labeling introduced in #2695:

* Ergonomics improvements
* Removes unnecessary allocation when retrieving subapp label
* Removes the newly added "app macros" crate in favor of bevy_derive
* renamed RenderSubApp to RenderApp

@zicklag (for reference)
2021-08-24 06:37:28 +00:00
Zicklag
e290a7e29c Implement Sub-App Labels (#2695)
This is a rather simple but wide change, and it involves adding a new `bevy_app_macros` crate. Let me know if there is a better way to do any of this!

---

# Objective

- Allow adding and accessing sub-apps by using a label instead of an index

## Solution

- Migrate the bevy label implementation and derive code to the `bevy_utils` and `bevy_macro_utils` crates and then add a new `SubAppLabel` trait to the `bevy_app` crate that is used when adding or getting a sub-app from an app.
2021-08-24 00:31:21 +00:00
Robert Swain
ae4f809a52 Port bevy_gltf to pipelined-rendering (#2537)
# Objective

Port bevy_gltf to the pipelined-rendering branch.

## Solution

crates/bevy_gltf has been copied and pasted into pipelined/bevy_gltf2 and modifications were made to work with the pipelined-rendering branch. Notably vertex tangents and vertex colours are not supported.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-07-30 03:37:34 +00:00
Carter Anderson
7b336fd779 fix nightly clippy lints (#2568)
Fix new nightly clippy lints on `pipelined-rendering`
2021-07-30 03:17:27 +00:00
Boxy
0b800e547b Fix some nightly clippy lints (#2522)
on nightly these two clippy lints fail:
- [needless_borrow](https://rust-lang.github.io/rust-clippy/master/#needless_borrow)
- [unused_unit](https://rust-lang.github.io/rust-clippy/master/#unused_unit)
2021-07-29 19:36:39 -07:00
Carter Anderson
3ec6b3f9a0 move bevy_core_pipeline to its own plugin (#2552)
This decouples the opinionated "core pipeline" from the new (less opinionated) bevy_render crate. The "core pipeline" is intended to be used by crates like bevy_sprites, bevy_pbr, bevy_ui, and 3rd party crates that extends core rendering functionality.
2021-07-28 21:29:32 +00:00
Carter Anderson
2e99d84cdc remove .system from pipelined code (#2538)
Now that we have main features, lets use them!
2021-07-26 23:44:23 +00:00
Carter Anderson
955c79f299 adapt to upstream changes 2021-07-24 16:43:37 -07:00
Robert Swain
326b20643f Directional light and shadow (#6)
Directional light and shadow
2021-07-24 16:43:37 -07:00
Carter Anderson
ac6b27925e fix clippy 2021-07-24 16:43:37 -07:00
Carter Anderson
829f723bf3 Add log crate compatibility to bevy_log 2021-07-24 16:43:37 -07:00
Robert Swain
b1a91a823f bevy_pbr2: Add support for most of the StandardMaterial textures (#4)
* bevy_pbr2: Add support for most of the StandardMaterial textures

Normal maps are not included here as they require tangents in a vertex attribute.

* bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init

* texture_pipelined: Add a light to the scene so we can see stuff

* WIP bevy_pbr2: back to front sorting hack

* bevy_pbr2: Uniform control flow for texture sampling in pbr.frag

From 'fintelia' on the Bevy Render Rework Round 2 discussion:

"My understanding is that GPUs these days never use the "execute both branches
and select the result" strategy. Rather, what they do is evaluate the branch
condition on all threads of a warp, and jump over it if all of them evaluate to
false. If even a single thread needs to execute the if statement body, however,
then the remaining threads are paused until that is completed."

* bevy_pbr2: Simplify texture and sampler names

The StandardMaterial_ prefix is no longer needed

* bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now

* bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform

* bevy_pbr2: Add pbr_pipelined example

* Fix view vector in pbr frag to work in ortho

* bevy_pbr2: Use a 90 degree y fov and light range projection for lights

* bevy_pbr2: Add AmbientLight resource

* bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader

* bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection

The uniform contains the view_projection matrix so this was incorrect.

* bevy_pbr2: PointLight is an OmniLight as it has a radius

* bevy_pbr2: Factoring out duplicated code

* bevy_pbr2: Implement RenderAsset for StandardMaterial

* Remove unnecessary texture and sampler clones

* fix comment formatting

* remove redundant Buffer:from

* Don't extract meshes when their material textures aren't ready

* make missing textures in the queue step an error

Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-07-24 16:43:37 -07:00
Carter Anderson
25de2d1819 Port Mesh to RenderAsset, add Slab and FrameSlabMap garbage collection for Bind Groups 2021-07-24 16:43:37 -07:00
Carter Anderson
09043b66ce fix tracing and add graph spans 2021-07-24 16:43:37 -07:00
Carter Anderson
13ca00178a bevy_render now uses wgpu directly 2021-07-24 16:43:37 -07:00
Robert Swain
01116b1fdb StandardMaterial flat values (#3)
StandardMaterial flat values
2021-07-24 16:43:37 -07:00
Carter Anderson
579c769f7c Fix ExclusiveSystemCoerced so it updates system with new archetypes 2021-07-24 16:43:37 -07:00
Carter Anderson
3400fb4e61 SubGraphs, Views, Shadows, and more 2021-07-24 16:43:37 -07:00
StarArawn
cdf06ea293 Added compute to the new pipelined renderer. 2021-07-24 16:43:37 -07:00
Carter Anderson
4ac2ed7cc6 pipelined rendering proof of concept 2021-07-24 16:43:37 -07:00
François
a4e5e2790e fix version of notify to 5.0.0-pre.2 (#2528)
# Objective

- https://github.com/notify-rs/notify changed their api in the latest pre-release of 0.5.0
- This breaks current main AND v0.5.0

## Solution

- Fix the dependency to the known working version

before : https://docs.rs/notify/5.0.0-pre.2/notify/trait.Watcher.html
after : https://docs.rs/notify/5.0.0-pre.11/notify/trait.Watcher.html
2021-07-24 01:41:48 +00:00
Carter Anderson
e167a1d9cf Relicense Bevy under the dual MIT or Apache-2.0 license (#2509)
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.

* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
  * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. 
  * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. 
  * I like keeping the root clean and noise free
  * There is precedent for putting the apache and mit license text in sub folders (amethyst) 
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.

As a follow-up we should update the website to properly describe the new license.

Closes #2373
2021-07-23 21:11:51 +00:00
Boxy
ba2916c45a move get_insert_bundle_info (#2508)
I had to move this out in my relations PR and its causing a large diff so I figure I could just do this separately
2021-07-21 21:42:52 +00:00
Federico Rinaldi
0c62b28d6d Fix typo in QueryComponentError message (#2498)
There was a typo, I believe.
2021-07-21 07:11:31 +00:00
Daniel McNab
3a20462d3f Useful changes with relicensing benefits (#2497)
This obsoletes #1111 and #2445, since @ColonisationCaptain and @temhotaokeaha haven't replied to #2373.

I believe that both of those PRs would be fine to keep, but they're even more fine to keep now :)
2021-07-17 21:59:31 +00:00
Alexander Sepity
f6dbc25bd9 Optional .system(), part 6 (chaining) (#2494)
# Objective

- Continue work of #2398 and friends.
- Make `.system()` optional in chaining.

## Solution

- Slight change to `IntoChainSystem` signature and implementation.
- Remove some usages of `.system()` in the chaining example, to verify the implementation.

---

I swear, I'm not splitting these up on purpose, I just legit forgot about most of the things where `System` appears in public API, and my trait usage explorer mingles that with the gajillion internal uses.

In case you're wondering what happened to part 5, #2446 ate it.
2021-07-17 19:14:18 +00:00
Nathan Ward
ecb78048cf [ecs] Improve Commands performance (#2332)
# Objective

- Currently `Commands` are quite slow due to the need to allocate for each command and wrap it in a `Box<dyn Command>`.
- For example:
```rust
fn my_system(mut cmds: Commands) {
    cmds.spawn().insert(42).insert(3.14);
}
```
will have 3 separate `Box<dyn Command>` that need to be allocated and ran.

## Solution

- Utilize a specialized data structure keyed `CommandQueueInner`. 
- The purpose of `CommandQueueInner` is to hold a collection of commands in contiguous memory. 
- This allows us to store each `Command` type contiguously in memory and quickly iterate through them and apply the `Command::write` trait function to each element.
2021-07-16 19:57:20 +00:00
Dusty DeWeese
927973ce6a Don't update when suspended to avoid GPU use on iOS. (#2482)
# Objective

This fixes a crash caused by iOS preventing GPU access when not focused: #2296

## Solution

This skips `app.update()` in `winit_runner` when `winit` sends the `Suspended` event, until `Resumed`.

I've tested that this works for me on my iOS app.
2021-07-16 00:50:39 +00:00
bjorn3
fbf561c2bb Update minimal version requirements for dependencies (#2460)
This was tested using cargo generate-lockfile -Zminimal-versions.
The following indirect dependencies also have minimal version
dependencies. For at least num, rustc-serialize and rand this is
necessary to compile on rustc versions that are not older than 1.0.

* num = "0.1.27"
* rustc-serialize = "0.3.20"
* termcolor = "1.0.4"
* libudev-sys = "0.1.1"
* rand = "0.3.14"
* ab_glyph = "0.2.7

Based on https://github.com/bevyengine/bevy/pull/2455
2021-07-15 21:25:49 +00:00
bjorn3
ebd10681ac Remove unused deps (#2455)
# Objective

Reduce compilation time

# Solution

Remove unused dependencies. While this PR doesn't remove any crates from `Cargo.lock`, it may unlock more build parallelism.
2021-07-14 20:52:50 +00:00
Ixentus
d80303d138 Add feature flag to enable wasm for bevy_audio (#2397)
Exposes Rodio feature flag to enable WASM support.

Note that mp3 doesn't currently work on wasm.
2021-07-14 03:20:21 +00:00
François
5c4909dbb2 update archetypes for run criterias (#2177)
fixes #2000 

archetypes were not updated for run criteria on a stage or on a system set
2021-07-13 22:12:21 +00:00
Gilbert Röhrbein
10b0b1ad40 docs: add hint that texture atlas padding is between tiles (#2447)
I struggled with some sprite sheet animation which was like drifting from right to left.
This PR documents the current behaviour that the padding which is used on slicing a texture into a texture atlas, is assumed to be only between tiles. In my case I had some padding also on the right side of the texture.
2021-07-12 20:29:28 +00:00
Ryan Scheel
b48ee02feb Make Remove Command's fields public (#2449)
In #2034, the `Remove` Command did not get the same treatment as the rest of the commands. There's no discussion saying it shouldn't have public fields, so I am assuming it was an oversight. This fixes that oversight.
2021-07-12 19:48:48 +00:00
Alexander Sepity
11485decca Optional .system(), part 4 (run criteria) (#2431)
# Objective

- Continue work of #2398 and friends.
- Make `.system()` optional in run criteria APIs.

## Solution

- Slight change to `RunCriteriaDescriptorCoercion` signature and implementors.
- Implement `IntoRunCriteria` for `IntoSystem` rather than `System`.
- Remove some usages of `.system()` with run criteria in tests of `stage.rs`, to verify the implementation.
2021-07-08 07:18:00 +00:00
Theia Vogel
85a10eccc5 Fix AssetServer::get_asset_loader deadlock (#2395)
# Objective

Fixes a possible deadlock between `AssetServer::get_asset_loader` / `AssetServer::add_loader`

A thread could take the `extension_to_loader_index` read lock,
and then have the `server.loader` write lock taken in add_loader
before it can. Then add_loader can't take the extension_to_loader_index
lock, and the program deadlocks.

To be more precise:

## Step 1: Thread 1 grabs the `extension_to_loader_index` lock on lines 138..139:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L133-L145)

## Step 2: Thread 2 grabs the `server.loader` write lock on line 107:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L103-L116)

## Step 3: Deadlock, since Thread 1 wants to grab `server.loader` on line 141...:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L133-L145)

... and Thread 2 wants to grab 'extension_to_loader_index` on lines 111..112:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L103-L116)


## Solution

Fixed by descoping the extension_to_loader_index lock, since
`get_asset_loader` doesn't need to hold the read lock on the extensions map for the duration,
just to get a copyable usize. The block might not be needed,
I think I could have gotten away with just inserting a `copied()`
call into the chain, but I wanted to make the reasoning clear for
future maintainers.
2021-07-06 17:35:16 +00:00
François
b52edc107d use discord vanity link (#2420)
# Objective

I wanted to send the Bevy discord link to someone but couldn't find a pretty link to copy paste 

## Solution

Use the vanity link we have for discord
2021-07-01 20:41:42 +00:00
andoco
941a8fb8a3 Fix unsetting RenderLayers bit in without fn (#2409)
# Objective

Fixes how the layer bit is unset in the RenderLayers bit mask when calling the `without` method.

## Solution

Unsets the layer bit using `&=` and the inverse of the layer bit mask.
2021-07-01 20:41:40 +00:00