Commit graph

4929 commits

Author SHA1 Message Date
st0rmbtw
9d804a231e
Make run_if_inner public and rename to run_if_dyn (#9576)
# Objective

Sometimes you want to create a plugin with a custom run condition. In a
function, you take the `Condition` trait and then make a
`BoxedCondition` from it to store it. And then you want to add that
condition to a system, but you can't, because there is only the `run_if`
function available which takes `impl Condition<M>` instead of
`BoxedCondition`. So you have to create a wrapper type for the
`BoxedCondition` and implement the `System` and `ReadOnlySystem` traits
for the wrapper (Like it's done in the picture below). It's very
inconvenient and boilerplate. But there is an easy solution for that:
make the `run_if_inner` system that takes a `BoxedCondition` public.
Also, it makes sense to make `in_set_inner` function public as well with
the same motivation.


![image](https://github.com/bevyengine/bevy/assets/61053971/a4455180-7e0c-4c2b-9372-cd8b4a9e682e)
A chunk of the source code of the `bevy-inspector-egui` crate.

## Solution

Make `run_if_inner` function public.
Rename `run_if_inner` to `run_if_dyn`.

Make `in_set_inner` function public.
Rename `in_set_inner` to `in_set_dyn`.

## Changelog

Changed visibility of `run_if_inner` from `pub(crate)` to `pub`.
Renamed `run_if_inner` to `run_if_dyn`.

Changed visibility of `in_set_inner` from `pub(crate)` to `pub`.
Renamed `in_set_inner` to `in_set_dyn`.

## Migration Guide

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-08-27 17:53:37 +00:00
James O'Brien
4f1d9a6315
Reorder render sets, refactor bevy_sprite to take advantage (#9236)
This is a continuation of this PR: #8062 

# Objective

- Reorder render schedule sets to allow data preparation when phase item
order is known to support improved batching
- Part of the batching/instancing etc plan from here:
https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074
- The original idea came from @inodentry and proved to be a good one.
Thanks!
- Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new
ordering

## Solution
- Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` 
- Add a `PrepareAssets` set that runs in parallel with other systems and
sets in the render schedule.
  - Put prepare_assets systems in the `PrepareAssets` set
- If explicit dependencies are needed on Mesh or Material RenderAssets
then depend on the appropriate system.
- Add `ManageViews` and `ManageViewsFlush` sets between
`ExtractCommands` and Queue
- Move `queue_mesh*_bind_group` to the Prepare stage
  - Rename them to `prepare_`
- Put systems that prepare resources (buffers, textures, etc.) into a
`PrepareResources` set inside `Prepare`
- Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set
after `PrepareResources`
- Move `prepare_lights` to the `ManageViews` set
  - `prepare_lights` creates views and this must happen before `Queue`
  - This system needs refactoring to stop handling all responsibilities
- Gather lights, sort, and create shadow map views. Store sorted light
entities in a resource

- Remove `BatchedPhaseItem`
- Replace `batch_range` with `batch_size` representing how many items to
skip after rendering the item or to skip the item entirely if
`batch_size` is 0.
- `queue_sprites` has been split into `queue_sprites` for queueing phase
items and `prepare_sprites` for batching after the `PhaseSort`
  - `PhaseItem`s are still inserted in `queue_sprites`
- After sorting adjacent compatible sprite phase items are accumulated
into `SpriteBatch` components on the first entity of each batch,
containing a range of vertex indices. The associated `PhaseItem`'s
`batch_size` is updated appropriately.
- `SpriteBatch` items are then drawn skipping over the other items in
the batch based on the value in `batch_size`
- A very similar refactor was performed on `bevy_ui`
---

## Changelog

Changed:
- Reordered and reworked render app schedule sets. The main change is
that data is extracted, queued, sorted, and then prepared when the order
of data is known.
- Refactor `bevy_sprite` and `bevy_ui` to take advantage of the
reordering.

## Migration Guide
- Assets such as materials and meshes should now be created in
`PrepareAssets` e.g. `prepare_assets<Mesh>`
- Queueing entities to `RenderPhase`s continues to be done in `Queue`
e.g. `queue_sprites`
- Preparing resources (textures, buffers, etc.) should now be done in
`PrepareResources`, e.g. `prepare_prepass_textures`,
`prepare_mesh_uniforms`
- Prepare bind groups should now be done in `PrepareBindGroups` e.g.
`prepare_mesh_bind_group`
- Any batching or instancing can now be done in `Prepare` where the
order of the phase items is known e.g. `prepare_sprites`

 
## Next Steps
- Introduce some generic mechanism to ensure items that can be batched
are grouped in the phase item order, currently you could easily have
`[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching.
 - Investigate improved orderings for building the MeshUniform buffer
 - Implementing batching across the rest of bevy

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-08-27 14:33:49 +00:00
Joseph
e8b3892517
Improve various Debug implementations (#9588)
# Objective

* `Local` and `SystemName` implement `Debug` manually, but they could
derive it.
* `QueryState` and `dyn System` have unconventional debug formatting.
2023-08-26 21:27:41 +00:00
Emi
a6991c3a8c
change 'collapse_type_name' to retain enum types (#9587)
# Objective

Fixes #9509 

## Solution
We use the assumption, that enum types are uppercase in contrast to
module names.
[`collapse_type_name`](crates/bevy_util/src/short_names) is now
retaining the second last segment, if it starts with a uppercase
character.

---------

Co-authored-by: Emi <emanuel.boehm@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-08-26 14:50:12 +00:00
Zachary Harrold
90b3ac7f3a
Added Val::ZERO Constant (#9566)
# Objective

- Fixes #9533

## Solution

* Added `Val::ZERO` as a constant which is defined as `Val::Px(0.)`.
* Added manual `PartialEq` implementation for `Val` which allows any
zero value to equal any other zero value. E.g., `Val::Px(0.) ==
Val::Percent(0.)` etc. This is technically a breaking change, as
`Val::Px(0.) == Val::Percent(0.)` now equals `true` instead of `false`
(as an example)
* Replaced instances of `Val::Px(0.)`, `Val::Percent(0.)`, etc. with
`Val::ZERO`
* Fixed `bevy_ui::layout::convert::tests::test_convert_from` test to
account for Taffy not equating `Points(0.)` and `Percent(0.)`. These
tests now use `assert_eq!(...)` instead of `assert!(matches!(...))`
which gives easier to diagnose error messages.
2023-08-26 14:00:53 +00:00
Christian Hughes
349dd8bd45
Relax In/Out bounds on impl Debug for dyn System (#9581)
# Objective

Resolves #9580

## Solution

Relaxed the bounds on the `Debug` impl for `dyn System`
2023-08-26 13:57:19 +00:00
Nicola Papale
365cf3114a
Make the reflect path parser utf-8-unaware (#9371)
# Objective

All delimiter symbols used by the path parser are ASCII, this means we
can entirely ignore UTF8 handling. This may improve performance.

## Solution

Instead of storing the path as an `&str` + the parser offset, and
reading the path using `&self.path[self.offset..]`, we store the parser
state in a `&[u8]`. This allows two optimizations:

1. Avoid UTF8 checking on `&self.path[self.offset..]`
2. Avoid any kind of bound checking, since the length of what is left to
read is stored in the `&[u8]`'s reference metadata, and is assumed valid
by the compiler.

This is a major improvement when comparing to the previous parser.

1. `access_following` and `next_token` now inline in `PathParser::next`
2. Benchmarking show a 20% performance increase (#9364)

Please note that while we ignore UTF-8 handling, **utf-8 is still
supported**. This is because we only handle "at the edges" what happens
exactly before and after a recognized `SYMBOL`. utf-8 is handled
transparently beyond that.
2023-08-25 23:12:25 +00:00
Nicola Papale
7083f0d593
Make it so ParsedPath can be passed to GetPath (#9373)
# Objective

- Unify the `ParsedPath` and `GetPath` APIs. They weirdly didn't play
well together.
- Make `ParsedPath` and `GetPath` API easier to use

## Solution

- Add the `ReflectPath` trait.
- `GetPath` methods now accept an `impl ReflectPath<'a>` instead of a
`&'a str`, this mean it also can accepts a `&ParsedPath`
- Make `GetPath: Reflect` and use default impl for `Reflect` types.
- Add `GetPath` and `ReflectPath` to the `bevy_reflect` prelude

---

## Changelog

- Add the `ReflectPath` trait.
- `GetPath` methods now accept an `impl ReflectPath<'a>` instead of a
`&'a str`, this mean it also can accept a `&ParsedPath`
- Make `GetPath: Reflect` and use default impl for `Reflect` types.
- Add `GetPath` and `ReflectPath` to the `bevy_reflect` prelude

## Migration Guide

`GetPath` now requires `Reflect`. This reduces a lot of boilerplate on
bevy's side. If you were implementing manually `GetPath` on your own
type, please get in touch!

`ParsedPath::element[_mut]` isn't an inherent method of `ParsedPath`,
you must now import `ReflectPath`. This is only relevant if you weren't
importing the bevy prelude.

```diff
-use bevy::reflect::ParsedPath;
+use bevy::reflect::{ParsedPath, ReflectPath};

 parsed_path.element(reflect_type).unwrap()
 parsed_path.element(reflect_type).unwrap()
2023-08-25 14:32:41 +00:00
Nicola Papale
7b0809b532
Add reflect path parsing benchmark (#9364)
# Objective

We want to measure performance on path reflection parsing.

## Solution

Benchmark path-based reflection:
- Add a benchmark for `ParsedPath::parse`

It's fairly noisy, this is why I added the 3% threshold.

Ideally we would fix the noisiness though. Supposedly I'm seeding the
RNG correctly, so there shouldn't be much observable variance. Maybe
someone can help spot the issue.
2023-08-25 14:30:26 +00:00
Rob Parrett
a788e31ad5
Fix CI for Rust 1.72 (#9562)
# Objective

[Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is
now stable.

# Notes

- `let-else` formatting has arrived!
- I chose to allow `explicit_iter_loop` due to
https://github.com/rust-lang/rust-clippy/issues/11074.
  
We didn't hit any of the false positives that prevent compilation, but
fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for
image in &mut *image_events {`.
  
  Happy to undo this if there's consensus the other way.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-25 12:34:24 +00:00
Robert Swain
b88ff154f2
ktx2: Fix Rgb8 -> Rgba8Unorm conversion (#9555)
# Objective

- Fixes #9552 

## Solution

- Only n_pixels bytes of data was being copied instead of 1 byte per
component, i.e. n_pixels * 4

---

## Changelog

- Fixed: loading of Rgb8 ktx2 files.
2023-08-24 00:35:52 +00:00
JMS55
228e7aa618
Add support for KHR_materials_emissive_strength (#9553)
# Objective

- Fix blender gltf imports with emissive materials
- Progress towards https://github.com/bevyengine/bevy/issues/5178

## Solution

- Upgrade to gltf-rs 1.3 supporiting
[KHR_materials_emissive_strength](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md)

---

## Changelog

- GLTF files using `emissiveStrength` (such as those exported by
blender) are now supported

## Migration Guide

- The GLTF asset loader will now factor in `emissiveStrength` when
converting to Bevy's `StandardMaterial::emissive`. Blender will export
emissive materials using this field. Remove the field from your GLTF
files or manually modify your materials post-asset-load to match how
Bevy would load these files in previous versions.
2023-08-24 00:17:44 +00:00
Tadeo Hepperle
f813831409
fix incorrect docs for JustifyItems and JustifySelf (#9539)
# Objective

Fixes incorrect docs in `bevy_ui` for `JustifyItems` and `JustifySelf`.

## Solution

`JustifyItems` and `JustifySelf` target the main axis and not the cross
axis.
2023-08-23 23:57:24 +00:00
ickshonpe
8edcd8285d
round_ties_up fix (#9548)
# Objective
`round_ties_up` checks the predicate:
```rust
0. <= value || value.fract() != 0.5
```
which is meant to determine if the value is negative with a fractional
part of `0.5`.

However given a negative value, `fract` returns a negative fraction so
the predicate is true for all numeric values and `ceil` is never called.

## Solution

Changed the predicate to `value.fract() != -0.5` and added a test.
Also improved the comments a bit.
2023-08-23 18:32:29 +00:00
ickshonpe
373f1eeb1e
UI examples clean up (#9479)
# Objective

Fix a few issues with some of the examples:

* Root UI nodes have an implicit parent with `FlexDirection::Row` and
`AlignItems::Stretch` set. Only a width constraint is needed to fill the
viewport. Specifying ```height: Val::Percent(100.)``` is unnecessary and
can cause confusing overflow behaviour.

* The default for position and size constraint properties is
`Val::Auto`. Setting `left: Val::Auto`, `max_height: Val::Auto`, etc
does nothing.


## Solution

Delete those lines. There should be no observable differences in the
behaviours of any of the examples.

Also changed a padding setting in the `flex_layout` example to use the
`axes` helper function.
2023-08-23 12:49:10 +00:00
Tristan Guichaoua
20c85b5fc3
Bevy Input Docs : the modules (#9467)
# Objective

Complete the documentation of `bevy_input` (#3492).

This PR is part of a triptych of PRs :
- https://github.com/bevyengine/bevy/pull/9468
- https://github.com/bevyengine/bevy/pull/9469

## Solution

Add documentation on modules in `bevy_input`.
2023-08-23 12:44:49 +00:00
Ame :]
427ba3074a
fix bevy imports. windows_settings.rs example (#9547)
# Objective

In #9355 was added an import using bevy_internal.
This change the import to use `bevy::window` instead of a
`bevy_internal` to run the example outside of the bevy repo.
2023-08-23 12:35:42 +00:00
Trent
ebdf5063df
Include note of common profiling issue (#9484)
- Includes a note about a common issue seen when profiling with span
based tracing tools
- Adds a table of contents to profile.md


[Rendered](https://github.com/tbillington/bevy/blob/profiling-doc-update/docs/profiling.md).


[Suggested](https://discord.com/channels/691052431525675048/866787577687310356/1141612079460139108)
by Jasmine on discord.

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-08-22 14:45:54 +00:00
IceSentry
546f7fc194
Add some missing pub in ui_node (#9529)
# Objective

- A few of the `const DEFAULT` properties of the grid feature are not
marked as pub. This is an issue because it means you can't have a
`const` `Style` declaration anymore. Most of the existing properties are
already pub.

## Solution

- add the missing pub
2023-08-22 12:22:47 +00:00
IDEDARY
af0323a55e
[RAINBOW EFFECT] Added methods to get HSL components from Color (#9201)
# Changes
Added methods to Color enum to retrieve Hue, Saturation and Lightness
values.

## Why?
As you probably know, to create a color that iterates over the color
spectrum (rainbow effect that can be seen on LED keyboards, PC
components, etc..), you need to mix the color from Hue, Saturation and
Luminosity. Bevy already supports multiple color formats, but provides
only 4 methods of retrieving components for RGBA. Nothing like
".get_hue()", so I implemented them with all their variations that RGBA
has.

Now we can do true rainbow color blending (Example is a button hover
effect): [Discord
Showcase](https://discord.com/channels/691052431525675048/866787577687310356/1130960862232969400),
[Video
download](https://cdn.discordapp.com/attachments/866787577687310356/1130960861708697600/HSL_PR.mp4)


![image](https://github.com/bevyengine/bevy/assets/49441831/e8cf4905-2d09-45b3-8e5b-e6203da7fa9c)
2023-08-21 16:29:28 +00:00
François
8cd77e8cad
fix shader_material_glsl example (#9513)
# Objective

- Since #9416, example shader_material_glsl is broken
<img width="1280" alt="Screenshot 2023-08-20 at 21 08 41"
src="https://github.com/bevyengine/bevy/assets/8672791/16bc15ee-a58c-4ec6-87a8-c3799a6df74a">

## Solution

- Apply the same function as other examples, but in glsl
2023-08-21 07:58:21 +00:00
François
bc50682360
fix wireframe after MeshUniform size reduction (#9505)
# Objective

- Wireframe currently don't display since #9416
- There is an error
```
2023-08-20T10:06:54.190347Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: no definition in scope for identifier: 'vertex_no_morph'
   ┌─ crates/bevy_pbr/src/render/wireframe.wgsl:26:94
   │
26 │     let model = bevy_pbr::mesh_functions::get_model_matrix(vertex_no_morph.instance_index);
   │                                                                                              ^^^^^^^^^^^^^^^ unknown identifier
   │
   = no definition in scope for identifier: 'vertex_no_morph'
```

## Solution

- Use the correct identifier
2023-08-21 07:53:50 +00:00
lelo
ee0f2a713d
Remove unnecessary doc string (#9481)
# Objective

- Resolves https://github.com/bevyengine/bevy/issues/9440

## Solution

- Remove the doc string mentioning the position of a `NodeBundle`, since
the doc string for the `style` component already explains this ability.
2023-08-21 01:39:56 +00:00
Paul Hansen
565316fc0d
Remove the bevy_dylib feature (#9516)
# Objective

There is a `bevy_dylib` feature that cargo automatically creates due to
the bevy_dylib crate being optional.

This can be a footgun as I think we want users to always use the
`dynamic_linking` feature for this. For example `bevy_dylib` was used in
[ridiculous_bevy_hot_reloading:lib.rs#L93](400099bcc1/src/lib.rs (L93))
and since I was using dynamic_linking it ended up hot reloading with a
slightly different configured library causing hot reloading to fail.

## Solution

Use "dep:" syntax in the `dynamic_linking` feature to prevent bevy_dylib
automatically becoming a cargo feature. This is documented here:
https://doc.rust-lang.org/cargo/reference/features.html#optional-dependencies

It will now raise this error when you try to compile with the bevy_dylib
feature:

> error: Package `bevy v0.12.0-dev (C:\Users\Paul\Projects\Rust\bevy)`
does not have feature `bevy_dylib`. It has an optional dependency with
that name, but that dependency uses the "dep:" syntax in the features
table, so it does not have an implicit feature with that name.


---

## Changelog

`bevy_dylib` is no longer a feature

## Migration Guide

If you were using Bevy's `bevy_dylib` feature, use Bevy's
`dynamic_linking` feature instead.

```shell
# 0.11
cargo run --features bevy/bevy_dylib

# 0.12
cargo run --features bevy/dynamic_linking
```

```toml
[dependencies]
# 0.11
bevy = { version = "0.11", features = ["bevy_dylib"] }

# 0.12
bevy = { version = "0.12", features = ["dynamic_linking"] }
```
2023-08-21 01:38:00 +00:00
IceSentry
49bbbe01d5
User controlled window visibility (#9355)
# Objective

- When spawning a window, it will be white until the GPU is ready to
draw the app. To avoid this, we can make the window invisible and then
make it visible once the gpu is ready. Unfortunately, the visible flag
is not available to users.

## Solution

- Let users change the visible flag

## Notes

This is only user controlled. It would be nice if it was done
automatically by bevy instead but I want to keep this PR simple.
2023-08-20 22:42:07 +00:00
Pixelstorm
02ac5c4c5b
Remove Resource and add Debug to TaskPoolOptions (#9485)
# Objective

PR #6360 changed `TaskPoolOptions` so it is no longer used as a
Resource, but didn't remove the `Resource` derive.

## Solution

Remove the Resource derive from `TaskPoolOptions`, as it is no longer
needed. Also add a Debug derive, because it didn't have it before.

---

## Changelog

- `TaskPoolOptions` no longer derives Resource, and `TaskPoolOptions` &
`TaskPoolThreadAssignmentPolicy` now derive Debug.

## Migration Guide

If for some reason anyone is still using `TaskPoolOptions` as a
Resource, they would now have to use a wrapper type:
```rust
#[derive(Resource)]
pub struct MyTaskPoolOptions(pub TaskPoolOptions);
```
2023-08-20 22:32:41 +00:00
Joseph
69750a03ca
Implement Debug for UnsafeWorldCell (#9460)
# Objective

* Add more ways to use `UnsafeWorldCell` in safe code -- you no longer
need to call `.world_metadata()` to format it.
2023-08-20 22:00:12 +00:00
Joshua Walton
140d9612e6
Add GamepadButtonInput event (#9008)
# Objective

Add `GamepadButtonInput` event
Resolves #8988

## Solution

- Add `GamepadButtonInput` type
- Emit `GamepadButtonInput` events whenever `Input<GamepadButton>` is
written to
- Update example

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-20 20:31:27 +00:00
Ada Hieta
a024a1f3b9
Fix point light radius (#9493)
# Objective

Fixes #9488

## Solution

Set point light radius to always be 0.0. Reading this value from glTF
would require using application specific extras property.

---

## Changelog

### Fixed

- #9488 Point Lights use Range for Radius when importing from GLTF
2023-08-20 06:24:45 +00:00
Hennadii Chernyshchyk
756b044f39
Add SpawnScene to prelude (#9451)
# Objective

#9260 added this schedule, but it's not in prelude like other schedules.

## Solution

Add to prelude.
2023-08-19 19:42:12 +00:00
Tristan Guichaoua
5db4a04a76
Bevy Input Docs : gamepad.rs (#9469)
# Objective

Complete the documentation of `bevy_input` (#3492).

This PR is part of a triptych of PRs :
- https://github.com/bevyengine/bevy/pull/9467
- https://github.com/bevyengine/bevy/pull/9468

## Solution

Add missing documentation on items in `gamepad.rs`

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-08-19 18:19:46 +00:00
Tristan Guichaoua
b9ab17e8b6
Bevy Input Docs : lib.rs (#9468)
# Objective

Complete the documentation of `bevy_input` (#3492).

This PR is part of a triptych of PRs :
- https://github.com/bevyengine/bevy/pull/9467
- https://github.com/bevyengine/bevy/pull/9469

## Solution

Add missing documentation on items in `lib.rs`.

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-08-19 18:19:43 +00:00
François
0087556028
switch CI jobs between windows and linux for example execution (#9489)
# Objective

- Example execution on linux/vulkan on CI is segfaulting for unclear
reasons
- This makes a lot of noise on PRs

## Solution

- Switch example execution on Linux to validation jobs (on PR merged).
It will still crash but not block merging, and we'll know when it's
fixed
- Switch example execution on Windows to CI jobs (on PR push). It's a
bit longer than on Linux but provides a useful status
- Disable job commenting on PR with job execution to reduce noise

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-08-19 14:47:41 +00:00
Fredrik Fornwall
80db794e3c
Make WgpuSettings::default() check WGPU_POWER_PREF (#9482)
# Objective

Allow users to specify the power preference when selecting a wgpu
adapter, which is useful for testing or workaround purposes, and makes
the behaviour consistent with the already present check for
`WGPU_BACKEND`.

## Solution

In `WgpuSettings::default()`, allow users to specify the
`WGPU_POWER_PREF` to affect the wgpu adapter choice.
2023-08-18 20:18:15 +00:00
robtfm
8a8d43d224
fix asset loader preregistration for multiple assets (#9453)
# Objective

fix #9452

when multiple assets are queued to a preregistered loader, only one gets
unblocked when the real loader is registered.

## Solution

i thought async_channel receivers worked like broadcast channels, but in
fact the notification is only received by a single receiver, so only a
single waiting asset is unblocked. close the sender instead so that all
blocked receivers are unblocked.
2023-08-17 20:56:41 +00:00
ira
e2ed42fd75
Fix gizmo lines deforming or disappearing when partially behind the camera (#9470)
If a line has one point behind the camera(near plane) then it would
deform or, if the `depth_bias` setting was set to a negative value,
disappear.

## Solution

The issue is that performing a perspective divide does not work
correctly for points behind the near plane and a perspective divide is
used inside the shader to define the line width in screen space.
The solution is to perform near plane clipping manually inside the
shader before the perspective divide is done.
2023-08-17 20:09:19 +00:00
JMS55
5fac1fe0a9
Fix temporal jitter bug (#9462)
* Fixed jitter being applied in the wrong coordinate space, leading to
aliasing.
* Fixed incorrectly using the cached view_proj instead of account for
temporal jitter.
* Added a diagram to ensure the coordinate space is clear.

Before:

![image](https://github.com/bevyengine/bevy/assets/47158642/55b4bed4-4fb0-4fb2-a271-cc10a987e4d7)

After:

![image](https://github.com/bevyengine/bevy/assets/47158642/cbde4553-4e35-44d9-8ccf-f3a06e64a31f)
2023-08-17 19:46:43 +00:00
Tristan Guichaoua
9473726628
Fix Window::set_cursor_position (#9456)
# Objective

Fixes #9455

This change has probably been forgotten in
https://github.com/bevyengine/bevy/pull/8306.

## Solution

Remove the inversion of the Y axis when propagates window change back to
winit.
2023-08-17 16:59:07 +00:00
st0rmbtw
b6a9d8eba7
Change UiScale to a tuple struct (#9444)
# Objective

Inconvenient initialization of `UiScale`

## Solution

Change `UiScale` to a tuple struct

## Migration Guide

Replace initialization of `UiScale` like ```UiScale { scale: 1.0 }```
with ```UiScale(1.0)```
2023-08-16 18:18:50 +00:00
François
3aad5c6b99
animations: convert skinning weights from unorm8x4 to float32x4 (#9338)
# Objective

- Fixes part of  #9021 

## Solution

- Joint mesh are in format `Unorm8x4` in some gltf file, but Bevy
expects a `Float32x4`. Converts them. Also converts `Unorm16x4`
- According to gltf spec:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
> WEIGHTS_n: float, or normalized unsigned byte, or normalized unsigned
short
2023-08-16 07:27:58 +00:00
ira
cfa3303cf3
Fix crash when drawing line gizmo with less than 2 vertices (#9101)
# Objective

Fix #9089

## Solution

Don't try to draw lines with less than 2 vertices. These would not be
visible either way.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-15 21:50:37 +00:00
radiish
632ef0c823
input: allow multiple gamepad inputs to be registered for one button in one frame (#9446)
# Objective

- Currently, (AFAIC, accidentally) after registering an event for a
Gilrs button event, we ignore all subsequent events for the same button
in the same frame, because we don't update our filter. This is rare, but
I noticed it while adding gamepad support to a terminal app rendering at
15fps.
- Related to #4664, but does not quite fix it.

## Solution

- Move the edit to the `Axis<GamepadButton>` resource to when we read
the events from Gilrs.
2023-08-15 21:50:29 +00:00
Joseph
f99dcadf8a
Add missing documentation to bevy_time (#9428)
# Objective

* Add documentation to undocumented items in `bevy_time`.
* Add a warning for undocumented items.

---------

Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
2023-08-15 21:48:37 +00:00
hesiod
6ccb26885f
Fix incorrect documentation link in DetectChangesMut (#9431)
# Objective

- Fix a trivial incorrect documentation link in  `DetectChangesMut`.
2023-08-15 21:48:12 +00:00
Hennadii Chernyshchyk
d60b715411
Add SceneInstanceReady (#9313)
# Objective

Closes #9115, replaces #9117.

## Solution

Emit event when scene is ready.

---

## Changelog

### Added

- `SceneInstanceReady` event when scene becomes ready.
2023-08-15 19:45:01 +00:00
张林伟
55a710995c
Move scene spawner systems to SpawnScene schedule (#9260)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/9250

## Changelog

- Move scene spawner systems to a new SpawnScene schedule which is after
Update and before PostUpdate (schedule order:
[PreUpdate][Update][SpawnScene][PostUpdate])

## Migration Guide

- Move scene spawner systems to a new SpawnScene schedule which is after
Update and before PostUpdate (schedule order:
[PreUpdate][Update][SpawnScene][PostUpdate]), you might remove system
ordering code related to scene spawning as the execution order has been
guaranteed by bevy engine.

---------

Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
2023-08-15 18:53:58 +00:00
dependabot[bot]
505b9a58bd
Update tracy-client requirement from 0.15 to 0.16 (#9436)
Updates the requirements on
[tracy-client](https://github.com/nagisa/rust_tracy_client) to permit
the latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="f38da93ff1"><code>f38da93</code></a>
Test with 1.63.0 for MSRV</li>
<li><a
href="3621e20ccd"><code>3621e20</code></a>
tracing-client-sys: 0.21.1</li>
<li><a
href="bccf04b152"><code>bccf04b</code></a>
tracing-tracy: 0.10.3</li>
<li><a
href="bff27b5218"><code>bff27b5</code></a>
tracy-client: 0.15.2 -&gt; 0.16.0 + fix auto update</li>
<li><a
href="9ed943bd6b"><code>9ed943b</code></a>
Add safe GPU API</li>
<li><a
href="60443cc55c"><code>60443cc</code></a>
Benches fell out of sync</li>
<li><a
href="c346a10998"><code>c346a10</code></a>
Fix version table typo</li>
<li><a
href="0763d2d16c"><code>0763d2d</code></a>
Bump MSRV to 1.60.0</li>
<li><a
href="d483998d48"><code>d483998</code></a>
Update Tracy client bindings to v0.9.1</li>
<li><a
href="dce363444f"><code>dce3634</code></a>
client-sys: 0.20.0, client: 0.15.1, tracing: 0.10.2</li>
<li>Additional commits viewable in <a
href="https://github.com/nagisa/rust_tracy_client/compare/tracy-client-v0.15.0...tracy-client-v0.16.0">compare
view</a></li>
</ul>
</details>
<br />


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2023-08-15 07:45:21 +00:00
James O'Brien
62ae660357
Fix shader_instancing example (#9448)
# Objective

- Fix shader compilation issue in `shader_instancing` example.

## Solution

- Fix typo in `instancing.wgsl`
2023-08-15 07:28:45 +00:00
Robert Swain
0a11af9375
Reduce the size of MeshUniform to improve performance (#9416)
# Objective

- Significantly reduce the size of MeshUniform by only including
necessary data.

## Solution

Local to world, model transforms are affine. This means they only need a
4x3 matrix to represent them.

`MeshUniform` stores the current, and previous model transforms, and the
inverse transpose of the current model transform, all as 4x4 matrices.
Instead we can store the current, and previous model transforms as 4x3
matrices, and we only need the upper-left 3x3 part of the inverse
transpose of the current model transform. This change allows us to
reduce the serialized MeshUniform size from 208 bytes to 144 bytes,
which is over a 30% saving in data to serialize, and VRAM bandwidth and
space.

## Benchmarks

On an M1 Max, running `many_cubes -- sphere`, main is in yellow, this PR
is in red:
<img width="1484" alt="Screenshot 2023-08-11 at 02 36 43"
src="https://github.com/bevyengine/bevy/assets/302146/7d99c7b3-f2bb-4004-a8d0-4c00f755cb0d">
A reduction in frame time of ~14%.

---

## Changelog

- Changed: Redefined `MeshUniform` to improve performance by using 4x3
affine transforms and reconstructing 4x4 matrices in the shader. Helper
functions were added to `bevy_pbr::mesh_functions` to unpack the data.
`affine_to_square` converts the packed 4x3 in 3x4 matrix data to a 4x4
matrix. `mat2x4_f32_to_mat3x3` converts the 3x3 in mat2x4 + f32 matrix
data back into a 3x3.

## Migration Guide

Shader code before:
```
var model = mesh[instance_index].model;
```

Shader code after:
```
#import bevy_pbr::mesh_functions affine_to_square

var model = affine_to_square(mesh[instance_index].model);
```
2023-08-15 06:00:23 +00:00
robtfm
b30ff2ab76
allow asset loader pre-registration (#9429)
# Objective

- When loading gltf files during app creation (for example using a
FromWorld impl and adding that as a resource), no loader was found.
- As the gltf loader can load compressed formats, it needs to know what
the GPU supports so it's not available at app creation time.

## Solution

alternative to #9426

- add functionality to preregister the loader. loading assets with
matching extensions will block until a real loader is registered.
- preregister "gltf" and "glb".
- prereigster image formats.

the way this is set up, if a set of extensions are all registered with a
single preregistration call, then later a loader is added that matches
some of the extensions, assets using the remaining extensions will then
fail. i think that should work well for image formats that we don't know
are supported until later.
2023-08-14 21:27:51 +00:00