Commit graph

5360 commits

Author SHA1 Message Date
Robert Swain
c1a5428f8e
Work around naga/wgpu WGSL instance_index -> GLSL gl_InstanceID bug on WebGL2 (#9383)
naga and wgpu should polyfill WGSL instance_index functionality where it
is not available in GLSL. Until that is done, we can work around it in
bevy using a push constant which is converted to a uniform by naga and
wgpu.

# Objective

- Fixes #9375 

## Solution

- Use a push constant to pass in the base instance to the shader on
WebGL2 so that base instance + gl_InstanceID is used to correctly
represent the instance index.

## TODO

- [ ] Benchmark vs per-object dynamic offset MeshUniform as this will
now push a uniform value per-draw as well as update the dynamic offset
per-batch.
- [x] Test on DX12 AMD/NVIDIA to check that this PR does not regress any
problems that were observed there. (@Elabajaba @robtfm were testing that
last time - help appreciated. <3 )

---

## Changelog

- Added: `bevy_render::instance_index` shader import which includes a
workaround for the lack of a WGSL `instance_index` polyfill for WebGL2
in naga and wgpu for the time being. It uses a push_constant which gets
converted to a plain uniform by naga and wgpu.

## Migration Guide

Shader code before:

```
struct Vertex {
    @builtin(instance_index) instance_index: u32,
...
}

@vertex
fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
...

    var model = mesh[vertex_no_morph.instance_index].model;
```

After:

```
#import bevy_render::instance_index

struct Vertex {
    @builtin(instance_index) instance_index: u32,
...
}

@vertex
fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
...

    var model = mesh[bevy_render::instance_index::get_instance_index(vertex_no_morph.instance_index)].model;
```
2023-08-09 18:38:45 +00:00
Rob Parrett
9e8de2aa94
Slightly better message when contributor modifies examples template (#9372)
# Objective

Provide a slightly better message when a contributor needs to update the
generated example readme file for [any number of
reasons](https://github.com/bevyengine/bevy/pull/9372#discussion_r1285876202)
but hasn't added any examples.

This recently happened here:
https://github.com/bevyengine/bevy/pull/9370#issuecomment-1666776092

The contributor modified the readme template and is being told that they
added an example.

## Solution

The advice given is still correct. Just change the message so that it's
not accusing the contributor of adding an example.

It may be possible to instead add more specific messages instead if
someone is motivated to do that.

edit: reworked this whole PR text

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-08-07 23:08:19 +00:00
ickshonpe
fe37ba5360
Change the default for the measure_func field of ContentSize to None. (#9346)
# Objective

The default for `ContentSize` should have the `measure_func` field set
to `None`, instead of a fixed size of zero. This means that until a
measure func is set the size of the UI node will be determined by its
`Style` constraints. This is preferable as it allows users to specify
the space the Node should take up in the layout while waiting for
content to load.

## Solution

Derive `Default` for `ContentSize`.

The PR also adds a `fixed_size` helper function to make it a bit easier
to access the old behaviour.

## Changelog
* Derived `Default` for `ContentSize`
* Added a `fixed_size` helper function to `ContentSize` that creates a
new `ContentSize` with a `MeasureFunc` that always returns the same
value, regardless of layout constraints.

## Migration Guide
The default for `ContentSize` now sets its `measure_func` to `None`,
instead of a fixed size measure that returns `Vec2::ZERO`.
The helper function `fixed_size` can be called with
`ContentSize::fixed_size(Vec2::ZERO)` to get the previous behaviour.
2023-08-07 23:06:40 +00:00
Gino Valente
84f6b879ae
bevy_reflect: Fix combined field attributes (#9322)
# Objective

It seems the behavior of field attributes was accidentally broken at
some point. Take the following code:

```rust
#[derive(Reflect)]
struct Foo {
  #[reflect(ignore, default)]
  value: usize
}
```

The above code should simply mark `value` as ignored and specify a
default behavior. However, what this actually does is discard both.
That's especially a problem when we don't want the field to be be given
a `Reflect` or `FromReflect` bound (which is why we ignore it in the
first place).

This only happens when the attributes are combined into one. The
following code works properly:

```rust
#[derive(Reflect)]
struct Foo {
  #[reflect(ignore)]
  #[reflect(default)]
  value: usize
}
```

## Solution

Cleaned up the field attribute parsing logic to support combined field
attributes.

---

## Changelog

- Fixed a bug where `Reflect` derive attributes on fields are not able
to be combined into a single attribute
2023-08-07 23:04:00 +00:00
IceSentry
171ff1b1e1
use ViewNodeRunner in the post_processing example (#9127)
# Objective

- I forgot to update the example after the `ViewNodeRunner` was merged.
It was even partially mentioned in one of the comments.

## Solution

- Use the `ViewNodeRunner` in the post_processing example
- I also broke up a few lines that were a bit long

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-08-07 23:02:32 +00:00
张林伟
7ccb203b37
Prevent setting parent as itself (#8980)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8979.

## Solution

- Panic when parent and child are same entity.
- Add checks into EntityCommands and EntityMut methods
2023-08-07 23:00:48 +00:00
Nicola Papale
10797d4f15
Refactor parsing in bevy_reflect path module (#9048)
# Objective

- Follow up to #8887
- The parsing code in `bevy_reflect/src/path/mod.rs` could also do with
some cleanup

## Solution

- Create the `parse.rs` module, move all parsing code to this module
- The parsing errors also now keep track of the whole parsed string, and
are much more fine-grained

### Detailed changes

- Move `PathParser` to `parse.rs` submodule
- Rename `token_to_access` to `access_following` (yep, goes from 132
lines to 16)
- Move parsing tests into the `parse.rs` file
2023-08-05 17:18:13 +00:00
ickshonpe
e52af83045
Improved text widget doc comments (#9344)
# Objective

The doc comment for `text_system` is not quite correct. It implies that
a new `TextLayoutInfo` is generated on changes to `Text` and `Style`.
While changes to those components might indirectly trigger a
regeneration of the text layout, `text_system` itself only queries for
changes to `Node`

Also added details to `measure_text_system`'s doc comments explaining
how it reacts to changes.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-05 13:53:23 +00:00
Nicola Papale
60c6ca7699
Fix doc warning in bevy_tasks (#9348)
# Objective

- `bevy_tasks` emits warnings under certain conditions

When I run `cargo clippy -p bevy_tasks` the warning doesn't show up,
while if I run it with `cargo clippy -p bevy_asset` the warning shows
up.

## Solution

- Fix the warnings.

## Longer term solution

We should probably fix CI so that those warnings do not slip through.
But that's not the goal of this PR.
2023-08-05 13:53:05 +00:00
Rob Parrett
e1e2407091
Fix post_processing example on webgl2 (#9361)
# Objective

The `post_processing` example is currently broken when run with webgl2.

```
cargo run --example post_processing --target=wasm32-unknown-unknown
```

```
wasm.js:387 panicked at 'wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `post_process_pipeline`
    In the provided shader, the type given for group 0 binding 2 has a size of 4. As the device does not support `DownlevelFlags::BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED`, the type must have a size that is a multiple of 16 bytes.
```

I bisected the breakage to c7eaedd6a1.

## Solution

Add padding when using webgl2
2023-08-04 17:44:29 +00:00
ickshonpe
9a87890d4c
Fix incorrent doc comment for the set method of ContentSize (#9345)
# Objective

This doc comment for the `set` method of `ContentSize`:

```
Set a `Measure` for this function
```
doesn't seem to make sense, `ContentSize` is not a function. 

# Solution

Replace it.
2023-08-04 01:24:42 +00:00
Ray Redondo
42098192c2
update documentation on AudioSink (#9332)
# Objective

When an `AudioSink` is removed from an entity, the audio player will
automatically start any `AudioSource` still attached, which normally is
the one used to start playback in the first place.

## Solution

Long story short, the default behavior is restarting the audio, and this
commit documents that.

---

## Changelog

Fixed documentation on `AudioSink` to clarify removal behavior.
2023-08-03 12:46:44 +00:00
François
b6a2fc5d80
Improve execution of examples in CI (#9331)
# Objective

- Some examples crash in CI because of needing too many resources for
the windows runner
- Some examples have random results making it hard to compare
screenshots

## Solution

- `bloom_3d`: reduce the number of spheres
- `pbr`:  use simpler spheres and reuse the mesh
- `tonemapping`: use simpler spheres and reuse the mesh
- `shadow_biases`: reduce the number of spheres
- `spotlight`: use a seeded rng, move more cubes in view while reducing
the total number of cubes, and reuse meshes and materials
- `external_source_external_thread`, `iter_combinations`,
`parallel_query`: use a seeded rng

Examples of errors encountered:
```
Caused by:
    In Device::create_bind_group
      note: label = `bloom_upsampling_bind_group`
    Not enough memory left
```

```
Caused by:
    In Queue::write_buffer
    Parent device is lost
```
```
ERROR wgpu_core::device::life: Mapping failed Device(Lost)
```
2023-08-03 12:45:28 +00:00
robtfm
db47ea2f27
include toplevel shader-associated defs (#9343)
# Objective

shader defs associated with a shader via `load_internal_asset!` or
`Shader::from_xxx_with_defs` were being accidentally ignored for
top-level shaders.

## Solution

include the defs for top level shaders.
2023-08-03 09:12:31 +00:00
Edgar Geier
731a6fbb92
Fix ambiguous_with breaking run conditions (#9253)
# Objective

- Fixes #9114

## Solution

Inside `ScheduleGraph::build_schedule()` the variable `node_count =
self.systems.len() + self.system_sets.len()` is used to calculate the
indices for the `reachable` bitset derived from `self.hierarchy.graph`.
However, the number of nodes inside `self.hierarchy.graph` does not
always correspond to `self.systems.len() + self.system_sets.len()` when
`ambiguous_with` is used, because an ambiguous set is added to
`system_sets` (because we need an `NodeId` for the ambiguity graph)
without adding a node to `self.hierarchy`.

In this PR, we rename `node_count` to the more descriptive name
`hg_node_count` and set it to `self.hierarchy.graph.node_count()`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-08-03 07:53:20 +00:00
Rob Parrett
90f77beca2
Improve font size related docs (#9320)
# Objective

Fixes #7273
Closes #7578

This PR also drive-by fixes a broken doc link.
2023-08-03 07:48:11 +00:00
尹吉峰
d9702d35f1
opt-out multi-threaded feature flag (#9269)
# Objective

Fixes #9113

## Solution

disable `multi-threaded` default feature

## Migration Guide
The `multi-threaded` feature in `bevy_ecs` and `bevy_tasks` is no longer
enabled by default. However, this remains a default feature for the
umbrella `bevy` crate. If you depend on `bevy_ecs` or `bevy_tasks`
directly, you should consider enabling this to allow systems to run in
parallel.
2023-08-03 07:47:09 +00:00
Tormod Gjeitnes Hellen
7ceb4dfd79
Document when Camera::viewport_to_world and related methods return None (#8841)
# Objective

Fixes #7171

## Solution

- Add documentation for when Camera::viewport_to_world and related
methods return None
2023-08-03 00:12:44 +00:00
Cameron
bbf1c23d50
Change WinitPlugin defaults to limit game update rate when window is not visible (#7611)
Fixes #5856. Fixes #8080. Fixes #9040.

# Objective

We need to limit the update rate of games whose windows are not visible
(minimized or completely occluded). Compositors typically ignore the
VSync settings of windows that aren't visible. That, combined with the
lack of rendering work, results in a scenario where an app becomes
completely CPU-bound and starts updating without limit.

There are currently three update modes.
- `Continuous` updates an app as often as possible.
- `Reactive` updates when new window or device events have appeared, a
timer expires, or a redraw is requested.
- `ReactiveLowPower` is the same as `Reactive` except it ignores device
events (e.g. general mouse movement).

The problem is that the default "game" settings are set to `Contiuous`
even when no windows are visible.

### More Context

- https://github.com/libsdl-org/SDL/issues/1871
- https://github.com/glfw/glfw/issues/680
- https://github.com/godotengine/godot/issues/19741
- https://github.com/godotengine/godot/issues/64708

## Solution

Change the default "unfocused" `UpdateMode` for games to
`ReactiveLowPower` just like desktop apps. This way, even when the
window is occluded, the app still updates at a sensible rate or if
something about the window changes. I chose 20Hz arbitrarily.
2023-08-02 23:41:23 +00:00
Nicola Papale
77fa8a9a9c
Add a paragraph to the lifetimeless module doc (#9312)
# Objective

The `lifetimeless` module has been a source of confusion for bevy users
for a while now.

## Solution

Add a couple paragraph explaining that, yes, you can use one of the type
alias safely, without ever leaking any memory.
2023-08-02 22:01:56 +00:00
Ame :]
d6e95e9570
fix typo in a link - Mesh docs (#9329)
# Objective

- Fix link to point to
https://github.com/bevyengine/bevy/blob/main/assets/docs/Mesh.png
2023-08-01 21:03:16 +00:00
Robert Swain
dde8518f6f
custom_material.vert: gl_InstanceIndex includes gl_BaseInstance (#9326)
Fixes shader_material_glsl on DX12 too.
2023-08-01 08:02:16 +00:00
Hennadii Chernyshchyk
c6a1bf063b
Add EntityMap::clear (#9291)
# Objective

If you use `EntityMap` to map entities over network
(https://github.com/lifescapegame/bevy_replicon) you need to reset it
sometimes, but keep allocated memory for reuse.

## Solution

- Add
[clear](https://doc.rust-lang.org/std/collections/struct.HashMap.html#method.clear)
method.

---

## Changelog

### Added

- `EntityMap::clear`.
2023-07-31 22:02:16 +00:00
Cameron
c0510c87ff
Improve bevy_winit documentation (#7609)
Redo of #7590 since I messed up my branch.

# Objective

- Revise docs.
- Refactor event loop code a little bit to make it easier to follow.

## Solution

- Do the above.

---

### Migration Guide

- `UpdateMode::Reactive { max_wait: .. }` -> `UpdateMode::Reactive {
wait: .. }`
- `UpdateMode::ReactiveLowPower { max_wait: .. }` ->
`UpdateMode::ReactiveLowPower { wait: .. }`

---------

Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
2023-07-31 21:41:59 +00:00
ickshonpe
da59de956f
Remove the With<Parent> query filter from bevy_ui::render::extract_uinode_borders (#9285)
# Objective

Remove the `With<Parent>` query filter from the `parent_node_query`
parameter of the `bevy_ui::render::extract_uinode_borders` function.
This is a bug, the query is only used to retrieve the size of the
current node's parent. We don't care if that parent node has a `Parent`
or not.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-07-31 20:33:17 +00:00
Opstic
fb19b81e40
Extend the default render range of 2D camera (#9310)
# Objective

- Fixes #9138

## Solution

- Calling `Camera2dBundle::default()` will now result in a
`Camera2dBundle` with `Vec3::ZERO` transform, `far` value of `1000.` and
`near` value of `-1000.`.
- This will enable the rendering of 2d entities in negative z space by
default.
- I did not modify `new_with_far` as moving the camera to `Vec3::ZERO`
in that function will cause entities in the positive z space to become
hidden without further changes. And the further changes cannot be
applied without it being a breaking change.
2023-07-31 19:28:20 +00:00
PortalRising
f14300e5d3
Implement reflect trait on new glam types (I64Vec and U64Vec) (#9281)
# Objective
Glam 0.24 added new glam types (```I64Vec``` and ```U64Vec```). However
these are not reflectable unlike the other glam types

## Solution
Implement reflect for these new types

---

## Changelog
Implements reflect with the impl_reflect_struct macro on ```I64Vec2```,
```I64Vec3```, ```I64Vec4```, ```U64Vec2```, ```U64Vec3```, and
```U64Vec4``` types
2023-07-31 19:18:21 +00:00
Sélène Amanita
8320dc31df
Clarify immediate mode in Gizmos documentation (#9183)
# Objective

- Repeat in `Gizmos` that they are drawned in immediate mode, which is
said at the module level but not here, and detail what it means.
- Clarify for every method of `Gizmos` that they should be called for
every frame.
- Clarify which methods belong to 3D or 2D space (kinda obvious for 2D
but still)

The first time I used gizmos I didn't understand how they work and was
confused as to why nothing showed up.

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-07-31 19:14:52 +00:00
Griffin
6993a78a56
Include tone_mapping fn in tonemapping_test_patterns (#9084)
`tonemapping_test_patterns` is missing the tone_mapping function when
`TONEMAP_IN_SHADER`
2023-07-31 18:59:04 +00:00
IceSentry
0d7e81ee81
Fix gizmo line width issue when using perspective (#9067)
# Objective

- In bevy_polyline, we discovered an issue that happens when line width
is smaller than 1.0 and using perspective. It would sometimes end up
negative or NaN. I'm not entirely sure _why_ it happens.

## Solution

- Make sure the width doesn't go below 0 before multiplying it with the
alpha

# Notes 

Here's a link to the bevy_polyline issue
https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/issues/46

I'm not sure if the solution is correct but it solved the issue in my
testing.

Co-authored-by: François <mockersf@gmail.com>
2023-07-31 18:57:59 +00:00
Sélène Amanita
cbe13f3aa5
Improve Mesh documentation (#9061)
# Objective

This PR continues https://github.com/bevyengine/bevy/pull/8885

It aims to improve the `Mesh` documentation in the following ways:
- Put everything at the "top level" instead of the "impl".
- Explain better what is a Mesh, how it can be created, and that it can
be edited.
- Explain it can be used with a `Material`, and mention
`StandardMaterial`, `PbrBundle`, `ColorMaterial`, and
`ColorMesh2dBundle` since those cover most cases
- Mention the glTF/Bevy vocabulary discrepancy for "Mesh"
- Add an image for the example
- Various nitpicky modifications

## Note

- The image I added is 90.3ko which I think is small enough?
- Since rustdoc doesn't allow cross-reference not in dependencies of a
subcrate [yet](https://github.com/rust-lang/rust/issues/74481), I have a
lot of backtick references that are not links :(
- Since rustdoc doesn't allow linking to code in the crate (?) I put
link to github directly.
- Since rustdoc doesn't allow embed images in doc
[yet](https://github.com/rust-lang/rust/issues/32104), maybe
[soon](https://github.com/rust-lang/rfcs/pull/3397), I had to put only a
link to the image. I don't think it's worth adding
[embed_doc_image](https://docs.rs/embed-doc-image/latest/embed_doc_image/)
as a dependency for this.
2023-07-31 18:55:42 +00:00
Robert Swain
3c6fad269b
Fix shader_material_glsl example after #9254 (#9311)
# Objective

- Fix shader_material_glsl example

## Solution

- Expose the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through the
default `MeshPipeline` specialization.
- Make use of it in the `custom_material.vert` shader to access the mesh
binding.

---

## Changelog

- Added: Exposed the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through
the default `MeshPipeline` specialization to use in custom shaders not
using bevy_pbr::mesh_bindings that still want to use the mesh binding in
some way.
2023-07-31 13:14:40 +00:00
Nicola Papale
08ea1d18ae
Refactor path module of bevy_reflect (#8887)
# Objective

- The `path` module was getting fairly large.
- The code in `AccessRef::read_element` and mut equivalent was very
complex and difficult to understand.
- The `ReflectPathError` had a lot of variants, and was difficult to
read.

## Solution

- Split the file in two, `access` now has its own module
- Rewrite the `read_element` methods, they were ~200 lines long, they
are now ~70 lines long — I didn't change any of the logic. It's really
just the same code, but error handling is separated.
- Split the `ReflectPathError` error
- Merge `AccessRef` and `Access`
- A few other changes that aim to reduce code complexity

### Fully detailed change list

- `Display` impl of `ParsedPath` now includes prefix dots — this allows
simplifying its implementation, and IMO `.path.to.field` is a better way
to express a "path" than `path.to.field` which could suggest we are
reading the `to` field of a variable named `path`
- Add a test to check that dot prefixes and other are correctly parsed —
Until now, no test contained a prefixing dot
- Merge `Access` and `AccessRef`, using a `Cow<'a, str>`. Generated code
seems to agree with this decision (`ParsedPath::parse` sheds 5% of
instructions)
- Remove `Access::as_ref` since there is no such thing as an `AccessRef`
anymore.
- Rename `AccessRef::to_owned` into `AccessRef::into_owned()` since it
takes ownership of `self` now.
- Add a `parse_static` that doesn't allocate new strings for named
fields!
- Add a section about path reflection in the `bevy_reflect` crate root
doc — I saw a few people that weren't aware of path reflection, so I
thought it was pertinent to add it to the root doc
- a lot of nits
- rename `index` to `offset` when it refers to offset in the path string
— There is no more confusion with the other kind of indices in this
context, also it's a common naming convention for parsing.
  - Make a dedicated enum for parsing errors
- rename the `read_element` methods to `element` — shorter, but also
`read_element_mut` was a fairly poor name
- The error values now not only contain the expected type but also the
actual type.
- Remove lifetimes that could be inferred from the `GetPath` trait
methods.

---

## Change log

- Added the `ParsedPath::parse_static` method, avoids allocating when
parsing `&'static str`.

## Migration Guide

If you were matching on the `Err(ReflectPathError)` value returned by
`GetPath` and `ParsedPath` methods, now only the parse-related errors
and the offset are publicly accessible. You can always use the
`fmt::Display` to get a clear error message, but if you need
programmatic access to the error types, please open an issue.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-07-30 19:17:07 +00:00
Jordan Ellis Coppard
04ca832dfe
improve documentation relating to WindowPlugin and Window (#9173)
- attempt to clarify with better docstrings the default behaviour of
WindowPlugin and the component type it accepts.

# Objective

- I'm new to Rust and Bevy, I got a bit confused about how to customise
some window parameters (title, height, width etc) and while the docs do
show the struct code for that field `Option<Window>` I was a bit of a
doofus and skipped that to read the docstring entry for `primary_window`
and then the `Window` component directly which aren't linked together.
This is a minor improvement which I think will help in-case others, like
me, have a doofus moment.

---------

Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
2023-07-30 15:46:16 +00:00
FlippinBerger
e02938f9dd
Derive debug for ManualEventIterator (#9293)
# Objective
Fixes #9284 by deriving Debug on ManualEventIterator
2023-07-30 15:30:52 +00:00
Ars Militaris Dev
370eed05e5
Fix timers.rs documentation (#9290)
# Objective

The documentation for the `print_when_completed` system stated that this
system would tick the `Timer` component on every entity in the scene.

This was incorrect as this system only ticks the `Timer` on entities
with the `PrintOnCompletionTimer` component.

## Solution

We suggest a modification to the documentation of this system to make it
more clear.
2023-07-30 15:30:05 +00:00
Dworv
335109f724
Update docs for scaling_mode field of Orthographic projection (#9297)
# Objective

This PR updates the name of the enum variant used in the docs for
`OrthographicProjection`.

## Solution

- Change the outdated 'WindowScale` to `WindowSize`.
2023-07-30 15:29:04 +00:00
Robert Swain
e6405bb7b4
Use GpuArrayBuffer for MeshUniform (#9254)
# Objective

- Reduce the number of rebindings to enable batching of draw commands

## Solution

- Use the new `GpuArrayBuffer` for `MeshUniform` data to store all
`MeshUniform` data in arrays within fewer bindings
- Sort opaque/alpha mask prepass, opaque/alpha mask main, and shadow
phases also by the batch per-object data binding dynamic offset to
improve performance on WebGL2.

---

## Changelog

- Changed: Per-object `MeshUniform` data is now managed by
`GpuArrayBuffer` as arrays in buffers that need to be indexed into.

## Migration Guide

Accessing the `model` member of an individual mesh object's shader
`Mesh` struct the old way where each `MeshUniform` was stored at its own
dynamic offset:
```rust
struct Vertex {
    @location(0) position: vec3<f32>,
};

fn vertex(vertex: Vertex) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = mesh_position_local_to_clip(
        mesh.model,
        vec4<f32>(vertex.position, 1.0)
    );
    return out;
}
```

The new way where one needs to index into the array of `Mesh`es for the
batch:
```rust
struct Vertex {
    @builtin(instance_index) instance_index: u32,
    @location(0) position: vec3<f32>,
};

fn vertex(vertex: Vertex) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = mesh_position_local_to_clip(
        mesh[vertex.instance_index].model,
        vec4<f32>(vertex.position, 1.0)
    );
    return out;
}
```
Note that using the instance_index is the default way to pass the
per-object index into the shader, but if you wish to do custom rendering
approaches you can pass it in however you like.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2023-07-30 13:17:08 +00:00
Василий Чай
fb9c5a6cbb
Added Pitch as an alternative sound source (#9225)
# Objective
My attempt at implementing #7515

## Solution

Added struct `Pitch` and implemented on it `Source` trait.

## Changelog

 ### Added
- File pitch.rs to bevy_audio crate
- Struct `Pitch` and type aliases for `AudioSourceBundle<Pitch>` and
`SpatialAudioSourceBundle<Pitch>`
- New example showing how to use `PitchBundle`

### Changed
- `AudioPlugin` now adds system for `Pitch` audio

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-07-29 22:29:41 +00:00
Joseph
a88b9fc6a9
Document ClearColorConfig (#9288)
# Objective

Document the `ClearColorConfig` enum, and describe the behavior of its
variants.
2023-07-29 22:22:49 +00:00
cevans-uk
b4bc9e4a11
bevy_ui: fix doc formatting for some Style fields (#9295)
The previous formatting didn't render as you'd expect, with 'For CSS
Grid containers' getting adopted by the prior bullet point. Rather than
fixing that directly I opted for a slight reformatting for consistency
with other fields, notably left/right/top/bottom.
2023-07-29 22:22:24 +00:00
Floréal Toumikian
2515593828
Fixed: Default window is now "App" instead of "Bevy App" (#9301)
# Objective

Fixes #9298 - Default window title leaks "bevy" context

## Solution

I just replaced the literal string "Bevy App" with "App" in Window's
Default trait implementation.
2023-07-29 22:20:45 +00:00
Paul Buehne
0566e73af4
Fixed typo in line 322 (#9276)
`trait` was spelled `trai` and used singular instead of plural in
documenting comment.
2023-07-26 06:04:01 +00:00
Joseph
02688a99b8
Fix safety invariants for WorldQuery::fetch and simplify cloning (#8246)
# Objective

Cloning a `WorldQuery` type's "fetch" struct was made unsafe in #5593,
by adding the `unsafe fn clone_fetch` to `WorldQuery`. However, as that
method's documentation explains, it is not the right place to put the
safety invariant:

> While calling this method on its own cannot cause UB it is marked
`unsafe` as the caller must ensure that the returned value is not used
in any way that would cause two `QueryItem<Self>` for the same
`archetype_index` or `table_row` to be alive at the same time.

You can clone a fetch struct all you want and it will never cause
undefined behavior -- in order for something to go wrong, you need to
improperly call `WorldQuery::fetch` with it (which is marked unsafe).
Additionally, making it unsafe to clone a fetch struct does not even
prevent undefined behavior, since there are other ways to incorrectly
use a fetch struct. For example, you could just call fetch more than
once for the same entity, which is not currently forbidden by any
documented invariants.

## Solution

Document a safety invariant on `WorldQuery::fetch` that requires the
caller to not create aliased `WorldQueryItem`s for mutable types. Remove
the `clone_fetch` function, and add the bound `Fetch: Clone` instead.

---

## Changelog

- Removed the associated function `WorldQuery::clone_fetch`, and added a
`Clone` bound to `WorldQuery::Fetch`.

## Migration Guide

### `fetch` invariants

The function `WorldQuery::fetch` has had the following safety invariant
added:

> If this type does not implement `ReadOnlyWorldQuery`, then the caller
must ensure that it is impossible for more than one `Self::Item` to
exist for the same entity at any given time.

This invariant was always required for soundness, but was previously
undocumented. If you called this function manually anywhere, you should
check to make sure that this invariant is not violated.

### Removed `clone_fetch`

The function `WorldQuery::clone_fetch` has been removed. The associated
type `WorldQuery::Fetch` now has the bound `Clone`.

Before:

```rust
struct MyFetch<'w> { ... }

unsafe impl WorldQuery for MyQuery {
    ...
    type Fetch<'w> = MyFetch<'w>
    unsafe fn clone_fetch<'w>(fetch: &Self::Fetch<'w>) -> Self::Fetch<'w> {
        MyFetch {
            field1: fetch.field1,
            field2: fetch.field2.clone(),
            ...
        }
    }
}
```

After:

```rust
#[derive(Clone)]
struct MyFetch<'w> { ... }

unsafe impl WorldQuery for MyQuery {
    ...
    type Fetch<'w> = MyFetch<'w>;
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-07-25 21:16:22 +00:00
Elabajaba
774fb56a67
Revert "Fix UI corruption for AMD gpus with Vulkan (#9169)" (#9237)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/9234

re-breaks: The issues that were linked in #9169 

## Solution

Revert the PR that broke tonemapping/postprocessing/etc.

Any passes that are post msaa resolve need to use the main textures, not
the msaa texture.

## Changelog

Idk what to put here since it's a revert.
2023-07-25 21:15:41 +00:00
François
31f40d5faf
only check for bans if the dependency tree changed (#9252)
# Objective

- CI job `check-bans` fails often for unrelated reasons to a PR. Reduce
those failures

## Solution

- Currently, the job only runs if a `Cargo.toml` file changed. This PR
would run the job only if the output of `cargo tree --depth 3` is
different in a PR from main. the job would still always run on main
2023-07-24 21:41:56 +00:00
张林伟
dfe462b019
Update text example using default font (#9259)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/9233
2023-07-24 18:35:14 +00:00
ickshonpe
a879f98d3b
UI extraction order fix (#9099)
# Objective

Fixes #9097

## Solution

Reorder the `ExtractSchedule` so that the `extract_text_uinodes` and
`extract_uinode_borders` systems are run after `extract_atlas_uinodes`.

## Changelog

`bevy_ui::render`:
* Added the `ExtractAtlasNode` variant to `RenderUiSystem`.
* Changed `ExtractSchedule` so that `extract_uinode_borders` and
`extract_text_uinodes` run after `extract_atlas_uinodes`.
2023-07-23 13:06:36 +00:00
Bruce Mitchener
70a7eb0b10
bevy_render: Remove direct dep on wgpu-hal. (#9249)
This is not used directly within the rendering code.

# Objective

- Remove extraneous dependency on `wgpu-hal` as it is not used.

## Solution

- The dependency has been removed and should have no externally visible
impact.
2023-07-23 12:43:28 +00:00
Joseph
ddbfa48711
Simplify parallel iteration methods (#8854)
# Objective

The `QueryParIter::for_each_mut` function is required when doing
parallel iteration with mutable queries.
This results in an unfortunate stutter:
`query.par_iter_mut().par_for_each_mut()` ('mut' is repeated).

## Solution

- Make `for_each` compatible with mutable queries, and deprecate
`for_each_mut`. In order to prevent `for_each` from being called
multiple times in parallel, we take ownership of the QueryParIter.

---

## Changelog

- `QueryParIter::for_each` is now compatible with mutable queries.
`for_each_mut` has been deprecated as it is now redundant.

## Migration Guide

The method `QueryParIter::for_each_mut` has been deprecated and is no
longer functional. Use `for_each` instead, which now supports mutable
queries.

```rust
// Before:
query.par_iter_mut().for_each_mut(|x| ...);

// After:
query.par_iter_mut().for_each(|x| ...);
```

The method `QueryParIter::for_each` now takes ownership of the
`QueryParIter`, rather than taking a shared reference.

```rust
// Before:
let par_iter = my_query.par_iter().batching_strategy(my_batching_strategy);
par_iter.for_each(|x| {
    // ...Do stuff with x...
    par_iter.for_each(|y| {
        // ...Do nested stuff with y...
    });
});

// After:
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|x| {
    // ...Do stuff with x...
    my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|y| {
        // ...Do nested stuff with y...
    });
});
```
2023-07-23 11:09:24 +00:00