Commit graph

1410 commits

Author SHA1 Message Date
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
Carter Anderson
6f27e0e35f
Add asset_processor feature and remove AssetMode::ProcessedDev (#10194)
# Objective

Users shouldn't need to change their source code between "development
workflows" and "releasing". Currently, Bevy Asset V2 has two "processed"
asset modes `Processed` (assumes assets are already processed) and
`ProcessedDev` (starts an asset processor and processes assets). This
means that the mode must be changed _in code_ when switching from "app
dev" to "release". Very suboptimal.

We have already removed "runtime opt-in" for hot-reloading. Enabling the
`file_watcher` feature _automatically_ enables file watching in code.
This means deploying a game (without hot reloading enabled) just means
calling `cargo build --release` instead of `cargo run --features
bevy/file_watcher`.

We should adopt this pattern for asset processing.

## Solution

This adds the `asset_processor` feature, which will start the
`AssetProcessor` when an `AssetPlugin` runs in `AssetMode::Processed`.

The "asset processing workflow" is now:
1. Enable `AssetMode::Processed` on `AssetPlugin`
2. When developing, run with the `asset_processor` and `file_watcher`
features
3. When releasing, build without these features.

The `AssetMode::ProcessedDev` mode has been removed.
2023-10-20 20:50:26 +00:00
Robert Swain
15c54b5542
shadow_biases: Support moving the light position and resetting biases (#10185)
# Objective

- Make it possible to move the light position around in the
`shadow_biases` example
- Also support resetting the depth/normal biases to the engine defaults,
or zero.

## Solution

- The light position is displayed in the text overlay.
- The light position can be adjusted with
left/right/up/down/pgup/pgdown.
- The depth/normal biases can be reset to defaults by pressing R, or to
zero by pressing Z.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-10-19 14:41:39 +00:00
Robert Swain
219e2ac6e1
shadow_biases: Support different PCF methods (#10184)
# Objective

- Demonstrate the different shadow PCF methods in the `shadow_biases`
example

## Solution

- Cycle through the available methods when pressing the `F` key
- Display which filter method is being used
2023-10-19 13:08:18 +00:00
Martín Maita
0dc7e60d0e
Improve WebGPU unstable flags docs (#10163)
# Objective

- Fixes #9382

## Solution

- Added a few extra notes in regards to WebGPU experimental state and
the need of enabling unstable APIs through certain attribute flags in
`cargo_features.md` and the examples `README.md` files.
2023-10-18 17:30:44 +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
Ame :]
34da534917
fix typo in time.rs example (#10152)
## Solution
n -> s
2023-10-17 04:51:07 +00:00
Mike
88599d7fa0
Use chain in breakout example (#10124)
# Objective

- We should encourage of the simpler to reason about chain.

## Solution

- Use it in the breakout example

---

## Changelog

- Switch breakout to use `chain` instead of `before` and `after`
2023-10-16 22:15:32 +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
Carter Anderson
35073cf7aa
Multiple Asset Sources (#9885)
This adds support for **Multiple Asset Sources**. You can now register a
named `AssetSource`, which you can load assets from like you normally
would:

```rust
let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl");
```

Notice that `AssetPath` now supports `some_source://` syntax. This can
now be accessed through the `asset_path.source()` accessor.

Asset source names _are not required_. If one is not specified, the
default asset source will be used:

```rust
let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl");
```

The behavior of the default asset source has not changed. Ex: the
`assets` folder is still the default.

As referenced in #9714

## Why?

**Multiple Asset Sources** enables a number of often-asked-for
scenarios:

* **Loading some assets from other locations on disk**: you could create
a `config` asset source that reads from the OS-default config folder
(not implemented in this PR)
* **Loading some assets from a remote server**: you could register a new
`remote` asset source that reads some assets from a remote http server
(not implemented in this PR)
* **Improved "Binary Embedded" Assets**: we can use this system for
"embedded-in-binary assets", which allows us to replace the old
`load_internal_asset!` approach, which couldn't support asset
processing, didn't support hot-reloading _well_, and didn't make
embedded assets accessible to the `AssetServer` (implemented in this pr)

## Adding New Asset Sources

An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`,
and `AssetWatcher` entries. You can configure new asset sources like
this:

```rust
app.register_asset_source(
    "other",
    AssetSource::build()
        .with_reader(|| Box::new(FileAssetReader::new("other")))
    )
)
```

Note that `AssetSource` construction _must_ be repeatable, which is why
a closure is accepted.
`AssetSourceBuilder` supports `with_reader`, `with_writer`,
`with_watcher`, `with_processed_reader`, `with_processed_writer`, and
`with_processed_watcher`.

Note that the "asset source" system replaces the old "asset providers"
system.

## Processing Multiple Sources

The `AssetProcessor` now supports multiple asset sources! Processed
assets can refer to assets in other sources and everything "just works".
Each `AssetSource` defines an unprocessed and processed `AssetReader` /
`AssetWriter`.

Currently this is all or nothing for a given `AssetSource`. A given
source is either processed or it is not. Later we might want to add
support for "lazy asset processing", where an `AssetSource` (such as a
remote server) can be configured to only process assets that are
directly referenced by local assets (in order to save local disk space
and avoid doing extra work).

## A new `AssetSource`: `embedded`

One of the big features motivating **Multiple Asset Sources** was
improving our "embedded-in-binary" asset loading. To prove out the
**Multiple Asset Sources** implementation, I chose to build a new
`embedded` `AssetSource`, which replaces the old `load_interal_asset!`
system.

The old `load_internal_asset!` approach had a number of issues:

* The `AssetServer` was not aware of (or capable of loading) internal
assets.
* Because internal assets weren't visible to the `AssetServer`, they
could not be processed (or used by assets that are processed). This
would prevent things "preprocessing shaders that depend on built in Bevy
shaders", which is something we desperately need to start doing.
* Each "internal asset" needed a UUID to be defined in-code to reference
it. This was very manual and toilsome.

The new `embedded` `AssetSource` enables the following pattern:

```rust
// Called in `crates/bevy_pbr/src/render/mesh.rs`
embedded_asset!(app, "mesh.wgsl");

// later in the app
let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl");
```

Notice that this always treats the crate name as the "root path", and it
trims out the `src` path for brevity. This is generally predictable, but
if you need to debug you can use the new `embedded_path!` macro to get a
`PathBuf` that matches the one used by `embedded_asset`.

You can also reference embedded assets in arbitrary assets, such as WGSL
shaders:

```rust
#import "embedded://bevy_pbr/render/mesh.wgsl"
```

This also makes `embedded` assets go through the "normal" asset
lifecycle. They are only loaded when they are actually used!

We are also discussing implicitly converting asset paths to/from shader
modules, so in the future (not in this PR) you might be able to load it
like this:

```rust
#import bevy_pbr::render::mesh::Vertex
```

Compare that to the old system!

```rust
pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450);

load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);

// The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer.
```

## Hot Reloading `embedded`

You can enable `embedded` hot reloading by enabling the
`embedded_watcher` cargo feature:

```
cargo run --features=embedded_watcher
```

## Improved Hot Reloading Workflow

First: the `filesystem_watcher` cargo feature has been renamed to
`file_watcher` for brevity (and to match the `FileAssetReader` naming
convention).

More importantly, hot asset reloading is no longer configured in-code by
default. If you enable any asset watcher feature (such as `file_watcher`
or `rust_source_watcher`), asset watching will be automatically enabled.

This removes the need to _also_ enable hot reloading in your app code.
That means you can replace this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
```

with this:

```rust
app.add_plugins(DefaultPlugins)
```

If you want to hot reload assets in your app during development, just
run your app like this:

```
cargo run --features=file_watcher
```

This means you can use the same code for development and deployment! To
deploy an app, just don't include the watcher feature

```
cargo build --release
```

My intent is to move to this approach for pretty much all dev workflows.
In a future PR I would like to replace `AssetMode::ProcessedDev` with a
`runtime-processor` cargo feature. We could then group all common "dev"
cargo features under a single `dev` feature:

```sh
# this would enable file_watcher, embedded_watcher, runtime-processor, and more
cargo run --features=dev
```

## AssetMode

`AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and
`AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field
on `AssetPlugin`.

```rust
// before 
app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ })

// after 
app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() })
```

This aligns `AssetPlugin` with our other struct-like plugins. The old
"source" and "destination" `AssetProvider` fields in the enum variants
have been replaced by the "asset source" system. You no longer need to
configure the AssetPlugin to "point" to custom asset providers.

## AssetServerMode

To improve the implementation of **Multiple Asset Sources**,
`AssetServer` was made aware of whether or not it is using "processed"
or "unprocessed" assets. You can check that like this:

```rust
if asset_server.mode() == AssetServerMode::Processed {
    /* do something */
}
```

Note that this refactor should also prepare the way for building "one to
many processed output files", as it makes the server aware of whether it
is loading from processed or unprocessed sources. Meaning we can store
and read processed and unprocessed assets differently!

## AssetPath can now refer to folders

The "file only" restriction has been removed from `AssetPath`. The
`AssetServer::load_folder` API now accepts an `AssetPath` instead of a
`Path`, meaning you can load folders from other asset sources!

## Improved AssetPath Parsing

AssetPath parsing was reworked to support sources, improve error
messages, and to enable parsing with a single pass over the string.
`AssetPath::new` was replaced by `AssetPath::parse` and
`AssetPath::try_parse`.

## AssetWatcher broken out from AssetReader

`AssetReader` is no longer responsible for constructing `AssetWatcher`.
This has been moved to `AssetSourceBuilder`.


## Duplicate Event Debouncing

Asset V2 already debounced duplicate filesystem events, but this was
_input_ events. Multiple input event types can produce the same _output_
`AssetSourceEvent`. Now that we have `embedded_watcher`, which does
expensive file io on events, it made sense to debounce output events
too, so I added that! This will also benefit the AssetProcessor by
preventing integrity checks for duplicate events (and helps keep the
noise down in trace logs).

## Next Steps

* **Port Built-in Shaders**: Currently the primary (and essentially
only) user of `load_interal_asset` in Bevy's source code is "built-in
shaders". I chose not to do that in this PR for a few reasons:
1. We need to add the ability to pass shader defs in to shaders via meta
files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def
values in that are defined in code.
2. We need to revisit the current shader module naming system. I think
we _probably_ want to imply modules from source structure (at least by
default). Ideally in a way that can losslessly convert asset paths
to/from shader modules (to enable the asset system to resolve modules
using the asset server).
  3. I want to keep this change set minimal / get this merged first.
* **Deprecate `load_internal_asset`**: we can't do that until we do (1)
and (2)
* **Relative Asset Paths**: This PR significantly increases the need for
relative asset paths (which was already pretty high). Currently when
loading dependencies, it is assumed to be an absolute path, which means
if in an `AssetLoader` you call `context.load("some/path/image.png")` it
will assume that is the "default" asset source, _even if the current
asset is in a different asset source_. This will cause breakage for
AssetLoaders that are not designed to add the current source to whatever
paths are being used. AssetLoaders should generally not need to be aware
of the name of their current asset source, or need to think about the
"current asset source" generally. We should build apis that support
relative asset paths and then encourage using relative paths as much as
possible (both via api design and docs). Relative paths are also
important because they will allow developers to move folders around
(even across providers) without reprocessing, provided there is no path
breakage.
2023-10-13 23:17:32 +00:00
IceSentry
068e42a01f
Configurable colors for wireframe (#5303)
# Objective

- Make the wireframe colors configurable at the global level and the
single mesh level
- Based on https://github.com/bevyengine/bevy/pull/5314

This video shows what happens when playing with various settings from
the example


https://github.com/bevyengine/bevy/assets/8348954/1ee9aee0-fab7-4da8-bc5d-8d0562bb34e6

## Solution

- Add a `color` field to the `WireframeMaterial`
- Use a `WireframeColor` component to configure the color per entity
- Add a `default_color` field to `WireframeConfig` for global wireframes
or wireframes with no specified color.

## Notes

- Most of the docs and the general idea for `WireframeColor` came from
[UberLambda](https://github.com/UberLambda) in #3677 but the code ended
up completely different so I created a separate branch. ~~I'm not sure
how to correctly credit them on this PR.~~ (I re-created the commit but
I added them as co-author in the commit message)

~~Closes https://github.com/bevyengine/bevy/pull/3677~~
~~Closes https://github.com/bevyengine/bevy/pull/5301~~

~~https://github.com/bevyengine/bevy/pull/5314 should be merged before
this PR.~~
2023-10-13 00:06:24 +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
IceSentry
e05a9f9315
use Material for wireframes (#5314)
# Objective

- Use the `Material` abstraction for the Wireframes
- Right now this doesn't have many benefits other than simplifying some
of the rendering code
- We can reuse the default vertex shader and avoid rendering
inconsistencies
- The goal is to have a material with a color on each mesh so this
approach will make it easier to implement
- Originally done in https://github.com/bevyengine/bevy/pull/5303 but I
decided to split the Material part to it's own PR and then adding
per-entity colors and globally configurable colors will be a much
simpler diff.

## Solution

- Use the new `Material` abstraction for the Wireframes

## Notes

It's possible this isn't ideal since this adds a
`Handle<WireframeMaterial>` to all the meshes compared to the original
approach that didn't need anything. I didn't notice any performance
impact on my machine.

This might be a surprising usage of `Material` at first, because
intuitively you only have one material per mesh, but the way it's
implemented you can have as many different types of materials as you
want on a mesh.

## Migration Guide
`WireframePipeline` was removed. If you were using it directly, please
create an issue explaining your use case.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-10 18:53:22 +00:00
François
a52ca170ac
foxes shouldn't march in sync (#10070)
# Objective

- All foxes in `many_foxes` are running in sync
- It's scary
- It can also be a source of optimisation that won't be useful in a
general case

## Solution

- Advance the animation of each fox so that they are not synced anymore
by default
- Add a cli arg to enable them running in sync
2023-10-09 22:45:02 +00:00
Marco Buono
12a2f83edd
Add consuming builder methods for more ergonomic Mesh creation (#10056)
# Objective

- This PR aims to make creating meshes a little bit more ergonomic,
specifically by removing the need for intermediate mutable variables.

## Solution

- We add methods that consume the `Mesh` and return a mesh with the
specified changes, so that meshes can be entirely constructed via
builder-style calls, without intermediate variables;
- Methods are flagged with `#[must_use]` to ensure proper use;
- Examples are updated to use the new methods where applicable. Some
examples are kept with the mutating methods so that users can still
easily discover them, and also where the new methods wouldn't really be
an improvement.

## Examples

Before:

```rust
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts);
mesh.set_indices(Some(Indices::U32(tris)));
mesh
```

After:

```rust
Mesh::new(PrimitiveTopology::TriangleList)
    .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs)
    .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns)
    .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts)
    .with_indices(Some(Indices::U32(tris)))
```

Before:

```rust
let mut cube = Mesh::from(shape::Cube { size: 1.0 });

cube.generate_tangents().unwrap();

PbrBundle {
    mesh: meshes.add(cube),
    ..default()
}
```

After:

```rust
PbrBundle {
    mesh: meshes.add(
        Mesh::from(shape::Cube { size: 1.0 })
            .with_generated_tangents()
            .unwrap(),
    ),
    ..default()
}
```

---

## Changelog

- Added consuming builder methods for more ergonomic `Mesh` creation:
`with_inserted_attribute()`, `with_removed_attribute()`,
`with_indices()`, `with_duplicated_vertices()`,
`with_computed_flat_normals()`, `with_generated_tangents()`,
`with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
Rob Parrett
39c68e3f92
More ergonomic spatial audio (#9800)
# Objective

Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.

Hopefully the migration guide entry speaks for itself.

## Solution

Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.

## Changelog

`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.

## Migration Guide

Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.

If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.

```rust

// Old

commands.spawn(
    SpatialAudioBundle {
        source: asset_server.load("sounds/Windless Slopes.ogg"),
        settings: PlaybackSettings::LOOP,
        spatial: SpatialSettings::new(listener_position, gap, emitter_position),
    },
);

fn update(
    emitter_query: Query<(&Transform, &SpatialAudioSink)>,
    listener_query: Query<&Transform, With<Listener>>,
) {
    let listener = listener_query.single();

    for (transform, sink) in &emitter_query {
        sink.set_emitter_position(transform.translation);
        sink.set_listener_position(*listener, gap);
    }
}

// New

commands.spawn((
    SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
    AudioBundle {
        source: asset_server.load("sounds/Windless Slopes.ogg"),
        settings: PlaybackSettings::LOOP.with_spatial(true),
    },
));

commands.spawn((
    SpatialBundle::from_transform(Transform::from_translation(listener_position)),
    SpatialListener::new(gap),
));
```

## Discussion

I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.

`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.

Let me know what you think about these things / everything else.

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
radiish
262846e702
reflect: TypePath part 2 (#8768)
# Objective

- Followup to #7184.
- ~Deprecate `TypeUuid` and remove its internal references.~ No longer
part of this PR.
- Use `TypePath` for the type registry, and (de)serialisation instead of
`std::any::type_name`.
- Allow accessing type path information behind proxies.

## Solution
- Introduce methods on `TypeInfo` and friends for dynamically querying
type path. These methods supersede the old `type_name` methods.
- Remove `Reflect::type_name` in favor of `DynamicTypePath::type_path`
and `TypeInfo::type_path_table`.
- Switch all uses of `std::any::type_name` in reflection, non-debugging
contexts to use `TypePath`.

---

## Changelog

- Added `TypePathTable` for dynamically accessing methods on `TypePath`
through `TypeInfo` and the type registry.
- Removed `type_name` from all `TypeInfo`-like structs.
- Added `type_path` and `type_path_table` methods to all `TypeInfo`-like
structs.
- Removed `Reflect::type_name` in favor of
`DynamicTypePath::reflect_type_path` and `TypeInfo::type_path`.
- Changed the signature of all `DynamicTypePath` methods to return
strings with a static lifetime.

## Migration Guide

- Rely on `TypePath` instead of `std::any::type_name` for all stability
guarantees and for use in all reflection contexts, this is used through
with one of the following APIs:
  - `TypePath::type_path` if you have a concrete type and not a value.
- `DynamicTypePath::reflect_type_path` if you have an `dyn Reflect`
value without a concrete type.
- `TypeInfo::type_path` for use through the registry or if you want to
work with the represented type of a `DynamicFoo`.
  
- Remove `type_name` from manual `Reflect` implementations.
- Use `type_path` and `type_path_table` in place of `type_name` on
`TypeInfo`-like structs.
- Use `get_with_type_path(_mut)` over `get_with_type_name(_mut)`.

## Note to reviewers

I think if anything we were a little overzealous in merging #7184 and we
should take that extra care here.

In my mind, this is the "point of no return" for `TypePath` and while I
think we all agree on the design, we should carefully consider if the
finer details and current implementations are actually how we want them
moving forward.

For example [this incorrect `TypePath` implementation for
`String`](3fea3c6c0b/crates/bevy_reflect/src/impls/std.rs (L90))
(note that `String` is in the default Rust prelude) snuck in completely
under the radar.
2023-10-09 19:33:03 +00:00
Niklas Eicker
46f3b26724
Improve selection of iOS device in mobile example (#9282)
# Objective

- Make sure that users can "just run" the mobile example
- Device descriptions like `iPhone SE (3rd generation)
(F647334F-D7C1-4BD6-9B5F-0E3D9713C02B) (Shutdown)` currently fail
([issue
found](https://github.com/NiklasEi/bevy_game_template/pull/61#discussion_r1269747507)
by @CleanCut)

## Solution

- Improve the script that grabs the device UUID from the device list
2023-10-08 20:57:41 +00:00
François
154a490445
fix example mesh2d_manual (#9941)
# Objective

- After https://github.com/bevyengine/bevy/pull/9903, example
`mesh2d_manual` doesn't render anything

## Solution

- Fix the example using the new `RenderMesh2dInstances`
2023-10-06 20:13:09 +00:00
Zachary Harrold
dd46fd3aee
Removed anyhow (#10003)
# Objective

- Fixes #8140

## Solution

- Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which
were the last instances of `anyhow` in use across Bevy.

---

## Changelog

- Added an associated type `Error` to `AssetLoader` and `AssetSaver` for
use with the `load` and `save` methods respectively.
- Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save`
methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for
arbitrary `Error` types from the non-erased trait variants. Note the
strict requirements match the pre-existing requirements around
`anyhow::Error`.

## Migration Guide

- `anyhow` is no longer exported by `bevy_asset`; Add it to your own
project (if required).
- `AssetLoader` and `AssetSaver` have an associated type `Error`; Define
an appropriate error type (e.g., using `thiserror`), or use a pre-made
error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a
drop-in replacement.
- `AssetLoaderError` has been removed; Define a new error type, or use
an alternative (e.g., `anyhow::Error`)
- All the first-party `AssetLoader`'s and `AssetSaver`'s now return
relevant (and narrow) error types instead of a single ambiguous type;
Match over the specific error type, or encapsulate (`Box<dyn>`,
`thiserror`, `anyhow`, etc.)

## Notes

A simpler PR to resolve this issue would simply define a Bevy `Error`
type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`,
but I think this type of error handling should be discouraged when
possible. Since only 2 traits required the use of `anyhow`, it isn't a
substantive body of work to solidify these error types, and remove
`anyhow` entirely. End users are still encouraged to use `anyhow` if
that is their preferred error handling style. Arguably, adding the
`Error` associated type gives more freedom to end-users to decide
whether they want more or less explicit error handling (`anyhow` vs
`thiserror`).

As an aside, I didn't perform any testing on Android or WASM. CI passed
locally, but there may be mistakes for those platforms I missed.
2023-10-06 07:20:13 +00:00
IceSentry
a962240866
Alternate wireframe override api (#10023)
# Objective

https://github.com/bevyengine/bevy/pull/7328 introduced an API to
override the global wireframe config. I believe it is flawed for a few
reasons.

This PR uses a non-breaking API. Instead of making the `Wireframe` an
enum I introduced the `NeverRenderWireframe` component. Here's the
reason why I think this is better:
- Easier to migrate since it doesn't change the old behaviour.
Essentially nothing to migrate. Right now this PR is a breaking change
but I don't think it has to be.
- It's similar to other "per mesh" rendering features like
NotShadowCaster/NotShadowReceiver
- It doesn't force new users to also think about global vs not global if
all they want is to render a wireframe
- This would also let you filter at the query definition level instead
of filtering when running the query

## Solution

- Introduce a `NeverRenderWireframe` component that ignores the global
config

---

## Changelog

- Added a `NeverRenderWireframe` component that ignores the global
`WireframeConfig`
2023-10-05 12:12:08 +00:00
ickshonpe
2e887b856f
UI node outlines (#9931)
# Objective

Add support for drawing outlines outside the borders of UI nodes.

## Solution
Add a new `Outline` component with `width`, `offset` and `color` fields.
Added `outline_width` and `outline_offset` fields to `Node`. This is set
after layout recomputation by the `resolve_outlines_system`.

Properties of outlines:
* Unlike borders, outlines have to be the same width on each edge.
* Outlines do not occupy any space in the layout.
* The `Outline` component won't be added to any of the UI node bundles,
it needs to be inserted separately.
* Outlines are drawn outside the node's border, so they are clipped
using the clipping rect of their entity's parent UI node (if it exists).
* `Val::Percent` outline widths are resolved based on the width of the
outlined UI node.
* The offset of the `Outline` adds space between an outline and the edge
of its node.

I was leaning towards adding an `outline` field to `Style` but a
separate component seems more efficient for queries and change
detection. The `Outline` component isn't added to bundles for the same
reason.

---
## Examples

* This image is from the `borders` example from the Bevy UI examples but
modified to include outlines. The UI nodes are the dark red rectangles,
the bright red rectangles are borders and the white lines offset from
each node are the outlines. The yellow rectangles are separate nodes
contained with the dark red nodes:
 
<img width="406" alt="outlines"
src="https://github.com/bevyengine/bevy/assets/27962798/4e6f315a-019f-42a4-94ee-cca8e684d64a">

* This is from the same example but using a branch that implements
border-radius. Here the the outlines are in orange and there is no
offset applied. I broke the borders implementation somehow during the
merge, which is why some of the borders from the first screenshot are
missing 😅. The outlines work nicely though (as long as you
can forgive the lack of anti-aliasing):


![image](https://github.com/bevyengine/bevy/assets/27962798/d15560b6-6cd6-42e5-907b-56ccf2ad5e02)

---
## Notes

As I explained above, I don't think the `Outline` component should be
added to UI node bundles. We can have helper functions though, perhaps
something as simple as:

```rust
impl NodeBundle {
    pub fn with_outline(self, outline: Outline) -> (Self, Outline) {
        (self, outline)
    }
}
```

I didn't include anything like this as I wanted to keep the PR's scope
as narrow as possible. Maybe `with_outline` should be in a trait that we
implement for each UI node bundle.

---

## Changelog
Added support for outlines to Bevy UI.
* The `Outline` component adds an outline to a UI node.
* The `outline_width` field added to `Node` holds the resolved width of
the outline, which is set by the `resolve_outlines_system` after layout
recomputation.
* Outlines are drawn by the system `extract_uinode_outlines`.
2023-10-05 12:10:32 +00:00
Ame :]
7541bf862c
Fix some warnings shown in nightly (#10012)
# Objective

Fix warnings:
- #[warn(clippy::needless_pass_by_ref_mut)]
- #[warn(elided_lifetimes_in_associated_constant)]

## Solution

- Remove mut
- add &'static

## Errors

```rust
warning: this argument is a mutable reference, but not used mutably
   --> crates/bevy_hierarchy/src/child_builder.rs:672:31
    |
672 |     fn assert_children(world: &mut World, parent: Entity, children: Option<&[Entity]>) {
    |                               ^^^^^^^^^^ help: consider changing to: `&World`
    |
    = note: this is cfg-gated and may require further changes
    = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#needless_pass_by_ref_mut
    = note: `#[warn(clippy::needless_pass_by_ref_mut)]` on by default
```


```rust
warning: `&` without an explicit lifetime name cannot be used here
   --> examples/shader/post_processing.rs:120:21
    |
120 |     pub const NAME: &str = "post_process";
    |                     ^
    |
    = warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!
    = note: for more information, see issue #115010 <https://github.com/rust-lang/rust/issues/115010>
    = note: `#[warn(elided_lifetimes_in_associated_constant)]` on by default
help: use the `'static` lifetime
    |
120 |     pub const NAME: &'static str = "post_process";
    |                      +++++++


```
2023-10-05 05:41:09 +00:00
Wybe Westra
f9e50e767b
Allow overriding global wireframe setting. (#7328)
# Objective

Allow the user to choose between "Add wireframes to these specific
entities" or "Add wireframes to everything _except_ these specific
entities".
Fixes #7309

# Solution
Make the `Wireframe` component act like an override to the global
configuration.
Having `global` set to `false`, and adding a `Wireframe` with `enable:
true` acts exactly as before.
But now the opposite is also possible: Set `global` to `true` and add a
`Wireframe` with `enable: false` will draw wireframes for everything
_except_ that entity.

Updated the example to show how overriding the global config works.
2023-10-04 02:34:44 +00:00
Bruce Mitchener
9a798aa100
Allow clippy::type_complexity in more places. (#9796)
# Objective

- See fewer warnings when running `cargo clippy` locally.

## Solution

- allow `clippy::type_complexity` in more places, which also signals to
users they should do the same.
2023-10-02 21:55:16 +00:00
Jacques Schutte
857fb9c724
Remove monkey.gltf (#9974)
# Objective

- Fixes #9967

## Solution

- Remove `monkey.gltf`
- Added `torus.gltf`, which is two torus meshes joined together, to
replace `monkey.gltf` in the examples

## Examples

I made `torus.gltf` mainly so that the multiple_windows example clearly
shows the different camera angles

### asset_loading

![image](https://github.com/bevyengine/bevy/assets/425184/0ee51013-973d-4b23-9aa6-d254fecde7f1)

### hot_asset_reloading

![image](https://github.com/bevyengine/bevy/assets/425184/b2a2b1d8-167e-478b-b954-756ca0bbe469)

### multiple_windows:

![image](https://github.com/bevyengine/bevy/assets/425184/cb23de2c-9ff8-4843-a5c0-981e4d29ae49)

![image](https://github.com/bevyengine/bevy/assets/425184/b00bc2c7-66e8-4881-8fab-08269e223961)
2023-09-30 02:50:31 +00:00
SADIK KUZU
483f2464a8
Fix typos (#9965)
# Objective

- There were a few typos in the project.
- This PR fixes these typos.

## Solution

- Fixing the typos.

Signed-off-by: SADIK KUZU <sadikkuzu@hotmail.com>
2023-09-29 12:26:41 +00:00
ickshonpe
418405046a
text_wrap_debug scale factor commandline args (#9951)
# Objective

Add commandline arguments to `text_wrap_debug` to set the window and UI
scale factors.
2023-09-28 21:15:55 +00:00
Robert Swain
b6ead2be95
Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903)
# Objective

- Improve rendering performance, particularly by avoiding the large
system commands costs of using the ECS in the way that the render world
does.

## Solution

- Define `EntityHasher` that calculates a hash from the
`Entity.to_bits()` by `i | (i.wrapping_mul(0x517cc1b727220a95) << 32)`.
`0x517cc1b727220a95` is something like `u64::MAX / N` for N that gives a
value close to π and that works well for hashing. Thanks for @SkiFire13
for the suggestion and to @nicopap for alternative suggestions and
discussion. This approach comes from `rustc-hash` (a.k.a. `FxHasher`)
with some tweaks for the case of hashing an `Entity`. `FxHasher` and
`SeaHasher` were also tested but were significantly slower.
- Define `EntityHashMap` type that uses the `EntityHashser`
- Use `EntityHashMap<Entity, T>` for render world entity storage,
including:
- `RenderMaterialInstances` - contains the `AssetId<M>` of the material
associated with the entity. Also for 2D.
- `RenderMeshInstances` - contains mesh transforms, flags and properties
about mesh entities. Also for 2D.
- `SkinIndices` and `MorphIndices` - contains the skin and morph index
for an entity, respectively
  - `ExtractedSprites`
  - `ExtractedUiNodes`

## Benchmarks

All benchmarks have been conducted on an M1 Max connected to AC power.
The tests are run for 1500 frames. The 1000th frame is captured for
comparison to check for visual regressions. There were none.

### 2D Meshes

`bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d`

#### `--ordered-z`

This test spawns the 2D meshes with z incrementing back to front, which
is the ideal arrangement allocation order as it matches the sorted
render order which means lookups have a high cache hit rate.

<img width="1112" alt="Screenshot 2023-09-27 at 07 50 45"
src="https://github.com/bevyengine/bevy/assets/302146/e140bc98-7091-4a3b-8ae1-ab75d16d2ccb">

-39.1% median frame time.

#### Random

This test spawns the 2D meshes with random z. This not only makes the
batching and transparent 2D pass lookups get a lot of cache misses, it
also currently means that the meshes are almost certain to not be
batchable.

<img width="1108" alt="Screenshot 2023-09-27 at 07 51 28"
src="https://github.com/bevyengine/bevy/assets/302146/29c2e813-645a-43ce-982a-55df4bf7d8c4">

-7.2% median frame time.

### 3D Meshes

`many_cubes --benchmark`

<img width="1112" alt="Screenshot 2023-09-27 at 07 51 57"
src="https://github.com/bevyengine/bevy/assets/302146/1a729673-3254-4e2a-9072-55e27c69f0fc">

-7.7% median frame time.

### Sprites

**NOTE: On `main` sprites are using `SparseSet<Entity, T>`!**

`bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite`

#### `--ordered-z`

This test spawns the sprites with z incrementing back to front, which is
the ideal arrangement allocation order as it matches the sorted render
order which means lookups have a high cache hit rate.

<img width="1116" alt="Screenshot 2023-09-27 at 07 52 31"
src="https://github.com/bevyengine/bevy/assets/302146/bc8eab90-e375-4d31-b5cd-f55f6f59ab67">

+13.0% median frame time.

#### Random

This test spawns the sprites with random z. This makes the batching and
transparent 2D pass lookups get a lot of cache misses.

<img width="1109" alt="Screenshot 2023-09-27 at 07 53 01"
src="https://github.com/bevyengine/bevy/assets/302146/22073f5d-99a7-49b0-9584-d3ac3eac3033">

+0.6% median frame time.

### UI

**NOTE: On `main` UI is using `SparseSet<Entity, T>`!**

`many_buttons`

<img width="1111" alt="Screenshot 2023-09-27 at 07 53 26"
src="https://github.com/bevyengine/bevy/assets/302146/66afd56d-cbe4-49e7-8b64-2f28f6043d85">

+15.1% median frame time.

## Alternatives

- Cart originally suggested trying out `SparseSet<Entity, T>` and indeed
that is slightly faster under ideal conditions. However,
`PassHashMap<Entity, T>` has better worst case performance when data is
randomly distributed, rather than in sorted render order, and does not
have the worst case memory usage that `SparseSet`'s dense `Vec<usize>`
that maps from the `Entity` index to sparse index into `Vec<T>`. This
dense `Vec` has to be as large as the largest Entity index used with the
`SparseSet`.
- I also tested `PassHashMap<u32, T>`, intending to use `Entity.index()`
as the key, but this proved to sometimes be slower and mostly no
different.
- The only outstanding approach that has not been implemented and tested
is to _not_ clear the render world of its entities each frame. That has
its own problems, though they could perhaps be solved.
- Performance-wise, if the entities and their component data were not
cleared, then they would incur table moves on spawn, and should not
thereafter, rather just their component data would be overwritten.
Ideally we would have a neat way of either updating data in-place via
`&mut T` queries, or inserting components if not present. This would
likely be quite cumbersome to have to remember to do everywhere, but
perhaps it only needs to be done in the more performance-sensitive
systems.
- The main problem to solve however is that we want to both maintain a
mapping between main world entities and render world entities, be able
to run the render app and world in parallel with the main app and world
for pipelined rendering, and at the same time be able to spawn entities
in the render world in such a way that those Entity ids do not collide
with those spawned in the main world. This is potentially quite
solvable, but could well be a lot of ECS work to do it in a way that
makes sense.

---

## Changelog

- Changed: Component data for entities to be drawn are no longer stored
on entities in the render world. Instead, data is stored in a
`EntityHashMap<Entity, T>` in various resources. This brings significant
performance benefits due to the way the render app clears entities every
frame. Resources of most interest are `RenderMeshInstances` and
`RenderMaterialInstances`, and their 2D counterparts.

## Migration Guide

Previously the render app extracted mesh entities and their component
data from the main world and stored them as entities and components in
the render world. Now they are extracted into essentially
`EntityHashMap<Entity, T>` where `T` are structs containing an
appropriate group of data. This means that while extract set systems
will continue to run extract queries against the main world they will
store their data in hash maps. Also, systems in later sets will either
need to look up entities in the available resources such as
`RenderMeshInstances`, or maintain their own `EntityHashMap<Entity, T>`
for their own data.

Before:
```rust
fn queue_custom(
    material_meshes: Query<(Entity, &MeshTransforms, &Handle<Mesh>), With<InstanceMaterialData>>,
) {
    ...
    for (entity, mesh_transforms, mesh_handle) in &material_meshes {
        ...
    }
}
```

After:
```rust
fn queue_custom(
    render_mesh_instances: Res<RenderMeshInstances>,
    instance_entities: Query<Entity, With<InstanceMaterialData>>,
) {
    ...
    for entity in &instance_entities {
        let Some(mesh_instance) = render_mesh_instances.get(&entity) else { continue; };
        // The mesh handle in `AssetId<Mesh>` form, and the `MeshTransforms` can now
        // be found in `mesh_instance` which is a `RenderMeshInstance`
        ...
    }
}
```

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-09-27 08:28:28 +00:00
Rob Parrett
7063c86ed4
Fix some typos (#9934)
# Objective

To celebrate the turning of the seasons, I took a small walk through the
codebase guided by the "[code spell
checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)"
VS Code extension and fixed a few typos.
2023-09-26 19:46:24 +00:00
piper
bc88f33e48
Allow other plugins to create renderer resources (#9925)
This is a duplicate of #9632, it was created since I forgot to make a
new branch when I first made this PR, so I was having trouble resolving
merge conflicts, meaning I had to rebuild my PR.

# Objective

- Allow other plugins to create the renderer resources. An example of
where this would be required is my [OpenXR
plugin](https://github.com/awtterpip/bevy_openxr)

## Solution

- Changed the bevy RenderPlugin to optionally take precreated render
resources instead of a configuration.

## Migration Guide

The `RenderPlugin` now takes a `RenderCreation` enum instead of
`WgpuSettings`. `RenderSettings::default()` returns
`RenderSettings::Automatic(WgpuSettings::default())`. `RenderSettings`
also implements `From<WgpuSettings>`.

```rust
// before
RenderPlugin {
    wgpu_settings: WgpuSettings {
    ...
    },
}

// now
RenderPlugin {
    render_creation: RenderCreation::Automatic(WgpuSettings {
    ...
    }),
}
// or
RenderPlugin {
    render_creation: WgpuSettings {
    ...
    }.into(),
}
```

---------

Co-authored-by: Malek <pocmalek@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-26 19:35:08 +00:00
Pixelstorm
503b861e3a
Allow using async_io::block_on in bevy_tasks (#9626)
# Objective

Fixes #9625

## Solution

Adds `async-io` as an optional dependency of `bevy_tasks`. When enabled,
this causes calls to `futures_lite::future::block_on` to be replaced
with calls to `async_io::block_on`.

---

## Changelog

- Added a new `async-io` feature to `bevy_tasks`. When enabled, this
causes `bevy_tasks` to use `async-io`'s implemention of `block_on`
instead of `futures-lite`'s implementation. You should enable this if
you use `async-io` in your application.
2023-09-25 19:59:50 +00:00
Robert Swain
5c884c5a15
Automatic batching/instancing of draw commands (#9685)
# Objective

- Implement the foundations of automatic batching/instancing of draw
commands as the next step from #89
- NOTE: More performance improvements will come when more data is
managed and bound in ways that do not require rebinding such as mesh,
material, and texture data.

## Solution

- The core idea for batching of draw commands is to check whether any of
the information that has to be passed when encoding a draw command
changes between two things that are being drawn according to the sorted
render phase order. These should be things like the pipeline, bind
groups and their dynamic offsets, index/vertex buffers, and so on.
  - The following assumptions have been made:
- Only entities with prepared assets (pipelines, materials, meshes) are
queued to phases
- View bindings are constant across a phase for a given draw function as
phases are per-view
- `batch_and_prepare_render_phase` is the only system that performs this
batching and has sole responsibility for preparing the per-object data.
As such the mesh binding and dynamic offsets are assumed to only vary as
a result of the `batch_and_prepare_render_phase` system, e.g. due to
having to split data across separate uniform bindings within the same
buffer due to the maximum uniform buffer binding size.
- Implement `GpuArrayBuffer` for `Mesh2dUniform` to store Mesh2dUniform
in arrays in GPU buffers rather than each one being at a dynamic offset
in a uniform buffer. This is the same optimisation that was made for 3D
not long ago.
- Change batch size for a range in `PhaseItem`, adding API for getting
or mutating the range. This is more flexible than a size as the length
of the range can be used in place of the size, but the start and end can
be otherwise whatever is needed.
- Add an optional mesh bind group dynamic offset to `PhaseItem`. This
avoids having to do a massive table move just to insert
`GpuArrayBufferIndex` components.

## Benchmarks

All tests have been run on an M1 Max on AC power. `bevymark` and
`many_cubes` were modified to use 1920x1080 with a scale factor of 1. I
run a script that runs a separate Tracy capture process, and then runs
the bevy example with `--features bevy_ci_testing,trace_tracy` and
`CI_TESTING_CONFIG=../benchmark.ron` with the contents of
`../benchmark.ron`:
```rust
(
    exit_after: Some(1500)
)
```
...in order to run each test for 1500 frames.

The recent changes to `many_cubes` and `bevymark` added reproducible
random number generation so that with the same settings, the same rng
will occur. They also added benchmark modes that use a fixed delta time
for animations. Combined this means that the same frames should be
rendered both on main and on the branch.

The graphs compare main (yellow) to this PR (red).

### 3D Mesh `many_cubes --benchmark`

<img width="1411" alt="Screenshot 2023-09-03 at 23 42 10"
src="https://github.com/bevyengine/bevy/assets/302146/2088716a-c918-486c-8129-090b26fd2bc4">
The mesh and material are the same for all instances. This is basically
the best case for the initial batching implementation as it results in 1
draw for the ~11.7k visible meshes. It gives a ~30% reduction in median
frame time.

The 1000th frame is identical using the flip tool:

![flip many_cubes-main-mesh3d many_cubes-batching-mesh3d 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/2511f37a-6df8-481a-932f-706ca4de7643)

```
     Mean: 0.000000
     Weighted median: 0.000000
     1st weighted quartile: 0.000000
     3rd weighted quartile: 0.000000
     Min: 0.000000
     Max: 0.000000
     Evaluation time: 0.4615 seconds
```

### 3D Mesh `many_cubes --benchmark --material-texture-count 10`

<img width="1404" alt="Screenshot 2023-09-03 at 23 45 18"
src="https://github.com/bevyengine/bevy/assets/302146/5ee9c447-5bd2-45c6-9706-ac5ff8916daf">
This run uses 10 different materials by varying their textures. The
materials are randomly selected, and there is no sorting by material
bind group for opaque 3D so any batching is 'random'. The PR produces a
~5% reduction in median frame time. If we were to sort the opaque phase
by the material bind group, then this should be a lot faster. This
produces about 10.5k draws for the 11.7k visible entities. This makes
sense as randomly selecting from 10 materials gives a chance that two
adjacent entities randomly select the same material and can be batched.

The 1000th frame is identical in flip:

![flip many_cubes-main-mesh3d-mtc10 many_cubes-batching-mesh3d-mtc10
67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/2b3a8614-9466-4ed8-b50c-d4aa71615dbb)

```
     Mean: 0.000000
     Weighted median: 0.000000
     1st weighted quartile: 0.000000
     3rd weighted quartile: 0.000000
     Min: 0.000000
     Max: 0.000000
     Evaluation time: 0.4537 seconds
```

### 3D Mesh `many_cubes --benchmark --vary-per-instance`

<img width="1394" alt="Screenshot 2023-09-03 at 23 48 44"
src="https://github.com/bevyengine/bevy/assets/302146/f02a816b-a444-4c18-a96a-63b5436f3b7f">
This run varies the material data per instance by randomly-generating
its colour. This is the worst case for batching and that it performs
about the same as `main` is a good thing as it demonstrates that the
batching has minimal overhead when dealing with ~11k visible mesh
entities.

The 1000th frame is identical according to flip:

![flip many_cubes-main-mesh3d-vpi many_cubes-batching-mesh3d-vpi 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/ac5f5c14-9bda-4d1a-8219-7577d4aac68c)

```
     Mean: 0.000000
     Weighted median: 0.000000
     1st weighted quartile: 0.000000
     3rd weighted quartile: 0.000000
     Min: 0.000000
     Max: 0.000000
     Evaluation time: 0.4568 seconds
```

### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d`

<img width="1412" alt="Screenshot 2023-09-03 at 23 59 56"
src="https://github.com/bevyengine/bevy/assets/302146/cb02ae07-237b-4646-ae9f-fda4dafcbad4">
This spawns 160 waves of 1000 quad meshes that are shaded with
ColorMaterial. Each wave has a different material so 160 waves currently
should result in 160 batches. This results in a 50% reduction in median
frame time.

Capturing a screenshot of the 1000th frame main vs PR gives:

![flip bevymark-main-mesh2d bevymark-batching-mesh2d 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/80102728-1217-4059-87af-14d05044df40)

```
     Mean: 0.001222
     Weighted median: 0.750432
     1st weighted quartile: 0.453494
     3rd weighted quartile: 0.969758
     Min: 0.000000
     Max: 0.990296
     Evaluation time: 0.4255 seconds
```

So they seem to produce the same results. I also double-checked the
number of draws. `main` does 160000 draws, and the PR does 160, as
expected.

### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d --material-texture-count 10`

<img width="1392" alt="Screenshot 2023-09-04 at 00 09 22"
src="https://github.com/bevyengine/bevy/assets/302146/4358da2e-ce32-4134-82df-3ab74c40849c">
This generates 10 textures and generates materials for each of those and
then selects one material per wave. The median frame time is reduced by
50%. Similar to the plain run above, this produces 160 draws on the PR
and 160000 on `main` and the 1000th frame is identical (ignoring the fps
counter text overlay).

![flip bevymark-main-mesh2d-mtc10 bevymark-batching-mesh2d-mtc10 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/ebed2822-dce7-426a-858b-b77dc45b986f)

```
     Mean: 0.002877
     Weighted median: 0.964980
     1st weighted quartile: 0.668871
     3rd weighted quartile: 0.982749
     Min: 0.000000
     Max: 0.992377
     Evaluation time: 0.4301 seconds
```

### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d --vary-per-instance`

<img width="1396" alt="Screenshot 2023-09-04 at 00 13 53"
src="https://github.com/bevyengine/bevy/assets/302146/b2198b18-3439-47ad-919a-cdabe190facb">
This creates unique materials per instance by randomly-generating the
material's colour. This is the worst case for 2D batching. Somehow, this
PR manages a 7% reduction in median frame time. Both main and this PR
issue 160000 draws.

The 1000th frame is the same:

![flip bevymark-main-mesh2d-vpi bevymark-batching-mesh2d-vpi 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/a2ec471c-f576-4a36-a23b-b24b22578b97)

```
     Mean: 0.001214
     Weighted median: 0.937499
     1st weighted quartile: 0.635467
     3rd weighted quartile: 0.979085
     Min: 0.000000
     Max: 0.988971
     Evaluation time: 0.4462 seconds
```

### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite`

<img width="1396" alt="Screenshot 2023-09-04 at 12 21 12"
src="https://github.com/bevyengine/bevy/assets/302146/8b31e915-d6be-4cac-abf5-c6a4da9c3d43">
This just spawns 160 waves of 1000 sprites. There should be and is no
notable difference between main and the PR.

### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite --material-texture-count 10`

<img width="1389" alt="Screenshot 2023-09-04 at 12 36 08"
src="https://github.com/bevyengine/bevy/assets/302146/45fe8d6d-c901-4062-a349-3693dd044413">
This spawns the sprites selecting a texture at random per instance from
the 10 generated textures. This has no significant change vs main and
shouldn't.

### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite --vary-per-instance`

<img width="1401" alt="Screenshot 2023-09-04 at 12 29 52"
src="https://github.com/bevyengine/bevy/assets/302146/762c5c60-352e-471f-8dbe-bbf10e24ebd6">
This sets the sprite colour as being unique per instance. This can still
all be drawn using one batch. There should be no difference but the PR
produces median frame times that are 4% higher. Investigation showed no
clear sources of cost, rather a mix of give and take that should not
happen. It seems like noise in the results.

### Summary

| Benchmark  | % change in median frame time |
| ------------- | ------------- |
| many_cubes  | 🟩 -30%  |
| many_cubes 10 materials  | 🟩 -5%  |
| many_cubes unique materials  | 🟩 ~0%  |
| bevymark mesh2d  | 🟩 -50%  |
| bevymark mesh2d 10 materials  | 🟩 -50%  |
| bevymark mesh2d unique materials  | 🟩 -7%  |
| bevymark sprite  | 🟥 2%  |
| bevymark sprite 10 materials  | 🟥 0.6%  |
| bevymark sprite unique materials  | 🟥 4.1%  |

---

## Changelog

- Added: 2D and 3D mesh entities that share the same mesh and material
(same textures, same data) are now batched into the same draw command
for better performance.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Nicola Papale <nico@nicopap.ch>
2023-09-21 22:12:34 +00:00
Rob Parrett
bdb063497d
Use radsort for Transparent2d PhaseItem sorting (#9882)
# Objective

Fix a performance regression in the "[bevy vs
pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark.

This benchmark seems to have a slightly pathological distribution of `z`
values -- Sprites are spawned with a random `z` value with a child
sprite at `f32::EPSILON` relative to the parent.

See discussion here:
https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633

## Solution

Use `radsort` for sorting `Transparent2d` `PhaseItem`s.

Use random `z` values in bevymark to stress the phase sort. Add an
`--ordered-z` option to `bevymark` that uses the old behavior.

## Benchmarks

mac m1 max

| benchmark | fps before | fps after | diff |
| - | - | - | - |
| bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩
+11.6% |
| bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% |
| bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 |
10.24 | 🟩 +6.2% |
| bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥
-1.5% |
| bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% |

## Discussion

It's possible that `TransparentUi` should also change. We could probably
use `slice::sort_unstable_by_key` with the current sort key though, as
its items are always sorted and unique. I'd prefer to follow up later to
look into that.

Here's a survey of sorts used by other `PhaseItem`s

#### slice::sort_by_key
`Transparent2d`, `TransparentUi`

#### radsort
`Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`,
`AlphaMask3dPrepass`, `Shadow`

I also tried `slice::sort_unstable_by_key` with a compound sort key
including `Entity`, but it didn't seem as promising and I didn't test it
as thoroughly.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-21 17:53:20 +00:00
Nicola Papale
7163aabf29
Use a single line for of large binding lists (#9849)
# Objective

- When adding/removing bindings in large binding lists, git would
generate very difficult-to-read diffs

## Solution

- Move the `@group(X) @binding(Y)` into the same line as the binding
type declaration
2023-09-19 22:17:44 +00:00
Trashtalk217
e4b368721d
One Shot Systems (#8963)
I'm adopting this ~~child~~ PR.

# Objective

- Working with exclusive world access is not always easy: in many cases,
a standard system or three is more ergonomic to write, and more
modularly maintainable.
- For small, one-off tasks (commonly handled with scripting), running an
event-reader system incurs a small but flat overhead cost and muddies
the schedule.
- Certain forms of logic (e.g. turn-based games) want very fine-grained
linear and/or branching control over logic.
- SystemState is not automatically cached, and so performance can suffer
and change detection breaks.
- Fixes https://github.com/bevyengine/bevy/issues/2192.
- Partial workaround for https://github.com/bevyengine/bevy/issues/279.

## Solution

- Adds a SystemRegistry resource to the World, which stores initialized
systems keyed by their SystemSet.
- Allows users to call world.run_system(my_system) and
commands.run_system(my_system), without re-initializing or losing state
(essential for change detection).
- Add a Callback type to enable convenient use of dynamic one shot
systems and reduce the mental overhead of working with Box<dyn
SystemSet>.
- Allow users to run systems based on their SystemSet, enabling more
complex user-made abstractions.

## Future work

- Parameterized one-shot systems would improve reusability and bring
them closer to events and commands. The API could be something like
run_system_with_input(my_system, my_input) and use the In SystemParam.
- We should evaluate the unification of commands and one-shot systems
since they are two different ways to run logic on demand over a World.

### Prior attempts

- https://github.com/bevyengine/bevy/pull/2234
- https://github.com/bevyengine/bevy/pull/2417
- https://github.com/bevyengine/bevy/pull/4090
- https://github.com/bevyengine/bevy/pull/7999

This PR continues the work done in
https://github.com/bevyengine/bevy/pull/7999.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alejandro Pascual Pozo <alejandro.pascual.pozo@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-09-19 20:17:05 +00:00
Nico Burns
b995827013
Have a separate implicit viewport node per root node + make viewport node Display::Grid (#9637)
# Objective

Make `bevy_ui` "root" nodes more intuitive to use/style by:
- Removing the implicit flexbox styling (such as stretch alignment) that
is applied to them, and replacing it with more intuitive CSS Grid
styling (notably with stretch alignment disabled in both axes).
- Making root nodes layout independently of each other. Instead of there
being a single implicit "viewport" node that all root nodes are children
of, there is now an implicit "viewport" node *per root node*. And layout
of each tree is computed separately.

## Solution

- Remove the global implicit viewport node, and instead create an
implicit viewport node for each user-specified root node.
- Keep track of both the user-specified root nodes and the implicit
viewport nodes in a separate `Vec`.
- Use the window's size as the `available_space` parameter to
`Taffy.compute_layout` rather than setting it on the implicit viewport
node (and set the viewport to `height: 100%; width: 100%` to make this
"just work").

---

## Changelog

- Bevy UI now lays out root nodes independently of each other in
separate layout contexts.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`.

## Migration Guide

- Bevy UI now lays out root nodes independently of each other in
separate layout contexts. If you were relying on your root nodes being
able to affect each other's layouts, then you may need to wrap them in a
single root node.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`. You may need to add `height: Val::Percent(100.)` to your
root nodes if you were previously relying on being implicitly set.
2023-09-19 15:14:46 +00:00
Rob Parrett
73e06e33da
Use a seeded rng for custom_skinned_mesh example (#9846)
# Objective

Make the output of this example repeatable so it can be utilized by
automated screenshot diffing.

## Solution

- Use a seeded RNG for the random colors
- Offset the meshes slightly in z so they don't intersect each other at
the extents of their animations.
2023-09-19 05:57:25 +00:00
Rob Parrett
d3f612c376
Fix ambiguities in transform example (#9845)
# Objective

Fix these

```
 -- rotate_cube and move_cube
    conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"]
 -- rotate_cube and scale_down_sphere_proportional_to_cube_travel_distance
    conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"]
 -- move_cube and scale_down_sphere_proportional_to_cube_travel_distance
    conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"]
```

The three systems in this example depend on the results of the others.
This leads to minor but detectable differences in output between runs by
automated screenshot diffing depending on the order of the schedule.

We don't necessarily need to be able to do this for **every** example,
but I think this is a case where fixing it is easy / maybe the right
thing to do anyway.

## Solution

Chain the three systems
2023-09-19 05:57:21 +00:00
Rob Parrett
26359f9b37
Remove some old references to CoreSet (#9833)
# Objective

Remove some references to `CoreSet` which was removed in #8079.
2023-09-18 01:07:11 +00:00
louis-le-cam
9ee9d627d7
Rename RemovedComponents::iter/iter_with_id to read/read_with_id (#9778)
# Objective

Rename RemovedComponents::iter/iter_with_id to read/read_with_id to make
it clear that it consume the data

Fixes #9755.

(It's my first pull request, if i've made any mistake, please let me
know)

## Solution

Refactor RemovedComponents::iter/iter_with_id to read/read_with_id



## Changelog

Refactor RemovedComponents::iter/iter_with_id to read/read_with_id

Deprecate RemovedComponents::iter/iter_with_id

Remove IntoIterator implementation

Update removal_detection example accordingly

---

## Migration Guide

Rename calls of RemovedComponents::iter/iter_with_id to
read/read_with_id

Replace IntoIterator iteration (&mut <RemovedComponents>) with .read()

---------

Co-authored-by: denshi_ika <mojang2824@gmail.com>
2023-09-15 12:37:20 +00:00
Rob Parrett
8681d1cb04
Fix animate_scale scaling z value in text2d example (#9769)
# Objective

I noticed this while testing #9733.

It's not causing any problems, but we shouldn't teach users to scale 2d
stuff in z.

## Solution

Only scale in x and y.
2023-09-13 19:25:44 +00:00
Bruce Mitchener
5eb6889832
examples: Remove unused doc comments. (#9795)
# Objective

- Compile all targets without warnings about unused doc comments.

## Solution

- Turn unused doc comments into regular comments. Doc comments aren't
supported on expressions, so they can just be regular comments.
2023-09-13 19:21:23 +00:00
A-Walrus
1a7fc57a8c
Fix comment in scene example FromResources (#9743)
Comment references non existent `FromResources` instead of `FromWorld`

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-09-11 19:50:38 +00:00
IceSentry
027ff9f378
Wait before making window visible (#9692)
# Objective

- The current example still has one white frame before it starts
rendering.

## Solution

- Wait 3 frames before toggling visibility
2023-09-11 19:09:55 +00:00
ickshonpe
625d386940
impl From<String> and From<&str> for TextSection (#8856)
# Objective

Implement `From<String>` and `From<&str>` for `TextSection`

Example from something I was working on earlier:
```rust
parent.spawn(TextBundle::from_sections([
    TextSection::new("press ".to_string(), TextStyle::default()),
    TextSection::new("space".to_string(), TextStyle { color: Color::YELLOW, ..default() }),
    TextSection::new(" to advance frames".to_string(), TextStyle::default()),
]));
```

After an `impl From<&str> for TextSection` :

```rust
parent.spawn(TextBundle::from_sections([
    "press ".into(),
    TextSection::new("space".to_string(), TextStyle { color: Color::YELLOW, ..default() }),
    " to advance frames".into(),
]));
```

* Potentially unhelpful without a default font, so behind the
`default_font` feature.

 Co-authored-by: [hate](https://github.com/hate)

---------

Co-authored-by: hate <15314665+hate@users.noreply.github.com>
2023-09-11 19:00:50 +00:00
ira
f3ab38a802
Add example for Camera::viewport_to_world (#7179)
Fixes #7177

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-11 18:52:11 +00:00
Carter Anderson
17edf4f7c7
Copy on Write AssetPaths (#9729)
# Objective

The `AssetServer` and `AssetProcessor` do a lot of `AssetPath` cloning
(across many threads). To store the path on the handle, to store paths
in dependency lists, to pass an owned path to the offloaded thread, to
pass a path to the LoadContext, etc , etc. Cloning multiple string
allocations multiple times like this will add up. It is worth optimizing
this.

Referenced in #9714 

## Solution

Added a new `CowArc<T>` type to `bevy_util`, which behaves a lot like
`Cow<T>`, but the Owned variant is an `Arc<T>`. Use this in place of
`Cow<str>` and `Cow<Path>` on `AssetPath`.

---

## Changelog

- `AssetPath` now internally uses `CowArc`, making clone operations much
cheaper
- `AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`


## Migration Guide

```rust
// Old
AssetPath::new("logo.png", None);

// New
AssetPath::new("logo.png");

// Old
AssetPath::new("scene.gltf", Some("Mesh0");

// New
AssetPath::new("scene.gltf").with_label("Mesh0");
```

`AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-09-09 23:15:10 +00:00
Joseph
8eb6ccdd87
Remove useless single tuples and trailing commas (#9720)
# Objective

Title
2023-09-08 21:46:54 +00:00
ickshonpe
73447b6d72
many_buttons enhancements (#9712)
# Objective

`many_buttons` enhancements:
* use `argh` to manage the commandline arguments like the other stress
tests
* add an option to set the number of buttons
* add a grid layout option
* centre the grid properly
* use viewport coords for the layout's style constraints
* replace use of absolute positioning

includes the changes from #9636

Displaying an image isn't actually about stress testing image rendering.
Without a second texture (the first is used by the text) the entire grid
will be drawn in a single batch. The extra texture used by the image
forces the renderer to break up the batches at every button displaying
an image, where it has to switch between the font atlas texture and the
image texture.

## Solution

<img width="401" alt="many_buttons_new"
src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d">

---

## Changelog

 `many_buttons` stress test example enhancements:
* uses `argh` to the manage the commandline arguments.
* New commandline args:
  - `--help` display info & list all commandline options
  - `--buttons`  set the number of buttons.
  - `--image-freq` set the frequency of buttons displaying images
  - `--grid` use a grid layout
* style constraints are specified in viewport coords insead of
percentage values
* margins and nested bundles are used to construct the layout, instead
of absolute positioning
* the button grid centered in the window, the empty gap along the bottom
and right is removed
* an image is drawn as the background to every Nth button where N is set
using the `--image-freq` commandline option.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
Carter Anderson
5eb292dc10
Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal

## Why Does Bevy Need A New Asset System?

Asset pipelines are a central part of the gamedev process. Bevy's
current asset system is missing a number of features that make it
non-viable for many classes of gamedev. After plenty of discussions and
[a long community feedback
period](https://github.com/bevyengine/bevy/discussions/3972), we've
identified a number missing features:

* **Asset Preprocessing**: it should be possible to "preprocess" /
"compile" / "crunch" assets at "development time" rather than when the
game starts up. This enables offloading expensive work from deployed
apps, faster asset loading, less runtime memory usage, etc.
* **Per-Asset Loader Settings**: Individual assets cannot define their
own loaders that override the defaults. Additionally, they cannot
provide per-asset settings to their loaders. This is a huge limitation,
as many asset types don't provide all information necessary for Bevy
_inside_ the asset. For example, a raw PNG image says nothing about how
it should be sampled (ex: linear vs nearest).
* **Asset `.meta` files**: assets should have configuration files stored
adjacent to the asset in question, which allows the user to configure
asset-type-specific settings. These settings should be accessible during
the pre-processing phase. Modifying a `.meta` file should trigger a
re-processing / re-load of the asset. It should be possible to configure
asset loaders from the meta file.
* **Processed Asset Hot Reloading**: Changes to processed assets (or
their dependencies) should result in re-processing them and re-loading
the results in live Bevy Apps.
* **Asset Dependency Tracking**: The current bevy_asset has no good way
to wait for asset dependencies to load. It punts this as an exercise for
consumers of the loader apis, which is unreasonable and error prone.
There should be easy, ergonomic ways to wait for assets to load and
block some logic on an asset's entire dependency tree loading.
* **Runtime Asset Loading**: it should be (optionally) possible to load
arbitrary assets dynamically at runtime. This necessitates being able to
deploy and run the asset server alongside Bevy Apps on _all platforms_.
For example, we should be able to invoke the shader compiler at runtime,
stream scenes from sources like the internet, etc. To keep deployed
binaries (and startup times) small, the runtime asset server
configuration should be configurable with different settings compared to
the "pre processor asset server".
* **Multiple Backends**: It should be possible to load assets from
arbitrary sources (filesystems, the internet, remote asset serves, etc).
* **Asset Packing**: It should be possible to deploy assets in
compressed "packs", which makes it easier and more efficient to
distribute assets with Bevy Apps.
* **Asset Handoff**: It should be possible to hold a "live" asset
handle, which correlates to runtime data, without actually holding the
asset in memory. Ex: it must be possible to hold a reference to a GPU
mesh generated from a "mesh asset" without keeping the mesh data in CPU
memory
* **Per-Platform Processed Assets**: Different platforms and app
distributions have different capabilities and requirements. Some
platforms need lower asset resolutions or different asset formats to
operate within the hardware constraints of the platform. It should be
possible to define per-platform asset processing profiles. And it should
be possible to deploy only the assets required for a given platform.

These features have architectural implications that are significant
enough to require a full rewrite. The current Bevy Asset implementation
got us this far, but it can take us no farther. This PR defines a brand
new asset system that implements most of these features, while laying
the foundations for the remaining features to be built.

## Bevy Asset V2

Here is a quick overview of the features introduced in this PR.
* **Asset Preprocessing**: Preprocess assets at development time into
more efficient (and configurable) representations
* **Dependency Aware**: Dependencies required to process an asset are
tracked. If an asset's processed dependency changes, it will be
reprocessed
* **Hot Reprocessing/Reloading**: detect changes to asset source files,
reprocess them if they have changed, and then hot-reload them in Bevy
Apps.
* **Only Process Changes**: Assets are only re-processed when their
source file (or meta file) has changed. This uses hashing and timestamps
to avoid processing assets that haven't changed.
* **Transactional and Reliable**: Uses write-ahead logging (a technique
commonly used by databases) to recover from crashes / forced-exits.
Whenever possible it avoids full-reprocessing / only uncompleted
transactions will be reprocessed. When the processor is running in
parallel with a Bevy App, processor asset writes block Bevy App asset
reads. Reading metadata + asset bytes is guaranteed to be transactional
/ correctly paired.
* **Portable / Run anywhere / Database-free**: The processor does not
rely on an in-memory database (although it uses some database techniques
for reliability). This is important because pretty much all in-memory
databases have unsupported platforms or build complications.
* **Configure Processor Defaults Per File Type**: You can say "use this
processor for all files of this type".
* **Custom Processors**: The `Processor` trait is flexible and
unopinionated. It can be implemented by downstream plugins.
* **LoadAndSave Processors**: Most asset processing scenarios can be
expressed as "run AssetLoader A, save the results using AssetSaver X,
and then load the result using AssetLoader B". For example, load this
png image using `PngImageLoader`, which produces an `Image` asset and
then save it using `CompressedImageSaver` (which also produces an
`Image` asset, but in a compressed format), which takes an `Image` asset
as input. This means if you have an `AssetLoader` for an asset, you are
already half way there! It also means that you can share AssetSavers
across multiple loaders. Because `CompressedImageSaver` accepts Bevy's
generic Image asset as input, it means you can also use it with some
future `JpegImageLoader`.
* **Loader and Saver Settings**: Asset Loaders and Savers can now define
their own settings types, which are passed in as input when an asset is
loaded / saved. Each asset can define its own settings.
* **Asset `.meta` files**: configure asset loaders, their settings,
enable/disable processing, and configure processor settings
* **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex:
if an asset contains a `Handle<Image>`) are tracked by the asset server.
An event is emitted when an asset and all of its dependencies have been
loaded
* **Unprocessed Asset Loading**: Assets do not require preprocessing.
They can be loaded directly. A processed asset is just a "normal" asset
with some extra metadata. Asset Loaders don't need to know or care about
whether or not an asset was processed.
* **Async Asset IO**: Asset readers/writers use async non-blocking
interfaces. Note that because Rust doesn't yet support async traits,
there is a bit of manual Boxing / Future boilerplate. This will
hopefully be removed in the near future when Rust gets async traits.
* **Pluggable Asset Readers and Writers**: Arbitrary asset source
readers/writers are supported, both by the processor and the asset
server.
* **Better Asset Handles**
* **Single Arc Tree**: Asset Handles now use a single arc tree that
represents the lifetime of the asset. This makes their implementation
simpler, more efficient, and allows us to cheaply attach metadata to
handles. Ex: the AssetPath of a handle is now directly accessible on the
handle itself!
* **Const Typed Handles**: typed handles can be constructed in a const
context. No more weird "const untyped converted to typed at runtime"
patterns!
* **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed
`Handle<T>` is now much smaller in memory and `AssetId<T>` is even
smaller.
* **Weak Handle Usage Reduction**: In general Handles are now considered
to be "strong". Bevy features that previously used "weak `Handle<T>`"
have been ported to `AssetId<T>`, which makes it statically clear that
the features do not hold strong handles (while retaining strong type
information). Currently Handle::Weak still exists, but it is very
possible that we can remove that entirely.
* **Efficient / Dense Asset Ids**: Assets now have efficient dense
runtime asset ids, which means we can avoid expensive hash lookups.
Assets are stored in Vecs instead of HashMaps. There are now typed and
untyped ids, which means we no longer need to store dynamic type
information in the ID for typed handles. "AssetPathId" (which was a
nightmare from a performance and correctness standpoint) has been
entirely removed in favor of dense ids (which are retrieved for a path
on load)
* **Direct Asset Loading, with Dependency Tracking**: Assets that are
defined at runtime can still have their dependencies tracked by the
Asset Server (ex: if you create a material at runtime, you can still
wait for its textures to load). This is accomplished via the (currently
optional) "asset dependency visitor" trait. This system can also be used
to define a set of assets to load, then wait for those assets to load.
* **Async folder loading**: Folder loading also uses this system and
immediately returns a handle to the LoadedFolder asset, which means
folder loading no longer blocks on directory traversals.
* **Improved Loader Interface**: Loaders now have a specific "top level
asset type", which makes returning the top-level asset simpler and
statically typed.
* **Basic Image Settings and Processing**: Image assets can now be
processed into the gpu-friendly Basic Universal format. The ImageLoader
now has a setting to define what format the image should be loaded as.
Note that this is just a minimal MVP ... plenty of additional work to do
here. To demo this, enable the `basis-universal` feature and turn on
asset processing.
* **Simpler Audio Play / AudioSink API**: Asset handle providers are
cloneable, which means the Audio resource can mint its own handles. This
means you can now do `let sink_handle = audio.play(music)` instead of
`let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that
this might still be replaced by
https://github.com/bevyengine/bevy/pull/8424.
**Removed Handle Casting From Engine Features**: Ex: FontAtlases no
longer use casting between handle types

## Using The New Asset System

### Normal Unprocessed Asset Loading

By default the `AssetPlugin` does not use processing. It behaves pretty
much the same way as the old system.

If you are defining a custom asset, first derive `Asset`:

```rust
#[derive(Asset)]
struct Thing {
    value: String,
}
```

Initialize the asset:
```rust
app.init_asset:<Thing>()
```

Implement a new `AssetLoader` for it:

```rust
#[derive(Default)]
struct ThingLoader;

#[derive(Serialize, Deserialize, Default)]
pub struct ThingSettings {
    some_setting: bool,
}

impl AssetLoader for ThingLoader {
    type Asset = Thing;
    type Settings = ThingSettings;

    fn load<'a>(
        &'a self,
        reader: &'a mut Reader,
        settings: &'a ThingSettings,
        load_context: &'a mut LoadContext,
    ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> {
        Box::pin(async move {
            let mut bytes = Vec::new();
            reader.read_to_end(&mut bytes).await?;
            // convert bytes to value somehow
            Ok(Thing {
                value 
            })
        })
    }

    fn extensions(&self) -> &[&str] {
        &["thing"]
    }
}
```

Note that this interface will get much cleaner once Rust gets support
for async traits. `Reader` is an async futures_io::AsyncRead. You can
stream bytes as they come in or read them all into a `Vec<u8>`,
depending on the context. You can use `let handle =
load_context.load(path)` to kick off a dependency load, retrieve a
handle, and register the dependency for the asset.

Then just register the loader in your Bevy app:

```rust
app.init_asset_loader::<ThingLoader>()
```

Now just add your `Thing` asset files into the `assets` folder and load
them like this:

```rust
fn system(asset_server: Res<AssetServer>) {
    let handle = Handle<Thing> = asset_server.load("cool.thing");
}
```

You can check load states directly via the asset server:

```rust
if asset_server.load_state(&handle) == LoadState::Loaded { }
```

You can also listen for events:

```rust
fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) {
    for event in events.iter() {
        if event.is_loaded_with_dependencies(&handle) {
        }
    }
}
```

Note the new `AssetEvent::LoadedWithDependencies`, which only fires when
the asset is loaded _and_ all dependencies (and their dependencies) have
loaded.

Unlike the old asset system, for a given asset path all `Handle<T>`
values point to the same underlying Arc. This means Handles can cheaply
hold more asset information, such as the AssetPath:

```rust
// prints the AssetPath of the handle
info!("{:?}", handle.path())
```

### Processed Assets

Asset processing can be enabled via the `AssetPlugin`. When developing
Bevy Apps with processed assets, do this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))
```

This runs the `AssetProcessor` in the background with hot-reloading. It
reads assets from the `assets` folder, processes them, and writes them
to the `.imported_assets` folder. Asset loads in the Bevy App will wait
for a processed version of the asset to become available. If an asset in
the `assets` folder changes, it will be reprocessed and hot-reloaded in
the Bevy App.

When deploying processed Bevy apps, do this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed()))
```

This does not run the `AssetProcessor` in the background. It behaves
like `AssetPlugin::unprocessed()`, but reads assets from
`.imported_assets`.

When the `AssetProcessor` is running, it will populate sibling `.meta`
files for assets in the `assets` folder. Meta files for assets that do
not have a processor configured look like this:

```rust
(
    meta_format_version: "1.0",
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: FromExtension,
        ),
    ),
)
```

This is metadata for an image asset. For example, if you have
`assets/my_sprite.png`, this could be the metadata stored at
`assets/my_sprite.png.meta`. Meta files are totally optional. If no
metadata exists, the default settings will be used.

In short, this file says "load this asset with the ImageLoader and use
the file extension to determine the image type". This type of meta file
is supported in all AssetPlugin modes. If in `Unprocessed` mode, the
asset (with the meta settings) will be loaded directly. If in
`ProcessedDev` mode, the asset file will be copied directly to the
`.imported_assets` folder. The meta will also be copied directly to the
`.imported_assets` folder, but with one addition:

```rust
(
    meta_format_version: "1.0",
    processed_info: Some((
        hash: 12415480888597742505,
        full_hash: 14344495437905856884,
        process_dependencies: [],
    )),
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: FromExtension,
        ),
    ),
)
```

`processed_info` contains `hash` (a direct hash of the asset and meta
bytes), `full_hash` (a hash of `hash` and the hashes of all
`process_dependencies`), and `process_dependencies` (the `path` and
`full_hash` of every process_dependency). A "process dependency" is an
asset dependency that is _directly_ used when processing the asset.
Images do not have process dependencies, so this is empty.

When the processor is enabled, you can use the `Process` metadata
config:

```rust
(
    meta_format_version: "1.0",
    asset: Process(
        processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>",
        settings: (
            loader_settings: (
                format: FromExtension,
            ),
            saver_settings: (
                generate_mipmaps: true,
            ),
        ),
    ),
)
```

This configures the asset to use the `LoadAndSave` processor, which runs
an AssetLoader and feeds the result into an AssetSaver (which saves the
given Asset and defines a loader to load it with). (for terseness
LoadAndSave will likely get a shorter/friendlier type name when [Stable
Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common
processor type, but arbitrary processors are supported.

`CompressedImageSaver` saves an `Image` in the Basis Universal format
and configures the ImageLoader to load it as basis universal. The
`AssetProcessor` will read this meta, run it through the LoadAndSave
processor, and write the basis-universal version of the image to
`.imported_assets`. The final metadata will look like this:

```rust
(
    meta_format_version: "1.0",
    processed_info: Some((
        hash: 905599590923828066,
        full_hash: 9948823010183819117,
        process_dependencies: [],
    )),
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: Format(Basis),
        ),
    ),
)
```

To try basis-universal processing out in Bevy examples, (for example
`sprite.rs`), change `add_plugins(DefaultPlugins)` to
`add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run
with the `basis-universal` feature enabled: `cargo run
--features=basis-universal --example sprite`.

To create a custom processor, there are two main paths:
1. Use the `LoadAndSave` processor with an existing `AssetLoader`.
Implement the `AssetSaver` trait, register the processor using
`asset_processor.register_processor::<LoadAndSave<ImageLoader,
CompressedImageSaver>>(image_saver.into())`.
2. Implement the `Process` trait directly and register it using:
`asset_processor.register_processor(thing_processor)`.

You can configure default processors for file extensions like this:

```rust
asset_processor.set_default_processor::<ThingProcessor>("thing")
```

There is one more metadata type to be aware of:

```rust
(
    meta_format_version: "1.0",
    asset: Ignore,
)
```

This will ignore the asset during processing / prevent it from being
written to `.imported_assets`.

The AssetProcessor stores a transaction log at `.imported_assets/log`
and uses it to gracefully recover from unexpected stops. This means you
can force-quit the processor (and Bevy Apps running the processor in
parallel) at arbitrary times!

`.imported_assets` is "local state". It should _not_ be checked into
source control. It should also be considered "read only". In practice,
you _can_ modify processed assets and processed metadata if you really
need to test something. But those modifications will not be represented
in the hashes of the assets, so the processed state will be "out of
sync" with the source assets. The processor _will not_ fix this for you.
Either revert the change after you have tested it, or delete the
processed files so they can be re-populated.

## Open Questions

There are a number of open questions to be discussed. We should decide
if they need to be addressed in this PR and if so, how we will address
them:

### Implied Dependencies vs Dependency Enumeration

There are currently two ways to populate asset dependencies:
* **Implied via AssetLoaders**: if an AssetLoader loads an asset (and
retrieves a handle), a dependency is added to the list.
* **Explicit via the optional Asset::visit_dependencies**: if
`server.load_asset(my_asset)` is called, it will call
`my_asset.visit_dependencies`, which will grab dependencies that have
been manually defined for the asset via the Asset trait impl (which can
be derived).

This means that defining explicit dependencies is optional for "loaded
assets". And the list of dependencies is always accurate because loaders
can only produce Handles if they register dependencies. If an asset was
loaded with an AssetLoader, it only uses the implied dependencies. If an
asset was created at runtime and added with
`asset_server.load_asset(MyAsset)`, it will use
`Asset::visit_dependencies`.

However this can create a behavior mismatch between loaded assets and
equivalent "created at runtime" assets if `Assets::visit_dependencies`
doesn't exactly match the dependencies produced by the AssetLoader. This
behavior mismatch can be resolved by completely removing "implied loader
dependencies" and requiring `Asset::visit_dependencies` to supply
dependency data. But this creates two problems:
* It makes defining loaded assets harder and more error prone: Devs must
remember to manually annotate asset dependencies with `#[dependency]`
when deriving `Asset`. For more complicated assets (such as scenes), the
derive likely wouldn't be sufficient and a manual `visit_dependencies`
impl would be required.
* Removes the ability to immediately kick off dependency loads: When
AssetLoaders retrieve a Handle, they also immediately kick off an asset
load for the handle, which means it can start loading in parallel
_before_ the asset finishes loading. For large assets, this could be
significant. (although this could be mitigated for processed assets if
we store dependencies in the processed meta file and load them ahead of
time)

### Eager ProcessorDev Asset Loading

I made a controversial call in the interest of fast startup times ("time
to first pixel") for the "processor dev mode configuration". When
initializing the AssetProcessor, current processed versions of unchanged
assets are yielded immediately, even if their dependencies haven't been
checked yet for reprocessing. This means that
non-current-state-of-filesystem-but-previously-valid assets might be
returned to the App first, then hot-reloaded if/when their dependencies
change and the asset is reprocessed.

Is this behavior desirable? There is largely one alternative: do not
yield an asset from the processor to the app until all of its
dependencies have been checked for changes. In some common cases (load
dependency has not changed since last run) this will increase startup
time. The main question is "by how much" and is that slower startup time
worth it in the interest of only yielding assets that are true to the
current state of the filesystem. Should this be configurable? I'm
starting to think we should only yield an asset after its (historical)
dependencies have been checked for changes + processed as necessary, but
I'm curious what you all think.

### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs?

In this implementation AssetPaths are the only canonical asset
identifier (just like the previous Bevy Asset system and Godot). Moving
assets will result in re-scans (and currently reprocessing, although
reprocessing can easily be avoided with some changes). Asset
renames/moves will break code and assets that rely on specific paths,
unless those paths are fixed up.

Do we want / need "stable asset uuids"? Introducing them is very
possible:
1. Generate a UUID and include it in .meta files
2. Support UUID in AssetPath
3. Generate "asset indices" which are loaded on startup and map UUIDs to
paths.
4 (maybe). Consider only supporting UUIDs for processed assets so we can
generate quick-to-load indices instead of scanning meta files.

The main "pro" is that assets referencing UUIDs don't need to be
migrated when a path changes. The main "con" is that UUIDs cannot be
"lazily resolved" like paths. They need a full view of all assets to
answer the question "does this UUID exist". Which means UUIDs require
the AssetProcessor to fully finish startup scans before saying an asset
doesnt exist. And they essentially require asset pre-processing to use
in apps, because scanning all asset metadata files at runtime to resolve
a UUID is not viable for medium-to-large apps. It really requires a
pre-generated UUID index, which must be loaded before querying for
assets.

I personally think this should be investigated in a separate PR. Paths
aren't going anywhere ... _everyone_ uses filesystems (and
filesystem-like apis) to manage their asset source files. I consider
them permanent canonical asset information. Additionally, they behave
well for both processed and unprocessed asset modes. Given that Bevy is
supporting both, this feels like the right canonical ID to start with.
UUIDS (and maybe even other indexed-identifier types) can be added later
as necessary.

### Folder / File Naming Conventions

All asset processing config currently lives in the `.imported_assets`
folder. The processor transaction log is in `.imported_assets/log`.
Processed assets are added to `.imported_assets/Default`, which will
make migrating to processed asset profiles (ex: a
`.imported_assets/Mobile` profile) a non-breaking change. It also allows
us to create top-level files like `.imported_assets/log` without it
being interpreted as an asset. Meta files currently have a `.meta`
suffix. Do we like these names and conventions?

### Should the `AssetPlugin::processed_dev` configuration enable
`watch_for_changes` automatically?

Currently it does (which I think makes sense), but it does make it the
only configuration that enables watch_for_changes by default.

### Discuss on_loaded High Level Interface:

This PR includes a very rough "proof of concept" `on_loaded` system
adapter that uses the `LoadedWithDependencies` event in combination with
`asset_server.load_asset` dependency tracking to support this pattern

```rust
fn main() {
    App::new()
        .init_asset::<MyAssets>()
        .add_systems(Update, on_loaded(create_array_texture))
        .run();
}

#[derive(Asset, Clone)]
struct MyAssets {
    #[dependency]
    picture_of_my_cat: Handle<Image>,
    #[dependency]
    picture_of_my_other_cat: Handle<Image>,
}

impl FromWorld for ArrayTexture {
    fn from_world(world: &mut World) -> Self {
        picture_of_my_cat: server.load("meow.png"),
        picture_of_my_other_cat: server.load("meeeeeeeow.png"),
    }
}

fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) {
    commands.spawn(SpriteBundle {
        texture: my_assets.picture_of_my_cat.clone(),  
        ..default()
    });
    
    commands.spawn(SpriteBundle {
        texture: my_assets.picture_of_my_other_cat.clone(),  
        ..default()
    });
}

```

The implementation is _very_ rough. And it is currently unsafe because
`bevy_ecs` doesn't expose some internals to do this safely from inside
`bevy_asset`. There are plenty of unanswered questions like:
* "do we add a Loadable" derive? (effectively automate the FromWorld
implementation above)
* Should `MyAssets` even be an Asset? (largely implemented this way
because it elegantly builds on `server.load_asset(MyAsset { .. })`
dependency tracking).

We should think hard about what our ideal API looks like (and if this is
a pattern we want to support). Not necessarily something we need to
solve in this PR. The current `on_loaded` impl should probably be
removed from this PR before merging.

## Clarifying Questions

### What about Assets as Entities?

This Bevy Asset V2 proposal implementation initially stored Assets as
ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used
`Entity` as the asset id and Asset values were just ECS components.
There are plenty of compelling reasons to do this:
1. Easier to inline assets in Bevy Scenes (as they are "just" normal
entities + components)
2. More flexible queries: use the power of the ECS to filter assets (ex:
`Query<Mesh, With<Tree>>`).
3. Extensible. Users can add arbitrary component data to assets.
4. Things like "component visualization tools" work out of the box to
visualize asset data.

However Assets as Entities has a ton of caveats right now:
* We need to be able to allocate entity ids without a direct World
reference (aka rework id allocator in Entities ... i worked around this
in my prototypes by just pre allocating big chunks of entities)
* We want asset change events in addition to ECS change tracking ... how
do we populate them when mutations can come from anywhere? Do we use
Changed queries? This would require iterating over the change data for
all assets every frame. Is this acceptable or should we implement a new
"event based" component change detection option?
* Reconciling manually created assets with asset-system managed assets
has some nuance (ex: are they "loaded" / do they also have that
component metadata?)
* "how do we handle "static" / default entity handles" (ties in to the
Entity Indices discussion:
https://github.com/bevyengine/bevy/discussions/8319). This is necessary
for things like "built in" assets and default handles in things like
SpriteBundle.
* Storing asset information as a component makes it easy to "invalidate"
asset state by removing the component (or forcing modifications).
Ideally we have ways to lock this down (some combination of Rust type
privacy and ECS validation)

In practice, how we store and identify assets is a reasonably
superficial change (porting off of Assets as Entities and implementing
dedicated storage + ids took less than a day). So once we sort out the
remaining challenges the flip should be straightforward. Additionally, I
do still have "Assets as Entities" in my commit history, so we can reuse
that work. I personally think "assets as entities" is a good endgame,
but it also doesn't provide _significant_ value at the moment and it
certainly isn't ready yet with the current state of things.

### Why not Distill?

[Distill](https://github.com/amethyst/distill) is a high quality fully
featured asset system built in Rust. It is very natural to ask "why not
just use Distill?".

It is also worth calling out that for awhile, [we planned on adopting
Distill / I signed off on
it](https://github.com/bevyengine/bevy/issues/708).

However I think Bevy has a number of constraints that make Distill
adoption suboptimal:
* **Architectural Simplicity:**
* Distill's processor requires an in-memory database (lmdb) and RPC
networked API (using Cap'n Proto). Each of these introduces API
complexity that increases maintenance burden and "code grokability".
Ignoring tests, documentation, and examples, Distill has 24,237 lines of
Rust code (including generated code for RPC + database interactions). If
you ignore generated code, it has 11,499 lines.
* Bevy builds the AssetProcessor and AssetServer using pluggable
AssetReader/AssetWriter Rust traits with simple io interfaces. They do
not necessitate databases or RPC interfaces (although Readers/Writers
could use them if that is desired). Bevy Asset V2 (at the time of
writing this PR) is 5,384 lines of Rust code (ignoring tests,
documentation, and examples). Grain of salt: Distill does have more
features currently (ex: Asset Packing, GUIDS, remote-out-of-process
asset processor). I do plan to implement these features in Bevy Asset V2
and I personally highly doubt they will meaningfully close the 6115
lines-of-code gap.
* This complexity gap (which while illustrated by lines of code, is much
bigger than just that) is noteworthy to me. Bevy should be hackable and
there are pillars of Distill that are very hard to understand and
extend. This is a matter of opinion (and Bevy Asset V2 also has
complicated areas), but I think Bevy Asset V2 is much more approachable
for the average developer.
* Necessary disclaimer: counting lines of code is an extremely rough
complexity metric. Read the code and form your own opinions.
* **Optional Asset Processing:** Not all Bevy Apps (or Bevy App
developers) need / want asset preprocessing. Processing increases the
complexity of the development environment by introducing things like
meta files, imported asset storage, running processors in the
background, waiting for processing to finish, etc. Distill _requires_
preprocessing to work. With Bevy Asset V2 processing is fully opt-in.
The AssetServer isn't directly aware of asset processors at all.
AssetLoaders only care about converting bytes to runtime Assets ... they
don't know or care if the bytes were pre-processed or not. Processing is
"elegantly" (forgive my self-congratulatory phrasing) layered on top and
builds on the existing Asset system primitives.
* **Direct Filesystem Access to Processed Asset State:** Distill stores
processed assets in a database. This makes debugging / inspecting the
processed outputs harder (either requires special tooling to query the
database or they need to be "deployed" to be inspected). Bevy Asset V2,
on the other hand, stores processed assets in the filesystem (by default
... this is configurable). This makes interacting with the processed
state more natural. Note that both Godot and Unity's new asset system
store processed assets in the filesystem.
* **Portability**: Because Distill's processor uses lmdb and RPC
networking, it cannot be run on certain platforms (ex: lmdb is a
non-rust dependency that cannot run on the web, some platforms don't
support running network servers). Bevy should be able to process assets
everywhere (ex: run the Bevy Editor on the web, compile + process
shaders on mobile, etc). Distill does partially mitigate this problem by
supporting "streaming" assets via the RPC protocol, but this is not a
full solve from my perspective. And Bevy Asset V2 can (in theory) also
stream assets (without requiring RPC, although this isn't implemented
yet)

Note that I _do_ still think Distill would be a solid asset system for
Bevy. But I think the approach in this PR is a better solve for Bevy's
specific "asset system requirements".

### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the
point?

"True async file io" has limited / spotty platform support. async-fs
(and the rust async ecosystem generally ... ex Tokio) currently use
async wrappers over std::fs that offload blocking requests to separate
threads. This may feel unsatisfying, but it _does_ still provide value
because it prevents our task pools from blocking on file system
operations (which would prevent progress when there are many tasks to
do, but all threads in a pool are currently blocking on file system
ops).

Additionally, using async APIs for our AssetReaders and AssetWriters
also provides value because we can later add support for "true async
file io" for platforms that support it. _And_ we can implement other
"true async io" asset backends (such as networked asset io).

## Draft TODO

- [x] Fill in missing filesystem event APIs: file removed event (which
is expressed as dangling RenameFrom events in some cases), file/folder
renamed event
- [x] Assets without loaders are not moved to the processed folder. This
breaks things like referenced `.bin` files for GLTFs. This should be
configurable per-non-asset-type.
- [x] Initial implementation of Reflect and FromReflect for Handle. The
"deserialization" parity bar is low here as this only worked with static
UUIDs in the old impl ... this is a non-trivial problem. Either we add a
Handle::AssetPath variant that gets "upgraded" to a strong handle on
scene load or we use a separate AssetRef type for Bevy scenes (which is
converted to a runtime Handle on load). This deserves its own discussion
in a different pr.
- [x] Populate read_asset_bytes hash when run by the processor (a bit of
a special case .. when run by the processor the processed meta will
contain the hash so we don't need to compute it on the spot, but we
don't want/need to read the meta when run by the main AssetServer)
- [x] Delay hot reloading: currently filesystem events are handled
immediately, which creates timing issues in some cases. For example hot
reloading images can sometimes break because the image isn't finished
writing. We should add a delay, likely similar to the [implementation in
this PR](https://github.com/bevyengine/bevy/pull/8503).
- [x] Port old platform-specific AssetIo implementations to the new
AssetReader interface (currently missing Android and web)
- [x] Resolve on_loaded unsafety (either by removing the API entirely or
removing the unsafe)
- [x]  Runtime loader setting overrides
- [x] Remove remaining unwraps that should be error-handled. There are
number of TODOs here
- [x] Pretty AssetPath Display impl
- [x] Document more APIs
- [x] Resolve spurious "reloading because it has changed" events (to
repro run load_gltf with `processed_dev()`)
- [x] load_dependency hot reloading currently only works for processed
assets. If processing is disabled, load_dependency changes are not hot
reloaded.
- [x] Replace AssetInfo dependency load/fail counters with
`loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from
(potentially) breaking counters. Storing this will also enable
"dependency reloaded" events (see [Next Steps](#next-steps))
- [x] Re-add filesystem watcher cargo feature gate (currently it is not
optional)
- [ ] Migration Guide
- [ ] Changelog

## Followup TODO

- [ ] Replace "eager unchanged processed asset loading" behavior with
"don't returned unchanged processed asset until dependencies have been
checked".
- [ ] Add true `Ignore` AssetAction that does not copy the asset to the
imported_assets folder.
- [ ] Finish "live asset unloading" (ex: free up CPU asset memory after
uploading an image to the GPU), rethink RenderAssets, and port renderer
features. The `Assets` collection uses `Option<T>` for asset storage to
support its removal. (1) the Option might not actually be necessary ...
might be able to just remove from the collection entirely (2) need to
finalize removal apis
- [ ] Try replacing the "channel based" asset id recycling with
something a bit more efficient (ex: we might be able to use raw atomic
ints with some cleverness)
- [ ] Consider adding UUIDs to processed assets (scoped just to helping
identify moved assets ... not exposed to load queries ... see [Next
Steps](#next-steps))
- [ ] Store "last modified" source asset and meta timestamps in
processed meta files to enable skipping expensive hashing when the file
wasn't changed
- [ ] Fix "slow loop" handle drop fix 
- [ ] Migrate to TypeName
- [x] Handle "loader preregistration". See #9429

## Next Steps

* **Configurable per-type defaults for AssetMeta**: It should be
possible to add configuration like "all png image meta should default to
using nearest sampling" (currently this hard-coded per-loader/processor
Settings::default() impls). Also see the "Folder Meta" bullet point.
* **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical
asset ids" discussion in [Open Questions](#open-questions) and the
relevant bullet point in [Draft TODO](#draft-todo). Even without
canonical ids, folder renames could avoid reprocessing in some cases.
* **Multiple Asset Sources**: Expand AssetPath to support "asset source
names" and support multiple AssetReaders in the asset server (ex:
`webserver://some_path/image.png` backed by an Http webserver
AssetReader). The "default" asset reader would use normal
`some_path/image.png` paths. Ideally this works in combination with
multiple AssetWatchers for hot-reloading
* **Stable Type Names**: this pr removes the TypeUuid requirement from
assets in favor of `std::any::type_name`. This makes defining assets
easier (no need to generate a new uuid / use weird proc macro syntax).
It also makes reading meta files easier (because things have "friendly
names"). We also use type names for components in scene files. If they
are good enough for components, they are good enough for assets. And
consistency across Bevy pillars is desirable. However,
`std::any::type_name` is not guaranteed to be stable (although in
practice it is). We've developed a [stable type
path](https://github.com/bevyengine/bevy/pull/7184) to resolve this,
which should be adopted when it is ready.
* **Command Line Interface**: It should be possible to run the asset
processor in a separate process from the command line. This will also
require building a network-server-backed AssetReader to communicate
between the app and the processor. We've been planning to build a "bevy
cli" for awhile. This seems like a good excuse to build it.
* **Asset Packing**: This is largely an additive feature, so it made
sense to me to punt this until we've laid the foundations in this PR.
* **Per-Platform Processed Assets**: It should be possible to generate
assets for multiple platforms by supporting multiple "processor
profiles" per asset (ex: compress with format X on PC and Y on iOS). I
think there should probably be arbitrary "profiles" (which can be
separate from actual platforms), which are then assigned to a given
platform when generating the final asset distribution for that platform.
Ex: maybe devs want a "Mobile" profile that is shared between iOS and
Android. Or a "LowEnd" profile shared between web and mobile.
* **Versioning and Migrations**: Assets, Loaders, Savers, and Processors
need to have versions to determine if their schema is valid. If an asset
/ loader version is incompatible with the current version expected at
runtime, the processor should be able to migrate them. I think we should
try using Bevy Reflect for this, as it would allow us to load the old
version as a dynamic Reflect type without actually having the old Rust
type. It would also allow us to define "patches" to migrate between
versions (Bevy Reflect devs are currently working on patching). The
`.meta` file already has its own format version. Migrating that to new
versions should also be possible.
* **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write
type) currently used by AssetPath can still result in String clones that
aren't actually necessary (cloning an Owned Cow clones the contents).
Bevy's asset system requires cloning AssetPaths in a number of places,
which result in actual clones of the internal Strings. This is not
efficient. AssetPath internals should be reworked to exhibit truer
cow-like-behavior that reduces String clones to the absolute minimum.
* **Consider processor-less processing**: In theory the AssetServer
could run processors "inline" even if the background AssetProcessor is
disabled. If we decide this is actually desirable, we could add this.
But I don't think its a priority in the short or medium term.
* **Pre-emptive dependency loading**: We could encode dependencies in
processed meta files, which could then be used by the Asset Server to
kick of dependency loads as early as possible (prior to starting the
actual asset load). Is this desirable? How much time would this save in
practice?
* **Optimize Processor With UntypedAssetIds**: The processor exclusively
uses AssetPath to identify assets currently. It might be possible to
swap these out for UntypedAssetIds in some places, which are smaller /
cheaper to hash and compare.
* **One to Many Asset Processing**: An asset source file that produces
many assets currently must be processed into a single "processed" asset
source. If labeled assets can be written separately they can each have
their own configured savers _and_ they could be loaded more granularly.
Definitely worth exploring!
* **Automatically Track "Runtime-only" Asset Dependencies**: Right now,
tracking "created at runtime" asset dependencies requires adding them
via `asset_server.load_asset(StandardMaterial::default())`. I think with
some cleverness we could also do this for
`materials.add(StandardMaterial::default())`, making tracking work
"everywhere". There are challenges here relating to change detection /
ensuring the server is made aware of dependency changes. This could be
expensive in some cases.
* **"Dependency Changed" events**: Some assets have runtime artifacts
that need to be re-generated when one of their dependencies change (ex:
regenerate a material's bind group when a Texture needs to change). We
are generating the dependency graph so we can definitely produce these
events. Buuuuut generating these events will have a cost / they could be
high frequency for some assets, so we might want this to be opt-in for
specific cases.
* **Investigate Storing More Information In Handles**: Handles can now
store arbitrary information, which makes it cheaper and easier to
access. How much should we move into them? Canonical asset load states
(via atomics)? (`handle.is_loaded()` would be very cool). Should we
store the entire asset and remove the `Assets<T>` collection?
(`Arc<RwLock<Option<Image>>>`?)
* **Support processing and loading files without extensions**: This is a
pretty arbitrary restriction and could be supported with very minimal
changes.
* **Folder Meta**: It would be nice if we could define per folder
processor configuration defaults (likely in a `.meta` or `.folder_meta`
file). Things like "default to linear filtering for all Images in this
folder".
* **Replace async_broadcast with event-listener?** This might be
approximately drop-in for some uses and it feels more light weight
* **Support Running the AssetProcessor on the Web**: Most of the hard
work is done here, but there are some easy straggling TODOs (make the
transaction log an interface instead of a direct file writer so we can
write a web storage backend, implement an AssetReader/AssetWriter that
reads/writes to something like LocalStorage).
* **Consider identifying and preventing circular dependencies**: This is
especially important for "processor dependencies", as processing will
silently never finish in these cases.
* **Built-in/Inlined Asset Hot Reloading**: This PR regresses
"built-in/inlined" asset hot reloading (previously provided by the
DebugAssetServer). I'm intentionally punting this because I think it can
be cleanly implemented with "multiple asset sources" by registering a
"debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset
paths) in combination with an AssetWatcher for that asset source and
support for "manually loading pats with asset bytes instead of
AssetReaders". The old DebugAssetServer was quite nasty and I'd love to
avoid that hackery going forward.
* **Investigate ways to remove double-parsing meta files**: Parsing meta
files currently involves parsing once with "minimal" versions of the
meta file to extract the type name of the loader/processor config, then
parsing again to parse the "full" meta. This is suboptimal. We should be
able to define custom deserializers that (1) assume the loader/processor
type name comes first (2) dynamically looks up the loader/processor
registrations to deserialize settings in-line (similar to components in
the bevy scene format). Another alternative: deserialize as dynamic
Reflect objects and then convert.
* **More runtime loading configuration**: Support using the Handle type
as a hint to select an asset loader (instead of relying on AssetPath
extensions)
* **More high level Processor trait implementations**: For example, it
might be worth adding support for arbitrary chains of "asset transforms"
that modify an in-memory asset representation between loading and
saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by
a `flip_normals` transform, then save the mesh to an efficient
compressed format).
* **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO
item](#draft-todo) for context)
* **Explore High Level Load Interfaces**: See [this
discussion](#discuss-on_loaded-high-level-interface) for one prototype.
* **Asset Streaming**: It would be great if we could stream Assets (ex:
stream a long video file piece by piece)
* **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than
they need to be because they have a Uuid enum variant. If we implement
an "id exchanging" system that trades Uuids for "efficient runtime ids",
we can cut down on the size of AssetIds, making them more efficient.
This has some open design questions, such as how to spawn entities with
"default" handle values (as these wouldn't have access to the exchange
api in the current system).
* **Asset Path Fixup Tooling**: Assets that inline asset paths inside
them will break when an asset moves. The asset system provides the
functionality to detect when paths break. We should build a framework
that enables formats to define "path migrations". This is especially
important for scene files. For editor-generated files, we should also
consider using UUIDs (see other bullet point) to avoid the need to
migrate in these cases.

---------

Co-authored-by: BeastLe9enD <beastle9end@outlook.de>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-09-07 02:07:27 +00:00
Rob Parrett
04885eb49c
Fix doc link in transparent_window example (#9697)
# Objective

This link became invalid after #5589.

## Solution

The docs that were being linked to still exist, but they're on `Window`
now.

This PR just updates that link.
2023-09-05 05:43:26 +00:00
Robert Swain
e9b3aeb38f
Enhance bevymark (#9674)
# Objective

- In preparation for an initial 2D/3D mesh batching/instancing PR,
enhance `bevymark` to support some different test modes that enable
comparison and optimisation of performance
 
## Solution

- Use `argh` for command line interface options
- Use seeded `StdRng` for reproducible random number generation
- Add a mode for testing 2D meshes that includes an option to uniquely
vary the data of each material by setting a random flat colour on the
`ColorMaterial`.
- Add a way of specifying the number of different textures to use for
sprites or meshes. These are generated at the same resolution as the
Bevy bird icon, but are just random flat colours for testing.
- Add a benchmark mode that spawns all entities during setup, and
animates the entities using a fixed delta time for reproducible
animation. The initially-spawned entities are still spawned in waves and
animated as they would have been had they spawned at intervals.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-09-02 19:16:44 +00:00
Rob Parrett
870d46ec2e
Use default resolution for viewport_debug example (#9666)
# Objective

The `viewport_debug` example opens a window that is physically very
large. Probably larger than the screen for the majority of machines.

## Solution

Remove the custom resolution and adjust the pixel coordinates so that
everything lines up.

At the default resolution, everything is still whole numbers even
without adjusting the viewport coordinates.
2023-09-02 18:43:56 +00:00
Robert Swain
40c6b3b91e
Enhance many_cubes stress test use cases (#9596)
# Objective

- Make `many_cubes` suitable for testing various parts of the upcoming
batching work.

## Solution

- Use `argh` for CLI.
- Default to the sphere layout as it is more useful for benchmarking.
- Add a benchmark mode that advances the camera by a fixed step to
render the same frames across runs.
- Add an option to vary the material data per-instance. The color is
randomized.
- Add an option to generate a number of textures and randomly choose one
per instance.
- Use seeded `StdRng` for deterministic random numbers.
2023-09-02 14:49:32 +00:00
Joseph
02b520b4e8
Split ComputedVisibility into two components to allow for accurate change detection and speed up visibility propagation (#9497)
# Objective

Fix #8267.
Fixes half of #7840.

The `ComputedVisibility` component contains two flags: hierarchy
visibility, and view visibility (whether its visible to any cameras).
Due to the modular and open-ended way that view visibility is computed,
it triggers change detection every single frame, even when the value
does not change. Since hierarchy visibility is stored in the same
component as view visibility, this means that change detection for
inherited visibility is completely broken.

At the company I work for, this has become a real issue. We are using
change detection to only re-render scenes when necessary. The broken
state of change detection for computed visibility means that we have to
to rely on the non-inherited `Visibility` component for now. This is
workable in the early stages of our project, but since we will
inevitably want to use the hierarchy, we will have to either:

1. Roll our own solution for computed visibility.
2. Fix the issue for everyone.

## Solution

Split the `ComputedVisibility` component into two: `InheritedVisibilty`
and `ViewVisibility`.
This allows change detection to behave properly for
`InheritedVisibility`.
View visiblity is still erratic, although it is less useful to be able
to detect changes
for this flavor of visibility.

Overall, this actually simplifies the API. Since the visibility system
consists of
self-explaining components, it is much easier to document the behavior
and usage.
This approach is more modular and "ECS-like" -- one could
strip out the `ViewVisibility` component entirely if it's not needed,
and rely only on inherited visibility.

---

## Changelog

- `ComputedVisibility` has been removed in favor of:
`InheritedVisibility` and `ViewVisiblity`.

## Migration Guide

The `ComputedVisibilty` component has been split into
`InheritedVisiblity` and
`ViewVisibility`. Replace any usages of
`ComputedVisibility::is_visible_in_hierarchy`
with `InheritedVisibility::get`, and replace
`ComputedVisibility::is_visible_in_view`
 with `ViewVisibility::get`.
 
 ```rust
 // Before:
 commands.spawn(VisibilityBundle {
     visibility: Visibility::Inherited,
     computed_visibility: ComputedVisibility::default(),
 });
 
 // After:
 commands.spawn(VisibilityBundle {
     visibility: Visibility::Inherited,
     inherited_visibility: InheritedVisibility::default(),
     view_visibility: ViewVisibility::default(),
 });
 ```
 
 ```rust
 // Before:
 fn my_system(q: Query<&ComputedVisibilty>) {
     for vis in &q {
         if vis.is_visible_in_hierarchy() {
     
 // After:
 fn my_system(q: Query<&InheritedVisibility>) {
     for inherited_visibility in &q {
         if inherited_visibility.get() {
 ```
 
 ```rust
 // Before:
 fn my_system(q: Query<&ComputedVisibilty>) {
     for vis in &q {
         if vis.is_visible_in_view() {
     
 // After:
 fn my_system(q: Query<&ViewVisibility>) {
     for view_visibility in &q {
         if view_visibility.get() {
 ```
 
 ```rust
 // Before:
 fn my_system(mut q: Query<&mut ComputedVisibilty>) {
     for vis in &mut q {
         vis.set_visible_in_view();
     
 // After:
 fn my_system(mut q: Query<&mut ViewVisibility>) {
     for view_visibility in &mut q {
         view_visibility.set();
 ```

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-01 13:00:18 +00:00
lelo
42e6dc8987
Refactor EventReader::iter to read (#9631)
# Objective

- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624 

## Solution

- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.

---

## Changelog

- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`

## Migration Guide

- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
2023-08-30 14:20:03 +00:00
Ame :]
f2f39c835a
Check for bevy_internal imports in CI (#9612)
# Objective

- Avoid using bevy_internal imports in examples. 

## Solution

- Add CI to check for bevy_internal imports like suggested in
https://github.com/bevyengine/bevy/pull/9547#issuecomment-1689377999
- Fix another import

I don't know much about CI so I don't know if this is the better
approach, but I think is better than doing a pull request every time I
found this lol, any suggestion is welcome.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-08-29 19:11:06 +00:00
Ame :]
1399078f12
remove VecSwizzles imports (#9629)
# Objective

- Since #9387, there is no need to import VecSwizzles separately, it is
already included in the prelude.

## Solution

- Remove the imports.
2023-08-29 18:59:10 +00:00
ickshonpe
2b2abcef97
Replace uses of entity.insert with tuple bundles in game_menu example (#9619)
# Objective

Change two places where `entity.insert` is used to add components
individually to spawn a tuple bundle instead.
2023-08-29 12:30:02 +00:00
jnhyatt
087a345579
Rename Bezier to CubicBezier for clarity (#9554)
# Objective

A Bezier curve is a curve defined by two or more control points. In the
simplest form, it's just a line. The (arguably) most common type of
Bezier curve is a cubic Bezier, defined by four control points. These
are often used in animation, etc. Bevy has a Bezier curve struct called
`Bezier`. However, this is technically a misnomer as it only represents
cubic Bezier curves.

## Solution

This PR changes the struct name to `CubicBezier` to more accurately
reflect the struct's usage. Since it's exposed in Bevy's prelude, it can
potentially collide with other `Bezier` implementations. While that
might instead be an argument for removing it from the prelude, there's
also something to be said for adding a more general `Bezier` into Bevy,
in which case we'd likely want to use the name `Bezier`. As a final
motivator, not only is the struct located in `cubic_spines.rs`, there
are also several other spline-related structs which follow the
`CubicXxx` naming convention where applicable. For example,
`CubicSegment` represents a cubic Bezier curve (with coefficients
pre-baked).

---

## Migration Guide

- Change all `Bezier` references to `CubicBezier`
2023-08-28 17:37:42 +00:00
DevinLeamy
db5f80b2be
API updates to the AnimationPlayer (#9002)
# Objective

Added `AnimationPlayer` API UX improvements. 

- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848

_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution

- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.

To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.

Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.

## Migration Guide

- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.

---------

Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
Joseph
474b55a29c
Add system.map(...) for transforming the output of a system (#8526)
# Objective

Any time we wish to transform the output of a system, we currently use
system piping to do so:

```rust
my_system.pipe(|In(x)| do_something(x))
```

Unfortunately, system piping is not a zero cost abstraction. Each call
to `.pipe` requires allocating two extra access sets: one for the second
system and one for the combined accesses of both systems. This also adds
extra work to each call to `update_archetype_component_access`, which
stacks as one adds multiple layers of system piping.

## Solution

Add the `AdapterSystem` abstraction: similar to `CombinatorSystem`, this
allows you to implement a trait to generically control how a system is
run and how its inputs and outputs are processed. Unlike
`CombinatorSystem`, this does not have any overhead when computing world
accesses which makes it ideal for simple operations such as inverting or
ignoring the output of a system.

Add the extension method `.map(...)`: this is similar to `.pipe(...)`,
only it accepts a closure as an argument instead of an `In<T>` system.

```rust
my_system.map(do_something)
```

This has the added benefit of making system names less messy: a system
that ignores its output will just be called `my_system`, instead of
`Pipe(my_system, ignore)`

---

## Changelog

TODO

## Migration Guide

The `system_adapter` functions have been deprecated: use `.map` instead,
which is a lightweight alternative to `.pipe`.

```rust
// Before:
my_system.pipe(system_adapter::ignore)
my_system.pipe(system_adapter::unwrap)
my_system.pipe(system_adapter::new(T::from))

// After:
my_system.map(std::mem::drop)
my_system.map(Result::unwrap)
my_system.map(T::from)

// Before:
my_system.pipe(system_adapter::info)
my_system.pipe(system_adapter::dbg)
my_system.pipe(system_adapter::warn)
my_system.pipe(system_adapter::error)

// After:
my_system.map(bevy_utils::info)
my_system.map(bevy_utils::dbg)
my_system.map(bevy_utils::warn)
my_system.map(bevy_utils::error)
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-08-28 16:36:46 +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
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
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
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
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
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
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
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
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
Oli Wilkins
43fe83b7c6
Example Comment Typo Fix (#9427)
# Objective

Fixes a typo in one of the comments in an example.

## Solution

Fix the typo in the comment.
2023-08-12 21:06:15 +00:00
Seb Ospina
e489dcc9e8
webgl feature renamed to webgl2 (#9370)
Addresses:
```sh
$ cargo build --release --example lighting --target wasm32-unknown-unknown --features webgl
error: none of the selected packages contains these features: webgl, did you mean: webgl2, webp?
```

# Objective

- When following the instructions for the web examples.
- Document clearly the generated file `./target/wasm_example.js`, since
it didn't appear on `git grep` (missing extension)

## Solution

- Follow the feature rename on the docs.

---------

Signed-off-by: Seb Ospina <kraige@gmail.com>
2023-08-12 21:05:36 +00:00
ickshonpe
6a8fd54006
Unnecessary line in game_menu example (#9406)
# Objective

In the `game_menu` example:

```rust
let button_icon_style = Style {
            width: Val::Px(30.0),
            // This takes the icons out of the flexbox flow, to be positioned exactly
            position_type: PositionType::Absolute,
            // The icon will be close to the left border of the button
            left: Val::Px(10.0),
            right: Val::Auto,
            ..default()
        };
```

The default value for `right` is `Val::Auto` so that line is unnecessary
and can be removed.
2023-08-11 21:12:57 +00:00
Hans Meine
1abb6b0758
elaborate on TaskPool and bevy tasks (#8750)
# Objective

I found it very difficult to understand how bevy tasks work, and I
concluded that the documentation should be improved for beginners like
me.

## Solution

These changes to the documentation were written from my beginner's
perspective after
some extremely helpful explanations by nil on Discord.

I am not familiar enough with rustdoc yet; when looking at the source, I
found the documentation at the very top of `usages.rs` helpful, but I
don't know where they are rendered. They should probably be linked to
from the main `bevy_tasks` README.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-08-11 21:07:28 +00:00
Ame :]
06f7f9640a
Use bevy crates imports instead of bevy internal. post_processing example (#9396)
# Objective

- I want to run the post_processing example in a new project, but I
can't because it uses bevy internal imports.

## Solution

- Change the bevy_internal imports to their respective bevy crates
imports
2023-08-10 02:02:30 +00:00
Dimitri Belopopsky
b8695d06b1
Fix non-visible motion vector text in shader prepass example (#9155)
# Objective

In the shader prepass example, changing to the motion vector output
hides the text, because both it and the background are rendererd black.
Seems to have been caused by this commit?
71cf35ce42

## Solution

Make the text white on all outputs.
2023-08-10 00:01:23 +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
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
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
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
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
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
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
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
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
Aleksa Pavlović
5e8ee108cb
Add option to toggle window control buttons (#9083)
# Objective

Implements #9082 but with an option to toggle minimize and close buttons
too.

## Solution

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.

---

## Changelog

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
- Added a new system to the `window_settings` example which demonstrates
the toggling functionality.

---

## Migration guide

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
2023-07-23 01:02:40 +00:00
François
eb485b1acc
use AutoNoVsync in stress tests (#9229)
# Objective

- Some stress tests use `Immediate` which is not supported everywhere

## Solution

- Use `AutoNoVsync` instead
2023-07-21 20:15:13 +00:00
Manuel Fuchs
b7cda3293f
Fix path reference to contributors example (#9219)
# Objective

Fix in incorrect reference to another example.

## Solution

Fix the reference. :-)
2023-07-20 17:20:34 +00:00
ClayenKitten
ffc572728f
Fix typos throughout the project (#9090)
# Objective

Fix typos throughout the project.

## Solution

[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.

Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).

## Unsolved

`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76))
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
2023-07-10 00:11:51 +00:00
Ida "Iyes
fb4c21e3e6
bevy_audio: ECS-based API redesign (#8424)
# Objective

Improve the `bevy_audio` API to make it more user-friendly and
ECS-idiomatic. This PR is a first-pass at addressing some of the most
obvious (to me) problems. In the interest of keeping the scope small,
further improvements can be done in future PRs.

The current `bevy_audio` API is very clunky to work with, due to how it
(ab)uses bevy assets to represent audio sinks.

The user needs to write a lot of boilerplate (accessing
`Res<Assets<AudioSink>>`) and deal with a lot of cognitive overhead
(worry about strong vs. weak handles, etc.) in order to control audio
playback.

Audio playback is initiated via a centralized `Audio` resource, which
makes it difficult to keep track of many different sounds playing in a
typical game.

Further, everything carries a generic type parameter for the sound
source type, making it difficult to mix custom sound sources (such as
procedurally generated audio or unofficial formats) with regular audio
assets.

Let's fix these issues.

## Solution

Refactor `bevy_audio` to a more idiomatic ECS API. Remove the `Audio`
resource. Do everything via entities and components instead.

Audio playback data is now stored in components:
- `PlaybackSettings`, `SpatialSettings`, `Handle<AudioSource>` are now
components. The user inserts them to tell Bevy to play a sound and
configure the initial playback parameters.
- `AudioSink`, `SpatialAudioSink` are now components instead of special
magical "asset" types. They are inserted by Bevy when it actually begins
playing the sound, and can be queried for by the user in order to
control the sound during playback.

Bundles: `AudioBundle` and `SpatialAudioBundle` are available to make it
easy for users to play sounds. Spawn an entity with one of these bundles
(or insert them to a complex entity alongside other stuff) to play a
sound.

Each entity represents a sound to be played.

There is also a new "auto-despawn" feature (activated using
`PlaybackSettings`), which, if enabled, tells Bevy to despawn entities
when the sink playback finishes. This allows for "fire-and-forget" sound
playback. Users can simply
spawn entities whenever they want to play sounds and not have to worry
about leaking memory.

## Unsolved Questions

I think the current design is *fine*. I'd be happy for it to be merged.
It has some possibly-surprising usability pitfalls, but I think it is
still much better than the old `bevy_audio`. Here are some discussion
questions for things that we could further improve. I'm undecided on
these questions, which is why I didn't implement them. We should decide
which of these should be addressed in this PR, and what should be left
for future PRs. Or if they should be addressed at all.

### What happens when sounds start playing?

Currently, the audio sink components are inserted and the bundle
components are kept. Should Bevy remove the bundle components? Something
else?

The current design allows an entity to be reused for playing the same
sound with the same parameters repeatedly. This is a niche use case I'd
like to be supported, but if we have to give it up for a simpler design,
I'd be fine with that.

### What happens if users remove any of the components themselves?

As described above, currently, entities can be reused. Removing the
audio sink causes it to be "detached" (I kept the old `Drop` impl), so
the sound keeps playing. However, if the audio bundle components are not
removed, Bevy will detect this entity as a "queued" sound entity again
(has the bundle compoenents, without a sink component), just like before
playing the sound the first time, and start playing the sound again.

This behavior might be surprising? Should we do something different?

### Should mutations to `PlaybackSettings` be applied to the audio sink?

We currently do not do that. `PlaybackSettings` is just for the initial
settings when the sound starts playing. This is clearly documented.

Do we want to keep this behavior, or do we want to allow users to use
`PlaybackSettings` instead of `AudioSink`/`SpatialAudioSink` to control
sounds during playback too?

I think I prefer for them to be kept separate. It is not a bad mental
model once you understand it, and it is documented.

### Should `AudioSink` and `SpatialAudioSink` be unified into a single
component type?

They provide a similar API (via the `AudioSinkPlayback` trait) and it
might be annoying for users to have to deal with both of them. The
unification could be done using an enum that is matched on internally by
the methods. Spatial audio has extra features, so this might make it
harder to access. I think we shouldn't.

### Automatic synchronization of spatial sound properties from
Transforms?

Should Bevy automatically apply changes to Transforms to spatial audio
entities? How do we distinguish between listener and emitter? Which one
does the transform represent? Where should the other one come from?

Alternatively, leave this problem for now, and address it in a future
PR. Or do nothing, and let users deal with it, as shown in the
`spatial_audio_2d` and `spatial_audio_3d` examples.

---

## Changelog

Added:
- `AudioBundle`/`SpatialAudioBundle`, add them to entities to play
sounds.

Removed:
 - The `Audio` resource.
 - `AudioOutput` is no longer `pub`.

Changed:
 - `AudioSink`, `SpatialAudioSink` are now components instead of assets.

## Migration Guide

// TODO: write a more detailed migration guide, after the "unsolved
questions" are answered and this PR is finalized.

Before:

```rust

/// Need to store handles somewhere
#[derive(Resource)]
struct MyMusic {
    sink: Handle<AudioSink>,
}

fn play_music(
    asset_server: Res<AssetServer>,
    audio: Res<Audio>,
    audio_sinks: Res<Assets<AudioSink>>,
    mut commands: Commands,
) {
    let weak_handle = audio.play_with_settings(
        asset_server.load("music.ogg"),
        PlaybackSettings::LOOP.with_volume(0.5),
    );
    // upgrade to strong handle and store it
    commands.insert_resource(MyMusic {
        sink: audio_sinks.get_handle(weak_handle),
    });
}

fn toggle_pause_music(
    audio_sinks: Res<Assets<AudioSink>>,
    mymusic: Option<Res<MyMusic>>,
) {
    if let Some(mymusic) = &mymusic {
        if let Some(sink) = audio_sinks.get(&mymusic.sink) {
            sink.toggle();
        }
    }
}
```

Now:

```rust
/// Marker component for our music entity
#[derive(Component)]
struct MyMusic;

fn play_music(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    commands.spawn((
        AudioBundle::from_audio_source(asset_server.load("music.ogg"))
            .with_settings(PlaybackSettings::LOOP.with_volume(0.5)),
        MyMusic,
    ));
}

fn toggle_pause_music(
    // `AudioSink` will be inserted by Bevy when the audio starts playing
    query_music: Query<&AudioSink, With<MyMusic>>,
) {
    if let Ok(sink) = query.get_single() {
        sink.toggle();
    }
}
```
2023-07-07 23:01:17 +00:00
Gino Valente
d96933ad9c
bevy_scene: Add SceneFilter (#6793)
# Objective

Currently, `DynamicScene`s extract all components listed in the given
(or the world's) type registry. This acts as a quasi-filter of sorts.
However, it can be troublesome to use effectively and lacks decent
control.

For example, say you need to serialize only the following component over
the network:

```rust
#[derive(Reflect, Component, Default)]
#[reflect(Component)]
struct NPC {
  name: Option<String>
}
```

To do this, you'd need to:
1. Create a new `AppTypeRegistry`
2. Register `NPC`
3. Register `Option<String>`

If we skip Step 3, then the entire scene might fail to serialize as
`Option<String>` requires registration.

Not only is this annoying and easy to forget, but it can leave users
with an impossible task: serializing a third-party type that contains
private types.

Generally, the third-party crate will register their private types
within a plugin so the user doesn't need to do it themselves. However,
this means we are now unable to serialize _just_ that type— we're forced
to allow everything!

## Solution

Add the `SceneFilter` enum for filtering components to extract.

This filter can be used to optionally allow or deny entire sets of
components/resources. With the `DynamicSceneBuilder`, users have more
control over how their `DynamicScene`s are built.

To only serialize a subset of components, use the `allow` method:
```rust
let scene = builder
  .allow::<ComponentA>()
  .allow::<ComponentB>()
  .extract_entity(entity)
  .build();
```

To serialize everything _but_ a subset of components, use the `deny`
method:
```rust
let scene = builder
  .deny::<ComponentA>()
  .deny::<ComponentB>()
  .extract_entity(entity)
  .build();
```

Or create a custom filter:
```rust
let components = HashSet::from([type_id]);

let filter = SceneFilter::Allowlist(components);
// let filter = SceneFilter::Denylist(components);

let scene = builder
  .with_filter(Some(filter))
  .extract_entity(entity)
  .build();
```

Similar operations exist for resources:

<details>
<summary>View Resource Methods</summary>

To only serialize a subset of resources, use the `allow_resource`
method:
```rust
let scene = builder
  .allow_resource::<ResourceA>()
  .extract_resources()
  .build();
```

To serialize everything _but_ a subset of resources, use the
`deny_resource` method:
```rust
let scene = builder
  .deny_resource::<ResourceA>()
  .extract_resources()
  .build();
```

Or create a custom filter:
```rust
let resources = HashSet::from([type_id]);

let filter = SceneFilter::Allowlist(resources);
// let filter = SceneFilter::Denylist(resources);

let scene = builder
  .with_resource_filter(Some(filter))
  .extract_resources()
  .build();
```

</details>

### Open Questions

- [x] ~~`allow` and `deny` are mutually exclusive. Currently, they
overwrite each other. Should this instead be a panic?~~ Took @soqb's
suggestion and made it so that the opposing method simply removes that
type from the list.
- [x] ~~`DynamicSceneBuilder` extracts entity data as soon as
`extract_entity`/`extract_entities` is called. Should this behavior
instead be moved to the `build` method to prevent ordering mixups (e.g.
`.allow::<Foo>().extract_entity(entity)` vs
`.extract_entity(entity).allow::<Foo>()`)? The tradeoff would be
iterating over the given entities twice: once at extraction and again at
build.~~ Based on the feedback from @Testare it sounds like it might be
better to just keep the current functionality (if anything we can open a
separate PR that adds deferred methods for extraction, so the
choice/performance hit is up to the user).
- [ ] An alternative might be to remove the filter from
`DynamicSceneBuilder` and have it as a separate parameter to the
extraction methods (either in the existing ones or as added
`extract_entity_with_filter`-type methods). Is this preferable?
- [x] ~~Should we include constructors that include common types to
allow/deny? For example, a `SceneFilter::standard_allowlist` that
includes things like `Parent` and `Children`?~~ Consensus suggests we
should. I may split this out into a followup PR, though.
- [x] ~~Should we add the ability to remove types from the filter
regardless of whether an allowlist or denylist (e.g.
`filter.remove::<Foo>()`)?~~ See the first list item
- [x] ~~Should `SceneFilter` be an enum? Would it make more sense as a
struct that contains an `is_denylist` boolean?~~ With the added
`SceneFilter::None` state (replacing the need to wrap in an `Option` or
rely on an empty `Denylist`), it seems an enum is better suited now
- [x] ~~Bikeshed: Do we like the naming convention? Should we instead
use `include`/`exclude` terminology?~~ Sounds like we're sticking with
`allow`/`deny`!
- [x] ~~Does this feature need a new example? Do we simply include it in
the existing one (maybe even as a comment?)? Should this be done in a
followup PR instead?~~ Example will be added in a followup PR

### Followup Tasks

- [ ] Add a dedicated `SceneFilter` example
- [ ] Possibly add default types to the filter (e.g. deny things like
`ComputedVisibility`, allow `Parent`, etc)

---

## Changelog

- Added the `SceneFilter` enum for filtering components and resources
when building a `DynamicScene`
- Added methods:
  - `DynamicSceneBuilder::with_filter`
  - `DynamicSceneBuilder::allow`
  - `DynamicSceneBuilder::deny`
  - `DynamicSceneBuilder::allow_all`
  - `DynamicSceneBuilder::deny_all`
  - `DynamicSceneBuilder::with_resource_filter`
  - `DynamicSceneBuilder::allow_resource`
  - `DynamicSceneBuilder::deny_resource`
  - `DynamicSceneBuilder::allow_all_resources`
  - `DynamicSceneBuilder::deny_all_resources`
- Removed methods:
  - `DynamicSceneBuilder::from_world_with_type_registry`
- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference

## Migration Guide

- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference:
  ```rust
  // OLD
  let registry = world.resource::<AppTypeRegistry>();
  let dynamic_scene = DynamicScene::from_world(&world, registry);
  // let dynamic_scene = DynamicScene::from_scene(&scene, registry);
  
  // NEW
  let dynamic_scene = DynamicScene::from_world(&world);
  // let dynamic_scene = DynamicScene::from_scene(&scene);
  ```

- Removed `DynamicSceneBuilder::from_world_with_type_registry`. Now the
registry is automatically taken from the given world:
  ```rust
  // OLD
  let registry = world.resource::<AppTypeRegistry>();
let builder = DynamicSceneBuilder::from_world_with_type_registry(&world,
registry);
  
  // NEW
  let builder = DynamicSceneBuilder::from_world(&world);
  ```
2023-07-06 21:04:26 +00:00
ickshonpe
9655acebb6
Divide by UiScale when converting UI coordinates from physical to logical (#8720)
# Objective

After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.

Example:

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, update)
        .run();
}

fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
    ui_scale.scale = 4.;

    commands.spawn(Camera2dBundle::default());
    commands.spawn(NodeBundle {
        style: Style {
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            width: Val::Percent(100.),
            ..Default::default()
        },
        ..Default::default()
    })
    .with_children(|builder| {
        builder.spawn(NodeBundle {
            style: Style {
                width: Val::Px(100.),
                height: Val::Px(100.),
                ..Default::default()
            },
            background_color: Color::MAROON.into(),
            ..Default::default()
        }).with_children(|builder| {
            builder.spawn(TextBundle::from_section("", TextStyle::default());
        });
    });
}

fn update(
    mut text_query: Query<(&mut Text, &Parent)>,
    node_query: Query<Ref<Node>>,
) {
    for (mut text, parent) in text_query.iter_mut() {
        let node = node_query.get(parent.get()).unwrap();
        if node.is_changed() {
            text.sections[0].value = format!("size: {}", node.size());
        }
    }
}
```
result:

![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)

We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.

## Solution

Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.

---

## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.

## Migration Guide

Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.

This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
Niklas Eicker
b61397e32b
Reduce android example APK size (#8932)
# Objective

The current mobile example produces an APK of 1.5 Gb.
- Running the example on a real device takes significant time (around
one minute just to copy the file over USB to my phone).
- Default virtual devices in Android studio run out of space after the
first install. This can of course be solved/configured, but it causes
unnecessary friction.
- One impression could be, that Bevy produces bloated APKs. 1.5Gb is
even double the size of debug builds for desktop examples.

## Solution

- Strip the debug symbols of the shared libraries before they are copied
to the APK

APK size after this change: 200Mb
Copy time on my machine: ~8s

## Considered alternative

APKs built in release mode are only 50Mb in size, but require setting up
signing for the profile and compile longer.
2023-07-05 23:21:33 +00:00
Anby
7f1d084b71
Rename Interaction::Clicked -> Interaction::Pressed (#8989) (#9027)
# Objective

- Fixes #8989

## Solution

- Renamed Interaction::Clicked -> Interaction::Pressed
- Minor changes to comments to keep clarity of terms

## Migration Guide

- Rename all instances of Interaction::Clicked -> Interaction::Pressed
2023-07-05 09:25:31 +00:00
ickshonpe
a3ab507cd4
many_buttons with bordered buttons (#9004)
# Objective

 Adds a border to each button.
The borders can be disabled with the "no-borders" command line argument.
2023-07-05 01:55:13 +00:00
Nicola Papale
fd32c6f0ec
Simplify setup_scene_once_loaded in animated_fox (#8999)
# Objective

The setup code in `animated_fox` uses a `done` boolean to avoid running
the `play` logic repetitively.

It is a common pattern, but it just work with exactly one fox, and
misses an even more common pattern.

When a user modifies the code to try it with several foxes, they are
confused as to why it doesn't work (#8996).

## Solution

The more common pattern is to use `Added<AnimationPlayer>` as a query
filter.

This both reduces complexity and naturally extend the setup code to
handle several foxes, added at any time.
2023-06-29 20:21:07 +00:00
Gino Valente
aeeb20ec4c
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective

**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**

---

Resolves #4597

Full details and motivation can be found in the RFC, but here's a brief
summary.

`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).

This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.

It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.

So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.

The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.

## Solution

Automatically derive `FromReflect` when deriving `Reflect`.

Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.

```rust
#[derive(Reflect)]
struct Foo;

#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;

fn test<T: FromReflect>(value: T) {}

test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```

#### `ReflectFromReflect`

This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.

<details>
<summary><h4>Improved Deserialization</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.

`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.

`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.

```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;

// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```

</details>

---

## Changelog

* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**

## Migration Guide

* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.

  ```rust
  // OLD
  #[derive(Reflect, FromReflect)]
  struct Foo;
  
  // NEW
  #[derive(Reflect)]
  struct Foo;
  ```

If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.

  ```rust
  // OLD
  #[derive(Reflect)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  
  // NEW
  #[derive(Reflect)]
  #[reflect(from_reflect = false)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  ```

<details>
<summary><h4>Removed Migrations</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).

  ```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
  
  // OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  
  // NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  ```

Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:

  ```rust
  // OLD
  let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
  
  // NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  ```

</details>

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
robtfm
10f5c92068
improve shader import model (#5703)
# Objective

operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa

the ultimate objective is to make it possible to 
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible

but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.

## Solution

i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules

then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.

## Migration Guide

shaders that don't use `#import` directives should work without changes.

the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.

the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
François
8fa94a0a0d
blend_modes example: fix label position (#8454)
# Objective

- Labels are not correctly placed
<img width="1392" alt="Screenshot 2023-04-22 at 00 12 54"
src="https://user-images.githubusercontent.com/8672791/233742996-0189b3c2-ea6b-4f3f-b2e8-68fdbf74f52f.png">

## Solution

- Set a width in the UI so that text doesn't try to wrap
<img width="1392" alt="Screenshot 2023-04-22 at 00 13 04"
src="https://user-images.githubusercontent.com/8672791/233743064-8d6045e5-3936-4c22-be07-ac618399c093.png">
2023-06-26 18:46:11 +00:00
ickshonpe
aeea4b0344
NoWrap Text feature (#8947)
# Objective

In Bevy 10.1 and before, the only way to enable text wrapping was to set
a local `Val::Px` width constraint on the text node itself.
`Val::Percent` constraints and constraints on the text node's ancestors
did nothing.

#7779 fixed those problems. But perversely displaying unwrapped text is
really difficult now, and requires users to nest each `TextBundle` in a
`NodeBundle` and apply `min_width` and `max_width` constraints. Some
constructions may even need more than one layer of nesting. I've seen
several people already who have really struggled with this when porting
their projects to main in advance of 0.11.

## Solution

Add a `NoWrap` variant to the `BreakLineOn` enum.
If `NoWrap` is set, ignore any constraints on the width for the text and
call `TextPipeline::queue_text` with a width bound of `f32::INFINITY`.



---

## Changelog
* Added a `NoWrap` variant to the `BreakLineOn` enum.
* If `NoWrap` is set, any constraints on the width for the text are
ignored and `TextPipeline::queue_text` is called with a width bound of
`f32::INFINITY`.
* Changed the `size` field of `FixedMeasure` to `pub`. This shouldn't
have been private, it was always intended to have `pub` visibility.
* Added a `with_no_wrap` method to `TextBundle`.

## Migration Guide

`bevy_text::text::BreakLineOn` has a new variant `NoWrap` that disables
text wrapping for the `Text`.
Text wrapping can also be disabled using the `with_no_wrap` method of
`TextBundle`.
2023-06-26 16:23:00 +00:00
Thierry Berger
469a19c290
fix example grid (#8940)
`Style` flattened `size`, `min_size` and `max_size` to its root struct,
causing compilation errors.

I uncommented the code to avoid further silent error not caught by CI,
but hid the view to keep the same behaviour.
2023-06-23 21:28:11 +00:00
Adam Kobzan
75c6641b41
Add example to demonstrate manual generation and UV mapping of 3D mesh (generate_custom_mesh) solve #4922 (#8909)
# Objective

- Fixes #4922

## Solution

- Add an example that maps a custom texture on a 3D mesh.

---

## Changelog

> Added the texture itself (confirmed with mod on discord before it
should be ok) to the assets folder, added to the README and Cargo.toml.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
2023-06-23 19:26:37 +00:00
Nicola Papale
c6170d48f9
Add morph targets (#8158)
# Objective

- Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF
- Supersedes #3722
- Fixes #6814

[Morph targets][1] (also known as shape interpolation, shape keys, or
blend shapes) allow animating individual vertices with fine grained
controls. This is typically used for facial expressions. By specifying
multiple poses as vertex offset, and providing a set of weight of each
pose, it is possible to define surprisingly realistic transitions
between poses. Blending between multiple poses also allow composition.
Morph targets are part of the [gltf standard][2] and are a feature of
Unity and Unreal, and babylone.js, it is only natural to implement them
in bevy.

## Solution

This implementation of morph targets uses a 3d texture where each pixel
is a component of an animated attribute. Each layer is a different
target. We use a 2d texture for each target, because the number of
attribute×components×animated vertices is expected to always exceed the
maximum pixel row size limit of webGL2. It copies fairly closely the way
skinning is implemented on the CPU side, while on the GPU side, the
shader morph target implementation is a relatively trivial detail.

We add an optional `morph_texture` to the `Mesh` struct. The
`morph_texture` is built through a method that accepts an iterator over
attribute buffers.

The `MorphWeights` component, user-accessible, controls the blend of
poses used by mesh instances (so that multiple copy of the same mesh may
have different weights), all the weights are uploaded to a uniform
buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256
poses.

More literature:
* Old babylone.js implementation (vertex attribute-based):
https://www.eternalcoding.com/dev-log-1-morph-targets/
* Babylone.js implementation (similar to ours):
https://www.youtube.com/watch?v=LBPRmGgU0PE
* GPU gems 3:
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits
* Development discord thread
https://discord.com/channels/691052431525675048/1083325980615114772


https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4


https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258

## Acknowledgements

* Thanks to `storytold` for sponsoring the feature
* Thanks to `superdump` and `james7132` for guidance and help figuring
out stuff

## Future work

- Handling of less and more attributes (eg: animated uv, animated
arbitrary attributes)
- Dynamic pose allocation (so that zero-weighted poses aren't uploaded
to GPU for example, enables much more total poses)
- Better animation API, see #8357

----

## Changelog

- Add morph targets to bevy meshes
- Support up to 64 poses per mesh of individually up to 116508 vertices,
animation currently strictly limited to the position, normal and tangent
attributes.
	- Load a morph target using `Mesh::set_morph_targets` 
- Add `VisitMorphTargets` and `VisitMorphAttributes` traits to
`bevy_render`, this allows defining morph targets (a fairly complex and
nested data structure) through iterators (ie: single copy instead of
passing around buffers), see documentation of those traits for details
- Add `MorphWeights` component exported by `bevy_render`
- `MorphWeights` control mesh's morph target weights, blending between
various poses defined as morph targets.
- `MorphWeights` are directly inherited by direct children (single level
of hierarchy) of an entity. This allows controlling several mesh
primitives through a unique entity _as per GLTF spec_.
- Add `MorphTargetNames` component, naming each indices of loaded morph
targets.
- Load morph targets weights and buffers in `bevy_gltf` 
- handle morph targets animations in `bevy_animation` (previously, it
was a `warn!` log)
- Add the `MorphStressTest.gltf` asset for morph targets testing, taken
from the glTF samples repo, CC0.
- Add morph target manipulation to `scene_viewer`
- Separate the animation code in `scene_viewer` from the rest of the
code, reducing `#[cfg(feature)]` noise
- Add the `morph_targets.rs` example to show off how to manipulate morph
targets, loading `MorpStressTest.gltf`

## Migration Guide

- (very specialized, unlikely to be touched by 3rd parties)
- `MeshPipeline` now has a single `mesh_layouts` field rather than
separate `mesh_layout` and `skinned_mesh_layout` fields. You should
handle all possible mesh bind group layouts in your implementation
- You should also handle properly the new `MORPH_TARGETS` shader def and
mesh pipeline key. A new function is exposed to make this easier:
`setup_moprh_and_skinning_defs`
- The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are
now accessed through the `get` method.

[1]: https://en.wikipedia.org/wiki/Morph_target_animation
[2]:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
Edgar Geier
f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +00:00
ickshonpe
50c50cdcb6
UI Display and Visibility Example (#7629)
# Objective

An example demonstrating how Display and Visibility work in Bevy UI.

fixes #5380
related #5368

![Bevy App 15_02_2023
20_40_46](https://user-images.githubusercontent.com/27962798/219150865-419ade53-250b-4030-8197-907cac7aa5da.png)

## Changelog

* Added the example `flex_display.rs`.
2023-06-19 23:19:34 +00:00
Duncan
64405469a5
Expand FallbackImage to include a GpuImage for each possible TextureViewDimension (#6974)
# Objective

Fixes #6920 

## Solution

From the issue discussion:

> From looking at the `AsBindGroup` derive macro implementation, the
fallback image's `TextureView` is used when the binding's
`Option<Handle<Image>>` is `None`. Because this relies on already having
a view that matches the desired binding dimensions, I think the solution
will require creating a separate `GpuImage` for each possible
`TextureViewDimension`.

---

## Changelog

Users can now rely on `FallbackImage` to work with a texture binding of
any dimension.
2023-06-19 22:56:25 +00:00
mwbryant
8b5bf42c28
UI texture atlas support (#8822)
# Objective

This adds support for using texture atlas sprites in UI. From
discussions today in the ui-dev discord it seems this is a much wanted
feature.

This was previously attempted in #5070 by @ManevilleF however that was
blocked #5103. This work can be easily modified to support #5103 changes
after that merges.

## Solution

I created a new UI bundle that reuses the existing texture atlas
infrastructure. I create a new atlas image component to prevent it from
being drawn by the existing non-UI systems and to remove unused
parameters.

In extract I added new system to calculate the required values for the
texture atlas image, this extracts into the same resource as the
existing UI Image and Text components.

This should have minimal performance impact because if texture atlas is
not present then the exact same code path is followed. Also there should
be no unintended behavior changes because without the new components the
existing systems write the extract same resulting data.

I also added an example showing the sprite working and a system to
advance the animation on space bar presses.

Naming is hard and I would accept any feedback on the bundle name! 

---

## Changelog

>  Added TextureAtlasImageBundle

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-06-19 21:52:02 +00:00
JMS55
3959908b6b
Small doc fix (#8889) 2023-06-19 03:58:21 +00:00
JMS55
af9c945f40
Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)

# Objective

- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.

## Solution

- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](0d177ce06b/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.

## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.

---

## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals 
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)

## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)

## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)

## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
  * https://github.com/gfx-rs/wgpu/pull/3798
  * https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.

---

## Changelog

- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
Jim Eckerlein
13f50c7a53
Rename keys like LAlt to AltLeft (#8792)
# Objective

The
[`KeyCode`](https://github.com/bevyengine/bevy/blob/main/crates/bevy_input/src/keyboard.rs#L86)
enum cases `LWin` and `RWin` are too opinionated because they are also
assigned meaning by non-Windows operating systems. macOS calls the keys
completely different.

## Solution

Match [winits
approach](https://github.com/rust-windowing/winit/blob/master/src/keyboard.rs#L1635)
naming convention.

---

## Migration Guide

Migrate by replacing:
- `LAlt` → `AltLeft`
- `RAlt` → `AltRight`
- `LBracket` → `BracketLeft`
- `RBracket` → `BracketRight`
- `LControl` → `ControlLeft`
- `RControl` → `ControlRight`
- `LShift` → `ShiftLeft`
- `RShift` → `ShiftRight`
- `LWin` → `SuperLeft`
- `RWin` → `SuperRight`
2023-06-15 01:37:04 +00:00
ickshonpe
f7aa83a247
Ui Node Borders (#7795)
# Objective

Implement borders for UI nodes.

Relevant discussion: #7785
Related: #5924, #3991

<img width="283" alt="borders"
src="https://user-images.githubusercontent.com/27962798/220968899-7661d5ec-6f5b-4b0f-af29-bf9af02259b5.PNG">

## Solution

Add an extraction function to draw the borders.

---

Can only do one colour rectangular borders due to the limitations of the
Bevy UI renderer.

Maybe it can be combined with #3991 eventually to add curved border
support.

## Changelog
* Added a component `BorderColor`.
* Added the `extract_uinode_borders` system to the UI Render App.
* Added the UI example `borders`

---------

Co-authored-by: Nico Burns <nico@nicoburns.com>
2023-06-14 22:43:38 +00:00
ira
001b3eb97c
Instanced line rendering for gizmos based on bevy_polyline (#8427)
# Objective

Adopt code from
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)
for gizmo line-rendering.
This adds configurable width and perspective rendering for the lines.

Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to
@aevyrie for maintaining it, @nicopap for adding the depth_bias feature
and the other
[contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors)
for squashing bugs and keeping bevy_polyline up-to-date.

#### Before

![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png)
#### After - with line perspective

![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png)

Line perspective is not on by default because with perspective there is
no default line width that works for every scene.

<details><summary>After - without line perspective</summary>
<p>

![After - no
perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png)

</p>
</details>

Somewhat unexpectedly, the performance is improved with this PR.
At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with
this PR.
I'm guessing this is a CPU side difference as I would expect the
rendering technique to be more expensive on the GPU to some extent, but
I am not entirely sure.

---------

Co-authored-by: Jonas Matser <github@jonasmatser.nl>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
ickshonpe
6fc619d34a
Fix the logo image in the "ui" UI example (#7894)
# Objective

The AccessKit PR removed the loading of the image logo from the UI
example.
It also added some alt text with `TextStyle::default()` as a child of
the logo image node.

If you give an image node a child, then its size is no longer determined
by the measurefunc that preserves its aspect ratio. Instead, its width
and height are determined by the constraints set on the node and the
size of the contents of the node. In this case, the image node is set to
have a width of 500 with no constraints on its height. So it looks at
its child node to determine what height it should take. Because the
child has `TextStyle::default` it allocates no space for the text, the
height of the image node is set to zero and the logo isn't drawn.

Fixes #8805

## Solution

Load the image, and set min_size and max_size constraints of 500 by 125
pixels.
2023-06-12 19:01:12 +00:00
Jim Eckerlein
008030357b
Touchpad magnify and rotate events (#8791)
# Objective

The goal of this PR is to receive touchpad magnification and rotation
events.

## Solution

Implement pendants for winit's `TouchpadMagnify` and `TouchpadRotate`
events.

Adjust the `mouse_input_events.rs` example to debug magnify and rotate
events.

Since winit only reports these events on macOS, the Bevy events for
touchpad magnification and rotation are currently only fired on macOS.
2023-06-08 20:31:43 +00:00
CatThingy
89cbc78d3d
Require #[derive(Event)] on all Events (#7086)
# Objective

Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.

* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)

## Solution

Remove the blanket impl for the `Event` trait. Add a derive macro for
it.

---

## Changelog

- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.

## Migration Guide

* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
2023-06-06 14:44:32 +00:00
张林伟
b72b15465d
Support to set window theme and expose system window theme changed event (#8593)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8586.

## Solution

- Add `preferred_theme` field to `Window` and set it when window
creation
- Add `window_theme` field to `InternalWindowState` to store current
window theme
- Expose winit `WindowThemeChanged` event

---------

Co-authored-by: hate <15314665+hate@users.noreply.github.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-06-05 21:04:22 +00:00
Michael Johnson
3507b21dce
Allow systems using Diagnostics to run in parallel (#8677)
# Objective

I was trying to add some `Diagnostics` to have a better break down of
performance but I noticed that the current implementation uses a
`ResMut` which forces the functions to all run sequentially whereas
before they could run in parallel. This created too great a performance
penalty to be usable.

## Solution

This PR reworks how the diagnostics work with a couple of breaking
changes. The idea is to change how `Diagnostics` works by changing it to
a `SystemParam`. This allows us to hold a `Deferred` buffer of
measurements that can be applied later, avoiding the need for multiple
mutable references to the hashmap. This means we can run systems that
write diagnostic measurements in parallel.

Firstly, we rename the old `Diagnostics` to `DiagnosticsStore`. This
clears up the original name for the new interface while allowing us to
preserve more closely the original API.

Then we create a new `Diagnostics` struct which implements `SystemParam`
and contains a deferred `SystemBuffer`. This can be used very similar to
the old `Diagnostics` for writing new measurements.

```rust
fn system(diagnostics: ResMut<Diagnostics>) { diagnostics.new_measurement(ID, || 10.0)}
// changes to
fn system(mut diagnostics: Diagnostics) { diagnostics.new_measurement(ID, || 10.0)}
``` 
For reading the diagnostics, the user needs to change from `Diagnostics`
to `DiagnosticsStore` but otherwise the function calls are the same.

Finally, we add a new method to the `App` for registering diagnostics.
This replaces the old method of creating a startup system and adding it
manually.

Testing it, this PR does indeed allow Diagnostic systems to be run in
parallel.

## Changelog

- Change `Diagnostics` to implement `SystemParam` which allows
diagnostic systems to run in parallel.

## Migration Guide

- Register `Diagnostic`'s using the new
`app.register_diagnostic(Diagnostic::new(DIAGNOSTIC_ID,
"diagnostic_name", 10));`
- In systems for writing new measurements, change `mut diagnostics:
ResMut<Diagnostics>` to `mut diagnostics: Diagnostics` to allow the
systems to run in parallel.
- In systems for reading measurements, change `diagnostics:
Res<Diagnostics>` to `diagnostics: Res<DiagnosticsStore>`.
2023-06-05 20:51:22 +00:00
radiish
1efc762924
reflect: stable type path v2 (#7184)
# Objective

- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.


## Solution

- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.

---

## Changelog

- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.

## Migration Guide

- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.

## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](2afbd85532 (r961067892))
2023-06-05 20:31:20 +00:00
Alice Cecile
cbd4abf0fc
Rename apply_system_buffers to apply_deferred (#8726)
# Objective

- `apply_system_buffers` is an unhelpful name: it introduces a new
internal-only concept
- this is particularly rough for beginners as reasoning about how
commands work is a critical stumbling block

## Solution

- rename `apply_system_buffers` to the more descriptive `apply_deferred`
- rename related fields, arguments and methods in the internals fo
bevy_ecs for consistency
- update the docs


## Changelog

`apply_system_buffers` has been renamed to `apply_deferred`, to more
clearly communicate its intent and relation to `Deferred` system
parameters like `Commands`.

## Migration Guide

- `apply_system_buffers` has been renamed to `apply_deferred`
- the `apply_system_buffers` method on the `System` trait has been
renamed to `apply_deferred`
- the `is_apply_system_buffers` function has been replaced by
`is_apply_deferred`
- `Executor::set_apply_final_buffers` is now
`Executor::set_apply_final_deferred`
- `Schedule::apply_system_buffers` is now `Schedule::apply_deferred`

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-06-02 14:04:13 +00:00
lelo
4ce37395da
Add or_else combinator to run_conditions.rs (#8714)
# Objective

- Showcase the use of `or_else()` as requested. Fixes
https://github.com/bevyengine/bevy/issues/8702

## Solution

- Add an uninitialized resource `Unused`
- Use `or_else()` to evaluate a second run condition
- Add documentation explaining how `or_else()` works
2023-05-31 16:52:36 +00:00
François
27e1cf92ad
shader_prepass example: disable MSAA for maximum compatibility (#8504)
# Objective


Since #8446, example `shader_prepass` logs the following error on my mac
m1:
```
ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: Entry point fragment at Fragment is invalid
 = Argument 1 varying error
 = Capability MULTISAMPLED_SHADING is not supported
```
The example display the 3d scene but doesn't change with the preps
selected

Maybe related to this update in naga:
cc3a8ac737

## Solution

- Disable MSAA in the example, and check if it's enabled in the shader
2023-05-29 15:25:32 +00:00
Jakob Hellermann
1ff4b98755
fix new clippy lints before they reach stable (#8700)
# Objective

- fix clippy lints early to make sure CI doesn't break when they get
promoted to stable
- have a noise-free `clippy` experience for nightly users

## Solution

- `cargo clippy --fix`
- replace `filter_map(|x| x.ok())` with `map_while(|x| x.ok())` to fix
potential infinite loop in case of IO error
2023-05-29 07:23:50 +00:00
Martin Lysell
48b3118fdd
Change present mode on many_buttons and many_glyphs from Immediate to AutoNoVsync (#8681)
# Objective

Fix the examples many_buttons and many_glyphs not working on the WebGPU
examples page. Currently they both fail with the follow error:

```
panicked at 'Only FIFO/Auto* is supported on web', ..../wgpu-0.16.0/src/backend/web.rs:1162:13
```

## Solution

Change `present_mode` from `PresentMode::Immediate` to
`PresentMode::AutoNoVsync`. AutoNoVsync seems to be common mode used by
other examples of this kind.
2023-05-25 22:45:57 +00:00
François
ebac7e8268
update ahash and hashbrown (#8623)
# Objective

- Update `ahash` and `hashbrown`
- Alternative to #5700 and #7420

## Solution

- Update the dependencies

This is a breaking change because we were creating two fixed hashers
with
[`AHasher::new_with_keys`](https://docs.rs/ahash/0.7.6/ahash/struct.AHasher.html#method.new_with_keys),
which was a method that existed only for testing purpose and has been
removed from public.

I replaced it with
[`RandomState::with_seeds`](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html#method.with_seeds)
which is the proper way to get a fixed hasher (see [this
table](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html)).
This means that hashes won't be the same across versions

---

## Migration Guide

- If you were using hashes to an asset or using one of the fixed hasher
exposed by Bevy with a previous version, you will have to update the
hashes
2023-05-23 02:17:07 +00:00
JMS55
c399755c74
Remove outdated example code/comment (#8635) 2023-05-19 18:21:26 +00:00
François
25f013ba1b
audio and browsers section for wasm examples (#8625)
# Objective

- Help users better understand audio issues in wasm

## Solution

- Describe some of the known issues, and some of the workarounds
2023-05-17 23:54:35 +00:00
François
e0b18091b5
fix missed examples in WebGPU update (#8553)
# Objective

- I missed a few examples in #8336 
- fixes #8556 
- fixes #8620

## Solution

- Update them
2023-05-16 20:31:30 +00:00
Nico Burns
08bf1a6c2e
Flatten UI Style properties that use Size + remove Size (#8548)
# Objective

- Simplify API and make authoring styles easier

See:
https://github.com/bevyengine/bevy/issues/8540#issuecomment-1536177102

## Solution

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by `width`, `height`, `min_width`, `min_height`, `max_width`,
`max_height`, `row_gap`, and `column_gap` properties

---

## Changelog

- Flattened `Style` properties that have a `Size` value directly into
`Style`

## Migration Guide

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by the `width`, `height`, `min_width`, `min_height`,
`max_width`, `max_height`, `row_gap`, and `column_gap` properties. Use
the new properties instead.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-05-16 01:36:32 +00:00
JMS55
17f045e2a0
Delay asset hot reloading (#8503)
# Objective

- Fix #5631 

## Solution

- Wait 50ms (configurable) after the last modification event before
reloading an asset.

---

## Changelog

- `AssetPlugin::watch_for_changes` is now a `ChangeWatcher` instead of a
`bool`
- Fixed https://github.com/bevyengine/bevy/issues/5631

## Migration Guide
- Replace `AssetPlugin::watch_for_changes: true` with e.g.
`ChangeWatcher::with_delay(Duration::from_millis(200))`

---------

Co-authored-by: François <mockersf@gmail.com>
2023-05-16 01:26:11 +00:00
Nicola Papale
3d75210564
Remove mod.rs in scene_viewer (#8582)
# Objective

- Cleanup file tree

## Solution

A mysterious mod.rs lies in the scene_viewer directory. It seems
completely useless, everything ignores it and it doesn't affect
anything.

We cruelly remove it, making the world a less whimsical place. A
dystopian drive for pure and complete order compels us to eliminate all
that is useless, for clarity and to prevent the wonder and beauty of
confusion.
2023-05-13 00:30:33 +00:00
SpecificProtagonist
86aaad743b
Merge ScheduleRunnerSettings into ScheduleRunnerPlugin (#8585)
# Objective

`ScheduleRunnerPlugin` was still configured via a resource, meaning
users would be able to change the settings while the app is running, but
the changes wouldn't have an effect.

## Solution

Configure plugin directly

---

## Changelog

- Changed: merged `ScheduleRunnerSettings` into `ScheduleRunnerPlugin` 

## Migration Guide

- instead of inserting the `ScheduleRunnerSettings` resource, configure
the `ScheduleRunnerPlugin`
2023-05-10 16:46:21 +00:00
lelo
b4218a4443
Re-introduce comments about frustum culling (#8579)
# Objective

Frustum culling for 2D components has been enabled since #7885,
Fixes #8490 

## Solution

Re-introduced the comments about frustum culling in the
many_animated_sprites.rs and many_sprites.rs examples.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-05-09 16:19:42 +00:00
François
71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
François
cb286e5b60
Screenshots in wasm (#8455)
# Objective

- Enable taking a screenshot in wasm
- Followup on #7163 

## Solution

- Create a blob from the image data, generate a url to that blob, add an
`a` element to the document linking to that url, click on that element,
then revoke the url
- This will automatically trigger a download of the screenshot file in
the browser
2023-04-28 19:37:11 +00:00
Ame
670f3f0dce
Fix panic in example: text_wrap_debug.rs (#8497)
# Objective

- Fix panic caused by incorrectly placed background color

## Solution

- Move `BackgroundColor` inside `TextBundle`
2023-04-26 22:17:19 +00:00
ickshonpe
323705e0ca
many_glyphs recompute-text option (#8499)
# Objective

Add a commandline argument to the `many_glyphs` that forces the
recomputation of all the text every frame.
2023-04-26 21:05:01 +00:00
François
8ec4b99a69
standardize instructions in examples (#8478)
# Objective

- Standardize on screen instructions in examples:
  - top left, bottom left when better
  - white, black when better
  - same margin (12px) and font size (20)

## Solution

- Started with a few examples, let's reach consensus then document and
open issues for the rest
2023-04-26 19:52:31 +00:00
Johan Klokkhammer Helsing
a1e442cd2a
Add gamepad rumble support to bevy_input (#8398)
# Objective

Provide the ability to trigger controller rumbling (force-feedback) with
a cross-platform API.

## Solution

This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a
system in `bevy_gilrs` to read them and rumble controllers accordingly.

It's a relatively primitive API with a `duration` in seconds and
`GamepadRumbleIntensity` with values for the weak and strong gamepad
motors. It's is an almost 1-to-1 mapping to platform APIs. Some
platforms refer to these motors as left and right, and low frequency and
high frequency, but by convention, they're usually the same.

I used #3868 as a starting point, updated to main, removed the low-level
gilrs effect API, and moved the requests to `bevy_input` and exposed the
strong and weak intensities.

I intend this to hopefully be a non-controversial cross-platform
starting point we can build upon to eventually support more fine-grained
control (closer to the gilrs effect API)

---

## Changelog

### Added

- Gamepads can now be rumbled by sending the `GamepadRumbleRequest`
event.

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
2023-04-24 15:28:53 +00:00
ira
b5d24d8fb2
Add a bounding box gizmo (#8468)
# Objective

Add a bounding box gizmo

![Screenshot from 2023-04-22
23-49-40](https://user-images.githubusercontent.com/29694403/233808825-7593dc38-0623-48a9-b0d7-a4ca24a9e071.png)

## Changes
- Added the `AabbGizmo` component that will draw the `Aabb` component on
that entity.
- Added an option to draw all bounding boxes in a scene on the
`GizmoConfig` resource.
- Added `TransformPoint` trait to generalize over the point
transformation methods on various transform types (e.g `Transform` and
`GlobalTransform`).
- Changed the `Gizmos::cuboid` method to accept an `impl TransformPoint`
instead of separate translation, rotation, and scale.
2023-04-24 15:23:06 +00:00
François
7f78e063af
stress test examples: add missing warns (#8475)
# Objective

- Some stress test examples don't have the warning about performances

## Solution

- Add it
2023-04-24 14:35:03 +00:00
ickshonpe
f3360938eb
Size Constraints Example (#7956)
# Objective

Add a simple example demonstrating how to use size constraints.

Related to #7946

# Solution

<img width="827" alt="Capture"
src="https://user-images.githubusercontent.com/27962798/223741566-4b8eca99-c450-42b5-a40e-a414858c8310.PNG">

# Changelog
* Added the example `size_constraints`
2023-04-24 14:28:00 +00:00
ickshonpe
bb37ae4ab3
UI text wrapping and LineBreakOn example (#7761)
# Objective

An example demonstrating more text layout options, text wrapping and
`LineBreakOn`.

<img width="961" alt="text_wrap"
src="https://user-images.githubusercontent.com/27962798/220125391-48163d28-51d9-4df5-b34a-f95ca3661b7d.PNG">

Won't look exactly like this on main because of the remaining bugs in
text.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-24 14:22:31 +00:00
Robin KAY
d74533b407
Add support for custom glTF vertex attributes. (#5370)
# Objective

The objective is to be able to load data from "application-specific"
(see glTF spec 3.7.2.1.) vertex attribute semantics from glTF files into
Bevy meshes.

## Solution

Rather than probe the glTF for the specific attributes supported by
Bevy, this PR changes the loader to iterate through all the attributes
and map them onto `MeshVertexAttribute`s. This mapping includes all the
previously supported attributes, plus it is now possible to add mappings
using the `add_custom_vertex_attribute()` method on `GltfPlugin`.

## Changelog

- Add support for loading custom vertex attributes from glTF files.
- Add the `custom_gltf_vertex_attribute.rs` example to illustrate
loading custom vertex attributes.

## Migration Guide

- If you were instantiating `GltfPlugin` using the unit-like struct
syntax, you must instead use `GltfPlugin::default()` as the type is no
longer unit-like.
2023-04-24 14:20:13 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
IceSentry
3f6367d584
Handle vertex_uvs if they are present in default prepass fragment shader (#8330)
# Objective

- Enabling AlphaMode::Opaque in the shader_prepass example crashes. The
issue seems to be that enabling opaque also generates vertex_uvs

Fixes https://github.com/bevyengine/bevy/issues/8273

## Solution

- Use the vertex_uvs in the shader if they are present
2023-04-23 08:07:15 +00:00
ira
6b774c0fda
Compute vertex_count for indexed meshes on GpuMesh (#8460)
# Objective

Compute the `vertex_count` for indexed meshes as well as non-indexed
meshes.

I will need this in a future PR based on #8427 that adds a gizmo
component that draws the normals of a mesh when attached to an entity
([branch](https://github.com/devil-ira/bevy/compare/instanced-line-rendering...devil-ira:bevy:instanced-line-rendering-normals)).

<details><summary>Example image</summary>
<p>


![image](https://user-images.githubusercontent.com/29694403/233789526-cb5feb47-0aa7-4e69-90a2-e31ec24aadff.png)

</p>
</details> 

## Solution

Move `vertex_count` field from `GpuBufferInfo::NonIndexed` to `GpuMesh`

## Migration Guide

`vertex_count` is now stored directly on `GpuMesh` instead of
`GpuBufferInfo::NonIndexed`.
2023-04-22 17:28:58 +00:00
François
e0e5f3acd4
add a default font (#8445)
# Objective

- Have a default font

## Solution

- Add a font based on FiraMono containing only ASCII characters and use
it as the default font
- It is behind a feature `default_font` enabled by default
- I also updated examples to use it, but not UI examples to still show
how to use a custom font

---

## Changelog

* If you display text without using the default handle provided by
`TextStyle`, the text will be displayed
2023-04-21 22:30:18 +00:00
Kjolnyr
ddefc246b2
Added arc_2d function for gizmos (#8448)
# Objective

Added the possibility to draw arcs in 2d via gizmos

## Solution

- Added `arc_2d` function to `Gizmos`
- Added `arc_inner` function
- Added `Arc2dBuilder<'a, 's>`
- Updated `2d_gizmos.rs` example to draw an arc

---------

Co-authored-by: kjolnyr <kjolnyr@protonmail.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-21 15:34:07 +00:00
François
347dc0982c
typo on schedule StateTransitions name in example (#8443)
# Objective

- Fix a typo

## Solution

- Fix the typo
2023-04-20 11:33:45 +00:00
Nile
9db70da96f
Add screenshot api (#7163)
Fixes https://github.com/bevyengine/bevy/issues/1207

# Objective

Right now, it's impossible to capture a screenshot of the entire window
without forking bevy. This is because
- The swapchain texture never has the COPY_SRC usage
- It can't be accessed without taking ownership of it
- Taking ownership of it breaks *a lot* of stuff

## Solution

- Introduce a dedicated api for taking a screenshot of a given bevy
window, and guarantee this screenshot will always match up with what
gets put on the screen.

---

## Changelog

- Added the `ScreenshotManager` resource with two functions,
`take_screenshot` and `save_screenshot_to_disk`
2023-04-19 21:28:42 +00:00
ickshonpe
09df19bcad
Split UI Overflow by axis (#8095)
# Objective

Split the UI overflow enum so that overflow can be set for each axis
separately.

## Solution

Change `Overflow` from an enum to a struct with `x` and `y`
`OverflowAxis` fields, where `OverflowAxis` is an enum with `Clip` and
`Visible` variants. Modify `update_clipping` to calculate clipping for
each axis separately. If only one axis is clipped, the other axis is
given infinite bounds.

<img width="642" alt="overflow"
src="https://user-images.githubusercontent.com/27962798/227592983-568cf76f-7e40-48c4-a511-43c886f5e431.PNG">

---

## Changelog
* Split the UI overflow implementation so overflow can be set for each
axis separately.
* Added the enum `OverflowAxis` with `Clip` and `Visible` variants.
* Changed `Overflow` to a struct with `x` and `y` fields of type
`OverflowAxis`.
* `Overflow` has new methods `visible()` and `hidden()` that replace its
previous `Clip` and `Visible` variants.
* Added `Overflow` helper methods `clip_x()` and `clip_y()` that return
a new `Overflow` value with the given axis clipped.
* Modified `update_clipping` so it calculates clipping for each axis
separately. If a node is only clipped on a single axis, the other axis
is given `-f32::INFINITY` to `f32::INFINITY` clipping bounds.


## Migration Guide

The `Style` property `Overflow` is now a struct with `x` and `y` fields,
that allow for per-axis overflow control.

Use these helper functions to replace the variants of `Overflow`:
* Replace `Overflow::Visible` with  `Overflow::visible()`
* Replace `Overflow::Hidden` with `Overflow::clip()`
2023-04-17 22:23:52 +00:00
Nico Burns
919919c998
Fix text measurement algorithm (#8425)
# Objective

Followup to #7779 which tweaks the actual text measurement algorithm to
be more robust.

Before:

<img width="822" alt="Screenshot 2023-04-17 at 18 12 05"
src="https://user-images.githubusercontent.com/1007307/232566858-3d3f0fd5-f3d4-400a-8371-3c2a3f541e56.png">

After:

<img width="810" alt="Screenshot 2023-04-17 at 18 41 40"
src="https://user-images.githubusercontent.com/1007307/232566919-4254cbfa-1cc3-4ea7-91ed-8ca1b759bacf.png">

(note extra space taken up in header in before example)

## Solution

- Text layout of horizontal text (currently the only kind of text we
support) is now based solely on the layout constraints in the horizontal
axis. It ignores constraints in the vertical axis and computes vertical
size based on wrapping subject to the horizontal axis constraints.
- I've also added a paragraph to the `grid` example for testing / demo
purposes.
2023-04-17 19:59:42 +00:00
ickshonpe
8ed7723823
many-buttons commandline options for text and layout recomputation (#8418)
# Objective

Add commandline options that force the recomputation of text and layout
to happen every frame.
2023-04-17 17:49:11 +00:00
Nico Burns
363d0f0c7c
Add CSS Grid support to bevy_ui (#8026)
# Objective

An easy way to create 2D grid layouts

## Solution

Enable the `grid` feature in Taffy and add new style types for defining
grids.

## Notes

- ~I'm having a bit of trouble getting `#[derive(Reflect)]` to work
properly. Help with that would be appreciated (EDIT: got it to compile
by ignoring the problematic fields, but this presumably can't be
merged).~ This is now fixed
- ~The alignment types now have a `Normal` variant because I couldn't
get reflect to work with `Option`.~ I've decided to stick with the
flattened variant, as it saves a level of wrapping when authoring
styles. But I've renamed the variants from `Normal` to `Default`.
- ~This currently exposes a simplified API on top of grid. In particular
the following is not currently supported:~
   - ~Negative grid indices~ Now supported.
- ~Custom `end` values for grid placement (you can only use `start` and
`span`)~ Now supported
- ~`minmax()` track sizing functions~ minmax is now support through a
`GridTrack::minmax()` constructor
   - ~`repeat()`~ repeat is now implemented as `RepeatedGridTrack`

- ~Documentation still needs to be improved.~ An initial pass over the
documentation has been completed.

## Screenshot

<img width="846" alt="Screenshot 2023-03-10 at 17 56 21"
src="https://user-images.githubusercontent.com/1007307/224435332-69aa9eac-123d-4856-b75d-5449d3f1d426.png">

---

## Changelog

- Support for CSS Grid layout added to `bevy_ui`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
2023-04-17 16:21:38 +00:00
Kjolnyr
cfa750a741
Adding a bezier curve example (#8194)
# Objective

Examples on how to use the freshly merged `Bezier` struct ( #7653 ) are
missing.

## Solution

- Added a `bezier_curve.rs` example in the `animation/` folder.

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
2023-04-17 16:16:56 +00:00
Nicola Papale
e243175d27
Add examples page build instructions (#8413)
# Objective

Bevy provides an easy way to build the `examples/README.md` page, but
it's difficult to discover.
By adding instructions in `CONTRIBUTING.md`, it's easier to find that
it's possible to avoid this error-prone manual process.

Precisely: #8405 took me about 1 additional hour searching what command
to use to generate automatically the file. (I could have manually edited
the README, but that's beyond the point…)
2023-04-17 16:13:24 +00:00
Nicola Papale
396c2713a6
Minor typo fixup (#8405)
# Objective

Fix two small typos in example description
2023-04-16 16:55:47 +00:00
IceSentry
c7eaedd6a1
Remove old post_processing example (#8376)
# Objective

- The old post processing example doesn't use the actual post processing
features of bevy. It also has some issues with resizing. It's also
causing some confusion for people because accessing the prepass textures
from it is not easy.
- There's already a render to texture example
- At this point, it's mostly obsolete since the post_process_pass
example is more complete and shows the recommended way to do post
processing in bevy. It's a bit more complicated, but it's well
documented and I'm working on simplifying it even more

## Solution

- Remove the old post_processing example
- Rename post_process_pass to post_processing


## Reviewer Notes
The diff is really noisy because of the rename, but I didn't change any
code in the example.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-15 21:48:31 +00:00
Nicola Papale
8df014fbaf
Add parallax mapping to bevy PBR (#5928)
# Objective

Add a [parallax mapping] shader to bevy. Please note that
this is a 3d technique, NOT a 2d sidescroller feature.

## Solution

- Add related fields to `StandardMaterial`
- update the pbr shader
- Add an example taking advantage of parallax mapping

A pre-existing implementation exists at:
https://github.com/nicopap/bevy_mod_paramap/

The implementation is derived from:

https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28

Further discussion on literature is found in the `bevy_mod_paramap`
README.

### Limitations

- The mesh silhouette isn't affected by the depth map.
- The depth of the pixel does not reflect its visual position, resulting
  in artifacts for depth-dependent features such as fog or SSAO
- GLTF does not define a height map texture, so somehow the user will
  always need to work around this limitation, though [an extension is in
  the works][gltf]

### Future work

- It's possible to update the depth in the depth buffer to follow the
  parallaxed texture. This would enable interop with depth-based
  visual effects, it also allows `discard`ing pixels of materials when
  computed depth is higher than the one in depth buffer
- Cheap lower quality single-sample method using [offset limiting]
- Add distance fading, to disable parallaxing (relatively expensive)
  on distant objects
- GLTF extension to allow defining height maps. Or a workaround
  implemented through a blender plugin to the GLTF exporter that
  uses the `extras` field to add height map.
- [Quadratic surface vertex attributes][oliveira_3] to enable parallax
  mapping on bending surfaces and allow clean silhouetting.
- noise based sampling, to limit the pancake artifacts.
- Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires
  preprocessing, increase depth map size, reduces sample count greatly.
- [Quadtree parallax mapping][qpm] (also requires preprocessing)
- Self-shadowing of parallax-mapped surfaces by modifying the shadow map
- Generate depth map from normal map [link to slides], [blender
question]


https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4

[blender question]:
https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map
[link to slides]:
https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf
[oliveira_3]:
https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf
[GPU gems]:
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping
[simcity]:
https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/
[offset limiting]:
https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf
[gltf]: https://github.com/KhronosGroup/glTF/pull/2196
[qpm]:
https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf

---

## Changelog

- Add a `depth_map` field to the `StandardMaterial`, it is a grayscale
  image where white represents bottom and black the top. If `depth_map`
  is set, bevy's pbr shader will use it to do [parallax mapping] to
  give an increased feel of depth to the material. This is similar to a
  displacement map, but with infinite precision at fairly low cost.
- The fields `parallax_mapping_method`, `parallax_depth_scale` and
  `max_parallax_layer_count` allow finer grained control over the
  behavior of the parallax shader.
- Add the `parallax_mapping` example to show off the effect.

[parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
François
4805e48da9
Alien Cake Addict example: don't exit when player lose (#8388)
# Objective

- Example Alien Cake Addict exit when the player lose, it's not supposed
to

## Solution

- Don't despawn the window

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-14 19:38:34 +00:00
JohnTheCoolingFan
ff9a178818
Explain why default_nearest is used in pixel_perfect example (#8370)
# Objective

Fixes #8367 

## Solution

Added a comment explaining why linear filtering is required in this
example, with formatting focused specifically on `ImagePlugin` to avoid
confusion
2023-04-13 17:58:06 +00:00
Liam Gallagher
dff071c2a8
Ability to set a Global Volume (#7706)
# Objective

Adds a new resource to control a global volume.
Fixes #7690

---

## Solution

Added a new resource to control global volume, this is then multiplied
with an audio sources volume to get the output volume, individual audio
sources can opt out of this my enabling the `absolute_volume` field in
`PlaybackSettings`.

---

## Changelog

### Added
- `GlobalVolume` a resource to control global volume (in prelude).
- `global_volume` field to `AudioPlugin` or setting the initial value of
`GlobalVolume`.
- `Volume` enum that can be `Relative` or `Absolute`.
- `VolumeLevel` struct for defining a volume level.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-10 14:08:43 +00:00
Mikkel Rasmussen
e9312254d8
Non-breaking change* from UK spellings to US (#8291)
Fixes issue mentioned in PR #8285.

_Note: By mistake, this is currently dependent on #8285_
# Objective

Ensure consistency in the spelling of the documentation.

Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.

Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.

## Solution

### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color

### ~~Update [`engine_style_guide.md`]~~ Moved to #8324 

---

## Changelog

Changed UK spellings in documentation to US

## Migration Guide

Non-breaking changes*

\* If merged after #8285
2023-04-08 16:22:46 +00:00
Asier Illarramendi
b8b0942f49
Add overflow_debug example (#8198)
# Objective

- Add a new example that helps debug different UI overflow scenarios
- This example tests the clipping behavior for images and text when the
node is moved, scaled or rotated.

## Solution

- Add a new `overflow_debug` example

# Preview

**Note:** Only top-left is working properly right now.


https://user-images.githubusercontent.com/188612/227629093-26c94c67-1781-437d-8410-e854b6f1adc1.mp4

---

Related #8095, #8167

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-04-05 23:07:41 +00:00
ira
585baf0a66
Consistent screen-space coordinates (#8306)
# Objective

Make the coordinate systems of screen-space items (cursor position, UI,
viewports, etc.) consistent.

## Solution

Remove the weird double inversion of the cursor position's Y origin.
Once in bevy_winit to the bottom and then again in bevy_ui back to the
top.
This leaves the origin at the top left like it is in every other popular
app framework.

Update the `world_to_viewport`, `viewport_to_world`, and
`viewport_to_world_2d` methods to flip the Y origin (as they should
since the viewport coordinates were always relative to the top left).

## Migration Guide

`Window::cursor_position` now returns the position of the cursor
relative to the top left instead of the bottom left.
This now matches other screen-space coordinates like
`RelativeCursorPosition`, UI, and viewports.

The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d`
methods on `Camera` now return/take the viewport position relative to
the top left instead of the bottom left.

If you were using `world_to_viewport` to position a UI node the returned
`y` value should now be passed into the `top` field on `Style` instead
of the `bottom` field.
Note that this might shift the position of the UI node as it is now
anchored at the top.

If you were passing `Window::cursor_position` to `viewport_to_world` or
`viewport_to_world_2d` no change is necessary.
2023-04-05 22:32:36 +00:00
Mikkel Rasmussen
1575481429
Changed spelling linebreak_behaviour to linebreak_behavior (#8285)
# Objective

In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found: 
- `FileDragAndDrop::HoveredFileCancelled` 
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`

The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case. 

For consistency, I think it would be worth a while to ensure that the
API is persistent.

Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation

I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)

## Solution

I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.

Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`

But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.

---

## Changelog

- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`

## Migration Guide

Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
2023-04-05 21:25:53 +00:00
IceSentry
614de3019c
Add RenderGraphApp to simplify adding render nodes (#8007)
# Objective

- Adding a node to the render_graph can be quite verbose and error prone
because there's a lot of moving parts to it.

## Solution

- Encapsulate this in a simple utility method
	- Mostly intended for optional nodes that have specific ordering
- Requires that the `Node` impl `FromWorld`, but every internal node is
built using a new function taking a `&mut World` so it was essentially
already `FromWorld`
- Use it for the bloom, fxaa and taa, nodes. 
- The main nodes don't use it because they rely more on the order of
many nodes being added

---

## Changelog

- Impl `FromWorld` for `BloomNode`, `FxaaNode` and `TaaNode`
- Added `RenderGraph::add_node_edges()`
- Added `RenderGraph::sub_graph()`
- Added `RenderGraph::sub_graph_mut()`
- Added `RenderGraphApp`, `RenderGraphApp::add_render_graph_node`,
`RenderGraphApp::add_render_graph_edges`,
`RenderGraphApp::add_render_graph_edge`

## Notes

~~This was taken out of https://github.com/bevyengine/bevy/pull/7995
because it works on it's own. Once the linked PR is done, the new
`add_node()` will be simplified a bit since the input/output params
won't be necessary.~~

This feature will be useful in most of the upcoming render nodes so it's
impact will be more relevant at that point.

Partially fixes #7985 

## Future work

* Add a way to automatically label nodes or at least make it part of the
trait. This would remove one more field from the functions added in this
PR
* Use it in the main pass 2d/3d

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-04-04 00:50:22 +00:00
张林伟
5c7abb0579
Remove OnUpdate system set (#8260)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8239.

## Solution

- Replace `OnUpdate` with `run_if(in_state(xxx))`.

---

## Migration Guide

- Replace `OnUpdate` with `run_if(in_state(xxx))`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-04 00:49:41 +00:00
Elabajaba
09f1bd0be7
Add port of AMD's Robust Contrast Adaptive Sharpening (#7422)
# Objective

TAA, FXAA, and some other post processing effects can cause the image to
become blurry. Sharpening helps to counteract that.

## Solution

~~This is a port of AMD's Contrast Adaptive Sharpening (I ported it from
the
[SweetFX](https://github.com/CeeJayDK/SweetFX/blob/master/Shaders/CAS.fx)
version, which is still MIT licensed). CAS is a good sharpening
algorithm that is better at avoiding the full screen oversharpening
artifacts that simpler algorithms tend to create.~~

This is a port of AMD's Robust Contrast Adaptive Sharpening (RCAS) which
they developed for FSR 1 ([and continue to use in FSR
2](149cf26e12/src/ffx-fsr2-api/shaders/ffx_fsr1.h (L599))).
RCAS is a good sharpening algorithm that is better at avoiding the full
screen oversharpening artifacts that simpler algorithms tend to create.

---

## Future Work

- Consider porting this to a compute shader for potentially better
performance. (In my testing it is currently ridiculously cheap (0.01ms
in Bistro at 1440p where I'm GPU bound), so this wasn't a priority,
especially since it would increase complexity due to still needing the
non-compute version for webgl2 support).

---

## Changelog

- Added Contrast Adaptive Sharpening.

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-04-02 20:14:01 +00:00
JMS55
f0f5d79917
Built-in skybox (#8275)
# Objective

- Closes https://github.com/bevyengine/bevy/issues/8008

## Solution

- Add a skybox plugin that renders a fullscreen triangle, and then
modifies the vertices in a vertex shader to enforce that it renders as a
skybox background.
- Skybox is run at the end of MainOpaquePass3dNode.
- In the future, it would be nice to get something like bevy_atmosphere
built-in, and have a default skybox+environment map light.

---

## Changelog

- Added `Skybox`.
- `EnvironmentMapLight` now renders in the correct orientation.

## Migration Guide
- Flip `EnvironmentMapLight` maps if needed to match how they previously
rendered (which was backwards).

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-04-02 10:57:12 +00:00
Natalia
7a9e77c79c
make the examples use the States derive macro (#8289)
# Objective
Some examples still manually implement the States trait, even though
manual implementation is no longer needed as there is now the derive
macro for that.

---------

Signed-off-by: Natalia Asteria <fortressnordlys@outlook.com>
2023-04-02 04:25:47 +00:00
François
21dc3abe1b
daily job running mobile example on real devices (#8216)
# Objective

- Test mobile example on real devices

## Solution

- Use [BrowserStack](https://www.browserstack.com) to have access to
[real
devices](https://www.browserstack.com/list-of-browsers-and-platforms/app_automate)
- [App Automate](https://www.browserstack.com/app-automate) to run the
example
- [App Percy](https://www.browserstack.com/app-percy) to compare the
screenshot
- Added a daily/manual CI job that will build for iOS and Android, send
the apps to BrowserStack, run the app on one iOS device and one Android
device, capture a screenshot, send it for visual validation, and archive
it in the GitHub action

Example run: https://github.com/mockersf/bevy/actions/runs/4521883534

They currently have a bug with the settings to view snapshots, they
should be public. I'll raise it to them, and if they don't fix it in
time it's possible to work around for everyone to view the results
through their API.

@cart to get this to work, you'll need
- to set up an account on BrowserStack
- add the secrets `BROWSERSTACK_USERNAME` and `BROWSERSTACK_ACCESS_KEY`
to the Bevy repo
- create a project in Percy
- add the secret `PERCY_TOKEN` to the Bevy repo and modify the project
name line 122 in the `Daily.yml` file
2023-03-28 23:16:07 +00:00
JMS55
53667dea56
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)

# Objective

- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663

## Solution

- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA

## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
  - Historical depth based disocclusion tests, for geometry disocclusion
  - Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter

---

## Changelog

- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
Trevor Lovell
464d35aef5
docs: update docs and comments that still refer to stages (#8156)
# Objective
Documentation should no longer be using pre-stageless terminology to
avoid confusion.

## Solution
- update all docs referring to stages to instead refer to sets/schedules
where appropriate
- also mention `apply_system_buffers` for anything system-buffer-related
that previously referred to buffers being applied "at the end of a
stage"
2023-03-27 21:50:21 +00:00
Asier Illarramendi
47be369e41
Rename text_layout example to flex_layout (#7943)
# Objective

- Rename `text_layout` example to `flex_layout` to better reflect the
example purpose
- `AlignItems`/`JustifyContent` is not related to text layout, it's
about child nodes positioning

## Solution

- Rename the example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-22 08:22:56 +00:00
IceSentry
2c21d423fd
Make render graph slots optional for most cases (#8109)
# Objective

- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.

## Solution

- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input

---

## Changelog

- Add optional `view_entity` to `RenderGraphContext`

## Migration Guide

You can now get the view_entity directly from the `RenderGraphContext`. 

When implementing the Node:

```rust
// 0.10
struct FooNode;
impl FooNode {
    const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
    fn input(&self) -> Vec<SlotInfo> {
        vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
    }
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
        // ...
        Ok(())
    }
}

// 0.11
struct FooNode;
impl Node for FooNode {
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.view_entity();
        // ...
        Ok(())
    }
}
```

When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.

```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
    graph::input::VIEW_ENTITY,
    SlotType::Entity,
)]);
graph.add_slot_edge(
    input_node_id,
    graph::input::VIEW_ENTITY,
    FooNode::NAME,
    FooNode::IN_VIEW,
);
// add_node_edge ...

// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```

## Notes

This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.

I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.

## Notes for reviewers

A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
2023-03-21 20:11:13 +00:00
Francesco
7b38de0a64
(De) serialize resources in scenes (#6846)
# Objective

Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes #3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.

## Solution

Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.

This PR changes the scene format to include resources in this way:
```
(
  resources: {
    // List of resources here, keyed by resource type name.
  },
  entities: [
    // Previous scene format here
  ],
)
```

An example taken from the tests:
```
(
  resources: {
    "bevy_scene::serde::tests::MyResource": (
      foo: 123,
    ),
  },
  entities: {
    // Previous scene format here
  },
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.


---

## Changelog


Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.

## Migration Guide

Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~

## TODOs

- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 21:17:02 +00:00
ira
6a85eb3d7e
Immediate Mode Line/Gizmo Drawing (#6529)
# Objective
Add a convenient immediate mode drawing API for visual debugging.

Fixes #5619
Alternative to #1625
Partial alternative to #5734

Based off https://github.com/Toqozz/bevy_debug_lines with some changes:
 * Simultaneous support for 2D and 3D.
 * Methods for basic shapes; circles, spheres, rectangles, boxes, etc.
 * 2D methods.
 * Removed durations. Seemed niche, and can be handled by users.

<details>
<summary>Performance</summary>

Stress tested using Bevy's recommended optimization settings for the dev
profile with the
following command.
```bash
cargo run --example many_debug_lines \
    --config "profile.dev.package.\"*\".opt-level=3" \
    --config "profile.dev.opt-level=1"
```
I dipped to 65-70 FPS at 300,000 lines
CPU: 3700x
RAM Speed: 3200 Mhz
GPU: 2070 super - probably not very relevant, mostly cpu/memory bound

</details>

<details>
<summary>Fancy bloom screenshot</summary>


![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png)

</details>

## Changelog
 * Added `GizmoPlugin`
 * Added `Gizmos` system parameter for drawing lines and wireshapes.

### TODO
- [ ] Update changelog
- [x] Update performance numbers
- [x] Add credit to PR description

### Future work
- Cache rendering primitives instead of constructing them out of line
segments each frame.
- Support for drawing solid meshes
- Interactions. (See
[bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos))
- Fancier line drawing. (See
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline))
- Support for `RenderLayers`
- Display gizmos for a certain duration. Currently everything displays
for one frame (ie. immediate mode)
- Changing settings per drawn item like drawing on top or drawing to
different `RenderLayers`

Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com>
Co-Authored By: @The5-1 <agaku@hotmail.de> 
Co-Authored By: @Toqozz <toqoz@hotmail.com>
Co-Authored By: @nicopap <nico@nicopap.ch>

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Carl B. Smiley
e27f38a3e6
improve comments in example (#8127)
# Objective

Added additional comments to describe what is going on in an example.
2023-03-20 18:42:10 +00:00
ickshonpe
5703c75d76
Allow many_buttons to be run without text (#8116) 2023-03-18 22:58:17 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
IceSentry
9d1193df6c
Add low level post process example using a custom render pass (#6909)
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-03-16 03:22:17 +00:00
Rob Parrett
1d4910a1e3
Fix scrolling in UI example (#8069)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-15 06:50:37 +00:00
Rob Parrett
f6c72a7442
Fix blend_modes example UI positioning (#8093) 2023-03-15 01:03:53 +00:00
ickshonpe
e77eb003ec
Perform text scaling calculations per text, not per glyph (#7819) 2023-03-14 00:01:27 +00:00
Mike
8a2502ce0f
change breakout to use FixedTime::period (#8076) 2023-03-13 21:12:53 +00:00
ickshonpe
87dda354dd
Remove Val::Undefined (#7485) 2023-03-13 15:17:00 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
ickshonpe
729458815c
Fix the Text2d text anchor's incorrect horizontal alignment (#8019) 2023-03-10 14:57:41 +00:00
ira
f3cf734659
Fix broken code behind wasm feature flag in blend_modes example (#7945) 2023-03-07 13:55:34 +00:00
Marco Buono
f87de36843 Send emissive color to uniform as linear instead of sRGB (#7897)
This produces more accurate results for the `EmissiveStrengthTest` glTF test case.

(Requires manually setting the emission, for now)

Before: <img width="1392" alt="Screenshot 2023-03-04 at 18 21 25" src="https://user-images.githubusercontent.com/418473/222929455-c7363d52-7133-4d4e-9d6a-562098f6bbe8.png">

After: <img width="1392" alt="Screenshot 2023-03-04 at 18 20 57" src="https://user-images.githubusercontent.com/418473/222929454-3ea20ecb-0773-4aad-978c-3832353b6871.png">

Tagging @JMS55 as a co-author, since this fix is based on their experiments with emission.

# Objective

- Have more accurate results for the `EmissiveStrengthTest` glTF test case.

## Solution

- Make sure we send the emissive color as linear instead of sRGB.

---

## Changelog

- Emission strength is now correctly interpreted by the `StandardMaterial` as linear instead of sRGB.

## Migration Guide

- If you have previously manually specified emissive values with `Color::rgb()` and would like to retain the old visual results, you must now use `Color::rgb_linear()` instead;
- If you have previously manually specified emissive values with `Color::rgb_linear()` and would like to retain the old visual results, you'll need to apply a one-time gamma calculation to your channels manually to get the _actual_ linear RGB value: 
  - For channel values greater than `0.0031308`, use `(1.055 * value.powf(1.0 / 2.4)) - 0.055`;
  - For channel values lower than or equal to `0.0031308`, use `value * 12.92`;
- Otherwise, the results should now be more consistent with other tools/engines.
2023-03-04 23:26:04 +00:00
Robert Swain
f9226a382e Add bevy logo to the lighting example to demo alpha mask shadows (#7895)
$subj

![Screenshot 2023-03-04 at 15 46 05](https://user-images.githubusercontent.com/302146/222910129-0a38dc9c-ff65-46d9-adcc-9e26694c9c22.png)
2023-03-04 15:10:47 +00:00
François
57bf771f9a Transparent window on macos (#7617)
# Objective

- Example `transparent_window` doesn't display a transparent window on macOS
- Fixes #6330

## Solution

- Set the `composite_alpha_mode` of the window to the correct value
- Update docs
2023-03-04 14:51:23 +00:00
ickshonpe
465fff2b01 Text pipeline benchmark (#7845)
# Objective

Simple text pipeline benchmark. It's quite expensive but current examples don't capture the performance of `queue_text` as it only runs on changes to the text.
2023-03-04 12:29:08 +00:00
JMS55
2a7000a738 Revamp Bloom (#6677)
![image](https://user-images.githubusercontent.com/47158642/220197588-25e11022-02e4-45f3-b2e5-392c4ce7a025.png)

Huge credit to @StarLederer, who did almost all of the work on this. We're just reusing this PR to keep everything in one place.

# Objective

1. Make bloom more physically based.
1. Improve artistic control.
1. Allow to use bloom as screen blur.
1. Fix #6634.
1. Address #6655 (although the author makes incorrect conclusions).

## Solution

1. Set the default threshold to 0.
2. Lerp between bloom textures when `composite_mode: BloomCompositeMode::EnergyConserving`.
1. Use [a parametric function](https://starlederer.github.io/bloom) to control blend levels for each bloom texture. In the future this can be controlled per-pixel for things like lens dirt.
3. Implement BloomCompositeMode::Additive` for situations where the old school look is desired.

## Changelog

* Bloom now looks different.
* Added `BloomSettings:lf_boost`, `BloomSettings:lf_boost_curvature`, `BloomSettings::high_pass_frequency` and `BloomSettings::composite_mode`.
* `BloomSettings::scale` removed.
* `BloomSettings::knee` renamed to `BloomPrefilterSettings::softness`.
* `BloomSettings::threshold` renamed to `BloomPrefilterSettings::threshold`.
* The bloom example has been renamed to bloom_3d and improved. A bloom_2d example was added.

## Migration Guide

* Refactor mentions of `BloomSettings::knee` and `BloomSettings::threshold` as `BloomSettings::prefilter_settings` where knee is now `softness`.
* If defined without `..default()` add `..default()` to definitions of `BloomSettings` instances or manually define missing fields.
* Adapt to Bloom looking visually different (if needed).

Co-authored-by: Herman Lederer <germans.lederers@gmail.com>
2023-03-04 12:05:26 +00:00
SpecificProtagonist
91ff782439 Fix hot reloading for read_asset_bytes (#6797)
# Objective

Fixes #6780

## Solution

- record the asset path of each watched file
- call `AssetIo::watch_for_changes` in `LoadContext::read_asset_bytes`

---

## Changelog

### Fixed
- fixed hot reloading for `LoadContext::read_asset_bytes`

### Changed
- `AssetIo::watch_path_for_changes` allows watched path and path to reload to differ

## Migration Guide
- for custom `AssetIo`s, differentiate paths to watch and asset paths to reload as a consequence

Co-authored-by: Vincent Junge <specificprotagonist@posteo.org>
2023-03-02 02:51:06 +00:00
IceSentry
71cf35ce42 Allow prepass in webgl (#7537)
# Objective

- Use the prepass textures in webgl

## Solution

- Bind the prepass textures even when using webgl, but only if msaa is disabled
- Also did some refactors to centralize how textures are bound, similar to the EnvironmentMapLight PR
- ~~Also did some refactors of the example to make it work in webgl~~
- ~~To make the example work in webgl, I needed to use a sampler for the depth texture, the resulting code looks a bit weird, but it's simple enough and I think it's worth it to show how it works when using webgl~~
2023-03-02 02:23:06 +00:00