# Objective
revert combining pipelines for AlphaMode::Blend and AlphaMode::Premultiplied & Add
the recent blend state pr changed `AlphaMode::Blend` to use a blend state of `Blend::PREMULTIPLIED_ALPHA_BLENDING`, and recovered the original behaviour by multiplying colour by alpha in the standard material's fragment shader.
this had some advantages (specifically it means more material instances can be batched together in future), but this also means that custom materials that specify `AlphaMode::Blend` now get a premultiplied blend state, so they must also multiply colour by alpha.
## Solution
revert that combination to preserve 0.9 behaviour for custom materials with AlphaMode::Blend.
# Objective
- Fixes#4372.
## Solution
- Use the prepass shaders for the shadow passes.
- Move `DEPTH_CLAMP_ORTHO` from `ShadowPipelineKey` to `MeshPipelineKey` and the associated clamp operation from `depth.wgsl` to `prepass.wgsl`.
- Remove `depth.wgsl` .
- Replace `ShadowPipeline` with `ShadowSamplers`.
Instead of running the custom `ShadowPipeline` we run the `PrepassPipeline` with the `DEPTH_PREPASS` flag and additionally the `DEPTH_CLAMP_ORTHO` flag for directional lights as well as the `ALPHA_MASK` flag for materials that use `AlphaMode::Mask(_)`.
# 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~~
# Objective
Support the following syntax for adding systems:
```rust
App::new()
.add_system(setup.on_startup())
.add_systems((
show_menu.in_schedule(OnEnter(GameState::Paused)),
menu_ssytem.in_set(OnUpdate(GameState::Paused)),
hide_menu.in_schedule(OnExit(GameState::Paused)),
))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
# Objective
- ambiguities bad
## Solution
- solve ambiguities
- by either ignoring (e.g. on `queue_mesh_view_bind_groups` since `LightMeta` access is different)
- by introducing a dependency (`prepare_windows -> prepare_*` because the latter use the fallback Msaa)
- make `prepare_assets` public so that we can do a proper `.after`
# Objective
- Fix the environment map shader not working under webgl due to textureNumLevels() not being supported
- Fixes https://github.com/bevyengine/bevy/issues/7722
## Solution
- Instead of using textureNumLevels(), put an extra field in the GpuLights uniform to store the mip count
# Objective
Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR.
Address https://github.com/bevyengine/bevy/issues/2264.
Adds tone mapping options:
- None: Bypasses tonemapping for instances where users want colors output to match those set.
- Reinhard
- Reinhard Luminance: Bevy's exiting tonemapping
- [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264
- [AgX](https://github.com/sobotka/AgX)
- SomewhatBoringDisplayTransform
- TonyMcMapface
- Blender Filmic
This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images.
## Migration Guide
- Tonemapping is now an enum with NONE and the various tonemappers.
- The DebandDither is now a separate component.
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Allow for creating pipelines that use push constants. To be able to use push constants. Fixes#4825
As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error:
```
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 59, Vulkan)>`
In a set_push_constant command
provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT
```
## Solution
Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`.
This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`.
Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional.
---
## Changelog
- Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor
- Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional.
## Migration Guide
- Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor`
- Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector.
Co-authored-by: Zhixing Zhang <me@neoto.xin>
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps.
Fixes#3629
Before
![image](https://user-images.githubusercontent.com/1222141/210061203-bbd965a4-8d11-4cec-9a88-67fc59d0819f.png)
After
![image](https://user-images.githubusercontent.com/1222141/210061334-2ff15334-e6d7-4a31-9314-f34a7805cac6.png)
## Solution
Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination.
---
## Changelog
Directional lights now use cascaded shadow maps for improved shadow quality.
## Migration Guide
You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead.
# Objective
- This PR adds support for blend modes to the PBR `StandardMaterial`.
<img width="1392" alt="Screenshot 2022-11-18 at 20 00 56" src="https://user-images.githubusercontent.com/418473/202820627-0636219a-a1e5-437a-b08b-b08c6856bf9c.png">
<img width="1392" alt="Screenshot 2022-11-18 at 20 01 01" src="https://user-images.githubusercontent.com/418473/202820615-c8d43301-9a57-49c4-bd21-4ae343c3e9ec.png">
## Solution
- The existing `AlphaMode` enum is extended, adding three more modes: `AlphaMode::Premultiplied`, `AlphaMode::Add` and `AlphaMode::Multiply`;
- All new modes are rendered in the existing `Transparent3d` phase;
- The existing mesh flags for alpha mode are reorganized for a more compact/efficient representation, and new values are added;
- `MeshPipelineKey::TRANSPARENT_MAIN_PASS` is refactored into `MeshPipelineKey::BLEND_BITS`.
- `AlphaMode::Opaque` and `AlphaMode::Mask(f32)` share a single opaque pipeline key: `MeshPipelineKey::BLEND_OPAQUE`;
- `Blend`, `Premultiplied` and `Add` share a single premultiplied alpha pipeline key, `MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA`. In the shader, color values are premultiplied accordingly (or not) depending on the blend mode to produce the three different results after PBR/tone mapping/dithering;
- `Multiply` uses its own independent pipeline key, `MeshPipelineKey::BLEND_MULTIPLY`;
- Example and documentation are provided.
---
## Changelog
### Added
- Added support for additive and multiplicative blend modes in the PBR `StandardMaterial`, via `AlphaMode::Add` and `AlphaMode::Multiply`;
- Added support for premultiplied alpha in the PBR `StandardMaterial`, via `AlphaMode::Premultiplied`;
# Objective
Fixes#6931
Continues #6954 by squashing `Msaa` to a flat enum
Helps out #7215
# Solution
```
pub enum Msaa {
Off = 1,
#[default]
Sample4 = 4,
}
```
# Changelog
- Modified
- `Msaa` is now enum
- Defaults to 4 samples
- Uses `.samples()` method to get the sample number as `u32`
# Migration Guide
```
let multi = Msaa { samples: 4 }
// is now
let multi = Msaa::Sample4
multi.samples
// is now
multi.samples()
```
Co-authored-by: Sjael <jakeobrien44@gmail.com>
# Objective
- Add a configurable prepass
- A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw.
- The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass.
## Solution
The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw.
The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials.
The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored.
The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps.
---
## Changelog
- Add a new `PrepassNode` that runs before the main pass
- Add a `PrepassPlugin` to extract/prepare/queue the necessary data
- Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes.
- Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not.
- Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false.
- Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material`
## Notes
In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes.
The prepass is also used by @JMS55 for TAA and GTAO
discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187>
This PR was built on top of the work of multiple people
Co-Authored-By: @superdump
Co-Authored-By: @robtfm
Co-Authored-By: @JMS55
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Speed up the render phase of rendering. Simplify the trait structure for render commands.
## Solution
- Merge `EntityPhaseItem` into `PhaseItem` (`EntityPhaseItem::entity` -> `PhaseItem::entity`)
- Merge `EntityRenderCommand` into `RenderCommand`.
- Add two associated types to `RenderCommand`: `RenderCommand::ViewWorldQuery` and `RenderCommand::WorldQuery`.
- Use the new associated types to construct two `QueryStates`s for `RenderCommandState`.
- Hoist any `SQuery<T>` fetches in `EntityRenderCommand`s into the aformentioned two queries. Batch fetch them all at once.
## Performance
`main_opaque_pass_3d` is slightly faster on `many_foxes` (427.52us -> 401.15us)
![image](https://user-images.githubusercontent.com/3137680/206359804-9928b20a-7d92-41f8-bf7d-6e8c5cc802f0.png)
The shadow pass node is also slightly faster (344.52 -> 338.24us)
![image](https://user-images.githubusercontent.com/3137680/206359977-1212198d-f933-49a0-80f1-62ff88eb5727.png)
## Future Work
- Can we hoist the view level queries out of the core loop?
---
## Changelog
Added: `PhaseItem::entity`
Added: `RenderCommand::ViewWorldQuery` associated type.
Added: `RenderCommand::ItemorldQuery` associated type.
Added: `Draw<T>::prepare` optional trait function.
Removed: `EntityPhaseItem` trait
## Migration Guide
TODO
# Objective
Following #4402, extract systems run on the render world instead of the main world, and allow retained state operations on it's resources. We're currently extracting to `ExtractedJoints` and then copying it twice during Prepare. Once into `SkinnedMeshJoints` and again into the actual GPU buffer.
This makes #4902 obsolete.
## Solution
Cut out the middle copy and directly extract joints into `SkinnedMeshJoints` and remove `ExtractedJoints` entirely.
This also removes the per-frame allocation that is being made to send `ExtractedJoints` into the render world.
## Performance
On my local machine, this halves the time for `prepare_skinned _meshes` on `many_foxes` (195.75us -> 93.93us on average).
![image](https://user-images.githubusercontent.com/3137680/205427455-ab91a8a3-a6b0-4f0a-bd48-e54482c563b2.png)
---
## Changelog
Added: `BufferVec::truncate`
Added: `BufferVec::extend`
Changed: `SkinnedMeshJoints::build` now takes a `&mut BufferVec` instead of a `&mut Vec` as a parameter.
Removed: `ExtractedJoints`.
## Migration Guide
`ExtractedJoints` has been removed. Read the bound bones from `SkinnedMeshJoints` instead.
# Objective
- Fixes#6841
- In some case, the number of maximum storage buffers is `u32::MAX` which doesn't fit in a `i32`
## Solution
- Add an option to have a `u32` in a `ShaderDefVal`
# Objective
- shaders defs can now have a `bool` or `int` value
- `#if SHADER_DEF <operator> 3`
- ok if `SHADER_DEF` is defined, has the correct type and pass the comparison
- `==`, `!=`, `>=`, `>`, `<`, `<=` supported
- `#SHADER_DEF` or `#{SHADER_DEF}`
- will be replaced by the value in the shader code
---
## Migration Guide
- replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());`
- if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
# Objective
- Closes#5262
- Fix color banding caused by quantization.
## Solution
- Adds dithering to the tonemapping node from #3425.
- This is inspired by Godot's default "debanding" shader: https://gist.github.com/belzecue/
- Unlike Godot:
- debanding happens after tonemapping. My understanding is that this is preferred, because we are running the debanding at the last moment before quantization (`[f32, f32, f32, f32]` -> `f32`). This ensures we aren't biasing the dithering strength by applying it in a different (linear) color space.
- This code instead uses and reference the origin source, Valve at GDC 2015
![Screenshot from 2022-11-10 13-44-46](https://user-images.githubusercontent.com/2632925/201218880-70f4cdab-a1ed-44de-a88c-8759e77197f1.png)
![Screenshot from 2022-11-10 13-41-11](https://user-images.githubusercontent.com/2632925/201218883-72393352-b162-41da-88bb-6e54a1e26853.png)
## Additional Notes
Real time rendering to standard dynamic range outputs is limited to 8 bits of depth per color channel. Internally we keep everything in full 32-bit precision (`vec4<f32>`) inside passes and 16-bit between passes until the image is ready to be displayed, at which point the GPU implicitly converts our `vec4<f32>` into a single 32bit value per pixel, with each channel (rgba) getting 8 of those 32 bits.
### The Problem
8 bits of color depth is simply not enough precision to make each step invisible - we only have 256 values per channel! Human vision can perceive steps in luma to about 14 bits of precision. When drawing a very slight gradient, the transition between steps become visible because with a gradient, neighboring pixels will all jump to the next "step" of precision at the same time.
### The Solution
One solution is to simply output in HDR - more bits of color data means the transition between bands will become smaller. However, not everyone has hardware that supports 10+ bit color depth. Additionally, 10 bit color doesn't even fully solve the issue, banding will result in coherent bands on shallow gradients, but the steps will be harder to perceive.
The solution in this PR adds noise to the signal before it is "quantized" or resampled from 32 to 8 bits. Done naively, it's easy to add unneeded noise to the image. To ensure dithering is correct and absolutely minimal, noise is adding *within* one step of the output color depth. When converting from the 32bit to 8bit signal, the value is rounded to the nearest 8 bit value (0 - 255). Banding occurs around the transition from one value to the next, let's say from 50-51. Dithering will never add more than +/-0.5 bits of noise, so the pixels near this transition might round to 50 instead of 51 but will never round more than one step. This means that the output image won't have excess variance:
- in a gradient from 49 to 51, there will be a step between each band at 49, 50, and 51.
- Done correctly, the modified image of this gradient will never have a adjacent pixels more than one step (0-255) from each other.
- I.e. when scanning across the gradient you should expect to see:
```
|-band-| |-band-| |-band-|
Baseline: 49 49 49 50 50 50 51 51 51
Dithered: 49 50 49 50 50 51 50 51 51
Dithered (wrong): 49 50 51 49 50 51 49 51 50
```
![Screenshot from 2022-11-10 14-12-36](https://user-images.githubusercontent.com/2632925/201219075-ab3f46be-d4e9-4869-b66b-a92e1706f49e.png)
![Screenshot from 2022-11-10 14-11-48](https://user-images.githubusercontent.com/2632925/201219079-ec5d2add-817d-487a-8fc1-84569c9cda73.png)
You can see from above how correct dithering "fuzzes" the transition between bands to reduce distinct steps in color, without adding excess noise.
### HDR
The previous section (and this PR) assumes the final output is to an 8-bit texture, however this is not always the case. When Bevy adds HDR support, the dithering code will need to take the per-channel depth into account instead of assuming it to be 0-255. Edit: I talked with Rob about this and it seems like the current solution is okay. We may need to revisit once we have actual HDR final image output.
---
## Changelog
### Added
- All pipelines now support deband dithering. This is enabled by default in 3D, and can be toggled in the `Tonemapping` component in camera bundles. Banding is a graphical artifact created when the rendered image is crunched from high precision (f32 per color channel) down to the final output (u8 per channel in SDR). This results in subtle gradients becoming blocky due to the reduced color precision. Deband dithering applies a small amount of noise to the signal before it is "crunched", which breaks up the hard edges of blocks (bands) of color. Note that this does not add excess noise to the image, as the amount of noise is less than a single step of a color channel - just enough to break up the transition between color blocks in a gradient.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Bevy still has many instances of using single-tuples `(T,)` to create a bundle. Due to #2975, this is no longer necessary.
## Solution
Search for regex `\(.+\s*,\)`. This should have found every instance.
Attempt to make features like bloom https://github.com/bevyengine/bevy/pull/2876 easier to implement.
**This PR:**
- Moves the tonemapping from `pbr.wgsl` into a separate pass
- also add a separate upscaling pass after the tonemapping which writes to the swap chain (enables resolution-independant rendering and post-processing after tonemapping)
- adds a `hdr` bool to the camera which controls whether the pbr and sprite shaders render into a `Rgba16Float` texture
**Open questions:**
- ~should the 2d graph work the same as the 3d one?~ it is the same now
- ~The current solution is a bit inflexible because while you can add a post processing pass that writes to e.g. the `hdr_texture`, you can't write to a separate `user_postprocess_texture` while reading the `hdr_texture` and tell the tone mapping pass to read from the `user_postprocess_texture` instead. If the tonemapping and upscaling render graph nodes were to take in a `TextureView` instead of the view entity this would almost work, but the bind groups for their respective input textures are already created in the `Queue` render stage in the hardcoded order.~ solved by creating bind groups in render node
**New render graph:**
![render_graph](https://user-images.githubusercontent.com/22177966/147767249-57dd4229-cfab-4ec5-9bf3-dc76dccf8e8b.png)
<details>
<summary>Before</summary>
![render_graph_old](https://user-images.githubusercontent.com/22177966/147284579-c895fdbd-4028-41cf-914c-e1ffef60e44e.png)
</details>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- It's possible to create a mesh without positions or normals, but currently bevy forces these attributes to be present on any mesh.
## Solution
- Don't assume these attributes are present and add a shader defs for each attributes
- I updated 2d and 3d meshes to use the same logic.
---
## Changelog
- Meshes don't require any attributes
# Notes
I didn't update the pbr.wgsl shader because I'm not sure how to handle it. It doesn't really make sense to use it without positions or normals.
# Objective
There is no Srgb support on some GPU and display protocols with `winit` (for example, Nvidia's GPUs with Wayland). Thus `TextureFormat::bevy_default()` which returns `Rgba8UnormSrgb` or `Bgra8UnormSrgb` will cause panics on such platforms. This patch will resolve this problem. Fix https://github.com/bevyengine/bevy/issues/3897.
## Solution
Make `initialize_renderer` expose `wgpu::Adapter` and `first_available_texture_format`, use the `first_available_texture_format` by default.
## Changelog
* Fixed https://github.com/bevyengine/bevy/issues/3897.
# Objective
Simple docs/comments only PR that just fixes some outdated file references left over from the render rewrite.
## Solution
- Change the references to point to the correct files
# Objective
Implement `IntoIterator` for `&Extract<P>` if the system parameter it wraps implements `IntoIterator`.
Enables the use of `IntoIterator` with an extracted query.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Morten Mikkelsen clarified that the world normal and tangent must be normalized in the vertex stage and the interpolated values must not be normalized in the fragment stage. This is in order to match the mikktspace approach exactly.
- Fixes#5514 by ensuring the tangent basis matrix (TBN) is orthonormal
## Solution
- Normalize the world normal in the vertex stage and not the fragment stage
- Normalize the world tangent xyz in the vertex stage
- Take into account the sign of the determinant of the local to world matrix when calculating the bitangent
---
## Changelog
- Fixed - scaling a model that uses normal mapping now has correct lighting again
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Add capability to use `Affine3A`s for some `GlobalTransform`s. This allows affine transformations that are not possible using a single `Transform` such as shear and non-uniform scaling along an arbitrary axis.
- Related to #1755 and #2026
## Solution
- `GlobalTransform` becomes an enum wrapping either a `Transform` or an `Affine3A`.
- The API of `GlobalTransform` is minimized to avoid inefficiency, and to make it clear that operations should be performed using the underlying data types.
- using `GlobalTransform::Affine3A` disables transform propagation, because the main use is for cases that `Transform`s cannot support.
---
## Changelog
- `GlobalTransform`s can optionally support any affine transformation using an `Affine3A`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#4907. Fixes#838. Fixes#5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114
Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.
Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.
## Solution
Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.
Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.
This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.
Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.
Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.
![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)
Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale.
## Follow up work
* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---
## Changelog
* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.
## Migration Guide
If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:
```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
for visibility in query.iter() {
if visibility.is_visible {
log!("found visible entity");
}
}
}
// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
for visibility in query.iter() {
if visibility.is_visible() {
log!("found visible entity");
}
}
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.
## Solution
- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.
## Future work
It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.
## Todo
I still need to add doc comments to `Extract`.
---
## Changelog
### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase.
Resources on the render world can now be accessed using `ResMut` during extract.
### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead
## Migration Guide
The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.
For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
for cloud in clouds.iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
for cloud in clouds.value().iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
- for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+ for cloud in clouds.value().iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
*render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Bevy requires meshes to include UV coordinates, even if the material does not use any textures, and will fail with an error `ERROR bevy_pbr::material: Mesh is missing requested attribute: Vertex_Uv (MeshVertexAttributeId(2), pipeline type: Some("bevy_pbr::material::MaterialPipeline<bevy_pbr::pbr_material::StandardMaterial>"))` otherwise. The objective of this PR is to permit this.
## Solution
This PR follows the design of #4528, which added support for per-vertex colours. It adds a shader define called VERTEX_UVS which indicates the presence of UV coordinates to the shader.
* Cleanup redundant code
* Use a type alias to make sure the `caster_query` and
`not_caster_query` really do the same thing and access the same things
**Objective**
Cleanup code that would otherwise be difficult to understand
**Solution**
* `extract_meshes` had two for loops which are functionally identical,
just copy-pasted code. I extracted the common code between the two
and put them into an anonymous function.
* I flattened the tuple literal for the bundle batch, it looks much
less nested and the code is much more readable as a result.
* The parameters of `extract_meshes` were also very daunting, but they
turned out to be the same query repeated twice. I extracted the query
into a type alias.
EDIT: I reworked the PR to **not do anything breaking**, and keep the old allocation behavior. Removing the memorized length was clearly a performance loss, so I kept it.
# Objective
- Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way
- The next step in #3969 so check there for more details.
## Solution
- Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports
- These contain `mesh_` and `mesh2d_` versions of the following functions:
- `mesh_position_local_to_world`
- `mesh_position_world_to_clip`
- `mesh_position_local_to_clip`
- `mesh_normal_local_to_world`
- `mesh_tangent_local_to_world`
- Use them everywhere where it is appropriate
- Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there
- NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D.
---
## Changelog
- Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions:
- `mesh_position_local_to_world`
- `mesh_position_world_to_clip`
- `mesh_position_local_to_clip`
- `mesh_normal_local_to_world`
- `mesh_tangent_local_to_world`
## Migration Guide
- The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
# Objective
Fix#4958
There was 4 issues:
- this is not true in WASM and on macOS: f28b921209/examples/3d/split_screen.rs (L90)
- ~~I made sure the system was running at least once~~
- I'm sending the event on window creation
- in webgl, setting a viewport has impacts on other render passes
- only in webgl and when there is a custom viewport, I added a render pass without a custom viewport
- shaderdef NO_ARRAY_TEXTURES_SUPPORT was not used by the 2d pipeline
- webgl feature was used but not declared in bevy_sprite, I added it to the Cargo.toml
- shaderdef NO_STORAGE_BUFFERS_SUPPORT was not used by the 2d pipeline
- I added it based on the BufferBindingType
The last commit changes the two last fixes to add the shaderdefs in the shader cache directly instead of needing to do it in each pipeline
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Closes#4464
## Solution
- Specify default mag and min filter types for `Image` instead of using `wgpu`'s defaults.
---
## Changelog
### Changed
- Default `Image` filtering changed from `Nearest` to `Linear`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable.
- See #3969 for details. I'm doing this in multiple steps to make review easier.
---
## Changelog
- Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings`
## Migration Guide
- In shaders for 3D meshes:
- `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings`
- `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types`
- NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings.
- In shaders for 2D meshes:
- `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings`
- `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types`
- NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
# Objective
- Add an `ExtractResourcePlugin` for convenience and consistency
## Solution
- Add an `ExtractResourcePlugin` similar to `ExtractComponentPlugin` but for ECS `Resource`s. The system that is executed simply clones the main world resource into a render world resource, if and only if the main world resource was either added or changed since the last execution of the system.
- Add an `ExtractResource` trait with a `fn extract_resource(res: &Self) -> Self` function. This is used by the `ExtractResourcePlugin` to extract the resource
- Add a derive macro for `ExtractResource` on a `Resource` with the `Clone` trait, that simply returns `res.clone()`
- Use `ExtractResourcePlugin` wherever both possible and appropriate
# Objective
Add support for vertex colors
## Solution
This change is modeled after how vertex tangents are handled, so the shader is conditionally compiled with vertex color support if the mesh has the corresponding attribute set.
Vertex colors are multiplied by the base color. I'm not sure if this is the best for all cases, but may be useful for modifying vertex colors without creating a new mesh.
I chose `VertexFormat::Float32x4`, but I'd prefer 16-bit floats if/when support is added.
## Changelog
### Added
- Vertex colors can be specified using the `Mesh::ATTRIBUTE_COLOR` mesh attribute.
# Objective
- Related #4276.
- Part of the splitting process of #3503.
## Solution
- Move `Size` to `bevy_ui`.
## Reasons
- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2` replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.
## Changelog
### Changed
- The `Size` type got moved from `bevy_math` to `bevy_ui`.
## Migration Guide
- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
- While animating 501 https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BrainStem, I noticed things were getting a little slow
- Looking in tracy, the system `extract_skinned_meshes` is taking a lot of time, with a mean duration of 15.17ms
## Solution
- ~~Use `Vec` instead of a `SmallVec`~~
- ~~Don't use an temporary variable~~
- Compute the affine matrix as an `Affine3A` instead
- Remove the `temp` vec
| |mean|
|---|---|
|base|15.17ms|
|~~vec~~|~~9.31ms~~|
|~~no temp variable~~|~~11.31ms~~|
|removing the temp vector|8.43ms|
|affine|13.21ms|
|all together|7.23ms|