# 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
UIs created for Bevy cannot currently be made accessible. This PR aims to address that.
## Solution
Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.
## Changelog
### Added
* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
# Objective
- Fixes#1800, fixes#6984
- Alternative to #7196
- Ensure feature list is always up to date and that all are documented
- Help discovery of features
## Solution
- Use a template to update the cargo feature list
- Use the comment just above the feature declaration as the description
- Add the checks to CI
- Add the features to the base crate doc
# Objective
This PR adds an example that shows how to use `apply_system_buffers` and how to order it with respect to the relevant systems. It also shows how not ordering the systems can lead to unexpected behaviours.
## Solution
Add the example.
# Objective
This adds small comment to window fall through example that it won't work on specific platforms. This information is documented in `Cursor` api but I think it is worth to add it in example description for clarity sake.
# 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
Fix#7584.
## Solution
Add an abstraction for creating custom system combinators with minimal boilerplate. Use this to implement AND/OR combinators. Use this to simplify the implementation of `PipeSystem`.
## Example
Feel free to bikeshed on the syntax.
I chose the names `and_then`/`or_else` to emphasize the fact that these short-circuit, while I chose method syntax to empasize that the arguments are *not* treated equally.
```rust
app.add_systems((
my_system.run_if(resource_exists::<R>().and_then(resource_equals(R(0)))),
our_system.run_if(resource_exists::<R>().or_else(resource_exists::<S>())),
));
```
---
## Todo
- [ ] Decide on a syntax
- [x] Write docs
- [x] Write tests
## Changelog
+ Added the extension methods `.and_then(...)` and `.or_else(...)` to run conditions, which allows combining run conditions with short-circuiting behavior.
+ Added the trait `Combine`, which can be used with the new `CombinatorSystem` to create system combinators with custom behavior.
# Objective
- Add basic spatial audio support to Bevy
- this is what rodio supports, so no HRTF, just simple stereo channel manipulation
- no "built-in" ECS support: `Emitter` and `Listener` should be components that would automatically update the positions
This PR goal is to just expose rodio functionality, made possible with the recent update to rodio 0.16. A proper ECS integration opens a lot more questions, and would probably require an RFC
Also updates rodio and fixes#6122
# 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
`ChangeTrackers<>` is a `WorldQuery` type that lets you access the change ticks for a component. #7097 has added `Ref<>`, which gives access to a component's value in addition to its change ticks. Since bevy's access model does not separate a component's value from its change ticks, there is no benefit to using `ChangeTrackers<T>` over `Ref<T>`.
## Solution
Deprecate `ChangeTrackers<>`.
---
## Changelog
* `ChangeTrackers<T>` has been deprecated. It will be removed in Bevy 0.11.
## Migration Guide
`ChangeTrackers<T>` has been deprecated, and will be removed in the next release. Any usage should be replaced with `Ref<T>`.
```rust
// Before (0.9)
fn my_system(q: Query<(&MyComponent, ChangeTrackers<MyComponent>)>) {
for (value, trackers) in &q {
if trackers.is_changed() {
// Do something with `value`.
}
}
}
// After (0.10)
fn my_system(q: Query<Ref<MyComponent>>) {
for value in &q {
if value.is_changed() {
// Do something with `value`.
}
}
}
```
# Objective
Fixes#7735
## Solution
Use `spawn_batch` instead of `spawn` repeatedly in a for loop
I have decided to switch from using rands `thread_rng()` to its `StdRng`, this allows us to avoid calling `collect()` on the bundle iterator, if collecting is fine then I can revert it back to using `thread_rng()`.
# Objective
Fix#7440. Fix#7441.
## Solution
* Remove builder functions on `ScheduleBuildSettings` in favor of public fields, move docs to the fields.
* Add `use_shortnames` and use it in `get_node_name` to feed it through `bevy_utils::get_short_name`.
# 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>
# Objective
Fixes#7295
Should we maybe default to 4x if 2x/8x is selected but not supported?
---
## Changelog
- Added 2x and 8x sample counts for MSAA.
# Objective
- Environment maps use these formats, and in the future rendering LUTs will need textures loaded by default in the engine
## Solution
- Make ktx2 and zstd part of the default feature
- Let examples assume these features are enabled
---
## Changelog
- `ktx2` and `zstd` are now party of bevy's default enabled features
## Migration Guide
- If you used the `ktx2` or `zstd` features, you no longer need to explicitly enable them, as they are now part of bevy's default enabled features
# Objective
Fixes#7632.
As discussed in #7634, it can be quite challenging for users to intuit the mental model of how states now work.
## Solution
Rather than change the behavior of the `OnUpdate` system set, instead work on making sure it's easy to understand what's going on.
Two things have been done:
1. Remove the `.on_update` method from our bevy of system building traits. This was special-cased and made states feel much more magical than they need to.
2. Improve the docs for the `OnUpdate` system set.
# Objective
- Required features were added to some examples in #7051 even though those features aren't the main focus of the examples
- Don't require features on examples that are useful without them
## Solution
- Remove required features on examples `load_gltf` and `scene_viewer`, but log a warning when they are not enabled
# Objective
There was issue #191 requesting subdivisions on the shape::Plane.
I also could have used this recently. I then write the solution.
Fixes #191
## Solution
I changed the shape::Plane to include subdivisions field and the code to create the subdivisions. I don't know how people are counting subdivisions so as I put in the doc comments 0 subdivisions results in the original geometry of the Plane.
Greater then 0 results in the number of lines dividing the plane.
I didn't know if it would be better to create a new struct that implemented this feature, say SubdivisionPlane or change Plane. I decided on changing Plane as that was what the original issue was.
It would be trivial to alter this to use another struct instead of altering Plane.
The issues of migration, although small, would be eliminated if a new struct was implemented.
## Changelog
### Added
Added subdivisions field to shape::Plane
## Migration Guide
All the examples needed to be updated to initalize the subdivisions field.
Also there were two tests in tests/window that need to be updated.
A user would have to update all their uses of shape::Plane to initalize the subdivisions field.
# Objective
`Size::width` sets the `height` field to `Val::DEFAULT` which is `Val::Undefined`, but the default for `Size` `height` is `Val::Auto`.
`Size::height` has the same problem, but with the `width` field.
The UI examples specify numeric values in many places where they could either be elided or replaced by composition of the Flex enum properties.
related: https://github.com/bevyengine/bevy/pull/7468
fixes: https://github.com/bevyengine/bevy/issues/6498
## Solution
Change `Size::width` so it sets `height` to `Val::AUTO` and change `Size::height` so it sets `width` to `Val::AUTO`.
Added some tests so this doesn't happen again.
## Changelog
Changed `Size::width` so it sets the `height` to `Val::AUTO`.
Changed `Size::height` so it sets the `width` to `Val::AUTO`.
Added tests to `geometry.rs` for `Size` and `UiRect` to ensure correct behaviour.
Simplified the UI examples. Replaced numeric values with the Flex property enums or elided them where possible, and removed the remaining use of auto margins.
## Migration Guide
The `Size::width` constructor function now sets the `height` to `Val::Auto` instead of `Val::Undefined`.
The `Size::height` constructor function now sets the `width` to `Val::Auto` instead of `Val::Undefined`.
(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>
# Objective
Fixes#7565
`ecs_guide` example is currently panicking. This seems to just be a problem with the example only caused by the base sets PR.
## Solution
First, changed a few `in_set` to `in_base_set` to fix a few of
```
thread 'main' panicked at 'Systems cannot be added to 'base' system sets using 'in_set'. Use 'in_base_set' instead.', examples/ecs/ecs_guide.rs:301:45
```
And then added an `in_base_set` to fix the resulting (confusing) cycle error
```
2023-02-06T13:54:29.213843Z ERROR bevy_ecs::schedule_v3::schedule: schedule contains at least 1 cycle(s) -- cycle(s) found within:
---- 0: ["ecs_guide::game_over_system", "ecs_guide::score_check_system"]
```
I also changed this `add_system` call so the comment above and below make sense:
```diff
// add_system(system) adds systems to the Update system set by default
// However we can manually specify the set if we want to. The following is equivalent to
// add_system(score_system)
- .add_system(score_system)
+ .add_system(score_system.in_base_set(CoreSet::Update))
// There are other `CoreSets`, such as `Last` which runs at the very end of each run.
```
## Notes
- Does `MySet` even need to be a base set? Seems like yes.
- Is that cycle error when there is no explicit `in_base_set` actually expected?
# Objective
Implementing `States` manually is repetitive, so let's not.
One thing I'm unsure of is whether the macro import statement is in the right place.
# Objective
- Merge the examples on iOS and Android
- Make sure they both work from the same code
## Solution
- don't create window when not in an active state (from #6830)
- exit on suspend on Android (from #6830)
- automatically enable dependency feature of bevy_audio on android so that it works out of the box
- don't inverse y position of touch events
- reuse the same example for both Android and iOS
Fixes#4616Fixes#4103Fixes#3648Fixes#3458Fixes#3249Fixes#86
# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
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.
# Objective
- Improve ergonomics / documentation of cascaded shadow maps
- Allow for the customization of the nearest shadowing distance.
- Fixes#7393
- Fixes#7362
## Solution
- Introduce `CascadeShadowConfigBuilder`
- Tweak various example cascade settings for better quality.
---
## Changelog
- Made examples look nicer under cascaded shadow maps.
- Introduce `CascadeShadowConfigBuilder` to help with creating `CascadeShadowConfig`
## Migration Guide
- Configure settings for cascaded shadow maps for directional lights using the newly introduced `CascadeShadowConfigBuilder`.
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
Removal events are unwieldy and require some knowledge of when to put systems that need to catch events for them, it is very easy to end up missing one and end up with memory leak-ish issues where you don't clean up after yourself.
## Solution
Consolidate removals with the benefits of `Events<...>` (such as double buffering and per system ticks for reading the events) and reduce the special casing of it, ideally I was hoping to move the removals to a `Resource` in the world, but that seems a bit more rough to implement/maintain because of double mutable borrowing issues.
This doesn't go the full length of change detection esque removal detection a la https://github.com/bevyengine/rfcs/pull/44.
Just tries to make the current workflow a bit more user friendly so detecting removals isn't such a scheduling nightmare.
---
## Changelog
- RemovedComponents<T> is now backed by an `Events<Entity>` for the benefits of double buffering.
## Migration Guide
- Add a `mut` for `removed: RemovedComponents<T>` since we are now modifying an event reader internally.
- Iterating over removed components now requires `&mut removed_components` or `removed_components.iter()` instead of `&removed_components`.
# Objective
- Update winit to 0.28
## Solution
- Small API change
- A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland
I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830
---
## Changelog
- `window.always_on_top` has been removed, you can now use `window.window_level`
## Migration Guide
before:
```rust
app.new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
always_on_top: true,
..default()
}),
..default()
}));
```
after:
```rust
app.new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
window_level: bevy:🪟:WindowLevel::AlwaysOnTop,
..default()
}),
..default()
}));
```
## Objective
A common easy to miss mistake is to write something like:
``` rust
Size::new(Val::Percent(100.), Val::Px(100.));
```
`UiRect` has the `left`, `right`, `all`, `vertical`, etc constructor functions, `Size` is used a lot more frequently but lacks anything similar.
## Solution
Implement `all`, `width` and `height` functions for `Size`.
## Changelog
* Added `all`, `width` and `height` functions to `Size`.
Since the new renderer, no frustum culling is applied to 2d components
(be it Sprite or Mesh2d), the stress_tests docs is therefore misleading
and should be updated.
Furthermore, the `many_animated_sprites` example, unlike `many_sprites`
kept vsync enabled, making the stress test less useful than it could be.
We now disable vsync for `many_animated_sprites`.
Also, `many_animated_sprites` didn't have the stress_tests warning
message, instead, it had a paragraph in the module doc. I replaced the
module doc paragraph by the warning message, to be more in line with
other examples.
## Solution
- Remove the paragraph about frustum culling in the `many_sprites`
and `many_animated_sprites` stress tests
# Objective
- Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs.
- Verifying this currently involves repeated non-trivial manual work.
## Solution
- [x] add an example to quickly check this
- ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~
- ~~[ ] run the example in CI 😈~~
There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that.
```
2023-01-27T18:38:42.989405Z INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems:
* Parallel systems:
-- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system"
conflicts: ["bevy_transform::components::transform::Transform"]
```
## Changelog
Resolved internal execution order ambiguities for:
1. Transform propagation (ignored, we need smarter filter checking).
2. Gamepad processing (fixed).
3. bevy_winit's window handling (fixed).
4. Cascaded shadow maps and perspectives (fixed).
Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
# Objective
Update Bevy to wgpu 0.15.
## Changelog
- Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11
- Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest))
## Migration Guide
### WGSL Top-Level `let` is now `const`
All top level constants are now declared with `const`, catching up with the wgsl spec.
`let` is no longer allowed at the global scope, only within functions.
```diff
-let SOME_CONSTANT = 12.0;
+const SOME_CONSTANT = 12.0;
```
#### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field
The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to.
#### The DirectX Shader Compiler (DXC) is now supported on DX12
DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC.
You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC.
`WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
# Objective
- Fix#7315
- Add IME support
## Solution
- Add two new fields to `Window`, to control if IME is enabled and the candidate box position
This allows the use of dead keys which are needed in French, or the full IME experience to type using Pinyin
I also added a basic general text input example that can handle IME input.
https://user-images.githubusercontent.com/8672791/213941353-5ed73a73-5dd1-4e66-a7d6-a69b49694c52.mp4
<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;
# Objective
I found several words in code and docs are incorrect. This should be fixed.
## Solution
- Fix several minor typos
Co-authored-by: Chris Ohk <utilforever@gmail.com>
# Objective
Prevent things from breaking tomorrow when rust 1.67 is released.
## Solution
Fix a few `uninlined_format_args` lints in recently introduced code.
# Objective
Fixes#6952
## Solution
- Request WGPU capabilities `SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING`, `SAMPLER_NON_UNIFORM_INDEXING` and `UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING` when corresponding features are enabled.
- Add an example (`shaders/texture_binding_array`) illustrating (and testing) the use of non-uniform indexed textures and samplers.
![image](https://user-images.githubusercontent.com/16053640/209448310-defa4eae-6bcb-460d-9b3d-a3d2fad4316c.png)
## Changelog
- Added new capabilities for shader validation.
- Added example `shaders/texture_binding_array`.
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
Shadows are broken on many_foxes on AMD GPUs. This seems to be due to rounding or floating point precision issues combined with the absolute unit of a plane that it's currently using.
Related: https://github.com/bevyengine/bevy/issues/6542
I'm not sure if we want to close that issue, as there's still the underlying issue of shadows breaking on overly large planes.
## Solution
Make the plane smaller.
# Objective
On wasm, bevy applications currently prevent any of the normal browser hotkeys from working normally (Ctrl+R, F12, F5, Ctrl+F5, tab, etc.).
Some of those events you may want to override, perhaps you can hold the tab key for showing in-game stats?
However, if you want to make a well-behaved game, you probably don't want to needlessly prevent that behavior unless you have a good reason.
Secondary motivation: Also, consider the workaround presented here to get audio working: https://developer.chrome.com/blog/web-audio-autoplay/#moving-forward ; It won't work (for keydown events) if we stop event propagation.
## Solution
- Winit has a field that allows it to not stop event propagation, expose it on the window settings to allow the user to choose the desired behavior. Default to `true` for backwards compatibility.
---
## Changelog
- Added `Window::prevent_default_event_handling` . This allows bevy apps to not override default browser behavior on hotkeys like F5, F12, Ctrl+R etc.
# Objective
`RenderContext`, the core abstraction for running the render graph, currently only supports recording one `CommandBuffer` across the entire render graph. This means the entire buffer must be recorded sequentially, usually via the render graph itself. This prevents parallelization and forces users to only encode their commands in the render graph.
## Solution
Allow `RenderContext` to store a `Vec<CommandBuffer>` that it progressively appends to. By default, the context will not have a command encoder, but will create one as soon as either `begin_tracked_render_pass` or the `command_encoder` accesor is first called. `RenderContext::add_command_buffer` allows users to interrupt the current command encoder, flush it to the vec, append a user-provided `CommandBuffer` and reset the command encoder to start a new buffer. Users or the render graph will call `RenderContext::finish` to retrieve the series of buffers for submitting to the queue.
This allows users to encode their own `CommandBuffer`s outside of the render graph, potentially in different threads, and store them in components or resources.
Ideally, in the future, the core pipeline passes can run in `RenderStage::Render` systems and end up saving the completed command buffers to either `Commands` or a field in `RenderPhase`.
## Alternatives
The alternative is to use to use wgpu's `RenderBundle`s, which can achieve similar results; however it's not universally available (no OpenGL, WebGL, and DX11).
---
## Changelog
Added: `RenderContext::new`
Added: `RenderContext::add_command_buffer`
Added: `RenderContext::finish`
Changed: `RenderContext::render_device` is now private. Use the accessor `RenderContext::render_device()` instead.
Changed: `RenderContext::command_encoder` is now private. Use the accessor `RenderContext::command_encoder()` instead.
Changed: `RenderContext` now supports adding external `CommandBuffer`s for inclusion into the render graphs. These buffers can be encoded outside of the render graph (i.e. in a system).
## Migration Guide
`RenderContext`'s fields are now private. Use the accessors on `RenderContext` instead, and construct it with `RenderContext::new`.
# 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
Currently, Text always uses the default linebreaking behaviour in glyph_brush_layout `BuiltInLineBreaker::Unicode` which breaks lines at word boundaries. However, glyph_brush_layout also supports breaking lines at any character by setting the linebreaker to `BuiltInLineBreaker::AnyChar`. Having text wrap character-by-character instead of at word boundaries is desirable in some cases - consider that consoles/terminals usually wrap this way.
As a side note, the default Unicode linebreaker does not seem to handle emergency cases, where there is no word boundary on a line to break at. In that case, the text runs out of bounds. Issue #1867 shows an example of this.
## Solution
Basically just copies how TextAlignment is exposed, but for a new enum TextLineBreakBehaviour.
This PR exposes glyph_brush_layout's two simple linebreaking options (Unicode, AnyChar) to users of Text via the enum TextLineBreakBehaviour (which just translates those 2 aforementioned options), plus a method 'with_linebreak_behaviour' on Text and TextBundle.
## Changelog
Added `Text::with_linebreak_behaviour`
Added `TextBundle::with_linebreak_behaviour`
`TextPipeline::queue_text` and `GlyphBrush::compute_glyphs` now need a TextLineBreakBehaviour argument, in order to pass through the new field.
Modified the `text2d` example to show both linebreaking behaviours.
## Example
Here's what the modified example looks like
![image](https://user-images.githubusercontent.com/117271367/213589184-b1a54bf3-116c-4721-8cb6-1cb69edb3070.png)
# Objective
- Fixes#7294
## Solution
- Do not trigger change detection when setting the cursor position from winit
When moving the cursor continuously, Winit sends events:
- CursorMoved(0)
- CursorMoved(1)
- => start of Bevy schedule execution
- CursorMoved(2)
- CursorMoved(3)
- <= End of Bevy schedule execution
if Bevy schedule runs after the event 1, events 2 and 3 would happen during the execution but would be read only on the next system run. During the execution, the system would detect a change on cursor position, and send back an order to winit to move it back to 1, so event 2 and 3 would be ignored. By bypassing change detection when setting the cursor from winit event, it doesn't trigger sending back that change to winit out of order.
# Objective
- The changes to the MeshPipeline done for the prepass broke the shader_instancing example. The issue is that the view_layout changes based on if MSAA is enabled or not, but the example hardcoded the view_layout.
## Solution
- Don't overwrite the bind_group_layout of the descriptor since the MeshPipeline already takes care of this in the specialize function.
Closes https://github.com/bevyengine/bevy/issues/7285
# 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
Fixes#3184. Fixes#6640. Fixes#4798. Using `Query::par_for_each(_mut)` currently requires a `batch_size` parameter, which affects how it chunks up large archetypes and tables into smaller chunks to run in parallel. Tuning this value is difficult, as the performance characteristics entirely depends on the state of the `World` it's being run on. Typically, users will just use a flat constant and just tune it by hand until it performs well in some benchmarks. However, this is both error prone and risks overfitting the tuning on that benchmark.
This PR proposes a naive automatic batch-size computation based on the current state of the `World`.
## Background
`Query::par_for_each(_mut)` schedules a new Task for every archetype or table that it matches. Archetypes/tables larger than the batch size are chunked into smaller tasks. Assuming every entity matched by the query has an identical workload, this makes the worst case scenario involve using a batch size equal to the size of the largest matched archetype or table. Conversely, a batch size of `max {archetype, table} size / thread count * COUNT_PER_THREAD` is likely the sweetspot where the overhead of scheduling tasks is minimized, at least not without grouping small archetypes/tables together.
There is also likely a strict minimum batch size below which the overhead of scheduling these tasks is heavier than running the entire thing single-threaded.
## Solution
- [x] Remove the `batch_size` from `Query(State)::par_for_each` and friends.
- [x] Add a check to compute `batch_size = max {archeytpe/table} size / thread count * COUNT_PER_THREAD`
- [x] ~~Panic if thread count is 0.~~ Defer to `for_each` if the thread count is 1 or less.
- [x] Early return if there is no matched table/archetype.
- [x] Add override option for users have queries that strongly violate the initial assumption that all iterated entities have an equal workload.
---
## Changelog
Changed: `Query::par_for_each(_mut)` has been changed to `Query::par_iter(_mut)` and will now automatically try to produce a batch size for callers based on the current `World` state.
## Migration Guide
The `batch_size` parameter for `Query(State)::par_for_each(_mut)` has been removed. These calls will automatically compute a batch size for you. Remove these parameters from all calls to these functions.
Before:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_for_each(32, |comp| {
...
});
}
```
After:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_iter().for_each(|comp| {
...
});
}
```
Co-authored-by: Arnav Choubey <56453634+x-52@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Corey Farwell <coreyf@rwell.org>
Co-authored-by: Aevyrie <aevyrie@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
Fix https://github.com/bevyengine/bevy/issues/4530
- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)
## Solution
- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
Check each field individually to see what we need to update, events are still kept for user convenience.
---
## Changelog
- `WindowDescriptor` renamed to `Window`.
- Width/height consolidated into a `WindowResolution` component.
- Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.
## Migration Guide
- Replace `WindowDescriptor` with `Window`.
- Change `width` and `height` fields in a `WindowResolution`, either by doing
```rust
WindowResolution::new(width, height) // Explicitly
// or using From<_> for tuples for convenience
(1920., 1080.).into()
```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
```rust
let window = commands.spawn(Window { ... }).id(); // open window
commands.entity(window).despawn(); // close window
```
## Unresolved
- ~How do we tell when a window is minimized by a user?~
~Currently using the `Resize(0, 0)` as an indicator of minimization.~
No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
## Future work
- Move `exit_on_close` functionality out from windowing and into app(?)
- https://github.com/bevyengine/bevy/issues/5621
- https://github.com/bevyengine/bevy/issues/7099
- https://github.com/bevyengine/bevy/issues/7098
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
See:
- https://github.com/bevyengine/bevy/issues/7067#issuecomment-1381982285
- (This does not fully close that issue in my opinion.)
- https://discord.com/channels/691052431525675048/1063454009769340989
## Solution
This merge request adds documentation:
1. Alert users to the fact that `App::run()` might never return and code placed after it might never be executed.
2. Makes `winit::WinitSettings::return_from_run` discoverable.
3. Better explains why `winit::WinitSettings::return_from_run` is discouraged and better links to up-stream docs. on that topic.
4. Adds notes to the `app/return_after_run.rs` example which otherwise promotes a feature that carries caveats.
Furthermore, w.r.t `winit::WinitSettings::return_from_run`:
- Broken links to `winit` docs are fixed.
- Links now point to BOTH `EventLoop::run()` and `EventLoopExtRunReturn::run_return()` which are the salient up-stream pages and make more sense, taken together.
- Collateral damage: "Supported platforms" heading; disambiguation of "run" → `App::run()`; links.
## Future Work
I deliberately structured the "`run()` might not return" section under `App::run()` to allow for alternative patterns (e.g. `AppExit` event, `WindowClosed` event) to be listed or mentioned, beneath it, in the future.
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
# Objective
- Fixes#6361
- Fixes#6362
- Fixes#6364
## Solution
- Added an example for creating a custom `Decodable` type
- Clarified the documentation on `Decodable`
- Added an `AddAudioSource` trait and implemented it for `App`
Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
# Objective
Add useful information about cursor position relative to a UI node. Fixes#7079.
## Solution
- Added a new `RelativeCursorPosition` component
---
## Changelog
- Added
- `RelativeCursorPosition`
- an example showcasing the new component
Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@users.noreply.github.com>
# Objective
- Allow rendering queue systems to use a `Res<PipelineCache>` even for queueing up new rendering pipelines. This is part of unblocking parallel execution queue systems.
## Solution
- Make `PipelineCache` internally mutable w.r.t to queueing new pipelines. Pipelines are no longer immediately updated into the cache state, but rather queued into a Vec. The Vec of pending new pipelines is then later processed at the same time we actually create the queued pipelines on the GPU device.
---
## Changelog
`PipelineCache` no longer requires mutable access in order to queue render / compute pipelines.
## Migration Guide
* Most usages of `resource_mut::<PipelineCache>` and `ResMut<PipelineCache>` can be changed to `resource::<PipelineCache>` and `Res<PipelineCache>` as long as they don't use any methods requiring mutability - the only public method requiring it is `process_queue`.
# Objective
It is possible to manually update `GlobalTransform`.
The engine actually assumes this is not possible.
For example, `propagate_transform` does not update children
of an `Entity` which **`GlobalTransform`** changed,
leading to unexpected behaviors.
A `GlobalTransform` set by the user may also be blindly
overwritten by the propagation system.
## Solution
- Remove `translation_mut`
- Explain to users that they shouldn't manually update the `GlobalTransform`
- Remove `global_vs_local.rs` example, since it misleads users
in believing that it is a valid use-case to manually update the
`GlobalTransform`
---
## Changelog
- Remove `GlobalTransform::translation_mut`
## Migration Guide
`GlobalTransform::translation_mut` has been removed without alternative,
if you were relying on this, update the `Transform` instead. If the given entity
had children or parent, you may need to remove its parent to make its transform
independent (in which case the new `Commands::set_parent_in_place` and
`Commands::remove_parent_in_place` may be of interest)
Bevy may add in the future a way to toggle transform propagation on
an entity basis.
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
# Objective
- Fixes https://github.com/bevyengine/bevy/discussions/6338
This PR allows for smooth transitions between different animations.
## Solution
- This PR uses very simple linear blending of animations.
- When starting a new animation, you can give it a duration, and throughout that duration, the previous and the new animation are being linearly blended, until only the new animation is running.
- I'm aware of https://github.com/bevyengine/rfcs/pull/49 and https://github.com/bevyengine/rfcs/pull/51, which are more complete solutions to this problem, but they seem still far from being implemented. Until they're ready, this PR allows for the most basic use case of blending, i.e. smoothly transitioning between different animations.
## Migration Guide
- no bc breaking changes
# Objective
- Fixes#7081.
## Solution
- Moved functionality from kitchen sink plugin `CorePlugin` to separate plugins, `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`. `TaskPoolOptions` resource should now be used with `TaskPoolPlugin`.
## Changelog
Minimal changes made (code kept in `bevy_core/lib.rs`).
## Migration Guide
- `CorePlugin` broken into separate plugins. If not using `DefaultPlugins` or `MinimalPlugins` `PluginGroup`s, the replacement for `CorePlugin` is now to add `TaskPoolPlugin`, `TypeRegistrationPlugin`, and `FrameCountPlugin` to the app.
## Notes
- Consistent with Bevy goal "modularity over deep integration" but the functionality of `TypeRegistrationPlugin` and `FrameCountPlugin` is weak (the code has to go somewhere, though!).
- No additional tests written.
# Objective
It is currently possible to break reference counting for assets by creating a strong `HandleUntyped` and then modifying the `id` field before dropping the handle. This should not be allowed.
## Solution
Change the `id` field visibility to private and add a getter instead. The same change was previously done for `Handle<T>` in #6176, but `HandleUntyped` was forgotten.
---
## Migration Guide
- Instead of directly accessing the ID of a `HandleUntyped` as `handle.id`, use the new getter `handle.id()`.
# Objective
- When using `Color::hex` for the first time, I was confused by the fact that I can't specify colors using #, which is much more familiar.
- In the code editor (if there is support) there is a preview of the color, which is very convenient.
![Снимок экрана от 2022-12-30 02-54-00](https://user-images.githubusercontent.com/69102503/209990973-f6fc3bc6-08f6-4e51-a9a9-1de8a675c82d.png)
## Solution
- Allow you to enter colors like `#ff33f2` and use the `.strip_prefix` method to delete the `#` character.
# 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
Solve #5464
## Solution
Adds a `SystemInformationDiagnosticsPlugin` to add diagnostics.
Adds `Cargo.toml` flags to fix building on different platforms.
---
## Changelog
Adds `sysinfo` crate to `bevy-diagnostics`.
Changes in import order are due to clippy.
Co-authored-by: l1npengtul <35755164+l1npengtul@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
# Objective
I am new to Bevy. And during my development, I noticed that the `iOS` example doesn't work.
Example panics with next message: ```panicked at 'Resource requested by bevy_ui::widget::text::text_system does not exist: bevy_asset::assets::Assets```.
I have asked for help in a `discord` iOS chat and there I receive a recommendation that it is possible that some bevy features missing.
## Solution
So, I used ```bevy``` with default features.
# Objective
Scene viewer mouse sensitivity/cursor usage isn't the best it could be atm, so just adding some quick, maybe opinionated, tweaks to make it feel more at home in usage.
## Solution
- Mouse delta shouldn't be affected by delta time, it should be more expected that if I move my mouse 1 inch to the right that it should move the in game camera/whatever is controlled the same regardless of FPS.
- Uses a magic number of 180.0 for a nice default sensitivity, modeled after Valorant's default sensitivity.
- Cursor now gets locked/hidden when rotating the camera to give it more of the effect that you are grabbing the camera.
# Objective
The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking.
# Solution
Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode.
# Objective
The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching.
Additionally as it stands Bevy only has two settings for visibility of an entity:
- "unconditionally hidden" `Visibility { is_visible: false }`,
- "inherit visibility from parent" `Visibility { is_visible: true }`
where a root level entity set to "inherit" is visible.
Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear.
Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode.
--
The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants.
## Solution
Change the Visibility component into
```rust
enum Visibility {
Hidden, // unconditionally hidden
Visible, // unconditionally visible
Inherited, // inherit visibility from parent
}
```
---
## Changelog
### Changed
`Visibility` is now an enum
## Migration Guide
- evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`.
- setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`.
- usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively.
- `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
This PR reorganizes majority of the scene viewer example into a module of plugins which then allows reuse of functionality among new or existing examples. In addition, this enables the scene viewer to be more succinct and showcase the distinct cases of camera control and scene control.
This work is to support future work in organization and future examples. A more complicated 3D scene example has been requested by the community (#6551) which requests functionality currently included in scene_viewer, but previously inaccessible. The future example can now just utilize the two plugins created here. The existing example [animated_fox example] can utilize the scene creation and animation control functionality of `SceneViewerPlugin`.
## Solution
- Created a `scene_viewer` module inside the `tools` example folder.
- Created two plugins: `SceneViewerPlugin` (gltf scene loading, animation control, camera tracking control, light control) and `CameraControllerPlugin` (controllable camera).
- Original `scene_viewer.rs` moved to `scene_viewer/main.rs` and now utilizes the two plugins.
# Objective
The `WgpuSettings` resource is only used during plugin build. Move it into the `RenderPlugin` struct.
Changing these settings requires re-initializing the render context, which is currently not supported.
If it is supported in the future it should probably be more explicit than changing a field on a resource, maybe something similar to the `CreateWindow` event.
## Migration Guide
```rust
// Before (0.9)
App::new()
.insert_resource(WgpuSettings { .. })
.add_plugins(DefaultPlugins)
// After (0.10)
App::new()
.add_plugins(DefaultPlugins.set(RenderPlugin {
wgpu_settings: WgpuSettings { .. },
}))
```
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
This adds a custom profile for testing against stress tests. Bevy seemingly gets notably faster with LTO turned on. To more accurately depict production level performance, LTO and other rustc-level optimizations should be enabled when performance testing on stress tests.
Also updated the stress test docs to reflect that users should be using it.
# Objective
`AsBindGroup` can't be used as a trait object because of the constraint `Sized` and because of the associated function.
This is a problem for [`bevy_atmosphere`](https://github.com/JonahPlusPlus/bevy_atmosphere) because it needs to use a trait that depends on `AsBindGroup` as a trait object, for switching out different shaders at runtime. The current solution it employs is reimplementing the trait and derive macro into that trait, instead of constraining to `AsBindGroup`.
## Solution
Remove the `Sized` constraint from `AsBindGroup` and add the constraint `where Self: Sized` to the associated function `bind_group_layout`. Also change `PreparedBindGroup<T: AsBindGroup>` to `PreparedBindGroup<T>` and use it as `PreparedBindGroup<Self::Data>` instead of `PreparedBindGroup<Self>`.
This weakens the constraints, but increases the flexibility of `AsBindGroup`.
I'm not entirely sure why the `Sized` constraint was there, because it worked fine without it (maybe @cart wasn't aware of use cases for `AsBindGroup` as a trait object or this was just leftover from legacy code?).
---
## Changelog
- `AsBindGroup` can be used as a trait object.
# Objective
[Rust 1.66](https://blog.rust-lang.org/inside-rust/2022/12/12/1.66.0-prerelease.html) is coming in a few days, and bevy doesn't build with it.
Fix that.
## Solution
Replace output from a trybuild test, and fix a few new instances of `needless_borrow` and `unnecessary_cast` that are now caught.
## Note
Due to the trybuild test, this can't be merged until 1.66 is released.
# Objective
Change detection can be spuriously triggered by setting a field to the same value as before. As a result, a common pattern is to write:
```rust
if *foo != value {
*foo = value;
}
```
This is confusing to read, and heavy on boilerplate.
Adopted from #5373, but untangled and rebased to current `bevy/main`.
## Solution
1. Add a method to the `DetectChanges` trait that implements this boilerplate when the appropriate trait bounds are met.
2. Document this minor footgun, and point users to it.
## Changelog
* added the `set_if_neq` method to avoid triggering change detection when the new and previous values are equal. This will work on both components and resources.
## Migration Guide
If you are manually checking if a component or resource's value is equal to its new value before setting it to avoid triggering change detection, migrate to the clearer and more convenient `set_if_neq` method.
## Context
Related to #2363 as it avoids triggering change detection, but not a complete solution (as it still requires triggering it when real changes are made).
Co-authored-by: Zoey <Dessix@Dessix.net>
# Objective
The feature doesn't have any use case in libraries or applications and many users use this feature incorrectly. See the issue for details.
Closes#5753.
## Solution
Remove it.
---
## Changelog
### Removed
- `render` feature group.
## Migration Guide
Instead of using `render` feature group use dependencies directly. This group consisted of `bevy_core_pipeline`, `bevy_pbr`, `bevy_gltf`, `bevy_render`, `bevy_sprite`, `bevy_text` and `bevy_ui`. You probably want to check if you need all of them.
# Objective
- Fixes#6630, fixes#6679
- Improve scene viewer in cases where there are more than one scene in a gltf file
## Solution
- Can select which scene to display using `#SceneN`, defaults to scene 0 if not present
- Display the number of scenes available if there are more than one
# Objective
- Make running animation fluid skipping 'idle' frame.
## Solution
- Loop through the specified indices instead of through the whole sprite sheet.
The example is correct, is just the feeling that the animation loop is not seamless.
Based on the solution suggested by @mockersf in #5429.
# Objective
Adds a cylinder shape. Fixes#2282.
## Solution
- I added a custom cylinder shape, taken from [here](https://github.com/rparrett/typey_birb/blob/main/src/cylinder.rs) with permission from @rparrett.
- I also added the cylinder shape to the `3d_shapes` example scene.
---
## Changelog
- Added cylinder shape
Co-Authored-By: Rob Parrett <robparrett@gmail.com>
Co-Authored-By: davidhof <7483215+davidhof@users.noreply.github.com>
# Objective
Fixes#6224, add ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to expand #5776, which call the corresponding re-exported [bevy_log macros](https://docs.rs/bevy/latest/bevy/log/macro.info.html) when the result is an error.
## Solution
* Added ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to ``system_piping.rs``.
* Modified and added tests for these under examples in ``system_piping.rs``.
The PR fixes the interface of `EventReader::clear`. Currently, the method consumes the reader, which makes it unusable.
## Changelog
- `EventReader::clear` now takes a mutable reference instead of consuming the event reader.
## Migration Guide
`EventReader::clear` now takes a mutable reference instead of consuming the event reader. This means that `clear` now needs explicit mutable access to the reader variable, which previously could have been omitted in some cases:
```rust
// Old (0.9)
fn clear_events(reader: EventReader<SomeEvent>) {
reader.clear();
}
// New (0.10)
fn clear_events(mut reader: EventReader<SomeEvent>) {
reader.clear();
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The global_vs_local_translation example tries to use transparency to identify static cubes, but the materials of those cubes aren't transparent.
## Solution
Change material alpha_mode to `AlphaMode::Blend` for those cubes.
# Objective
- Every usage of `DrawFunctionsInternals::get_id()` was followed by a `.unwrap()`. which just adds boilerplate.
## Solution
- Introduce a fallible version of `DrawFunctionsInternals::get_id()` and use it where possible.
- I also took the opportunity to improve the error message a little in the case where it fails.
---
## Changelog
- Added `DrawFunctionsInternals::id()`
# Objective
- Fix CI issue with updated `cargo-app`
## Solution
- Move the Android example to its own package. It's not necessary for the CI fix, but it's cleaner, mimic the iOS example, and easier to reuse for someone wanting to setup android support in their project
- Build the package in CI instead of the example
The Android example is still working on my android device with this change 👍
# 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
`add_node_edge` and `add_slot_edge` are fallible methods, but are always used with `.unwrap()`.
`input_node` is often unwrapped as well.
This points to having an infallible behaviour as default, with an alternative fallible variant if needed.
Improves readability and ergonomics.
## Solution
- Change `add_node_edge` and `add_slot_edge` to panic on error.
- Change `input_node` to panic on `None`.
- Add `try_add_node_edge` and `try_add_slot_edge` in case fallible methods are needed.
- Add `get_input_node` to still be able to get an `Option`.
---
## Changelog
### Added
- `try_add_node_edge`
- `try_add_slot_edge`
- `get_input_node`
### Changed
- `add_node_edge` is now infallible (panics on error)
- `add_slot_edge` is now infallible (panics on error)
- `input_node` now panics on `None`
## Migration Guide
Remove `.unwrap()` from `add_node_edge` and `add_slot_edge`.
For cases where the error was handled, use `try_add_node_edge` and `try_add_slot_edge` instead.
Remove `.unwrap()` from `input_node`.
For cases where the option was handled, use `get_input_node` instead.
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
Fixes#6498.
## Solution
Adding a parent node with properties AlignItems::Center and JustifyContent::Center to centered child nodes and removing their auto-margin properties.
# Objective
Allow more use cases where the user may benefit from both `ExtractComponentPlugin` _and_ `UniformComponentPlugin`.
## Solution
Add an associated type to `ExtractComponent` in order to allow specifying the output component (or bundle).
Make `extract_component` return an `Option<_>` such that components can be extracted only when needed.
What problem does this solve?
`ExtractComponentPlugin` allows extracting components, but currently the output type is the same as the input.
This means that use cases such as having a settings struct which turns into a uniform is awkward.
For example we might have:
```rust
struct MyStruct {
enabled: bool,
val: f32
}
struct MyStructUniform {
val: f32
}
```
With the new approach, we can extract `MyStruct` only when it is enabled, and turn it into its related uniform.
This chains well with `UniformComponentPlugin`.
The user may then:
```rust
app.add_plugin(ExtractComponentPlugin::<MyStruct>::default());
app.add_plugin(UniformComponentPlugin::<MyStructUniform>::default());
```
This then saves the user a fair amount of boilerplate.
## Changelog
### Changed
- `ExtractComponent` can specify output type, and outputting is optional.
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
- Bevy should be usable to create 'overlay' type apps, where the input is not captured by Bevy, but passed down/into a target app, or to allow passive displays/widgets etc.
## Solution
- the `winit:🪟:Window` already has a `set_cursor_hittest()` which basically does this for mouse input events, so I've exposed it (trying to copy the style laid out in the existing wrappings, and added a simple demo.
---
## Changelog
- Added `hittest` to `WindowAttributes`
- Added the `hittest`'s setters/getters
- Modified the `WindowBuilder`
- Modifed the `WindowDescriptor`'s `Default` impl.
- Added an example `cargo run --example fallthrough`
# Objective
- The `contributors` example panics when attempting to generate an empty range if the window height is smaller than the sprites
- Don't do that
## Solution
- Clamp the bounce height to be 0 minimum, and generate an inclusive range when passing it to `rng.gen_range`
# Objective
I needed a window which is always on top, to create a overlay app.
## Solution
expose the `always_on_top` property of winit in bevy's `WindowDescriptor` as a boolean flag
---
## Changelog
### Added
- add `WindowDescriptor.always_on_top` which configures a window to stay on top.
# Objective
Fixes #3225, Allow for flippable UI Images
## Solution
Add flip_x and flip_y fields to UiImage, and swap the UV coordinates accordingly in ui_prepare_nodes.
## Changelog
* Changes UiImage to a struct with texture, flip_x, and flip_y fields.
* Adds flip_x and flip_y fields to ExtractedUiNode.
* Changes extract_uinodes to extract the flip_x and flip_y values from UiImage.
* Changes prepare_uinodes to swap the UV coordinates as required.
* Changes UiImage derefs to texture field accesses.
# Objective
- Using the instancing example as reference, I found it was breaking when enabling HDR on the camera. I found that this was because, unlike in internal code, this was not updating the specialization key with `view.hdr`.
## Solution
- Add the missing HDR bit.
# Objective
- Fix an awkwardly phrased/typoed error message
- Actually tell users which file caused the error
- IMO we don't need to panic
## Solution
- Add a warning including the involved asset path when a non-image is found by `load_folder`
- Note: uses `let else` which is stable now
```
2022-11-03T14:17:59.006861Z WARN texture_atlas: Some(AssetPath { path: "textures/rpg/tiles/whatisthisdoinghere.ogg", label: None }) did not resolve to an `Image` asset.
```
# Objective
Fixes: https://github.com/bevyengine/bevy/issues/6466
Summary: The UI Scaling example dynamically scales the UI which will dynamically allocate fonts to the font atlas surpassing the protective limit, throwing a panic.
## Solution
- Set TextSettings.allow_dynamic_font_size = true for the UI Scaling example. This is the ideal solution since the dynamic changes to the UI are not continuous yet still discrete.
- Update the panic text to reflect ui scaling as a potential cause
# Objective
The bloom example has a 2d camera for the UI. This is an artifact of an older version of bevy. All cameras can render the UI now.
## Solution
Remove the 2d camera
Allow passing `Vec`s of glam vector types as vertex attributes.
Alternative to #4548 and #2719
Also used some macros to cut down on all the repetition.
# Migration Guide
Implementations of `From<Vec<[u16; 4]>>` and `From<Vec<[u8; 4]>>` for `VertexAttributeValues` have been removed.
I you're passing either `Vec<[u16; 4]>` or `Vec<[u8; 4]>` into `Mesh::insert_attribute` it will now require wrapping it with right the `VertexAttributeValues` enum variant.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Adds a bloom pass for HDR-enabled Camera3ds.
- Supersedes (and all credit due to!) https://github.com/bevyengine/bevy/pull/3430 and https://github.com/bevyengine/bevy/pull/2876
![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png)
## Solution
- A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together.
- Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component.
---
## Changelog
- Added a `core_pipeline::bloom::BloomSettings` component.
- Added `BloomNode` that runs between the main pass and tonemapping.
- Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin.
- Added a bloom example project.
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: DGriffin91 <github@dgdigital.net>
# Objective
Replace `WorldQueryGats` trait with actual gats
## Solution
Replace `WorldQueryGats` trait with actual gats
---
## Changelog
- Replaced `WorldQueryGats` trait with actual gats
## Migration Guide
- Replace usage of `WorldQueryGats` assoc types with the actual gats on `WorldQuery` trait
# Objective
Add consistent UI rendering and interaction where deep nodes inside two different hierarchies will never render on top of one-another by default and offer an escape hatch (z-index) for nodes to change their depth.
## The problem with current implementation
The current implementation of UI rendering is broken in that regard, mainly because [it sets the Z value of the `Transform` component based on a "global Z" space](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/update.rs#L43) shared by all nodes in the UI. This doesn't account for the fact that each node's final `GlobalTransform` value will be relative to its parent. This effectively makes the depth unpredictable when two deep trees are rendered on top of one-another.
At the moment, it's also up to each part of the UI code to sort all of the UI nodes. The solution that's offered here does the full sorting of UI node entities once and offers the result through a resource so that all systems can use it.
## Solution
### New ZIndex component
This adds a new optional `ZIndex` enum component for nodes which offers two mechanism:
- `ZIndex::Local(i32)`: Overrides the depth of the node relative to its siblings.
- `ZIndex::Global(i32)`: Overrides the depth of the node relative to the UI root. This basically allows any node in the tree to "escape" the parent and be ordered relative to the entire UI.
Note that in the current implementation, omitting `ZIndex` on a node has the same result as adding `ZIndex::Local(0)`. Additionally, the "global" stacking context is essentially a way to add your node to the root stacking context, so using `ZIndex::Local(n)` on a root node (one without parent) will share that space with all nodes using `Index::Global(n)`.
### New UiStack resource
This adds a new `UiStack` resource which is calculated from both hierarchy and `ZIndex` during UI update and contains a vector of all node entities in the UI, ordered by depth (from farthest from camera to closest). This is exposed publicly by the bevy_ui crate with the hope that it can be used for consistent ordering and to reduce the amount of sorting that needs to be done by UI systems (i.e. instead of sorting everything by `global_transform.z` in every system, this array can be iterated over).
### New z_index example
This also adds a new z_index example that showcases the new `ZIndex` component. It's also a good general demo of the new UI stack system, because making this kind of UI was very broken with the old system (e.g. nodes would render on top of each other, not respecting hierarchy or insert order at all).
![image](https://user-images.githubusercontent.com/1060971/189015985-8ea8f989-0e9d-4601-a7e0-4a27a43a53f9.png)
---
## Changelog
- Added the `ZIndex` component to bevy_ui.
- Added the `UiStack` resource to bevy_ui, and added implementation in a new `stack.rs` module.
- Removed the previous Z updating system from bevy_ui, because it was replaced with the above.
- Changed bevy_ui rendering to use UiStack instead of z ordering.
- Changed bevy_ui focus/interaction system to use UiStack instead of z ordering.
- Added a new z_index example.
## ZIndex demo
Here's a demo I wrote to test these features
https://user-images.githubusercontent.com/1060971/188329295-d7beebd6-9aee-43ab-821e-d437df5dbe8a.mp4
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#6059, changing all incorrect occurrences of ``id`` in the ``entity`` module to ``index``:
* struct level documentation,
* ``id`` struct field,
* ``id`` method and its documentation.
## Solution
Renaming and verifying using CI.
Co-authored-by: Edvin Kjell <43633999+Edwox@users.noreply.github.com>
# Objective
- Add post processing passes for FXAA (Fast Approximate Anti-Aliasing)
- Add example comparing MSAA and FXAA
## Solution
When the FXAA plugin is added, passes for FXAA are inserted between the main pass and the tonemapping pass. Supports using either HDR or LDR output from the main pass.
---
## Changelog
- Add a new FXAANode that runs after the main pass when the FXAA plugin is added.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fixes #6311
- Make it clearer what should be done in the example (close the Bevy app window)
## Solution
- Remove the second windowed Bevy App [since winit does not support this](https://github.com/rust-windowing/winit/blob/v0.27.4/src/event_loop.rs#L82-L83)
- Add title to the Bevy window asking the user to close it
This is more of a quick fix to have a working example. It would be nicer if we had a small real usecase for this functionality.
Another alternativ that I tried out: If we want to showcase a second Bevy app as it was before, we could still do this as long as one of them does not have a window. But I don't see how this is helpful in the context of the example, so I stuck with only one Bevy app and a simple print afterwards.
# Objective
- Make it impossible to add a plugin twice
- This is going to be more a risk for plugins with configurations, to avoid things like `App::new().add_plugins(DefaultPlugins).add_plugin(ImagePlugin::default_nearest())`
## Solution
- Panic when a plugin is added twice
- It's still possible to mark a plugin as not unique by overriding `is_unique`
- ~~Simpler version of~~ #3988 (not simpler anymore because of how `PluginGroupBuilder` implements `PluginGroup`)
# Objective
Currently toggling an `AudioSink` (for example from a game menu) requires writing
```rs
if sink.is_paused() {
sink.play();
} else {
sink.pause();
}
```
It would be nicer if we could reduce this down to a single line
```rs
sink.toggle();
```
## Solution
Add an `AudioSink::toggle` method which does exactly that.
---
## Changelog
- Added `AudioSink::toggle` which can be used to toggle state of a sink.
# Objective
Add methods to `Query<&Children>` and `Query<&Parent>` to iterate over descendants and ancestors, respectively.
## Changelog
* Added extension trait for `Query` in `bevy_hierarchy`, `HierarchyQueryExt`
* Added method `iter_descendants` to `Query<&Children>` via `HierarchyQueryExt` for iterating over the descendants of an entity.
* Added method `iter_ancestors` to `Query<&Parent>` via `HierarchyQueryExt` for iterating over the ancestors of an entity.
Co-authored-by: devil-ira <justthecooldude@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.
# Objective
Following discussion on #3536 and #3522, `Handle::as_weak()` takes a type `U`, reinterpreting the handle as of another asset type while keeping the same ID. This is mainly used today in font atlas code. This PR does two things:
- Rename the method to `cast_weak()` to make its intent more clear
- Actually change the type uuid in the handle if it's not an asset path variant.
## Migration Guide
- Rename `Handle::as_weak` uses to `Handle::cast_weak`
The method now properly sets the associated type uuid if the handle is a direct reference (e.g. not a reference to an `AssetPath`), so adjust you code accordingly if you relied on the previous behavior.
# Objective
- fix new clippy lints before they get stable and break CI
## Solution
- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`
## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
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
- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.
## Solution
- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`. No clippy warnings in either after changes made.
---
## Changelog
- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
# Objective
- Build on #6336 for more plugin configurations
## Solution
- `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources
---
## Changelog
- `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin`
## Migration Guide
The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(LogSettings {
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(LogPlugin {
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
}))
```
The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(ImageSettings::default_nearest())
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
```
The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(DefaultTaskPoolOptions::with_num_threads(4))
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(CorePlugin {
task_pool_options: TaskPoolOptions::with_num_threads(4),
}))
```
# Objective
Fixes#5884#2879
Alternative to #2988#5885#2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
# Objective
Fixes#6339.
## Solution
This PR adds a new type, `GamepadInfo`, which holds metadata associated with a particular `Gamepad`. The `Gamepads` resource now holds a `HashMap<Gamepad, GamepadInfo>`. The `GamepadInfo` is created when the gamepad backend (by default `bevy_gilrs`) emits a "gamepad connected" event.
The `gamepad_viewer` example has been updated to showcase the new functionality.
Before:
![bevy-gamepad-old](https://user-images.githubusercontent.com/86984145/197359427-2130a3c0-bd8a-4683-ae24-2a9eaa98b586.png)
After:
![bevy-gamepad-new](https://user-images.githubusercontent.com/86984145/197359429-f7963163-df26-4906-af7f-6186fe3bd338.png)
---
## Changelog
### Added
- Added `GamepadInfo`.
- Added `Gamepads::name()`, which returns the name of the specified gamepad if it exists.
### Changed
- `GamepadEventType::Connected` is now a tuple variant with a single field of type `GamepadInfo`.
- Since `GamepadInfo` is not `Copy`, `GamepadEventType` is no longer `Copy`. The same is true of `GamepadEvent` and `GamepadEventRaw`.
## Migration Guide
- Pattern matches on `GamepadEventType::Connected` will need to be updated, as the form of the variant has changed.
- Code that requires `GamepadEvent`, `GamepadEventRaw` or `GamepadEventType` to be `Copy` will need to be updated.
# Objective
- Add Time-Adjusted Rolling EMA-based smoothing to diagnostics.
- Closes#4983; see that issue for more more information.
## Terms
- EMA - [Exponential Moving Average](https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average)
- SMA - [Simple Moving Average](https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average)
## Solution
- We use a fairly standard approximation of a true EMA where $EMA_{\text{frame}} = EMA_{\text{previous}} + \alpha \left( x_{\text{frame}} - EMA_{\text{previous}} \right)$ where $\alpha = \Delta t / \tau$ and $\tau$ is an arbitrary smoothness factor. (See #4983 for more discussion of the math.)
- The smoothness factor is here defaulted to $2 / 21$; this was chosen fairly arbitrarily as supposedly related to the existing 20-bucket SMA.
- The smoothness factor can be set on a per-diagnostic basis via `Diagnostic::with_smoothing_factor`.
---
## Changelog
### Added
- `Diagnostic::smoothed` - provides an exponentially smoothed view of a recorded diagnostic, to e.g. reduce jitter in frametime readings.
### Changed
- `LogDiagnosticsPlugin` now records the smoothed value rather than the raw value.
- For diagnostics recorded less often than every 0.1 seconds, this change to defaults will have no visible effect.
- For discrete diagnostics where this smoothing is not desirable, set a smoothing factor of 0 to disable smoothing.
- The average of the recent history is still shown when available.
# Objective
- Make `Time` API more consistent.
- Support time accel/decel/pause.
## Solution
This is just the `Time` half of #3002. I was told that part isn't controversial.
- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.
---
## Changelog
- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.
## Migration Guide
- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`
If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
# Objective
- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.
## Solution
---
## Changelog
### Changed
- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.
- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.
## Migration Guide
- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
# Objective
Fix a camera ambiguity warning in the IOS example
## Solution
I'm assuming that this was accidentally added when UI cameras stopped being a thing. So just delete the extra camera.
# Objective
To be consistent like other examples, it's better to keep file name and example name same, so we don't need to find correct example name in Cargo.toml.
## Solution
Rename example file scaling.rs to ui_scaling.rs.
# Objective
Fixes#6272
## Solution
Revert to old way of positioning text for Text2D rendered text.
Co-authored-by: Michel van der Hulst <hulstmichel@gmail.com>
# Objective
Fixes https://github.com/bevyengine/bevy/issues/3418
## Solution
Originally a rebase of https://github.com/bevyengine/bevy/pull/3446. Work was originally done by mfdorst, who should receive considerable credit. Then the error types were extensively reworked by targrub.
## Migration Guide
`AxisSettings` now has a `new()`, which may return an `AxisSettingsError`.
`AxisSettings` fields made private; now must be accessed through getters and setters. There's a dead zone, from `.deadzone_upperbound()` to `.deadzone_lowerbound()`, and a live zone, from `.deadzone_upperbound()` to `.livezone_upperbound()` and from `.deadzone_lowerbound()` to `.livezone_lowerbound()`.
`AxisSettings` setters no longer panic.
`ButtonSettings` fields made private; now must be accessed through getters and setters.
`ButtonSettings` now has a `new()`, which may return a `ButtonSettingsError`.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
As mentioned in #2926, it's better to have an explicit type that clearly communicates the intent of the timer mode rather than an opaque boolean, which can be only understood when knowing the signature or having to look up the documentation.
This also opens up a way to merge different timers, such as `Stopwatch`, and possibly future ones, such as `DiscreteStopwatch` and `DiscreteTimer` from #2683, into one struct.
Signed-off-by: Lena Milizé <me@lvmn.org>
# Objective
Fixes#2926.
## Solution
Introduce `TimerMode` which replaces the `bool` argument of `Timer` constructors. A `Default` value for `TimerMode` is `Once`.
---
## Changelog
### Added
- `TimerMode` enum, along with variants `TimerMode::Once` and `TimerMode::Repeating`
### Changed
- Replace `bool` argument of `Timer::new` and `Timer::from_seconds` with `TimerMode`
- Change `repeating: bool` field of `Timer` with `mode: TimerMode`
## Migration Guide
- Replace `Timer::new(duration, false)` with `Timer::new(duration, TimerMode::Once)`.
- Replace `Timer::new(duration, true)` with `Timer::new(duration, TimerMode::Repeating)`.
- Replace `Timer::from_seconds(seconds, false)` with `Timer::from_seconds(seconds, TimerMode::Once)`.
- Replace `Timer::from_seconds(seconds, true)` with `Timer::from_seconds(seconds, TimerMode::Repeating)`.
- Change `timer.repeating()` to `timer.mode() == TimerMode::Repeating`.
# Objective
Fixes#5820
## Solution
Change field name and documentation from `bevy::ui::Node` struct
---
## Changelog
`bevy::ui::Node` `size` field has renamed to `calculated_size`
## Migration Guide
All references to the old `size` name has been changed, to access `bevy::ui::Node` `size` field use `calculated_size`
# Objective
> System chaining is a confusing name: it implies the ability to construct non-linear graphs, and suggests a sense of system ordering that is only incidentally true. Instead, it actually works by passing data from one system to the next, much like the pipe operator.
> In the accepted [stageless RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/45-stageless.md), this concept is renamed to piping, and "system chaining" is used to construct groups of systems with ordering dependencies between them.
Fixes#6225.
## Changelog
System chaining has been renamed to system piping to improve clarity (and free up the name for new ordering APIs).
## Migration Guide
The `.chain(handler_system)` method on systems is now `.pipe(handler_system)`.
The `IntoChainSystem` trait is now `IntoPipeSystem`, and the `ChainSystem` struct is now `PipeSystem`.
The docs ended up quite verbose :v
Also added a missing `#[inline]` to `GlobalTransform::mul_transform`.
I'd say this resolves#5500
# Migration Guide
`Transform::mul_vec3` has been renamed to `transform_point`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Closes#6202.
The default background color for `NodeBundle` is currently white.
However, it's very rare that you actually want a white background color.
Instead, you often want a background color specific to the style of your game or a transparent background (e.g. for UI layout nodes).
## Solution
`Default` is not derived for `NodeBundle` anymore, but explicitly specified.
The default background color is now transparent (`Color::NONE.into()`) as this is the most common use-case, is familiar from the web and makes specifying a layout for your UI less tedious.
---
## Changelog
- Changed the default `NodeBundle.background_color` to be transparent (`Color::NONE.into()`).
## Migration Guide
If you want a `NodeBundle` with a white background color, you must explicitly specify it:
Before:
```rust
let node = NodeBundle {
..default()
}
```
After:
```rust
let node = NodeBundle {
background_color: Color::WHITE.into(),
..default()
}
```
# Objective
- Reduce code duplication in the `gamepad_viewer` example.
- Fixes#6164
## Solution
- Added a custom Bundle called `GamepadButtonBundle` to avoid repeating similar code throughout the example.
- Created a `new()` method on `GamepadButtonBundle`.
Co-authored-by: Alvin Philips <alvinphilips257@gmail.com>
# Objective
Scene viewer example has switch camera keys defined, but only one camera was instantiated on the scene.
## Solution
More explicit help how to cycle the cameras, explaining that more cameras must be present in loaded scene.
Co-authored-by: Fanda Vacek <fvacek@elektroline.cz>
# Objective
Examples should use the correct tools for the job.
## Solution
A fixed timestep, by design, can step multiple times consecutively in a single update.
That property used to crash the `alien_cake_addict` example (#2525), which was "fixed" in #3411 (by just not panicking). The proper fix is to use a timer instead, since the system is supposed to spawn a cake every 5 seconds.
---
A timer guarantees a minimum duration. A fixed timestep guarantees a fixed number of steps per second.
Each one works by essentially sacrificing the other's guarantee.
You can use them together, but no other systems are timestep-based in this example, so the timer is enough.
# Objective
- Alpha mask was previously ignored when using an unlit material.
- Fixes https://github.com/bevyengine/bevy/issues/4479
## Solution
- Extract the alpha discard to a separate function and use it when unlit is true
## Notes
I tried calling `alpha_discard()` before the `if` in pbr.wgsl, but I had errors related to having a `discard` at the beginning before doing the texture sampling. I'm not sure if there's a way to fix that instead of having the function being called in 2 places.
# Objective
The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.
This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).
## Solution
This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity).
This means you can remove all cases of `exclusive_system()`:
```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```
I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:
```rust
fn some_exclusive_system(
world: &mut World,
transforms: &mut QueryState<&Transform>,
state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
for transform in transforms.iter(world) {
println!("{transform:?}");
}
let (time, players) = state.get(world);
for player in players.iter() {
println!("{player:?}");
}
}
```
Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.
I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```
## Related
- #2923
- #3001
- #3946
## Changelog
- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.
## Migration Guide
Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:
```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```
Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:
```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```
Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
let mut transforms = world.query::<&Transform>();
for transform in transforms.iter(world) {
}
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
for transform in transforms.iter(world) {
}
}
```
Fixes#6077
# Objective
- Make many_sprites and many_animated_sprites work again
## Solution
- Removed the extra transform from the camera bundle - not sure why it was necessary, since `Camera2dBundle::default()` already contains a transform with the same parameters.
---
# Objective
I was about to submit a PR to add these two examples to `bevy-website` and re-discovered the inconsistency.
Although it's not a major issue on the website where only the filenames are shown, this would help to visually distinguish the two examples in the list because the names are very prominent.
This also helps out when fuzzy-searching the codebase for these files.
## Solution
Rename `shapes` to `2d_shapes`. Now the filename matches the example name, and the naming structure matches the 3d example.
## Notes
@Nilirad proposed this in https://github.com/bevyengine/bevy/pull/4613#discussion_r862455631 but it had slipped away from my brain at that time.
# Objective
Fixes#6078. The `UiColor` component is unhelpfully named: it is unclear, ambiguous with border color and
## Solution
Rename the `UiColor` component (and associated fields) to `BackgroundColor` / `background_colorl`.
## Migration Guide
`UiColor` has been renamed to `BackgroundColor`. This change affects `NodeBundle`, `ButtonBundle` and `ImageBundle`. In addition, the corresponding field on `ExtractedUiNode` has been renamed to `background_color` for consistency.
This is an adoption of #3775
This merges `TextureAtlas` `from_grid_with_padding` into `from_grid` , adding optional padding and optional offset.
Since the orignal PR, the offset had already been added to from_grid_with_padding through #4836
## Changelog
- Added `padding` and `offset` arguments to `TextureAtlas::from_grid`
- Removed `TextureAtlas::from_grid_with_padding`
## Migration Guide
`TextureAtlas::from_grid_with_padding` was merged into `from_grid` which takes two additional parameters for padding and an offset.
```
// 0.8
TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1);
// 0.9
TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None)
// 0.8
TextureAtlas::from_grid_with_padding(texture_handle, Vec2::new(24.0, 24.0), 7, 1, Vec2::new(4.0, 4.0));
// 0.9
TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, Some(Vec2::new(4.0, 4.0)), None)
```
Co-authored-by: olefish <88390729+oledfish@users.noreply.github.com>
# Objective
Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).
## Solution
All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:
```rust
// before:
commands
.spawn()
.insert((A, B, C));
world
.spawn()
.insert((A, B, C);
// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```
All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.
By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).
This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)
To take this measurement, I added a new `world_spawn` benchmark.
Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.
**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).**
---
## Changelog
- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.
## Migration Guide
```rust
// Old (0.8):
commands
.spawn()
.insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();
// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
# Objective
- Reconfigure surface after present mode changes. It seems that this is not done currently at runtime. It's pretty common for games to change such graphical settings at runtime.
- Fixes present mode issue in #5111
## Solution
- Exactly like resolution change gets tracked when extracting window, do the same for present mode.
Additionally, I added present mode (vsync) toggling to window settings example.
# Objective
Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.
## Solution
- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`
---
## Changelog
- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
## Migration Guide
Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```
Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```
Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```
Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
.insert_bundle(SomeBundle::default())
.insert(SomeComponent);
// New (0.9) - Option 1
commands.spawn().insert((
SomeBundle::default(),
SomeComponent,
))
// New (0.9) - Option 2
commands.spawn_bundle((
SomeBundle::default(),
SomeComponent,
))
```
## Next Steps
Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
@BoxyUwU this is your fault.
Also cart didn't arrive in time to tell us not to do this.
# Objective
- Fix#2974
## Solution
- The first commit just does the actual change
- Follow up commits do steps to prove that this method works to unify as required, but this does not remove `insert_bundle`.
## Changelog
### Changed
Nested bundles now collapse automatically, and every `Component` now implements `Bundle`.
This means that you can combine bundles and components arbitrarily, for example:
```rust
// before:
.insert(A).insert_bundle(MyBBundle{..})
// after:
.insert_bundle((A, MyBBundle {..}))
```
Note that there will be a follow up PR that removes the current `insert` impl and renames `insert_bundle` to `insert`.
### Removed
The `bundle` attribute in `derive(Bundle)`.
## Migration guide
In `derive(Bundle)`, the `bundle` attribute has been removed. Nested bundles are not collapsed automatically. You should remove `#[bundle]` attributes.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
> Note: This is rebased off #4561 and can be viewed as a competitor to that PR. See `Comparison with #4561` section for details.
# Objective
The current serialization format used by `bevy_reflect` is both verbose and error-prone. Taking the following structs[^1] for example:
```rust
// -- src/inventory.rs
#[derive(Reflect)]
struct Inventory {
id: String,
max_storage: usize,
items: Vec<Item>
}
#[derive(Reflect)]
struct Item {
name: String
}
```
Given an inventory of a single item, this would serialize to something like:
```rust
// -- assets/inventory.ron
{
"type": "my_game::inventory::Inventory",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "inv001",
},
"max_storage": {
"type": "usize",
"value": 10
},
"items": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "my_game::inventory::Item",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Pickaxe"
},
},
},
],
},
},
}
```
Aside from being really long and difficult to read, it also has a few "gotchas" that users need to be aware of if they want to edit the file manually. A major one is the requirement that you use the proper keys for a given type. For structs, you need `"struct"`. For lists, `"list"`. For tuple structs, `"tuple_struct"`. And so on.
It also ***requires*** that the `"type"` entry come before the actual data. Despite being a map— which in programming is almost always orderless by default— the entries need to be in a particular order. Failure to follow the ordering convention results in a failure to deserialize the data.
This makes it very prone to errors and annoyances.
## Solution
Using #4042, we can remove a lot of the boilerplate and metadata needed by this older system. Since we now have static access to type information, we can simplify our serialized data to look like:
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
name: "Pickaxe"
),
],
),
}
```
This is much more digestible and a lot less error-prone (no more key requirements and no more extra type names).
Additionally, it is a lot more familiar to users as it follows conventional serde mechanics. For example, the struct is represented with `(...)` when serialized to RON.
#### Custom Serialization
Additionally, this PR adds the opt-in ability to specify a custom serde implementation to be used rather than the one created via reflection. For example[^1]:
```rust
// -- src/inventory.rs
#[derive(Reflect, Serialize)]
#[reflect(Serialize)]
struct Item {
#[serde(alias = "id")]
name: String
}
```
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
id: "Pickaxe"
),
],
),
},
```
By allowing users to define their own serialization methods, we do two things:
1. We give more control over how data is serialized/deserialized to the end user
2. We avoid having to re-define serde's attributes and forcing users to apply both (e.g. we don't need a `#[reflect(alias)]` attribute).
### Improved Formats
One of the improvements this PR provides is the ability to represent data in ways that are more conventional and/or familiar to users. Many users are familiar with RON so here are some of the ways we can now represent data in RON:
###### Structs
```js
{
"my_crate::Foo": (
bar: 123
)
}
// OR
{
"my_crate::Foo": Foo(
bar: 123
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Foo",
"struct": {
"bar": {
"type": "usize",
"value": 123
}
}
}
```
</details>
###### Tuples
```js
{
"(f32, f32)": (1.0, 2.0)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "(f32, f32)",
"tuple": [
{
"type": "f32",
"value": 1.0
},
{
"type": "f32",
"value": 2.0
}
]
}
```
</details>
###### Tuple Structs
```js
{
"my_crate::Bar": ("Hello World!")
}
// OR
{
"my_crate::Bar": Bar("Hello World!")
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Bar",
"tuple_struct": [
{
"type": "alloc::string::String",
"value": "Hello World!"
}
]
}
```
</details>
###### Arrays
It may be a bit surprising to some, but arrays now also use the tuple format. This is because they essentially _are_ tuples (a sequence of values with a fixed size), but only allow for homogenous types. Additionally, this is how RON handles them and is probably a result of the 32-capacity limit imposed on them (both by [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-%5BT%3B%2032%5D) and by [bevy_reflect](https://docs.rs/bevy/latest/bevy/reflect/trait.GetTypeRegistration.html#impl-GetTypeRegistration-for-%5BT%3B%2032%5D)).
```js
{
"[i32; 3]": (1, 2, 3)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "[i32; 3]",
"array": [
{
"type": "i32",
"value": 1
},
{
"type": "i32",
"value": 2
},
{
"type": "i32",
"value": 3
}
]
}
```
</details>
###### Enums
To make things simple, I'll just put a struct variant here, but the style applies to all variant types:
```js
{
"my_crate::ItemType": Consumable(
name: "Healing potion"
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::ItemType",
"enum": {
"variant": "Consumable",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Healing potion"
}
}
}
}
```
</details>
### Comparison with #4561
This PR is a rebased version of #4561. The reason for the split between the two is because this PR creates a _very_ different scene format. You may notice that the PR descriptions for either PR are pretty similar. This was done to better convey the changes depending on which (if any) gets merged first. If #4561 makes it in first, I will update this PR description accordingly.
---
## Changelog
* Re-worked serialization/deserialization for reflected types
* Added `TypedReflectDeserializer` for deserializing data with known `TypeInfo`
* Renamed `ReflectDeserializer` to `UntypedReflectDeserializer`
* ~~Replaced usages of `deserialize_any` with `deserialize_map` for non-self-describing formats~~ Reverted this change since there are still some issues that need to be sorted out (in a separate PR). By reverting this, crates like `bincode` can throw an error when attempting to deserialize non-self-describing formats (`bincode` results in `DeserializeAnyNotSupported`)
* Structs, tuples, tuple structs, arrays, and enums are now all de/serialized using conventional serde methods
## Migration Guide
* This PR reduces the verbosity of the scene format. Scenes will need to be updated accordingly:
```js
// Old format
{
"type": "my_game::item::Item",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "bevycraft:stone",
},
"tags": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "alloc::string::String",
"value": "material"
},
],
},
}
// New format
{
"my_game::item::Item": (
id: "bevycraft:stone",
tags: ["material"]
)
}
```
[^1]: Some derives omitted for brevity.
# 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
`AssetServer::watch_for_changes()` is racy and redundant with `AssetServerSettings`.
Closes#5964.
## Changelog
* Remove `AssetServer::watch_for_changes()`
* Add `AssetServerSettings` to the prelude.
* Minor cleanup.
## Migration Guide
`AssetServer::watch_for_changes()` was removed.
Instead, use the `AssetServerSettings` resource.
```rust
app // AssetServerSettings must be inserted before adding the AssetPlugin or DefaultPlugins.
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
```
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- To address problems outlined in https://github.com/bevyengine/bevy/issues/5245
## Solution
- Introduce `reflect(skip_serializing)` on top of `reflect(ignore)` which disables automatic serialisation to scenes, but does not disable reflection of the field.
---
## Changelog
- Adds:
- `bevy_reflect::serde::type_data` module
- `SerializationData` structure for describing which fields are to be/not to be ignored, automatically registers as type_data for struct-based types
- the `skip_serialization` flag for `#[reflect(...)]`
- Removes:
- ability to ignore Enum variants in serialization, since that didn't work anyway
## Migration Guide
- Change `#[reflect(ignore)]` to `#[reflect(skip_serializing)]` where disabling reflection is not the intended effect.
- Remove ignore/skip attributes from enum variants as these won't do anything anymore
# Objective
Alice says to make this PR: https://discord.com/channels/691052431525675048/745805740274614303/1018554340841107477
- The "scene" example in the examples folder has a TODO comment about writing the serialized data to a file. This PR implements that.
## Solution
The `AssetIo` trait in the `AssetServer` only supports reading data, not writing it. So, I used `std::io::File` for the implementation. This way, every time you run the example, it will mutate the file in-place.
I had thought about adding a UUID string to the example Component, so that every time you run the example, the file will be guaranteed to change (currently, it just writes the same numbers over and over). However, I didn't bother because it was beyond the scope of the TODO comment.
One thing to note is that the logic for serializing the scene into RON data has changed since the existing RON file was created, and so even though the data is the same, it's rendered in a different order for whatever reason.
I left the changed output to the example file, because it's presumably trivial. I can remove it and force-push if you don't want that included in here.
# Objective
- The `Gamepad` type is a tiny value-containing type that implements `Copy`.
- By convention, references to `Copy` types should be avoided, as they can introduce overhead and muddle the semantics of what's going on.
- This allows us to reduce boilerplate reference manipulation and lifetimes in user facing code.
## Solution
- Make assorted methods on `Gamepads` take / return a raw `Gamepad`, rather than `&Gamepad`.
## Migration Guide
- `Gamepads::iter` now returns an iterator of `Gamepad`. rather than an iterator of `&Gamepad`.
- `Gamepads::contains` now accepts a `Gamepad`, rather than a `&Gamepad`.
# Objective
Since `identity` is a const fn that takes no arguments it seems logical to make it an associated constant.
This is also more in line with types from glam (eg. `Quat::IDENTITY`).
## Migration Guide
The method `identity()` on `Transform`, `GlobalTransform` and `TransformBundle` has been deprecated.
Use the associated constant `IDENTITY` instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`.
Often in odd ways and without `use`ing the constants, making it difficult to parse.
* Use `PI` to specify angles.
* General code-quality improvements.
* Fix borked `hierarchy` example.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Adopted from #3836
- Example showcases how to request a new resolution
- Example showcases how to react to resolution changes
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
# Objective
- Allow users to change the scaling of the UI
- Adopted from #2808
## Solution
- This is an accessibility feature for fixed-size UI elements, allowing the developer to expose a range of UI scales for the player to set a scale that works for their needs.
> - The user can modify the UiScale struct to change the scaling at runtime. This multiplies the Px values by the scale given, while not touching any others.
> - The example showcases how this even allows for fluid transitions
> Here's how the example looks like:
https://user-images.githubusercontent.com/1631166/132979069-044161a9-8e85-45ab-9e93-fcf8e3852c2b.mp4
---
## Changelog
- Added a `UiScale` which can be used to scale all of UI
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Very small convenience constructors added to `Size`.
Does not change current examples too much but I'm working on a rather complex UI use-case where this cuts down on some extra typing :)
# Objective
- Replace the square with a circle in the breakout example.
- Fixes#4324, adopted from #4682 by @shaderduck.
## Solution
- Uses the Mesh2D APIs to draw a circle. The collision still uses the AABB algorithm, but it seems to be working fine, and I haven't seen any odd looking cases.
# Objective
This PR changes it possible to use vertex colors without a texture using the bevy_sprite ColorMaterial.
Fixes#5679
## Solution
- Made multiplication of the output color independent of the COLOR_MATERIAL_FLAGS_TEXTURE_BIT bit
- Extended mesh2d_vertex_color_texture example to show off both vertex colors and tinting
Not sure if extending the existing example was the right call but it seems to be reasonable to me.
I couldn't find any tests for the shaders and I think adding shader testing would be beyond the scope of this PR. So no tests in this PR. 😬
Co-authored-by: Jonas Wagner <jonas@29a.ch>
*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
`bevy::render::texture::ImageSettings` was added to prelude in #5566, so these `use` statements are unnecessary and the examples can be made a bit more concise.
## Solution
Remove `use bevy::render::texture::ImageSettings`
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Change frametimediagnostic from seconds to milliseconds because this will always be less than one seconds and is the common diagnostic display unit for game engines.
## Solution
- multiplied the existing value by 1000
---
## Changelog
Frametimes are now reported in milliseconds
Co-authored-by: Syama Mishra <38512086+SyamaMishra@users.noreply.github.com>
Co-authored-by: McSpidey <mcspidey@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
> This is a revival of #1347. Credit for the original PR should go to @Davier.
Currently, enums are treated as `ReflectRef::Value` types by `bevy_reflect`. Obviously, there needs to be better a better representation for enums using the reflection API.
## Solution
Based on prior work from @Davier, an `Enum` trait has been added as well as the ability to automatically implement it via the `Reflect` derive macro. This allows enums to be expressed dynamically:
```rust
#[derive(Reflect)]
enum Foo {
A,
B(usize),
C { value: f32 },
}
let mut foo = Foo::B(123);
assert_eq!("B", foo.variant_name());
assert_eq!(1, foo.field_len());
let new_value = DynamicEnum::from(Foo::C { value: 1.23 });
foo.apply(&new_value);
assert_eq!(Foo::C{value: 1.23}, foo);
```
### Features
#### Derive Macro
Use the `#[derive(Reflect)]` macro to automatically implement the `Enum` trait for enum definitions. Optionally, you can use `#[reflect(ignore)]` with both variants and variant fields, just like you can with structs. These ignored items will not be considered as part of the reflection and cannot be accessed via reflection.
```rust
#[derive(Reflect)]
enum TestEnum {
A,
// Uncomment to ignore all of `B`
// #[reflect(ignore)]
B(usize),
C {
// Uncomment to ignore only field `foo` of `C`
// #[reflect(ignore)]
foo: f32,
bar: bool,
},
}
```
#### Dynamic Enums
Enums may be created/represented dynamically via the `DynamicEnum` struct. The main purpose of this struct is to allow enums to be deserialized into a partial state and to allow dynamic patching. In order to ensure conversion from a `DynamicEnum` to a concrete enum type goes smoothly, be sure to add `FromReflect` to your derive macro.
```rust
let mut value = TestEnum::A;
// Create from a concrete instance
let dyn_enum = DynamicEnum::from(TestEnum::B(123));
value.apply(&dyn_enum);
assert_eq!(TestEnum::B(123), value);
// Create a purely dynamic instance
let dyn_enum = DynamicEnum::new("TestEnum", "A", ());
value.apply(&dyn_enum);
assert_eq!(TestEnum::A, value);
```
#### Variants
An enum value is always represented as one of its variants— never the enum in its entirety.
```rust
let value = TestEnum::A;
assert_eq!("A", value.variant_name());
// Since we are using the `A` variant, we cannot also be the `B` variant
assert_ne!("B", value.variant_name());
```
All variant types are representable within the `Enum` trait: unit, struct, and tuple.
You can get the current type like:
```rust
match value.variant_type() {
VariantType::Unit => println!("A unit variant!"),
VariantType::Struct => println!("A struct variant!"),
VariantType::Tuple => println!("A tuple variant!"),
}
```
> Notice that they don't contain any values representing the fields. These are purely tags.
If a variant has them, you can access the fields as well:
```rust
let mut value = TestEnum::C {
foo: 1.23,
bar: false
};
// Read/write specific fields
*value.field_mut("bar").unwrap() = true;
// Iterate over the entire collection of fields
for field in value.iter_fields() {
println!("{} = {:?}", field.name(), field.value());
}
```
#### Variant Swapping
It might seem odd to group all variant types under a single trait (why allow `iter_fields` on a unit variant?), but the reason this was done ~~is to easily allow *variant swapping*.~~ As I was recently drafting up the **Design Decisions** section, I discovered that other solutions could have been made to work with variant swapping. So while there are reasons to keep the all-in-one approach, variant swapping is _not_ one of them.
```rust
let mut value: Box<dyn Enum> = Box::new(TestEnum::A);
value.set(Box::new(TestEnum::B(123))).unwrap();
```
#### Serialization
Enums can be serialized and deserialized via reflection without needing to implement `Serialize` or `Deserialize` themselves (which can save thousands of lines of generated code). Below are the ways an enum can be serialized.
> Note, like the rest of reflection-based serialization, the order of the keys in these representations is important!
##### Unit
```json
{
"type": "my_crate::TestEnum",
"enum": {
"variant": "A"
}
}
```
##### Tuple
```json
{
"type": "my_crate::TestEnum",
"enum": {
"variant": "B",
"tuple": [
{
"type": "usize",
"value": 123
}
]
}
}
```
<details>
<summary>Effects on Option</summary>
This ends up making `Option` look a little ugly:
```json
{
"type": "core::option::Option<usize>",
"enum": {
"variant": "Some",
"tuple": [
{
"type": "usize",
"value": 123
}
]
}
}
```
</details>
##### Struct
```json
{
"type": "my_crate::TestEnum",
"enum": {
"variant": "C",
"struct": {
"foo": {
"type": "f32",
"value": 1.23
},
"bar": {
"type": "bool",
"value": false
}
}
}
}
```
## Design Decisions
<details>
<summary><strong>View Section</strong></summary>
This section is here to provide some context for why certain decisions were made for this PR, alternatives that could have been used instead, and what could be improved upon in the future.
### Variant Representation
One of the biggest decisions was to decide on how to represent variants. The current design uses a "all-in-one" design where unit, tuple, and struct variants are all simultaneously represented by the `Enum` trait. This is not the only way it could have been done, though.
#### Alternatives
##### 1. Variant Traits
One way of representing variants would be to define traits for each variant, implementing them whenever an enum featured at least one instance of them. This would allow us to define variants like:
```rust
pub trait Enum: Reflect {
fn variant(&self) -> Variant;
}
pub enum Variant<'a> {
Unit,
Tuple(&'a dyn TupleVariant),
Struct(&'a dyn StructVariant),
}
pub trait TupleVariant {
fn field_len(&self) -> usize;
// ...
}
```
And then do things like:
```rust
fn get_tuple_len(foo: &dyn Enum) -> usize {
match foo.variant() {
Variant::Tuple(tuple) => tuple.field_len(),
_ => panic!("not a tuple variant!")
}
}
```
The reason this PR does not go with this approach is because of the fact that variants are not separate types. In other words, we cannot implement traits on specific variants— these cover the *entire* enum. This means we offer an easy footgun:
```rust
let foo: Option<i32> = None;
let my_enum = Box::new(foo) as Box<dyn TupleVariant>;
```
Here, `my_enum` contains `foo`, which is a unit variant. However, since we need to implement `TupleVariant` for `Option` as a whole, it's possible to perform such a cast. This is obviously wrong, but could easily go unnoticed. So unfortunately, this makes it not a good candidate for representing variants.
##### 2. Variant Structs
To get around the issue of traits necessarily needing to apply to both the enum and its variants, we could instead use structs that are created on a per-variant basis. This was also considered but was ultimately [[removed](71d27ab3c6) due to concerns about allocations.
Each variant struct would probably look something like:
```rust
pub trait Enum: Reflect {
fn variant_mut(&self) -> VariantMut;
}
pub enum VariantMut<'a> {
Unit,
Tuple(TupleVariantMut),
Struct(StructVariantMut),
}
struct StructVariantMut<'a> {
fields: Vec<&'a mut dyn Reflect>,
field_indices: HashMap<Cow<'static, str>, usize>
}
```
This allows us to isolate struct variants into their own defined struct and define methods specifically for their use. It also prevents users from casting to it since it's not a trait. However, this is not an optimal solution. Both `field_indices` and `fields` will require an allocation (remember, a `Box<[T]>` still requires a `Vec<T>` in order to be constructed). This *might* be a problem if called frequently enough.
##### 3. Generated Structs
The original design, implemented by @Davier, instead generates structs specific for each variant. So if we had a variant path like `Foo::Bar`, we'd generate a struct named `FooBarWrapper`. This would be newtyped around the original enum and forward tuple or struct methods to the enum with the chosen variant.
Because it involved using the `Tuple` and `Struct` traits (which are also both bound on `Reflect`), this meant a bit more code had to be generated. For a single struct variant with one field, the generated code amounted to ~110LoC. However, each new field added to that variant only added ~6 more LoC.
In order to work properly, the enum had to be transmuted to the generated struct:
```rust
fn variant(&self) -> crate::EnumVariant<'_> {
match self {
Foo::Bar {value: i32} => {
let wrapper_ref = unsafe {
std::mem::transmute::<&Self, &FooBarWrapper>(self)
};
crate::EnumVariant::Struct(wrapper_ref as &dyn crate::Struct)
}
}
}
```
This works because `FooBarWrapper` is defined as `repr(transparent)`.
Out of all the alternatives, this would probably be the one most likely to be used again in the future. The reasons for why this PR did not continue to use it was because:
* To reduce generated code (which would hopefully speed up compile times)
* To avoid cluttering the code with generated structs not visible to the user
* To keep bevy_reflect simple and extensible (these generated structs act as proxies and might not play well with current or future systems)
* To avoid additional unsafe blocks
* My own misunderstanding of @Davier's code
That last point is obviously on me. I misjudged the code to be too unsafe and unable to handle variant swapping (which it probably could) when I was rebasing it. Looking over it again when writing up this whole section, I see that it was actually a pretty clever way of handling variant representation.
#### Benefits of All-in-One
As stated before, the current implementation uses an all-in-one approach. All variants are capable of containing fields as far as `Enum` is concerned. This provides a few benefits that the alternatives do not (reduced indirection, safer code, etc.).
The biggest benefit, though, is direct field access. Rather than forcing users to have to go through pattern matching, we grant direct access to the fields contained by the current variant. The reason we can do this is because all of the pattern matching happens internally. Getting the field at index `2` will automatically return `Some(...)` for the current variant if it has a field at that index or `None` if it doesn't (or can't).
This could be useful for scenarios where the variant has already been verified or just set/swapped (or even where the type of variant doesn't matter):
```rust
let dyn_enum: &mut dyn Enum = &mut Foo::Bar {value: 123};
// We know it's the `Bar` variant
let field = dyn_enum.field("value").unwrap();
```
Reflection is not a type-safe abstraction— almost every return value is wrapped in `Option<...>`. There are plenty of places to check and recheck that a value is what Reflect says it is. Forcing users to have to go through `match` each time they want to access a field might just be an extra step among dozens of other verification processes.
Some might disagree, but ultimately, my view is that the benefit here is an improvement to the ergonomics and usability of reflected enums.
</details>
---
## Changelog
### Added
* Added `Enum` trait
* Added `Enum` impl to `Reflect` derive macro
* Added `DynamicEnum` struct
* Added `DynamicVariant`
* Added `EnumInfo`
* Added `VariantInfo`
* Added `StructVariantInfo`
* Added `TupleVariantInfo`
* Added `UnitVariantInfo`
* Added serializtion/deserialization support for enums
* Added `EnumSerializer`
* Added `VariantType`
* Added `VariantFieldIter`
* Added `VariantField`
* Added `enum_partial_eq(...)`
* Added `enum_hash(...)`
### Changed
* `Option<T>` now implements `Enum`
* `bevy_window` now depends on `bevy_reflect`
* Implemented `Reflect` and `FromReflect` for `WindowId`
* Derive `FromReflect` on `PerspectiveProjection`
* Derive `FromReflect` on `OrthographicProjection`
* Derive `FromReflect` on `WindowOrigin`
* Derive `FromReflect` on `ScalingMode`
* Derive `FromReflect` on `DepthCalculation`
## Migration Guide
* Enums no longer need to be treated as values and usages of `#[reflect_value(...)]` can be removed or replaced by `#[reflect(...)]`
* Enums (including `Option<T>`) now take a different format when serializing. The format is described above, but this may cause issues for existing scenes that make use of enums.
---
Also shout out to @nicopap for helping clean up some of the code here! It's a big feature so help like this is really appreciated!
Co-authored-by: Gino Valente <gino.valente.code@gmail.com>
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes#4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Add a section to the example's README on how
to reduce generated wasm executable size.
Add a `wasm-release` profile to bevy's `Cargo.toml`
in order to use it when building bevy-website.
Notes:
- We do not recommend `strip = "symbols"` since it breaks bindgen
- see https://github.com/bevyengine/bevy-website/pull/402
# Objective
Bevy need a way to benchmark UI rendering code,
this PR adds a stress test that spawns a lot of buttons.
## Solution
- Add the `many_buttons` stress test.
---
## Changelog
- Add the `many_buttons` stress test.
If users try to implement a custom asset loader, they must manually import anyhow::error as it's used by the asset loader trait but not exported.
2b93ab5812/examples/asset/custom_asset.rs (L25)Fixes#3138
Co-authored-by: sark <sarkahn@hotmail.com>
# Objective
Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.
## Changelog
* Renamed `Text::with_section` to `from_section`.
It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.
## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.
Have fun reviewing ❤️
<sup> >:D </sup>
## Migration Guide
`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Provide better compile-time errors and diagnostics.
- Add more options to allow more textures types and sampler types.
- Update array_texture example to use upgraded AsBindGroup derive macro.
## Solution
Split out the parsing of the inner struct/field attributes (the inside part of a `#[foo(...)]` attribute) for better clarity
Parse the binding index for all inner attributes, as it is part of all attributes (`#[foo(0, ...)`), then allow each attribute implementer to parse the rest of the attribute metadata as needed. This should make it very trivial to extend/change if needed in the future.
Replaced invocations of `panic!` with the `syn::Error` type, providing fine-grained errors that retains span information. This provides much nicer compile-time errors, and even better IDE errors.
![image](https://user-images.githubusercontent.com/7478134/179452241-6d85d440-4b67-44da-80a7-9d47e8c88b8a.png)
Updated the array_texture example to demonstrate the new changes.
## New AsBindGroup attribute options
### `#[texture(u32, ...)]`
Where `...` is an optional list of arguments.
| Arguments | Values | Default |
|-------------- |---------------------------------------------------------------- | ----------- |
| dimension = "..." | `"1d"`, `"2d"`, `"2d_array"`, `"3d"`, `"cube"`, `"cube_array"` | `"2d"` |
| sample_type = "..." | `"float"`, `"depth"`, `"s_int"` or `"u_int"` | `"float"` |
| filterable = ... | `true`, `false` | `true` |
| multisampled = ... | `true`, `false` | `false` |
| visibility(...) | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
Example: `#[texture(0, dimension = "2d_array", visibility(vertex, fragment))]`
### `#[sampler(u32, ...)]`
Where `...` is an optional list of arguments.
| Arguments | Values | Default |
|----------- |--------------------------------------------------- | ----------- |
| sampler_type = "..." | `"filtering"`, `"non_filtering"`, `"comparison"`. | `"filtering"` |
| visibility(...) | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
Example: `#[sampler(0, sampler_type = "filtering", visibility(vertex, fragment)]`
## Changelog
- Added more options to `#[texture(...)]` and `#[sampler(...)]` attributes, supporting more kinds of materials. See above for details.
- Upgraded IDE and compile-time error messages.
- Updated array_texture example using the new options.
# Objective
- Help user when they need to add both a `TransformBundle` and a `VisibilityBundle`
## Solution
- Add a `SpatialBundle` adding all components
Birbs no longer bounce too low, not coming close to their true bouncy potential.
Birbs also no longer bonk head when window is smaller. (Will still bonk head when window is made smaller too fast! pls no)
*cough cough*
Make the height of the birb-bounces dependent on the window size so they always bounce elegantly towards the top of the window.
Also no longer panics when closing the window q:
~~Might put a video here if I figure out how to.~~
<sup> rendering video is hard. birbrate go brr
Co-authored-by: devil-ira <justthecooldude@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>
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
# 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>
# Objective
- Showcase how to use a `Material` and `Mesh` to spawn 3d lines
![image](https://user-images.githubusercontent.com/8348954/179034236-ebc07f90-3eb5-46cc-8fc1-be7e6bf983fb.png)
## Solution
- Add an example using a simple `Material` and `Mesh` definition to draw a 3d line
- Shows how to use `LineList` and `LineStrip` in combination with a specialized `Material`
## Notes
This isn't just a primitive shape because it needs a special Material, but I think it's a good showcase of the power of the `Material` and `AsBindGroup` abstractions. All of this is easy to figure out when you know these options are a thing, but I think they are hard to discover which is why I think this should be an example and not shipped with bevy.
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
# Objective
- Added a bunch of backticks to things that should have them, like equations, abstract variable names,
- Changed all small x, y, and z to capitals X, Y, Z.
This might be more annoying than helpful; Feel free to refuse this PR.
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
- Reduce confusion as the example opens a window and isn't truly "headless"
- Fixes https://github.com/bevyengine/bevy/issues/5260.
## Solution
- Rename the example and add to the docs that the window is expected.
## Objective
Implement absolute minimum viable product for the changes proposed in bevyengine/rfcs#53.
## Solution
- Remove public mutative access to `Parent` (Children is already publicly read-only). This includes public construction methods like `Copy`, `Clone`, and `Default`.
- Remove `PreviousParent`
- Remove `parent_update_system`
- Update all hierarchy related commands to immediately update both `Parent` and `Children` references.
## Remaining TODOs
- [ ] Update documentation for both `Parent` and `Children`. Discourage using `EntityCommands::remove`
- [x] Add `HierarchyEvent` to notify listeners of hierarchy updates. This is meant to replace listening on `PreviousParent`
## Followup
- These changes should be best moved to the hooks mentioned in #3742.
- Backing storage for both might be best moved to indexes mentioned in the same relations.
# 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
add spotlight support
## Solution / Changelog
- add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation.
- add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl``
- reduce no-buffer-support max point light count to 204 due to above
- use spotlight data to attenuate light in ``pbr.wgsl``
- do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters``
- changed one of the lights in the lighting demo to a spotlight
- also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily
## notes
increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps.
i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small.
the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light.
Co-authored-by: François <mockersf@gmail.com>
# Objective
Add texture sampling to the GLSL shader example, as naga does not support the commonly used sampler2d type.
Fixes#5059
## Solution
- Align the shader_material_glsl example behaviour with the shader_material example, as the later includes texture sampling.
- Update the GLSL shader to do texture sampling the way naga supports it, and document the way naga does not support it.
## Changelog
- The shader_material_glsl example has been updated to demonstrate texture sampling using the GLSL shading language.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Reduce the boilerplate code needed to make draw order sorting work correctly when queuing items through new common functionality. Also fix several instances in the bevy code-base (mostly examples) where this boilerplate appears to be incorrect.
## Solution
- Moved the logic for handling back-to-front vs front-to-back draw ordering into the PhaseItems by inverting the sort key ordering of Opaque3d and AlphaMask3d. The means that all the standard 3d rendering phases measure distance in the same way. Clients of these structs no longer need to know to negate the distance.
- Added a new utility struct, ViewRangefinder3d, which encapsulates the maths needed to calculate a "distance" from an ExtractedView and a mesh's transform matrix.
- Converted all the occurrences of the distance calculations in Bevy and its examples to use ViewRangefinder3d. Several of these occurrences appear to be buggy because they don't invert the view matrix or don't negate the distance where appropriate. This leads me to the view that Bevy should expose a facility to correctly perform this calculation.
## Migration Guide
Code which creates Opaque3d, AlphaMask3d, or Transparent3d phase items _should_ use ViewRangefinder3d to calculate the distance value.
Code which manually calculated the distance for Opaque3d or AlphaMask3d phase items and correctly negated the z value will no longer depth sort correctly. However, incorrect depth sorting for these types will not impact the rendered output as sorting is only a performance optimisation when drawing with depth-testing enabled. Code which manually calculated the distance for Transparent3d phase items will continue to work as before.
# Objective
Intended to close#5073
## Solution
Adds a stress test that use TextureAtlas based on the existing many_sprites test using the animated sprite implementation from the sprite_sheet example.
In order to satisfy the goals described in #5073 the animations are all slightly offset.
Of note is that the original stress test was designed to test fullstrum culling. I kept this test similar as to facilitate easy comparisons between the use of TextureAtlas and without.
# Objective
Currently stress tests are vsynced. This is undesirable for a stress test, as you want to run them with uncapped framerates.
## Solution
Ensure all stress tests are using PresentMode::Immediate if they render anything.
Removed `const_vec2`/`const_vec3`
and replaced with equivalent `.from_array`.
# Objective
Fixes#5112
## Solution
- `encase` needs to update to `glam` as well. See teoxoy/encase#4 on progress on that.
- `hexasphere` also needs to be updated, see OptimisticPeach/hexasphere#12.
# Objective
- Nightly clippy lints should be fixed before they get stable and break CI
## Solution
- fix new clippy lints
- ignore `significant_drop_in_scrutinee` since it isn't relevant in our loop https://github.com/rust-lang/rust-clippy/issues/8987
```rust
for line in io::stdin().lines() {
...
}
```
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
Users often ask for help with rotations as they struggle with `Quat`s.
`Quat` is rather complex and has a ton of verbose methods.
## Solution
Add rotation helper methods to `Transform`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
This PR reworks Bevy's Material system, making the user experience of defining Materials _much_ nicer. Bevy's previous material system leaves a lot to be desired:
* Materials require manually implementing the `RenderAsset` trait, which involves manually generating the bind group, handling gpu buffer data transfer, looking up image textures, etc. Even the simplest single-texture material involves writing ~80 unnecessary lines of code. This was never the long term plan.
* There are two material traits, which is confusing, hard to document, and often redundant: `Material` and `SpecializedMaterial`. `Material` implicitly implements `SpecializedMaterial`, and `SpecializedMaterial` is used in most high level apis to support both use cases. Most users shouldn't need to think about specialization at all (I consider it a "power-user tool"), so the fact that `SpecializedMaterial` is front-and-center in our apis is a miss.
* Implementing either material trait involves a lot of "type soup". The "prepared asset" parameter is particularly heinous: `&<Self as RenderAsset>::PreparedAsset`. Defining vertex and fragment shaders is also more verbose than it needs to be.
## Solution
Say hello to the new `Material` system:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
}
```
Thats it! This same material would have required [~80 lines of complicated "type heavy" code](https://github.com/bevyengine/bevy/blob/v0.7.0/examples/shader/shader_material.rs) in the old Material system. Now it is just 14 lines of simple, readable code.
This is thanks to a new consolidated `Material` trait and the new `AsBindGroup` trait / derive.
### The new `Material` trait
The old "split" `Material` and `SpecializedMaterial` traits have been removed in favor of a new consolidated `Material` trait. All of the functions on the trait are optional.
The difficulty of implementing `Material` has been reduced by simplifying dataflow and removing type complexity:
```rust
// Old
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
render_asset.alpha_mode
}
}
// New
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}
```
Specialization is still supported, but it is hidden by default under the `specialize()` function (more on this later).
### The `AsBindGroup` trait / derive
The `Material` trait now requires the `AsBindGroup` derive. This can be implemented manually relatively easily, but deriving it will almost always be preferable.
Field attributes like `uniform` and `texture` are used to define which fields should be bindings,
what their binding type is, and what index they should be bound at:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
In WGSL shaders, the binding looks like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
[[group(1), binding(1)]]
var color_texture: texture_2d<f32>;
[[group(1), binding(2)]]
var color_sampler: sampler;
```
Note that the "group" index is determined by the usage context. It is not defined in `AsBindGroup`. Bevy material bind groups are bound to group 1.
The following field-level attributes are supported:
* `uniform(BINDING_INDEX)`
* The field will be converted to a shader-compatible type using the `ShaderType` trait, written to a `Buffer`, and bound as a uniform. It can also be derived for custom structs.
* `texture(BINDING_INDEX)`
* This field's `Handle<Image>` will be used to look up the matching `Texture` gpu resource, which will be bound as a texture in shaders. The field will be assumed to implement `Into<Option<Handle<Image>>>`. In practice, most fields should be a `Handle<Image>` or `Option<Handle<Image>>`. If the value of an `Option<Handle<Image>>` is `None`, the new `FallbackImage` resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute (with a different binding index).
* `sampler(BINDING_INDEX)`
* Behaves exactly like the `texture` attribute, but sets the Image's sampler binding instead of the texture.
Note that fields without field-level binding attributes will be ignored.
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
this_field_is_ignored: String,
}
```
As mentioned above, `Option<Handle<Image>>` is also supported:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
This is useful if you want a texture to be optional. When the value is `None`, the `FallbackImage` will be used for the binding instead, which defaults to "pure white".
Field uniforms with the same binding index will be combined into a single binding:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[uniform(0)]
roughness: f32,
}
```
In WGSL shaders, the binding would look like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
roughness: f32;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
```
Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
* `uniform(BINDING_INDEX, ConvertedShaderType)`
* Similar to the field-level `uniform` attribute, but instead the entire `AsBindGroup` value is converted to `ConvertedShaderType`, which must implement `ShaderType`. This is useful if more complicated conversion logic is required.
* `bind_group_data(DataType)`
* The `AsBindGroup` type will be converted to some `DataType` using `Into<DataType>` and stored as `AsBindGroup::Data` as part of the `AsBindGroup::as_bind_group` call. This is useful if data needs to be stored alongside the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute is "shader pipeline specialization".
The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
also be equivalently represented with a single struct-level uniform attribute:
```rust
#[derive(AsBindGroup)]
#[uniform(0, CoolMaterialUniform)]
struct CoolMaterial {
color: Color,
roughness: f32,
}
#[derive(ShaderType)]
struct CoolMaterialUniform {
color: Color,
roughness: f32,
}
impl From<&CoolMaterial> for CoolMaterialUniform {
fn from(material: &CoolMaterial) -> CoolMaterialUniform {
CoolMaterialUniform {
color: material.color,
roughness: material.roughness,
}
}
}
```
### Material Specialization
Material shader specialization is now _much_ simpler:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
#[bind_group_data(CoolMaterialKey)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
is_red: bool,
}
#[derive(Copy, Clone, Hash, Eq, PartialEq)]
struct CoolMaterialKey {
is_red: bool,
}
impl From<&CoolMaterial> for CoolMaterialKey {
fn from(material: &CoolMaterial) -> CoolMaterialKey {
CoolMaterialKey {
is_red: material.is_red,
}
}
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
if key.bind_group_data.is_red {
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader_defs.push("IS_RED".to_string());
}
Ok(())
}
}
```
Setting `bind_group_data` is not required for specialization (it defaults to `()`). Scenarios like "custom vertex attributes" also benefit from this system:
```rust
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}
```
### Ported `StandardMaterial` to the new `Material` system
Bevy's built-in PBR material uses the new Material system (including the AsBindGroup derive):
```rust
#[derive(AsBindGroup, Debug, Clone, TypeUuid)]
#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
#[bind_group_data(StandardMaterialKey)]
#[uniform(0, StandardMaterialUniform)]
pub struct StandardMaterial {
pub base_color: Color,
#[texture(1)]
#[sampler(2)]
pub base_color_texture: Option<Handle<Image>>,
/* other fields omitted for brevity */
```
### Ported Bevy examples to the new `Material` system
The overall complexity of Bevy's "custom shader examples" has gone down significantly. Take a look at the diffs if you want a dopamine spike.
Please note that while this PR has a net increase in "lines of code", most of those extra lines come from added documentation. There is a significant reduction
in the overall complexity of the code (even accounting for the new derive logic).
---
## Changelog
### Added
* `AsBindGroup` trait and derive, which make it much easier to transfer data to the gpu and generate bind groups for a given type.
### Changed
* The old `Material` and `SpecializedMaterial` traits have been replaced by a consolidated (much simpler) `Material` trait. Materials no longer implement `RenderAsset`.
* `StandardMaterial` was ported to the new material system. There are no user-facing api changes to the `StandardMaterial` struct api, but it now implements `AsBindGroup` and `Material` instead of `RenderAsset` and `SpecializedMaterial`.
## Migration Guide
The Material system has been reworked to be much simpler. We've removed a lot of boilerplate with the new `AsBindGroup` derive and the `Material` trait is simpler as well!
### Bevy 0.7 (old)
```rust
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
color: Color,
color_texture: Handle<Image>,
}
#[derive(Clone)]
pub struct GpuCustomMaterial {
_buffer: Buffer,
bind_group: BindGroup,
}
impl RenderAsset for CustomMaterial {
type ExtractedAsset = CustomMaterial;
type PreparedAsset = GpuCustomMaterial;
type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
let byte_buffer = [0u8; Vec4::SIZE.get() as usize];
let mut buffer = encase::UniformBuffer::new(byte_buffer);
buffer.write(&color).unwrap();
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
contents: buffer.as_ref(),
label: None,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let (texture_view, texture_sampler) = if let Some(result) = material_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &Some(extracted_asset.color_texture.clone()))
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(extracted_asset));
};
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(texture_sampler),
},
],
label: None,
layout: &material_pipeline.material_layout,
});
Ok(GpuCustomMaterial {
_buffer: buffer,
bind_group,
})
}
}
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(Vec4::min_size()),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2Array,
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: None,
})
}
}
```
### Bevy 0.8 (new)
```rust
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
}
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
## Future Work
* Add support for more binding types (cubemaps, buffers, etc). This PR intentionally includes a bare minimum number of binding types to keep "reviewability" in check.
* Consider optionally eliding binding indices using binding names. `AsBindGroup` could pass in (optional?) reflection info as a "hint".
* This would make it possible for the derive to do this:
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[uniform]
color: Color,
#[texture]
#[sampler]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or this
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[binding]
color: Color,
#[binding]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or even this (if we flip to "include bindings by default")
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
color: Color,
color_texture: Option<Handle<Image>>,
#[binding(ignore)]
alpha_mode: AlphaMode,
}
```
* If we add the option to define custom draw functions for materials (which could be done in a type-erased way), I think that would be enough to support extra non-material bindings. Worth considering!
# Objective
- Make Bevy work on android
## Solution
- Update android metadata and add a few more
- Set the target sdk to 31 as it will soon (in august) be the minimum sdk level for play store
- Remove the custom code to create an activity and use ndk-glue macro instead
- Delay window creation event on android
- Set the example with compatibility settings for wgpu. Those are needed for Bevy to work on my 2019 android tablet
- Add a few details on how to debug in case of failures
- Fix running the example on emulator. This was failing because of the name of the example
Bevy still doesn't work on android with this, audio features need to be disabled because of an ndk-glue version mismatch: rodio depends on 0.6.2, winit on 0.5.2. You can test with:
```
cargo apk run --release --example android_example --no-default-features --features "bevy_winit,render"
```
# Objective
- Make the reusable PBR shading functionality a little more reusable
- Add constructor functions for `StandardMaterial` and `PbrInput` structs to populate them with default values
- Document unclear `PbrInput` members
- Demonstrate how to reuse the bevy PBR shading functionality
- The final important piece from #3969 as the initial shot at making the PBR shader code reusable in custom materials
## Solution
- Add back and rework the 'old' `array_texture` example from pre-0.6.
- Create a custom shader material
- Use a single array texture binding and sampler for the material bind group
- Use a shader that calls `pbr()` from the `bevy_pbr::pbr_functions` import
- Spawn a row of cubes using the custom material
- In the shader, select the array texture layer to sample by using the world position x coordinate modulo the number of array texture layers
<img width="1392" alt="Screenshot 2022-06-23 at 12 28 05" src="https://user-images.githubusercontent.com/302146/175278593-2296f519-f577-4ece-81c0-d842283784a1.png">
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Small bug in the example game given in examples/ecs/ecs_guide
Currently, if there are 2 players in this example game, the function exclusive_player_system can add a player with the name "Player 2". However, the name should be "Player 3". This PR fixes this. I also add a message to inform that a new player has arrived in the mock game.
Co-authored-by: Dilyan Kostov <dilyanks@amazon.com>
# Objective
- Have information about examples only in one place that can be used for the repo and for the website (and remove the need to keep a list of example to build for wasm in the website 75acb73040/generate-wasm-examples/generate_wasm_examples.sh (L92-L99))
## Solution
- Add metadata about examples in `Cargo.toml`
- Build the `examples/README.md` from a template using those metadata. I used tera as the template engine to use the same tech as the website.
- Make CI fail if an example is missing metadata, or if the readme file needs to be updated (the command to update it is displayed in the failed step in CI)
## Remaining To Do
- After the next release with this merged in, the website will be able to be updated to use those metadata too
- I would like to build the examples in wasm and make them available at http://dev-docs.bevyengine.org/ but that will require more design
- https://github.com/bevyengine/bevy-website/issues/299 for other ToDos
Co-authored-by: Readme <github-actions@github.com>
# Objective
`bevy_ui` doesn't support correctly touch inputs because of two problems in the focus system:
- It attempts to retrieve touch input with a specific `0` id
- It doesn't retrieve touch positions and bases its focus solely on mouse position, absent from mobile devices
## Solution
I added a few methods to the `Touches` resource, allowing to check if **any** touch input was pressed, released or cancelled and to retrieve the *position* of the first pressed touch input and adapted the focus system.
I added a test button to the *iOS* example and it works correclty on emulator. I did not test on a real touch device as:
- Android is not working (https://github.com/bevyengine/bevy/issues/3249)
- I don't have an iOS device
- changed `EntityCountDiagnosticsPlugin` to not use an exclusive system to get its entity count
- removed mention of `WgpuResourceDiagnosticsPlugin` in example `log_diagnostics` as it doesn't exist anymore
- added ability to enable, disable ~~or toggle~~ a diagnostic (fix#3767)
- made diagnostic values lazy, so they are only computed if the diagnostic is enabled
- do not log an average for diagnostics with only one value
- removed `sum` function from diagnostic as it isn't really useful
- ~~do not keep an average of the FPS diagnostic. it is already an average on the last 20 frames, so the average FPS was an average of the last 20 frames over the last 20 frames~~
- do not compute the FPS value as an average over the last 20 frames but give the actual "instant FPS"
- updated log format to use variable capture
- added some doc
- the frame counter diagnostic value can be reseted to 0
# 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
- 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
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
pub scene: Handle<Scene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub instance_id: Option<InstanceId>,
}
```
and instead of
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Right now, a direct reference to the target TaskPool is required to launch tasks on the pools, despite the three newtyped pools (AsyncComputeTaskPool, ComputeTaskPool, and IoTaskPool) effectively acting as global instances. The need to pass a TaskPool reference adds notable friction to spawning subtasks within existing tasks. Possible use cases for this may include chaining tasks within the same pool like spawning separate send/receive I/O tasks after waiting on a network connection to be established, or allowing cross-pool dependent tasks like starting dependent multi-frame computations following a long I/O load.
Other task execution runtimes provide static access to spawning tasks (i.e. `tokio::spawn`), which is notably easier to use than the reference passing required by `bevy_tasks` right now.
This PR makes does the following:
* Adds `*TaskPool::init` which initializes a `OnceCell`'ed with a provided TaskPool. Failing if the pool has already been initialized.
* Adds `*TaskPool::get` which fetches the initialized global pool of the respective type or panics. This generally should not be an issue in normal Bevy use, as the pools are initialized before they are accessed.
* Updated default task pool initialization to either pull the global handles and save them as resources, or if they are already initialized, pull the a cloned global handle as the resource.
This should make it notably easier to build more complex task hierarchies for dependent tasks. It should also make writing bevy-adjacent, but not strictly bevy-only plugin crates easier, as the global pools ensure it's all running on the same threads.
One alternative considered is keeping a thread-local reference to the pool for all threads in each pool to enable the same `tokio::spawn` interface. This would spawn tasks on the same pool that a task is currently running in. However this potentially leads to potential footgun situations where long running blocking tasks run on `ComputeTaskPool`.
# Objective
Users should be able to configure depth load operations on cameras. Currently every camera clears depth when it is rendered. But sometimes later passes need to rely on depth from previous passes.
## Solution
This adds the `Camera3d::depth_load_op` field with a new `Camera3dDepthLoadOp` value. This is a custom type because Camera3d uses "reverse-z depth" and this helps us record and document that in a discoverable way. It also gives us more control over reflection + other trait impls, whereas `LoadOp` is owned by the `wgpu` crate.
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
depth_load_op: Camera3dDepthLoadOp::Load,
..default()
},
..default()
});
```
### two_passes example with the "second pass" camera configured to the default (clear depth to 0.0)
![image](https://user-images.githubusercontent.com/2694663/171743172-46d4fdd5-5090-46ea-abe4-1fbc519f6ee8.png)
### two_passes example with the "second pass" camera configured to "load" the depth
![image](https://user-images.githubusercontent.com/2694663/171743323-74dd9a1d-9c25-4883-98dd-38ca0bed8c17.png)
---
## Changelog
### Added
* `Camera3d` now has a `depth_load_op` field, which can configure the Camera's main 3d pass depth loading behavior.
# Objective
In the `queue_custom` system in `shader_instancing` example, the query of `material_meshes` has a redundant `With<Handle<Mesh>>` query filter because `Handle<Mesh>` is included in the component access.
## Solution
Remove the `With<Handle<Mesh>>` filter
# Objective
- Add an example showing a custom post processing effect, done after the first rendering pass.
## Solution
- A simple post processing "chromatic aberration" effect. I mixed together examples `3d/render_to_texture`, and `shader/shader_material_screenspace_texture`
- Reading a bit how https://github.com/bevyengine/bevy/pull/3430 was done gave me pointers to apply the main pass to the 2d render rather than using a 3d quad.
This work might be or not be relevant to https://github.com/bevyengine/bevy/issues/2724
<details>
<summary> ⚠️ Click for a video of the render ⚠️ I’ve been told it might hurt the eyes 👀 , maybe we should choose another effect just in case ?</summary>
https://user-images.githubusercontent.com/2290685/169138830-a6dc8a9f-8798-44b9-8d9e-449e60614916.mp4
</details>
# Request for feedbacks
- [ ] Is chromatic aberration effect ok ? (Correct term, not a danger for the eyes ?) I'm open to suggestion to make something different.
- [ ] Is the code idiomatic ? I preferred a "main camera -> **new camera with post processing applied to a quad**" approach to emulate minimum modification to existing code wanting to add global post processing.
---
## Changelog
- Add a full screen post processing shader example
# Objective
Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc.
Builds on the new Camera Driven Rendering added here: #4745Fixes: #202
Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering)
## Solution
![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png)
Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target.
```rust
// This camera will render to the first half of the primary window (on the left side).
commands.spawn_bundle(Camera3dBundle {
camera: Camera {
viewport: Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()),
depth: 0.0..1.0,
}),
..default()
},
..default()
});
```
To account for this, the `Camera` component has received a few adjustments:
* `Camera` now has some new getter functions:
* `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix`
* All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue.
---
## Changelog
### Added
* `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target.
* `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix`
* Added a new split_screen example illustrating how to render two cameras to the same scene
## Migration Guide
`Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead:
```rust
// Bevy 0.7
let projection = camera.projection_matrix;
// Bevy 0.8
let projection = camera.projection_matrix();
```
# Objective
- To fix the broken commented code in `examples/shader/compute_shader_game_of_life.rs` for disabling frame throttling
## Solution
- Change the commented code from using the old `WindowDescriptor::vsync` to the new `WindowDescriptor::present_mode`
### Note
I chose to use the fully qualified scope `bevy:🪟:PresentWindow::Immediate` rather than explicitly including `PresentWindow` to avoid an unused import when the code is commented.
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier.
Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)
Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work".
Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());
// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Window(window_id),
..default()
},
..default()
});
```
Rendering to a texture is as simple as pointing the camera at a texture:
```rust
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle),
..default()
},
..default()
});
```
Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).
```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle.clone()),
priority: -1,
..default()
},
..default()
});
commands.spawn_bundle(SpriteBundle {
texture: image_handle,
..default()
})
```
Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:
```rust
commands.spawn_bundle(Camera3dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
// this will render 2d entities "on top" of the default 3d camera's render
priority: 1,
..default()
},
..default()
});
```
There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.
Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.
```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())
// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```
```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())
// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```
```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())
// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
projection: OrthographicProjection {
scale: 3.0,
scaling_mode: ScalingMode::FixedVertical,
..default()
}.into(),
..default()
})
```
Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.
If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
..default()
})
```
Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.
Speaking of using components to configure graphs / passes, there are a number of new configuration options:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// overrides the default global clear color
clear_color: ClearColorConfig::Custom(Color::RED),
..default()
},
..default()
})
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// disables clearing
clear_color: ClearColorConfig::None,
..default()
},
..default()
})
```
Expect to see more of the "graph configuration Components on Cameras" pattern in the future.
By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:
```rust
commands
.spawn_bundle(Camera3dBundle::default())
.insert(CameraUi {
is_enabled: false,
..default()
})
```
## Other Changes
* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler.
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.
## Follow Up Work
* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
# 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
- The `scene_viewer` example assumes the `animation` feature is enabled, which it is by default. However, animations may have a performance cost that is undesirable when testing performance, for example. Then it is useful to be able to disable the `animation` feature and one would still like the `scene_viewer` example to work.
## Solution
- Gate animation code in `scene_viewer` on the `animation` feature being enabled.
# 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 Vertex Color support to 2D meshes and ColorMaterial. This extends the work from #4528 (which in turn builds on the excellent tangent handling).
## Solution
- Added `#ifdef` wrapped support for vertex colors in the 2D mesh shader and `ColorMaterial` shader.
- Added an example, `mesh2d_vertex_color_texture` to demonstrate it in action.
![image](https://user-images.githubusercontent.com/14896751/169530930-6ae0c6be-2f69-40e3-a600-ba91d7178bc3.png)
---
## Changelog
- Added optional (ifdef wrapped) vertex color support to the 2dmesh and color material systems.
# Objective
- Sometimes, people might load an asset as one type, then use it with an `Asset`s for a different type.
- See e.g. #4784.
- This is especially likely with the Gltf types, since users may not have a clear conceptual model of what types the assets will be.
- We had an instance of this ourselves, in the `scene_viewer` example
## Solution
- Make `Assets::get` require a type safe handle.
---
## Changelog
### Changed
- `Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles.
### Added
- `HandleUntyped::typed_weak`, a helper function for creating a weak typed version of an exisitng `HandleUntyped`.
## Migration Guide
`Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles. If you were previously passing in:
- a `HandleId`, use `&Handle::weak(id)` instead, to create a weak handle. You may have been able to store a type safe `Handle` instead.
- a `HandleUntyped`, use `&handle_untyped.typed_weak()` to create a weak handle of the specified type. This is most likely to be the useful when using [load_folder](https://docs.rs/bevy_asset/latest/bevy_asset/struct.AssetServer.html#method.load_folder)
- a `Handle<U>` of of a different type, consider whether this is the correct handle type to store. If it is (i.e. the same handle id is used for multiple different Asset types) use `Handle::weak(handle.id)` to cast to a different type.
# Objective
Fixes#3183. Requiring a `&TaskPool` parameter is sort of meaningless if the only correct one is to use the one provided by `Res<ComputeTaskPool>` all the time.
## Solution
Have `QueryState` save a clone of the `ComputeTaskPool` which is used for all `par_for_each` functions.
~~Adds a small overhead of the internal `Arc` clone as a part of the startup, but the ergonomics win should be well worth this hardly-noticable overhead.~~
Updated the docs to note that it will panic the task pool is not present as a resource.
# Future Work
If https://github.com/bevyengine/rfcs/pull/54 is approved, we can replace these resource lookups with a static function call instead to get the `ComputeTaskPool`.
---
## Changelog
Removed: The `task_pool` parameter of `Query(State)::par_for_each(_mut)`. These calls will use the `World`'s `ComputeTaskPool` resource instead.
## Migration Guide
The `task_pool` parameter for `Query(State)::par_for_each(_mut)` has been removed. Remove these parameters from all calls to these functions.
Before:
```rust
fn parallel_system(
task_pool: Res<ComputeTaskPool>,
query: Query<&MyComponent>,
) {
query.par_for_each(&task_pool, 32, |comp| {
...
});
}
```
After:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_for_each(32, |comp| {
...
});
}
```
If using `Query(State)` outside of a system run by the scheduler, you may need to manually configure and initialize a `ComputeTaskPool` as a resource in the `World`.