Commit graph

647 commits

Author SHA1 Message Date
Robert Swain
c3d3ae7f92 bevy_pbr2: Improve lighting units and documentation (#2704)
# Objective

A question was raised on Discord about the units of the `PointLight` `intensity` member.

After digging around in the bevy_pbr2 source code and [Google Filament documentation](https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower) I discovered that the intention by Filament was that the 'intensity' value for point lights would be in lumens. This makes a lot of sense as these are quite relatable units given basically all light bulbs I've seen sold over the past years are rated in lumens as people move away from thinking about how bright a bulb is relative to a non-halogen incandescent bulb.

However, it seems that the derivation of the conversion between luminous power (lumens, denoted `Φ` in the Filament formulae) and luminous intensity (lumens per steradian, `I` in the Filament formulae) was missed and I can see why as it is tucked right under equation 58 at the link above. As such, while the formula states that for a point light, `I = Φ / 4 π` we have been using `intensity` as if it were luminous intensity `I`.

Before this PR, the intensity field is luminous intensity in lumens per steradian. After this PR, the intensity field is luminous power in lumens, [as suggested by Filament](https://google.github.io/filament/Filament.html#table_lighttypesunits) (unfortunately the link jumps to the table's caption so scroll up to see the actual table).

I appreciate that it may be confusing to call this an intensity, but I think this is intended as more of a non-scientific, human-relatable general term with a bit of hand waving so that most light types can just have an intensity field and for most of them it works in the same way or at least with some relatable value. I'm inclined to think this is reasonable rather than throwing terms like luminous power, luminous intensity, blah at users.

## Solution

- Documented the `PointLight` `intensity` member as 'luminous power' in units of lumens.
- Added a table of examples relating from various types of household lighting to lumen values.
- Added in the mapping from luminous power to luminous intensity when premultiplying the intensity into the colour before it is made into a graphics uniform.
- Updated the documentation in `pbr.wgsl` to clarify the earlier confusion about the missing `/ 4 π`.
- Bumped the intensity of the point lights in `3d_scene_pipelined` to 1600 lumens.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-08-23 23:48:11 +00:00
Zicklag
3faca93f7b Add ClearColor Resource to Pipelined Renderer (#2631)
# Objective

- Allow the user to set the clear color when using the pipelined renderer

## Solution

- Add a `ClearColor` resource that can be added to the world to configure the clear color

## Remaining Issues

Currently the `ClearColor` resource is cloned from the app world to the render world every frame. There are two ways I can think of around this:

1. Figure out why `app_world.is_resource_changed::<ClearColor>()` always returns `true` in the `extract` step and fix it so that we are only updating the resource when it changes
2. Require the users to add the `ClearColor` resource to the render sub-app instead of the parent app. This is currently sub-optimal until we have labled sub-apps, and probably a helper funciton on `App` such as `app.with_sub_app(RenderApp, |app| { ... })`. Even if we had that, I think it would be more than we want the user to have to think about. They shouldn't have to know about the render sub-app I don't think.

I think the first option is the best, but I could really use some help figuring out the nuance of why `is_resource_changed` is always returning true in that context.
2021-08-19 20:34:31 +00:00
Zicklag
c8330037e7 Re-implement Automatic Sprite Sizing (#2613)
# Objective

- Prevent the need to specify a sprite size when using the pipelined sprite renderer

## Solution

- Re-introduce the sprite auto resize system from the old renderer
2021-08-10 02:26:06 +00:00
John
115b170d1f Add sprite atlases into the new renderer. (#2560)
# Objective
Restore the functionality of sprite atlases in the new renderer.

### **Note:** This PR relies on #2555 

## Solution
Mostly just a copy paste of the existing sprite atlas implementation, however I unified the rendering between sprites and atlases.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-08-04 01:16:25 +00:00
Robert Swain
ae4f809a52 Port bevy_gltf to pipelined-rendering (#2537)
# Objective

Port bevy_gltf to the pipelined-rendering branch.

## Solution

crates/bevy_gltf has been copied and pasted into pipelined/bevy_gltf2 and modifications were made to work with the pipelined-rendering branch. Notably vertex tangents and vertex colours are not supported.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-07-30 03:37:34 +00:00
Boxy
0b800e547b Fix some nightly clippy lints (#2522)
on nightly these two clippy lints fail:
- [needless_borrow](https://rust-lang.github.io/rust-clippy/master/#needless_borrow)
- [unused_unit](https://rust-lang.github.io/rust-clippy/master/#unused_unit)
2021-07-29 19:36:39 -07:00
Carter Anderson
2e99d84cdc remove .system from pipelined code (#2538)
Now that we have main features, lets use them!
2021-07-26 23:44:23 +00:00
Robert Swain
618c9e94f0 Scale normal bias by texel size (#26)
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne

* cornell_box_pipelined: Remove bias tweaks

* bevy_pbr2: Simplify shadow biases by moving them to linear depth

* bevy_pbr2: Do not use DepthBiasState

* bevy_pbr2: Do not use bilinear filtering for sampling depth textures

* pbr.wgsl: Remove unnecessary comment

* bevy_pbr2: Do manual shadow map depth comparisons for more flexibility

* examples: Add shadow_biases_pipelined example

This is useful for stress testing biases.

* bevy_pbr2: Scale the point light normal bias by the shadow map texel size

This allows the normal bias to be small close to the light source where the
shadow map texel to screen texel ratio is high, but is appropriately large
further away from the light source where the shadow map texel can easily cover
multiple screen texels.

* shadow_biases_pipelined: Add support for toggling directional / point light

* shadow_biases_pipelined: Cleanup

* bevy_pbr2: Scale the directional light normal bias by the shadow map texel size

* shadow_biases_pipelined: Fit the orthographic projection around the scene

* bevy_pbr2: Directional lights should have no shadows outside their projection

Before this change, sampling a fragment position from outside the ndc volume
would result in the return sample being clamped to the edge in x,y or possibly
always casting a shadow for fragment positions past the orthographic
projection's far plane.

* bevy_pbr2: Fix the default directional light normal bias

* Revert "bevy_pbr2: Do manual shadow map depth comparisons for more flexibility"

This reverts commit 7df1bab38a42d8a33bc50ca583d4be37bd9c9f0d.

* shadow_biases_pipelined: Adjust directional light normal bias in 0.1 increments

* pbr.wgsl: Add a couple of clarifying comments

* Revert "bevy_pbr2: Do not use bilinear filtering for sampling depth textures"

This reverts commit f53baab0232ce218866a45cad6902b470f4cf2c4.

* shadow_biases_pipelined: Print usage to terminal
2021-07-24 16:43:37 -07:00
Robert Swain
44df4c1fae Better depth biases (#23)
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne

* cornell_box_pipelined: Remove bias tweaks

* bevy_pbr2: Simplify shadow biases by moving them to linear depth
2021-07-24 16:43:37 -07:00
Carter Anderson
e0205019ef fmt + clippy 2021-07-24 16:43:37 -07:00
Robert Swain
326b20643f Directional light and shadow (#6)
Directional light and shadow
2021-07-24 16:43:37 -07:00
Carter Anderson
ac6b27925e fix clippy 2021-07-24 16:43:37 -07:00
Carter Anderson
bc769d9641 omni light -> point light 2021-07-24 16:43:37 -07:00
Jonas Matser
4099ef6aa2 Omnilight shadow map wgsl (#15) 2021-07-24 16:43:37 -07:00
Carter Anderson
61c8475069 Begin WGSL port (sprites work, pbr lights are broken) 2021-07-24 16:43:37 -07:00
Robert Swain
b1a91a823f bevy_pbr2: Add support for most of the StandardMaterial textures (#4)
* bevy_pbr2: Add support for most of the StandardMaterial textures

Normal maps are not included here as they require tangents in a vertex attribute.

* bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init

* texture_pipelined: Add a light to the scene so we can see stuff

* WIP bevy_pbr2: back to front sorting hack

* bevy_pbr2: Uniform control flow for texture sampling in pbr.frag

From 'fintelia' on the Bevy Render Rework Round 2 discussion:

"My understanding is that GPUs these days never use the "execute both branches
and select the result" strategy. Rather, what they do is evaluate the branch
condition on all threads of a warp, and jump over it if all of them evaluate to
false. If even a single thread needs to execute the if statement body, however,
then the remaining threads are paused until that is completed."

* bevy_pbr2: Simplify texture and sampler names

The StandardMaterial_ prefix is no longer needed

* bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now

* bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform

* bevy_pbr2: Add pbr_pipelined example

* Fix view vector in pbr frag to work in ortho

* bevy_pbr2: Use a 90 degree y fov and light range projection for lights

* bevy_pbr2: Add AmbientLight resource

* bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader

* bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection

The uniform contains the view_projection matrix so this was incorrect.

* bevy_pbr2: PointLight is an OmniLight as it has a radius

* bevy_pbr2: Factoring out duplicated code

* bevy_pbr2: Implement RenderAsset for StandardMaterial

* Remove unnecessary texture and sampler clones

* fix comment formatting

* remove redundant Buffer:from

* Don't extract meshes when their material textures aren't ready

* make missing textures in the queue step an error

Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-07-24 16:43:37 -07:00
Carter Anderson
25de2d1819 Port Mesh to RenderAsset, add Slab and FrameSlabMap garbage collection for Bind Groups 2021-07-24 16:43:37 -07:00
Carter Anderson
13ca00178a bevy_render now uses wgpu directly 2021-07-24 16:43:37 -07:00
Robert Swain
01116b1fdb StandardMaterial flat values (#3)
StandardMaterial flat values
2021-07-24 16:43:37 -07:00
Carter Anderson
3400fb4e61 SubGraphs, Views, Shadows, and more 2021-07-24 16:43:37 -07:00
Carter Anderson
4ac2ed7cc6 pipelined rendering proof of concept 2021-07-24 16:43:37 -07:00
François
57c021538e rename example change_detection to have unique name (#2419)
# Objective

Noticed a warning when running tests:
```
> cargo test --workspace
warning: output filename collision.
The example target `change_detection` in package `bevy_ecs v0.5.0 (/bevy/crates/bevy_ecs)` has the same output filename as the example target `change_detection` in package `bevy v0.5.0 (/bevy)`.
Colliding filename is: /bevy/target/debug/examples/change_detection
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The example target `change_detection` in package `bevy_ecs v0.5.0 (/bevy/crates/bevy_ecs)` has the same output filename as the example target `change_detection` in package `bevy v0.5.0 (/bevy)`.
Colliding filename is: /bevy/target/debug/examples/change_detection.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
```


## Solution

I renamed example `change_detection` to `component_change_detection`
2021-07-12 20:09:43 +00:00
Alexander Sepity
10f2dd3ec5 Optional .system(), part 2 (#2403)
# Objective

- Extend work done in #2398.
- Make `.system()` syntax optional when using system descriptor API.

## Solution

- Slight change to `ParallelSystemDescriptorCoercion` signature and implementors.

---

I haven't touched exclusive systems, because it looks like the only two other solutions are going back to doubling our system insertion methods, or starting to lean into stageless. The latter will invalidate the former, so I think exclusive systems should remian pariahs until stageless.

I can grep & nuke `.system()` thorughout the codebase now, which might take a while, or we can do that in subsequent PR(s).
2021-06-29 19:47:46 +00:00
Daniel McNab
c893b99224 Optional .system (#2398)
This can be your 6 months post-christmas present.

# Objective

- Make `.system` optional
- yeet
- It's ugly
- Alternative title: `.system` is dead; long live `.system`
- **yeet**

## Solution

- Use a higher ranked lifetime, and some trait magic.

N.B. This PR does not actually remove any `.system`s, except in a couple of examples. Once this is merged we can do that piecemeal across crates, and decide on syntax for labels.
2021-06-27 00:40:09 +00:00
Michael Hills
040ad7f5a4 Add audio to ios example (#1007)
I'm still here :) will try to land the ios audio support in cpal soon and then we can land this.

This PR also adds in assets as a directory reference and avoids the "Xcode is optimizing and breaking my PNGs" issue that I had earlier on during iOS testing on Bevy.

Re-testing this now.
2021-05-30 18:39:31 +00:00
Andreas Weibye
44f64a32f4 CI - Check that examples are listed in README and Cargo (#1650)
Closes #1581 

# Internal File/Link Consistency checker Action

This pull request adds an action to the CI that parses the [`./examples`](https://github.com/bevyengine/bevy/tree/main/examples) folder for files and cross references that with the links listed in [`README.md`](https://github.com/bevyengine/bevy/blob/main/examples/README.md) and [`Cargo.toml`](https://github.com/bevyengine/bevy/blob/main/Cargo.toml) to ensure the documentation actually reflects the examples currently in the repo. 

The primary reason for why we want this, is to prevent people from adding new examples but forgetting to also list them in the docs, or accidentally entering broken links (typos in docs).

For details on how the action is working: [Check out the README here](https://github.com/Weibye/action-internal-link-consistency/blob/main/README.md)

Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
2021-05-30 18:14:58 +00:00
Federico Rinaldi
4f34143046 Add iter_combinations to examples' README.md (#2266)
Added a short description of the example.

Fixes #2263.
2021-05-29 01:30:28 +00:00
Daniel Borges
5cccba5d21 Fixed a comment in the fixed timestep example (#2245)
Co-authored-by: Daniel Borges <daniel@manufacture43.com>
2021-05-24 20:05:36 +00:00
the-notable
9f94f7eb6c Example showing how to use AsyncComputeTaskPool and Tasks (#2180) 2021-05-23 20:13:55 +00:00
Paweł Grabarz
a81fb7aa7e Add a method iter_combinations on query to iterate over combinations of query results (#1763)
Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289)

With const generics, it is now possible to write generic iterator over multiple entities at once.

This enables patterns of query iterations like

```rust
for [e1, e2, e3] in query.iter_combinations() {
   // do something with relation of all three entities
}
```

The compiler is able to infer the correct iterator for given size of array, so either of those work
```rust
for [e1, e2] in query.iter_combinations()  { ... }
for [e1, e2, e3] in query.iter_combinations()  { ... }
```

This feature can be very useful for systems like collision detection.

When you ask for permutations of size K of N entities:
- if K == N, you get one result of all entities
- if K < N, you get all possible subsets of N with size K, without repetition
- if K > N, the result set is empty (no permutation of size K exist)

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-17 23:33:47 +00:00
Aevyrie
85b17294b9 Fix PBR regression for unlit materials (#2197)
Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes #2190, introduced in #2112.

Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
2021-05-17 22:45:07 +00:00
Nathan Ward
e3435e5144 fix scenes-example unread field warning (#2179)
This should fix CI error: https://github.com/bevyengine/bevy/pull/2175/checks?check_run_id=2592736553
2021-05-16 18:09:47 +00:00
giusdp
cdae95b4b8 Add exit_on_esc_system to examples with window (#2121)
This covers issue #2110

It adds the line `.add_system(bevy::input::system::exit_on_esc_system.system())` before `.run()`
to every example that uses a window, so users have a quick way to close the examples.

I used the full name `bevy::input::system::exit_on_esc_system`, I thought it gave clarity about being a built-in system.

The examples excluded from the change are the ones in the android, ios, wasm folders, the headless 
examples and the ecs/system_sets example because it closes itself.
2021-05-14 20:15:54 +00:00
FlyingRatBull
ff4acee9e1 [DOC] Mention FPS in log_diagnostics example (#2150)
Closes #2076
2021-05-14 18:26:09 +00:00
Denis Laprise
7d0e98f34c Implement rotation for Text2d (#2084)
Fixes https://github.com/bevyengine/bevy/issues/2080

![CleanShot 2021-05-02 at 22 50 09](https://user-images.githubusercontent.com/11653/116844876-373ca780-ab99-11eb-8f61-8d93d929bff0.gif)


Co-authored-by: Nathan Stocks <cleancut@github.com>
Co-authored-by: Denis Laprise <nside@users.noreply.github.com>
2021-05-06 03:55:55 +00:00
François
afaf4ad3da update for wgpu 0.8 (#1959)
Changes to get Bevy to compile with wgpu master.

With this, on a Mac:
* 2d examples look fine
* ~~3d examples crash with an error specific to metal about a compilation error~~
* 3d examples work fine after enabling feature `wgpu/cross`


Feature `wgpu/cross` seems to be needed only on some platforms, not sure how to know which. It was introduced in https://github.com/gfx-rs/wgpu-rs/pull/826
2021-05-02 20:45:25 +00:00
FlyingRatBull
b399a374cb GitHub Action: Check local Markdown links on push (#2067)
Adds an GitHub Action to check all local (non http://, https:// ) links in all Markdown files of the repository for liveness.
Fails if a file is not found.

# Goal
This should help maintaining the quality of the documentation.

# Impact
Takes ~24 seconds currently and found 3 dead links (pull requests already created).

# Dependent PRs
* #2064 
* #2065 
* #2066

# Info
See [markdown-link-check](https://github.com/marketplace/actions/markdown-link-check).

# Example output
```
FILE: ./docs/profiling.md

1 links checked.

FILE: ./docs/plugins_guidelines.md

37 links checked.

FILE: ./docs/linters.md
[✖] ../.github/linters/markdown-lint.yml → Status: 400 [Error: ENOENT: no such file or directory, access '/github/workspace/.github/linters/markdown-lint.yml'] {
  errno: -2,
  code: 'ENOENT',
  syscall: 'access',
  path: '/github/workspace/.github/linters/markdown-lint.yml'
}
```

# Improvements
* Can also be used to check external links, but fails because of:
  * Too many requests (429) responses:
```
FILE: ./CHANGELOG.md
[✖] https://github.com/bevyengine/bevy/pull/1762 → Status: 429
```
   * crates.io links respond 404
```
FILE: ./README.md
[✖] https://crates.io/crates/bevy → Status: 404
```
2021-05-02 20:22:32 +00:00
FlyingRatBull
82014a3abd Fix broken link to touch_input_events example (#2066) 2021-05-01 18:51:55 +00:00
FlyingRatBull
4e5210f8e9 Fix broken link to PBR example in README.md (#2064) 2021-05-01 18:51:54 +00:00
CGMossa
86ad5bf420 Adding WorldQuery for WithBundle (#2024)
In response to #2023, here is a draft for a PR. 

Fixes #2023

I've added an example to show how to use `WithBundle`, and also to test it out. 

Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out. 

Example: 

```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
    111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
    222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
    111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
    222,
)
```

However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:

```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
    222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
    111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
    222,
)
```

I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change. 





Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
Grindv1k
38feddb878 Add system sets and run criteria example (#1909)
If accepted, fixes #1694 .

I wanted to explore system sets and run criteria a bit, so made an example expanding a bit on the snippets shown in the 0.5 release post.

Shows a couple of system sets, uses system labels, run criterion, and a use of the interesting `RunCriterion::pipe` functionality.
2021-04-23 19:08:16 +00:00
François
e3fb23d4d3 add documentation on LogPlugin and more log usage (#1973)
Fixes #1895 

Changed most `println` to `info` in examples, some to `warn` when it was useful to differentiate from other more noisy logs.

Added doc on `LogPlugin`, how to configure it, and why (and how) you may need to disable it
2021-04-22 23:30:48 +00:00
Alice Cecile
e4e32598a9 Cargo fmt with unstable features (#1903)
Fresh version of #1670 off the latest main.

Mostly fixing documentation wrapping.
2021-04-21 23:19:34 +00:00
MinerSebas
458312236a Document setting "CARGO_MANIFEST_DIR" for asset root (#1950)
This was nowhere documented inside Bevy.
Should I also mention the use case of debugging a project?

Closes #810

Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
2021-04-19 22:16:23 +00:00
Mariusz Kryński
fa6d4dbd53 add render_to_texture example (#1927)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-19 21:07:19 +00:00
Alister Lee
3d4b1b9ff2 Fix alien_cake_addict: cake should not be at height of player's location (#1954)
Just to avoid confusion to close readers of the example, this fix ensures cake is transformed to the height at the cake's cell, rather than the height at the player's cell.

Without this, cake may be floating or buried, depending on where the player is standing at time of spawning.

Love your work!
2021-04-19 20:45:41 +00:00
MinerSebas
20673dbe0e Doctest improvments (#1937) 2021-04-16 19:13:08 +00:00
Logan Magee
d508923eb7 Allow deriving SystemParam on private types (#1936)
Examples creating a public type to derive `SystemParam` on were updated
to create a private type where a public one is no longer needed.

Resolves #1869
2021-04-16 18:40:49 +00:00
Anselmo Sampietro
9b7ed18f72 Add animate shaders example (#1765)
This PR adds an example on how to animate a shader by passing the global `time.seconds_since_startup()` to a component, and accessing that component inside the shader.

Hopefully this is the current proper solution, please let me know if it should be solved in another way.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-15 19:49:31 +00:00
François
86f3308308 examples on how to tests systems (#1714)
well... those are examples on how to tests systems despawning entities, modifying components, accessing resources, spawning entities
2021-04-15 00:57:37 +00:00