# Objective
- Fix a bug causing performance to drop over time because the GPU fog buffer was endlessly growing
## Solution
- Clear the fog buffer every frame before populating it
# Objective
- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes#6799
- Fixes#6996
- Fixes#7375
- Supercedes #6997
- Supercedes #7380
## Solution
- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
# Objective
In simple cases we might want to derive the `ExtractComponent` trait.
This adds symmetry to the existing `ExtractResource` derive.
## Solution
Add an implementation of `#[derive(ExtractComponent)]`.
The implementation is adapted from the existing `ExtractResource` derive macro.
Additionally, there is an attribute called `extract_component_filter`. This allows specifying a query filter type used when extracting.
If not specified, no filter (equal to `()`) is used.
So:
```rust
#[derive(Component, Clone, ExtractComponent)]
#[extract_component_filter(With<Fuel>)]
pub struct Car {
pub wheels: usize,
}
```
would expand to (a bit cleaned up here):
```rust
impl ExtractComponent for Car
{
type Query = &'static Self;
type Filter = With<Fuel>;
type Out = Self;
fn extract_component(item: QueryItem<'_, Self::Query>) -> Option<Self::Out> {
Some(item.clone())
}
}
```
---
## Changelog
- Added the ability to `#[derive(ExtractComponent)]` with an optional filter.
# 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).
<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.
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
- The functions added to utils.wgsl by the prepass assume that mesh_view_bindings are present, which isn't always the case
- Fixes https://github.com/bevyengine/bevy/issues/7353
## Solution
- Move these functions to their own `prepass_utils.wgsl` file
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- This PR adds support for blend modes to the PBR `StandardMaterial`.
<img width="1392" alt="Screenshot 2022-11-18 at 20 00 56" src="https://user-images.githubusercontent.com/418473/202820627-0636219a-a1e5-437a-b08b-b08c6856bf9c.png">
<img width="1392" alt="Screenshot 2022-11-18 at 20 01 01" src="https://user-images.githubusercontent.com/418473/202820615-c8d43301-9a57-49c4-bd21-4ae343c3e9ec.png">
## Solution
- The existing `AlphaMode` enum is extended, adding three more modes: `AlphaMode::Premultiplied`, `AlphaMode::Add` and `AlphaMode::Multiply`;
- All new modes are rendered in the existing `Transparent3d` phase;
- The existing mesh flags for alpha mode are reorganized for a more compact/efficient representation, and new values are added;
- `MeshPipelineKey::TRANSPARENT_MAIN_PASS` is refactored into `MeshPipelineKey::BLEND_BITS`.
- `AlphaMode::Opaque` and `AlphaMode::Mask(f32)` share a single opaque pipeline key: `MeshPipelineKey::BLEND_OPAQUE`;
- `Blend`, `Premultiplied` and `Add` share a single premultiplied alpha pipeline key, `MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA`. In the shader, color values are premultiplied accordingly (or not) depending on the blend mode to produce the three different results after PBR/tone mapping/dithering;
- `Multiply` uses its own independent pipeline key, `MeshPipelineKey::BLEND_MULTIPLY`;
- Example and documentation are provided.
---
## Changelog
### Added
- Added support for additive and multiplicative blend modes in the PBR `StandardMaterial`, via `AlphaMode::Add` and `AlphaMode::Multiply`;
- Added support for premultiplied alpha in the PBR `StandardMaterial`, via `AlphaMode::Premultiplied`;
# Objective
Fixes#6931
Continues #6954 by squashing `Msaa` to a flat enum
Helps out #7215
# Solution
```
pub enum Msaa {
Off = 1,
#[default]
Sample4 = 4,
}
```
# Changelog
- Modified
- `Msaa` is now enum
- Defaults to 4 samples
- Uses `.samples()` method to get the sample number as `u32`
# Migration Guide
```
let multi = Msaa { samples: 4 }
// is now
let multi = Msaa::Sample4
multi.samples
// is now
multi.samples()
```
Co-authored-by: Sjael <jakeobrien44@gmail.com>
# Objective
- Add a configurable prepass
- A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw.
- The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass.
## Solution
The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw.
The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials.
The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored.
The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps.
---
## Changelog
- Add a new `PrepassNode` that runs before the main pass
- Add a `PrepassPlugin` to extract/prepare/queue the necessary data
- Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes.
- Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not.
- Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false.
- Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material`
## Notes
In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes.
The prepass is also used by @JMS55 for TAA and GTAO
discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187>
This PR was built on top of the work of multiple people
Co-Authored-By: @superdump
Co-Authored-By: @robtfm
Co-Authored-By: @JMS55
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
- 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
Pipelines can be customized by wrapping an existing pipeline in a newtype and adding custom logic to its implementation of `SpecializedMeshPipeline::specialize`. To make that easier, the wrapped pipeline type needs to implement `Clone`.
For example, the current non-cloneable pipelines require wrapper pipelines to pull apart the wrapped pipeline like this:
```rust
impl FromWorld for Wireframe2dPipeline {
fn from_world(world: &mut World) -> Self {
let p = &world.resource::<Material2dPipeline<ColorMaterial>>();
Self {
mesh2d_pipeline: p.mesh2d_pipeline.clone(),
material2d_layout: p.material2d_layout.clone(),
vertex_shader: p.vertex_shader.clone(),
fragment_shader: p.fragment_shader.clone(),
}
}
}
```
## Solution
Derive or implement `Clone` on all built-in pipeline types. This is easy to do since they mostly just contain cheaply clonable reference-counted types.
---
## Changelog
Implement `Clone` for all pipeline types.
# Objective
fix error with shadow shader's spotlight direction calculation when direction.y ~= 0
fixes#7152
## Solution
same as #6167: in shadows.wgsl, clamp 1-x^2-z^2 to >= 0 so that we can safely sqrt it
# Objective
Speed up the render phase for rendering.
## Solution
- Follow up #6988 and make the internals of atomic IDs `NonZeroU32`. This niches the `Option`s of the IDs in draw state, which reduces the size and branching behavior when evaluating for equality.
- Require `&RenderDevice` to get the device's `Limits` when initializing a `TrackedRenderPass` to preallocate the bind groups and vertex buffer state in `DrawState`, this removes the branch on needing to resize those `Vec`s.
## Performance
This produces a similar speed up akin to that of #6885. This shows an approximate 6% speed up in `main_opaque_pass_3d` on `many_foxes` (408.79 us -> 388us). This should be orthogonal to the gains seen there.
![image](https://user-images.githubusercontent.com/3137680/209906239-e430f026-63c2-4b95-957e-a2045b810d79.png)
---
## Changelog
Added: `RenderContext::begin_tracked_render_pass`.
Changed: `TrackedRenderPass` now requires a `&RenderDevice` on construction.
Removed: `bevy_render::render_phase::DrawState`. It was not usable in any form outside of `bevy_render`.
## Migration Guide
TODO
# Objective
- Avoid slower than necessary first frame after spawning many entities due to them not having `Aabb`s and so being marked visible
- Avoids unnecessarily large system and VRAM allocations as a consequence
## Solution
- I noticed when debugging the `many_cubes` stress test in Xcode that the `MeshUniform` binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't have `Aabb`s because `calculate_bounds` is being run in `PostUpdate` and there are no system commands applications before executing the visibility check systems that need the `Aabb`s. The solution then is to run the `calculate_bounds` system just before the previous system commands are applied which is at the end of the `Update` stage.
# 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
- The #7064 PR had poor performance on an M1 Max in MacOS due to significant overuse of registers resulting in 'register spilling' where data that would normally be stored in registers on the GPU is instead stored in VRAM. The latency to read from/write to VRAM instead of registers incurs a significant performance penalty.
- Use of registers is a limiting factor in shader performance. Assignment of a struct from memory to a local variable can incur copies. Passing a variable that has struct type as an argument to a function can also incur copies. As such, these two cases can incur increased register usage and decreased performance.
## Solution
- Remove/avoid a number of assignments of light struct type data to local variables.
- Remove/avoid a number of passing light struct type variables/data as value arguments to shader functions.
# Objective
- The recently merged PR #7013 does not allow multiple `RenderPhase`s to share the same `RenderPass`.
- Due to the introduced overhead we want to minimize the number of `RenderPass`es recorded during each frame.
## Solution
- Take a constructed `TrackedRenderPass` instead of a `RenderPassDiscriptor` as a parameter to the `RenderPhase::render` method.
---
## Changelog
To enable multiple `RenderPhases` to share the same `TrackedRenderPass`,
the `RenderPhase::render` signature has changed.
```rust
pub fn render<'w>(
&self,
render_pass: &mut TrackedRenderPass<'w>,
world: &'w World,
view: Entity)
```
Co-authored-by: Kurt Kühnert <51823519+kurtkuehnert@users.noreply.github.com>
# Objective
All `RenderPhases` follow the same render procedure.
The same code is duplicated multiple times across the codebase.
## Solution
I simply extracted this code into a method on the `RenderPhase`.
This avoids code duplication and makes setting up new `RenderPhases` easier.
---
## Changelog
### Changed
You can now set up the rendering code of a `RenderPhase` directly using the `RenderPhase::render` method, instead of implementing it manually in your render graph node.
# Objective
Following #4402, extract systems run on the render world instead of the main world, and allow retained state operations on it's resources. We're currently extracting to `ExtractedJoints` and then copying it twice during Prepare. Once into `SkinnedMeshJoints` and again into the actual GPU buffer.
This makes #4902 obsolete.
## Solution
Cut out the middle copy and directly extract joints into `SkinnedMeshJoints` and remove `ExtractedJoints` entirely.
This also removes the per-frame allocation that is being made to send `ExtractedJoints` into the render world.
## Performance
On my local machine, this halves the time for `prepare_skinned _meshes` on `many_foxes` (195.75us -> 93.93us on average).
![image](https://user-images.githubusercontent.com/3137680/205427455-ab91a8a3-a6b0-4f0a-bd48-e54482c563b2.png)
---
## Changelog
Added: `BufferVec::truncate`
Added: `BufferVec::extend`
Changed: `SkinnedMeshJoints::build` now takes a `&mut BufferVec` instead of a `&mut Vec` as a parameter.
Removed: `ExtractedJoints`.
## Migration Guide
`ExtractedJoints` has been removed. Read the bound bones from `SkinnedMeshJoints` instead.
# Objective
- Fixes#6841
- In some case, the number of maximum storage buffers is `u32::MAX` which doesn't fit in a `i32`
## Solution
- Add an option to have a `u32` in a `ShaderDefVal`
# Objective
- 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
- Reduce confusion around uniform bindings in materials. I've seen multiple people on discord get confused by it because it uses a struct that is named the same in the rust code and the wgsl code, but doesn't contain the same data. Also, the only reason this works is mostly by chance because the memory happens to align correctly.
## Solution
- Remove the confusing parts of the doc
## Notes
It's not super clear in the diff why this causes confusion, but essentially, the rust code defines a `CustomMaterial` struct with a color and a texture, but in the wgsl code the struct with the same name only contains the color. People are confused by it because the struct in wgsl doesn't need to be there.
You _can_ have complex structs on each side and the macro will even combine it for you if you reuse a binding index, but as it is now, this example seems to confuse more than help people.
# 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
- Closes#5262
- Fix color banding caused by quantization.
## Solution
- Adds dithering to the tonemapping node from #3425.
- This is inspired by Godot's default "debanding" shader: https://gist.github.com/belzecue/
- Unlike Godot:
- debanding happens after tonemapping. My understanding is that this is preferred, because we are running the debanding at the last moment before quantization (`[f32, f32, f32, f32]` -> `f32`). This ensures we aren't biasing the dithering strength by applying it in a different (linear) color space.
- This code instead uses and reference the origin source, Valve at GDC 2015
![Screenshot from 2022-11-10 13-44-46](https://user-images.githubusercontent.com/2632925/201218880-70f4cdab-a1ed-44de-a88c-8759e77197f1.png)
![Screenshot from 2022-11-10 13-41-11](https://user-images.githubusercontent.com/2632925/201218883-72393352-b162-41da-88bb-6e54a1e26853.png)
## Additional Notes
Real time rendering to standard dynamic range outputs is limited to 8 bits of depth per color channel. Internally we keep everything in full 32-bit precision (`vec4<f32>`) inside passes and 16-bit between passes until the image is ready to be displayed, at which point the GPU implicitly converts our `vec4<f32>` into a single 32bit value per pixel, with each channel (rgba) getting 8 of those 32 bits.
### The Problem
8 bits of color depth is simply not enough precision to make each step invisible - we only have 256 values per channel! Human vision can perceive steps in luma to about 14 bits of precision. When drawing a very slight gradient, the transition between steps become visible because with a gradient, neighboring pixels will all jump to the next "step" of precision at the same time.
### The Solution
One solution is to simply output in HDR - more bits of color data means the transition between bands will become smaller. However, not everyone has hardware that supports 10+ bit color depth. Additionally, 10 bit color doesn't even fully solve the issue, banding will result in coherent bands on shallow gradients, but the steps will be harder to perceive.
The solution in this PR adds noise to the signal before it is "quantized" or resampled from 32 to 8 bits. Done naively, it's easy to add unneeded noise to the image. To ensure dithering is correct and absolutely minimal, noise is adding *within* one step of the output color depth. When converting from the 32bit to 8bit signal, the value is rounded to the nearest 8 bit value (0 - 255). Banding occurs around the transition from one value to the next, let's say from 50-51. Dithering will never add more than +/-0.5 bits of noise, so the pixels near this transition might round to 50 instead of 51 but will never round more than one step. This means that the output image won't have excess variance:
- in a gradient from 49 to 51, there will be a step between each band at 49, 50, and 51.
- Done correctly, the modified image of this gradient will never have a adjacent pixels more than one step (0-255) from each other.
- I.e. when scanning across the gradient you should expect to see:
```
|-band-| |-band-| |-band-|
Baseline: 49 49 49 50 50 50 51 51 51
Dithered: 49 50 49 50 50 51 50 51 51
Dithered (wrong): 49 50 51 49 50 51 49 51 50
```
![Screenshot from 2022-11-10 14-12-36](https://user-images.githubusercontent.com/2632925/201219075-ab3f46be-d4e9-4869-b66b-a92e1706f49e.png)
![Screenshot from 2022-11-10 14-11-48](https://user-images.githubusercontent.com/2632925/201219079-ec5d2add-817d-487a-8fc1-84569c9cda73.png)
You can see from above how correct dithering "fuzzes" the transition between bands to reduce distinct steps in color, without adding excess noise.
### HDR
The previous section (and this PR) assumes the final output is to an 8-bit texture, however this is not always the case. When Bevy adds HDR support, the dithering code will need to take the per-channel depth into account instead of assuming it to be 0-255. Edit: I talked with Rob about this and it seems like the current solution is okay. We may need to revisit once we have actual HDR final image output.
---
## Changelog
### Added
- All pipelines now support deband dithering. This is enabled by default in 3D, and can be toggled in the `Tonemapping` component in camera bundles. Banding is a graphical artifact created when the rendered image is crunched from high precision (f32 per color channel) down to the final output (u8 per channel in SDR). This results in subtle gradients becoming blocky due to the reduced color precision. Deband dithering applies a small amount of noise to the signal before it is "crunched", which breaks up the hard edges of blocks (bands) of color. Note that this does not add excess noise to the image, as the amount of noise is less than a single step of a color channel - just enough to break up the transition between color blocks in a gradient.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Make the many foxes not unnecessarily bright. Broken since #5666.
- Fixes#6528
## Solution
- In #5666 normalisation of normals was moved from the fragment stage to the vertex stage. However, it was not added to the vertex stage for skinned normals. The many foxes are skinned and their skinned normals were not unit normals. which made them brighter. Normalising the skinned normals fixes this.
---
## Changelog
- Fixed: Non-unit length skinned normals are now normalized.
# Objective
- it would be useful to inspect these structs using reflection
## Solution
- derive and register reflect
- Note that `#[reflect(Component)]` requires `Default` (or `FromWorld`) until #6060, so I implemented `Default` for `Tonemapping` with `is_enabled: false`
# Objective
Fixes#5393
## Solution
- Add padding to `GlobalsUniform` / `Globals` to make it 16-byte aligned.
Still not super clear on whether this is a `naga` thing or an `encase` thing or what. But now that we're offering `globals` up to users and #5393 is not just breaking an example, maybe we should do this sort of workaround?
# Objective
This PR fixes#5789, by enabling movable (and scalable) directional light shadow volumes.
## Solution
This PR changes `ExtractedDirectionalLight` to hold a copy of the `DirectionalLight` entity's `GlobalTransform`, instead of just a `direction` vector. This allows the shadow map volume (as defined by the light's `shadow_projection` field) to be transformed honoring translation _and_ scale transforms, and not just rotation.
It also augments the texel size calculation (used to determine the `shadow_normal_bias`) so that it now takes into account the upper bound of the x/y/z scale of the `GlobalTransform`.
This change makes the directional light extraction code more consistent with point and spot lights (that already use `transform`), and allows easily moving and scaling the shadow volume along with a player entity based on camera distance/angle, immediately enabling more real world use cases until we have a more sophisticated adaptive implementation, such as the one described in #3629.
**Note:** While it was previously possible to update the projection achieving a similar effect, depending on the light direction and distance to the origin, the fact that the shadow map camera was always positioned at the origin with a hardcoded `Vec3::Y` up value meant you would get sub-optimal or inconsistent/incorrect results.
---
## Changelog
### Changed
- `DirectionalLight` shadow volumes now honor translation and scale transforms
## Migration Guide
- If your directional lights were positioned at the origin and not scaled (the default, most common scenario) no changes are needed on your part; it just works as before;
- If you previously had a system for dynamically updating directional light shadow projections, you might now be able to simplify your code by updating the directional light entity's transform instead;
- In the unlikely scenario that a scene with directional lights that previously rendered shadows correctly has missing shadows, make sure your directional lights are positioned at (0, 0, 0) and are not scaled to a size that's too large or too small.
# 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
- Fixes#4019
- Fix lighting of double-sided materials when using a negative scale
- The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary.
## Solution
- Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale.
- Negate the world normal for a double-sided back face only when not using normal mapping
### Before, on `main`, flipping T, B, and N
<img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png">
### After, on this PR
<img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png">
### Double-sided material without normal maps
https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4
---
## Changelog
- Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale
- Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material
## Migration Guide
`prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked.
Before:
```rust
pbr_input.world_normal = in.world_normal;
pbr_input.N = prepare_normal(
pbr_input.material.flags,
in.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
in.is_front,
);
```
After:
```rust
pbr_input.world_normal = prepare_world_normal(
in.world_normal,
(material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
in.is_front,
);
pbr_input.N = apply_normal_mapping(
pbr_input.material.flags,
pbr_input.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
);
```
# Objective
Currently we are limiting the amount of direction lights in a scene to one.
## Solution
Increase the amount of direction lights from 1 to 10.
This still is not a perfect solution, but should unblock many use cases.
We could probably just store the directional lights similar to the point lights in an storage buffer, allowing for an variable amount of directional lights.
Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
This reverts commit 53d387f340.
# Objective
Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.
Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
# Objective
- Right now re-exports are completely hidden in prelude docs.
- Fixes#6433
## Solution
- We could show the re-exports without inlining their documentation.
# 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>
- Freeing unused memory held by visible entities
- Fixed comment style
# Objective
With Rust 1.56 it's possible to shrink vectors to a specified capacity. Visibility system had a comment before asking for that feature to free unused memory by a vector if its capacity is two times larger than the length.
## Solution
Shrinking the vector of visible entities to the nearest power of 2 elements next to `len()`, if capacity exceeds it more than two times.
# 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
- 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())`
# Objective
![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png)
^ enable this
Concretely, I need to
- list all handle ids for an asset type
- fetch the asset as `dyn Reflect`, given a `HandleUntyped`
- when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped`
## Solution
- add `ReflectAsset` type containing function pointers for working with assets
```rust
pub struct ReflectAsset {
type_uuid: Uuid,
assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource
get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>,
get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>,
get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>,
add: fn(&mut World, &dyn Reflect) -> HandleUntyped,
set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped,
len: fn(&World) -> usize,
ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>,
remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>,
}
```
- add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped`
```rust
pub struct ReflectHandle {
type_uuid: Uuid,
asset_type_id: TypeId,
downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>,
}
```
- add the corresponding `FromType` impls
- add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry
---
## Changelog
- add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
# Objective
Bevy's internal plugins have lots of execution-order ambiguities, which makes the ambiguity detection tool very noisy for our users.
## Solution
Silence every last ambiguity that can currently be resolved.
Each time an ambiguity is silenced, it is accompanied by a comment describing why it is correct. This description should be based on the public API of the respective systems. Thus, I have added documentation to some systems describing how they use some resources.
# Future work
Some ambiguities remain, due to issues out of scope for this PR.
* The ambiguity checker does not respect `Without<>` filters, leading to false positives.
* Ambiguities between `bevy_ui` and `bevy_animation` cannot be resolved, since neither crate knows that the other exists. We will need a general solution to this problem.
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
Improve ergonomics by passing on the `IntoIterator` impl of the underlying type to wrapper types.
## Solution
Implement `IntoIterator` for ECS wrapper types (Mut, Local, Res, etc.).
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Use saturate wgsl function now implemented in naga (version 0.10.0). There is now no need for one in utils.wgsl.
naga's version allows usage for not only scalars but vectors as well.
## Solution
Remove the utils.wgsl saturate function.
## Changelog
Remove saturate function from utils.wgsl in favor of saturate in naga v0.10.0.
# Objective
- It's possible to create a mesh without positions or normals, but currently bevy forces these attributes to be present on any mesh.
## Solution
- Don't assume these attributes are present and add a shader defs for each attributes
- I updated 2d and 3d meshes to use the same logic.
---
## Changelog
- Meshes don't require any attributes
# Notes
I didn't update the pbr.wgsl shader because I'm not sure how to handle it. It doesn't really make sense to use it without positions or normals.
# Objective
There is no Srgb support on some GPU and display protocols with `winit` (for example, Nvidia's GPUs with Wayland). Thus `TextureFormat::bevy_default()` which returns `Rgba8UnormSrgb` or `Bgra8UnormSrgb` will cause panics on such platforms. This patch will resolve this problem. Fix https://github.com/bevyengine/bevy/issues/3897.
## Solution
Make `initialize_renderer` expose `wgpu::Adapter` and `first_available_texture_format`, use the `first_available_texture_format` by default.
## Changelog
* Fixed https://github.com/bevyengine/bevy/issues/3897.
# Objective
fix error with pbr shader's spotlight direction calculation when direction.y ~= 0
## Solution
in pbr_lighting.wgsl, clamp `1-x^2-z^2` to `>= 0` so that we can safely `sqrt` it
# Objective
The `Wireframe` type implements `Reflect`, but is never registered, making its reflection inaccessible.
## Solution
Call `App::register_type::<Wireframe>()` in the `Plugin::build` implementation of `WireframePlugin`.
---
## Changelog
Fixed `Wireframe` type reflection not getting registered.
# Objective
Add more documentation on `StandardMaterial` and improve
consistency on existing doc.
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# 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
Simple docs/comments only PR that just fixes some outdated file references left over from the render rewrite.
## Solution
- Change the references to point to the correct files
# Objective
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) {
}
}
```
# 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
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`.
# 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
fixes#5946
## Solution
adjust cluster index calculation for viewport origin.
from reading point 2 of the rasterization algorithm description in https://gpuweb.github.io/gpuweb/#rasterization, it looks like framebuffer space (and so @bulitin(position)) is not meant to be adjusted for viewport origin, so we need to subtract that to get the right cluster index.
- add viewport origin to rust `ExtractedView` and wgsl `View` structs
- subtract from frag coord for cluster index calculation
# 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>
# Objective
- Morten Mikkelsen clarified that the world normal and tangent must be normalized in the vertex stage and the interpolated values must not be normalized in the fragment stage. This is in order to match the mikktspace approach exactly.
- Fixes#5514 by ensuring the tangent basis matrix (TBN) is orthonormal
## Solution
- Normalize the world normal in the vertex stage and not the fragment stage
- Normalize the world tangent xyz in the vertex stage
- Take into account the sign of the determinant of the local to world matrix when calculating the bitangent
---
## Changelog
- Fixed - scaling a model that uses normal mapping now has correct lighting again
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
fix an error in shadow map indexing that occurs when point lights without shadows are used in conjunction with spotlights with shadows
## Solution
calculate point_light_count correctly
# Objective
the bevy pbr shader doesn't handle at all normal maps
if a mesh doesn't have backed tangents. This is a pitfall
(that I fell into) and needs to be documented.
# Solution
Document the behavior. (Also document a few other
`StandardMaterial` fields)
## Changelog
* Add documentation to `emissive`, `normal_map_texture` and `occlusion_texture` fields of `StandardMaterial`.
# Objective
[This unwrap()](de484c1e41/crates/bevy_pbr/src/pbr_material.rs (L195)) in pbr_material.rs will be hit if a StandardMaterial normal_map image has not finished loading, resulting in an error message that is hard to debug.
## Solution
~~This PR improves the error message including a potential indication of why the unwrap() could have panic'd by using expect() instead of unwrap().~~
This PR removes the panic by only proceeding if the image is found.
---
## Changelog
Don't panic when StandardMaterial normal_map images have not finished loading.
# Objective
- Add capability to use `Affine3A`s for some `GlobalTransform`s. This allows affine transformations that are not possible using a single `Transform` such as shear and non-uniform scaling along an arbitrary axis.
- Related to #1755 and #2026
## Solution
- `GlobalTransform` becomes an enum wrapping either a `Transform` or an `Affine3A`.
- The API of `GlobalTransform` is minimized to avoid inefficiency, and to make it clear that operations should be performed using the underlying data types.
- using `GlobalTransform::Affine3A` disables transform propagation, because the main use is for cases that `Transform`s cannot support.
---
## Changelog
- `GlobalTransform`s can optionally support any affine transformation using an `Affine3A`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#4907. Fixes#838. Fixes#5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114
Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.
Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.
## Solution
Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.
Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.
This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.
Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.
Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.
![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)
Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale.
## Follow up work
* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---
## Changelog
* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.
## Migration Guide
If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:
```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
for visibility in query.iter() {
if visibility.is_visible {
log!("found visible entity");
}
}
}
// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
for visibility in query.iter() {
if visibility.is_visible() {
log!("found visible entity");
}
}
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Wireframes are currently not rendering on main because they aren't being extracted correctly
## Solution
- Extract the wireframes correctly
# 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
- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.
## Solution
- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.
## Future work
It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.
## Todo
I still need to add doc comments to `Extract`.
---
## Changelog
### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase.
Resources on the render world can now be accessed using `ResMut` during extract.
### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead
## Migration Guide
The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.
For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
for cloud in clouds.iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
for cloud in clouds.value().iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
- for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+ for cloud in clouds.value().iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
*render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Bevy requires meshes to include UV coordinates, even if the material does not use any textures, and will fail with an error `ERROR bevy_pbr::material: Mesh is missing requested attribute: Vertex_Uv (MeshVertexAttributeId(2), pipeline type: Some("bevy_pbr::material::MaterialPipeline<bevy_pbr::pbr_material::StandardMaterial>"))` otherwise. The objective of this PR is to permit this.
## Solution
This PR follows the design of #4528, which added support for per-vertex colours. It adds a shader define called VERTEX_UVS which indicates the presence of UV coordinates to the shader.
# 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
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
We don't have reflection for resources.
## Solution
Introduce reflection for resources.
Continues #3580 (by @Davier), related to #3576.
---
## Changelog
### Added
* Reflection on a resource type (by adding `ReflectResource`):
```rust
#[derive(Reflect)]
#[reflect(Resource)]
struct MyResourse;
```
### Changed
* Rename `ReflectComponent::add_component` into `ReflectComponent::insert_component` for consistency.
## Migration Guide
* Rename `ReflectComponent::add_component` into `ReflectComponent::insert_component`.
# Objective
Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera).
## Solution
Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform
---
## Changelog
### Added
`inverse_projection` and `inverse_view_proj` fields to shader view uniform
## Note
It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
* Cleanup redundant code
* Use a type alias to make sure the `caster_query` and
`not_caster_query` really do the same thing and access the same things
**Objective**
Cleanup code that would otherwise be difficult to understand
**Solution**
* `extract_meshes` had two for loops which are functionally identical,
just copy-pasted code. I extracted the common code between the two
and put them into an anonymous function.
* I flattened the tuple literal for the bundle batch, it looks much
less nested and the code is much more readable as a result.
* The parameters of `extract_meshes` were also very daunting, but they
turned out to be the same query repeated twice. I extracted the query
into a type alias.
EDIT: I reworked the PR to **not do anything breaking**, and keep the old allocation behavior. Removing the memorized length was clearly a performance loss, so I kept it.
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
Fixes#5153
## Solution
Search for all enums and manually check if they have default impls that can use this new derive.
By my reckoning:
| enum | num |
|-|-|
| total | 159 |
| has default impl | 29 |
| default is unit variant | 23 |
# 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
This fixes https://github.com/bevyengine/bevy/issues/5127
## Solution
- Moved texture sample out of branch in `prepare_normal()`.
Co-authored-by: DGriffin91 <github@dgdigital.net>
# 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
- Allow custom shaders to reuse the HDR results of PBR.
## Solution
- Separate `pbr()` and `tone_mapping()` into 2 functions in `pbr_functions.wgsl`.
# Objective
Update pbr mesh shader to use correct normals for skinned meshes.
## Solution
Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
# Objective
Partially addresses #4291.
Speed up the sort phase for unbatched render phases.
## Solution
Split out one of the optimizations in #4899 and allow implementors of `PhaseItem` to change what kind of sort is used when sorting the items in the phase. This currently includes Stable, Unstable, and Unsorted. Each of these corresponds to `Vec::sort_by_key`, `Vec::sort_unstable_by_key`, and no sorting at all. The default is `Unstable`. The last one can be used as a default if users introduce a preliminary depth prepass.
## Performance
This will not impact the performance of any batched phases, as it is still using a stable sort. 2D's only phase is unchanged. All 3D phases are unbatched currently, and will benefit from this change.
On `many_cubes`, where the primary phase is opaque, this change sees a speed up from 907.02us -> 477.62us, a 47.35% reduction.
![image](https://user-images.githubusercontent.com/3137680/174471253-22424874-30d5-4db5-b5b4-65fb2c612a9c.png)
## Future Work
There were prior discussions to add support for faster radix sorts in #4291, which in theory should be a `O(n)` instead of a `O(nlog(n))` time. [`voracious`](https://crates.io/crates/voracious_radix_sort) has been proposed, but it seems to be optimize for use cases with more than 30,000 items, which may be atypical for most systems.
Another optimization included in #4899 is to reduce the size of a few of the IDs commonly used in `PhaseItem` implementations to shrink the types to make swapping/sorting faster. Both `CachedPipelineId` and `DrawFunctionId` could be reduced to `u32` instead of `usize`.
Ideally, this should automatically change to use stable sorts when `BatchedPhaseItem` is implemented on the same phase item type, but this requires specialization, which may not land in stable Rust for a short while.
---
## Changelog
Added: `PhaseItem::sort`
## Migration Guide
RenderPhases now default to a unstable sort (via `slice::sort_unstable_by_key`). This can typically improve sort phase performance, but may produce incorrect batching results when implementing `BatchedPhaseItem`. To revert to the older stable sort, manually implement `PhaseItem::sort` to implement a stable sort (i.e. via `slice::sort_by_key`).
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: colepoirier <colepoirier@gmail.com>