What is says on the tin.
This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.
that said, deriving `Default` for a couple of structs is a nice easy win
# Objective
The docs for `{VertexState, FragmentState}::entry_point` stipulate that the entry point function in the shader must return void. This seems to be specific to GLSL; WGSL has no `void` type and its entry point functions return values that describe their output.
## Solution
Remove the mention of the `void` return type.
## Objective
When print shader validation error messages, we didn't print the sources and error message text, which led to some confusing error messages.
```cs
error:
┌─ wgsl:15:11
│
15 │ return material.color + 1u;
│ ^^^^^^^^^^^^^^^^^^^^ naga::Expression [11]
```
## Solution
New error message:
```cs
error: Entry point fragment at Vertex is invalid
┌─ wgsl:15:11
│
15 │ return material.color + 1u;
│ ^^^^^^^^^^^^^^^^^^^^ naga::Expression [11]
│
= Expression [11] is invalid
= Operation Add can't work with [8] and [10]
```
# Objective
In order to create a glsl shader, we must provide the `naga::ShaderStage` type which is not exported by bevy, meaning a user would have to manually include naga just to access this type.
`pub fn from_glsl(source: impl Into<Cow<'static, str>>, stage: naga::ShaderStage) -> Shader {`
## Solution
Re-rexport naga::ShaderStage from `render_resources`
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_render` crate.
# Objective
The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.
## Solution
I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.
~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_
## Remaining work
- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)
## Remaining questions
- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- I want to port `bevy_egui` to Bevy main and only reuse re-exports from Bevy
## Solution
- Add exports for `BufferBinding` and `BufferDescriptor`
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- Our crevice is still called "crevice", which we can't use for a release
- Users would need to use our "crevice" directly to be able to use the derive macro
## Solution
- Rename crevice to bevy_crevice, and crevice-derive to bevy-crevice-derive
- Re-export it from bevy_render, and use it from bevy_render everywhere
- Fix derive macro to work either from bevy_render, from bevy_crevice, or from bevy
## Remaining
- It is currently re-exported as `bevy::render::bevy_crevice`, is it the path we want?
- After a brief suggestion to Cart, I changed the version to follow Bevy version instead of crevice, do we want that?
- Crevice README.md need to be updated
- in the `Cargo.toml`, there are a few things to change. How do we want to change them? How do we keep attributions to original Crevice?
```
authors = ["Lucien Greathouse <me@lpghatguy.com>"]
documentation = "https://docs.rs/crevice"
homepage = "https://github.com/LPGhatguy/crevice"
repository = "https://github.com/LPGhatguy/crevice"
```
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
### Problem
- shader processing errors are not displayed
- during hot reloading when encountering a shader with errors, the whole app crashes
### Solution
- log `error!`s for shader processing errors
- when `cfg(debug_assertions)` is enabled (i.e. you're running in `debug` mode), parse shaders before passing them to wgpu. This lets us handle errors early.
# Objective
- I want to be able to use `#ifdef` and other processor directives in an imported shader
## Solution
- Process imported shader strings
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- Only bevy_render should depend directly on wgpu
- This helps to make sure bevy_render re-exports everything needed from wgpu
## Solution
- Remove bevy_pbr, bevy_sprite and bevy_ui dependency on wgpu
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
Fixes#3352Fixes#3208
## Solution
- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
# Objective
- There are a few warnings when building Bevy docs for dead links
- CI seems to not catch those warnings when it should
## Solution
- Enable doc CI on all Bevy workspace
- Fix warnings
- Also noticed plugin GilrsPlugin was not added anymore when feature was enabled
First commit to check that CI would actually fail with it: https://github.com/bevyengine/bevy/runs/4532652688?check_suite_focus=true
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.