Commit graph

55 commits

Author SHA1 Message Date
danieleades
d8974e7c3d small and mostly pointless refactoring (#2934)
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
2022-02-13 22:33:55 +00:00
dataphract
f7478f448a doc: remove mention of void return type in entry_point docs (#3881)
# 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.
2022-02-07 22:07:43 +00:00
Jakob Hellermann
b7dfe1677f include sources in shader validation error (#3724)
## 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]
```
2022-02-04 03:37:38 +00:00
sark
ca029ef0eb Naga export (#3714)
# 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`
2022-01-31 00:32:47 +00:00
François
600ee7eee6 support all line endings in shader preprocessor (#3603)
# Objective

- Advance uses of shaders seems to often fail for Windows users
- Bevy split lines on `'\n'` which messes with windows line endings

## Solution

- Uses Rust built in https://doc.rust-lang.org/std/primitive.str.html#method.lines
2022-01-09 18:52:18 +00:00
Michael Dorst
e56685370b Fix doc_markdown lints in bevy_render (#3479)
#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.
2022-01-09 11:09:46 +00:00
davier
c2da7800e3 Add 2d meshes and materials (#3460)
# 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>
2022-01-08 01:29:08 +00:00
TheRawMeatball
f3fba09615 Add MapMode to wgpu reexports (#3558)
This type can be needed by API s on other reexported types, so it should be included too
2022-01-05 19:19:22 +00:00
Minghao Liu
3ac55f0bcf load spirv using correct API (#3466)
# Objective

currently spirv source loading parse then desterilize it to make wgpu happy.

## Solution

Use the right API to get spirv
2021-12-30 19:55:01 +00:00
Jakob Hellermann
66b517ef81 fix shader compilation error reporting for non-wgsl shaders (#3441)
in #3289 I accidentally only logged errors for wgsl shaders, this PR expands the error reporting the the other supported shader types.
2021-12-29 21:04:27 +00:00
François
22c665fa39 re-export BufferBinding and BufferDescriptor (#3429)
# 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>
2021-12-24 16:53:49 +00:00
François
79d36e7c28 Prepare crevice for vendored release (#3394)
# 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>
2021-12-23 22:49:12 +00:00
Jakob Hellermann
081350916c report shader processing errors in RenderPipelineCache (#3289)
### 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.
2021-12-22 22:16:42 +00:00
François
a3c53e689d Shader Processor: process imported shader (#3290)
# 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>
2021-12-22 01:01:39 +00:00
François
c61fbcb7db Only bevy_render should depend directly on wgpu (#3393)
# 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>
2021-12-20 20:50:52 +00:00
Vabka
9a89295a17 Update wgpu to 0.12 and naga to 0.8 (#3375)
# Objective

Fixes #3352
Fixes #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
2021-12-19 03:03:06 +00:00
François
6a0008f3d3 Fix doc warnings (#3339)
# 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>
2021-12-18 00:09:23 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
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.
2021-12-14 03:58:23 +00:00
Carter Anderson
b12c4d0a48 render: simplify imports and cleanup prelude 2020-07-16 18:26:21 -07:00
Carter Anderson
1110f9b877 create bevy_math crate and move math types there 2020-07-16 17:11:52 -07:00
Carter Anderson
6d58a5a033 render: add direct buffer mapping/unmapping 2020-07-11 12:29:07 -07:00
Carter Anderson
c81ab99dac cargo fmt 2020-07-10 01:37:06 -07:00
Carter Anderson
950e50bbb1 Bevy ECS migration 2020-07-10 01:06:21 -07:00
Carter Anderson
69925f0817 render: multi-window cameras ready to go!
passes now bind camera buffers and cameras can now be assigned non-primary windows
2020-06-25 23:04:08 -07:00
Carter Anderson
4246d47fec render: move pipeline compilation and bind group creation into draw stage. impl ResourceSet for DrawContext. progress on text drawing. general cleanup 2020-06-18 17:27:20 -07:00
Carter Anderson
e57fdca1bc render: more progress on immediate mode rendering and DrawableText 2020-06-17 13:10:33 -07:00
Carter Anderson
f4acbdddad SharedBuffersNode 2020-06-16 22:23:33 -07:00
Carter Anderson
e855995145 cargo fmt 2020-06-15 12:47:35 -07:00
Carter Anderson
8a704a3e28 render: add AssetRenderResourceBindings 2020-06-15 12:45:18 -07:00
Carter Anderson
f799d3ac93 render: add RenderPipeline and begin moving logic there 2020-06-15 00:08:50 -07:00
Carter Anderson
97edaa7343 render: rename ResourceType to RenderResourceType 2020-06-14 15:24:33 -07:00
Carter Anderson
3786224b28 render: replace ResourceInfo with ResourceType 2020-06-14 15:22:31 -07:00
Carter Anderson
574656b767 render: remove RenderResources wrapper type 2020-06-14 12:32:06 -07:00
Carter Anderson
0fec350411 render: rename "Assignment" to "Binding" and "AssignmentSet" to "BindGroup" 2020-06-14 12:02:19 -07:00
Carter Anderson
0f608fc90f render: add "specific" ids for buffers, textures, and samplers. Use them instead of RenderResourceIds wherever possible 2020-06-14 11:41:42 -07:00
Carter Anderson
eed40fee9c render: initial SharedBuffer 2020-06-13 18:37:02 -07:00
Carter Anderson
8803bcd92e include buffer range when hashing RenderResourceAssignments 2020-06-11 11:12:23 -07:00
Carter Anderson
fc4160ea41 AssetRenderResourceNodes now consume asset change events. Remove EntitiesWaitingForAssets in favor of DrawState. 2020-06-10 18:54:17 -07:00
Carter Anderson
3c3449b719 RenderResourceSet builder pattern 2020-06-10 15:45:33 -07:00
Carter Anderson
3d07fbdc81 render: "Immediate Mode" draw api
This replaces Renderable with Draw/RenderPipelines components and makes various aspects of the renderer much simpler and legible
2020-06-09 23:16:48 -07:00
Carter Anderson
be23f119d5 remove old uniform system 2020-06-07 22:32:55 -07:00
Carter Anderson
fd8f87400d add RenderResources/RenderResource traits to replace Uniforms/Uniform 2020-06-07 19:12:41 -07:00
Carter Anderson
4a71cd128d render: rename RenderResource to RenderResourceId 2020-06-07 12:10:14 -07:00
Carter Anderson
6eea96366d cargo fmt 2020-06-03 20:08:20 -07:00
Carter Anderson
5927bad382 sprite sheets are fully operational 2020-06-03 19:00:19 -07:00
Carter Anderson
71b3755633 camera: split 2d and ui camera. remove resource_name mod 2020-05-29 22:30:07 -07:00
Carter Anderson
b1f07e3749 cargo fmt 2020-05-16 00:27:30 -07:00
Carter Anderson
bf7f222318 Support async texture loading 2020-05-15 19:30:02 -07:00
Carter Anderson
2bcb8a2a41 cargo fmt 2020-05-13 18:05:18 -07:00
Carter Anderson
10637c1010 add TextureDescriptor to ResourceInfo 2020-05-11 21:28:11 -07:00