Commit graph

3367 commits

Author SHA1 Message Date
2ne1ugly
db0d7698e2 Change From<Icosphere> to TryFrom<Icosphere> (#6484)
# Objective

- Fixes  #6476

## Solution

- Return error instead of panic through `TryFrom`
- ~~Add `.except()` in examples~~ 
- Add `.unwrap()` in examples
2022-11-14 22:34:27 +00:00
Jakub Arnold
4de4e54755 Update post_processing example to not render UI with first pass camera (#6469)
# Objective

Make sure the post processing example won't render UI twice.

## Solution

Disable UI on the first pass camera with `UiCameraConfig`
2022-11-14 22:34:26 +00:00
Yyee
dc09ee36e2 Add pixelated Bevy to assets and an example (#6408)
# Objective
Fixes #2279 

## Solution
Added pixelated Bevy to assets folder and used in a `pixel_perfect` example.
2022-11-14 22:15:46 +00:00
ira
308e092153 Add Windows::get_focused(_mut) (#6571)
Add a method to get the focused window.

Use this instead of `WindowFocused` events in `close_on_esc`.
Seems that the OS/window manager might not always send focused events on application startup.

Sadly, not a fix for #5646.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-14 21:59:18 +00:00
ickshonpe
5f1261110f Flip UI image (#6292)
# Objective
Fixes  #3225, Allow for flippable UI Images

## Solution
Add flip_x and flip_y fields to UiImage, and swap the UV coordinates accordingly in ui_prepare_nodes.

## Changelog
* Changes UiImage to a struct with texture, flip_x, and flip_y fields.
* Adds flip_x and flip_y fields to ExtractedUiNode.
* Changes extract_uinodes to extract the flip_x and flip_y values from UiImage.
* Changes prepare_uinodes to swap the UV coordinates as required.
* Changes UiImage derefs to texture field accesses.
2022-11-14 21:59:17 +00:00
JoJoJet
3ac06b57e9 Respect alignment for zero-sized types stored in the world (#6618)
# Objective

Fixes #6615.

`BlobVec` does not respect alignment for zero-sized types, which results in UB whenever a ZST with alignment other than 1 is used in the world.

## Solution

Add the fn `bevy_ptr::dangling_with_align`.

---

## Changelog

+ Added the function `dangling_with_align` to `bevy_ptr`, which creates a well-aligned dangling pointer to a type whose alignment is not known at compile time.
2022-11-14 21:16:53 +00:00
radiish
9498bfffcb Add remove method to Map reflection trait. (#6564)
# Objective

- Implements removal of entries from a `dyn Map`
- Fixes #6563

## Solution

- Adds a `remove` method to the `Map` trait which takes in a `&dyn Reflect` key and returns the value removed if it was present.

---

## Changelog

- Added `Map::remove`

## Migration Guide

- Implementors of `Map` will need to implement the `remove` method.


Co-authored-by: radiish <thesethskigamer@gmail.com>
2022-11-14 21:03:39 +00:00
Nicola Papale
1967c3ddef Fix Entity hygiene in WorldQuery (#6614)
# Objective

Fix #6593

## Solution

Fully qualify `Entity` in the `WorldQuery` macro
2022-11-14 14:01:16 +00:00
Tymon
7231e00507 Note about flex in Style docs (#6616)
# Objective 

- Fixes #6606 

## Solution

- Deleted the note Bevy's UI being upside down since it's no longer true as of version 0.9.0
2022-11-14 13:44:29 +00:00
Lixou
e48c05c734 Fix Link in valid_parent_check_plugin.rs (#6584)
# Objective

Link doesn't get to right segment

## Solution

Fix link
2022-11-13 15:35:48 +00:00
Sol Toder
f7c8eb7d86 Correct docs for ButtonSettingsError to read 0.0..=1.0 (#6570)
# Objective

The [documentation for `ButtonSettingsError`](https://docs.rs/bevy/0.9.0/bevy/input/gamepad/enum.ButtonSettingsError.html) incorrectly describes the valid range of values as `0.0..=2.0`, probably because it was copied from `AxisSettingsError`. The actual range, as seen in the functions that return it and in its own `thiserror` description, is `0.0..=1.0`.

## Solution

Update the doc comments to reflect the correct range.


Co-authored-by: Sol Toder <ajaxgb@gmail.com>
2022-11-12 22:59:49 +00:00
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
Carter Anderson
d0fe37609a Add 0.9.0 changelog (#6567) 2022-11-12 19:45:30 +00:00
James Liu
2179a3ebf4 Make Entity::to_bits const (#6559)
# Objective
Fix #6548. Most of these methods were already made `const` in #5688. `Entity::to_bits` is the only one that remained.

## Solution
Make it const.
2022-11-12 16:15:04 +00:00
Aevyrie
c3c4088317 Fix instancing example for hdr (#6554)
# Objective

- Using the instancing example as reference, I found it was breaking when enabling HDR on the camera. I found that this was because, unlike in internal code, this was not updating the specialization key with `view.hdr`.

## Solution

- Add the missing HDR bit.
2022-11-12 09:31:03 +00:00
Nicola Papale
ffa489a846 Ignore Timeout errors on Linux AMD & Intel (#5957)
# Objective

- Fix #3606
- Fix #4579
- Fix #3380

## Solution

When running on a Linux machine with some AMD or Intel device, when calling
`surface.get_current_texture()`, ignore `wgpu::SurfaceError::Timeout` errors.


## Alternative

An alternative solution found in the `wgpu` examples is:

```rust
let frame = surface
    .get_current_texture()
    .or_else(|_| {
        render_device.configure_surface(surface, &swap_chain_descriptor);
        surface.get_current_texture()
    })
    .expect("Error reconfiguring surface");
window.swap_chain_texture = Some(TextureView::from(frame));
```

See: <94ce76391b/wgpu/examples/framework.rs (L362-L370)>

Veloren [handles the Timeout error the way this PR proposes to handle it](https://github.com/gfx-rs/wgpu/issues/1218#issuecomment-1092056971).

The reason I went with this PR's solution is that `configure_surface` seems to be quite an expensive operation, and it would run every frame with the wgpu framework solution, despite the fact it works perfectly fine without `configure_surface`.

I know this looks super hacky with the linux-specific line and the AMD check, but my understanding is that the `Timeout` occurrence is specific to a quirk of some AMD drivers on linux, and if otherwise met should be considered a bug.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-12 08:06:56 +00:00
ira
7ced5336e6 Fix panic when the primary window is closed (#6545)
Issue introduced by #6533.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-12 01:28:31 +00:00
François
4ef192b91a Better bloom default settings (#6546)
# Objective

- Use better defaults for bloom

## Solution

- Divide the intensity by 3. It's still noticeable
- Change the mip level? (not sure about that change, it's from a discussion with @superdump)


### bloom example
main:
<img width="1392" alt="Screenshot 2022-11-11 at 01 09 26" src="https://user-images.githubusercontent.com/8672791/201232996-20d6cf65-2511-41bc-979b-f2c193e4e4e6.png">
this pr:
<img width="1392" alt="Screenshot 2022-11-11 at 01 08 00" src="https://user-images.githubusercontent.com/8672791/201232987-b1ebad2a-4ebf-4296-a91b-aab898544a9d.png">


### bistro scene
main:
<img width="1392" alt="Screenshot 2022-11-11 at 01 16 42" src="https://user-images.githubusercontent.com/8672791/201233028-526999a3-0060-44f7-b0dd-f78666b06c1d.png">
this pr:
<img width="1392" alt="Screenshot 2022-11-11 at 01 15 12" src="https://user-images.githubusercontent.com/8672791/201233044-50201034-e881-40e1-8455-76cabc621a9b.png">
2022-11-11 23:46:45 +00:00
Aevyrie
72fbcc7633 Fix color banding by dithering image before quantization (#5264)
# 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>
2022-11-11 19:43:45 +00:00
Robert Swain
c4e791d628 bevy_pbr: Normalize skinned normals (#6543)
# 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.
2022-11-11 03:31:57 +00:00
ira
99c815fd00 Move the cursor's origin back to the bottom-left (#6533)
This reverts commit 8429b6d6ca as discussed in #6522.

I tested that the game_menu example works as it should.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-10 20:10:51 +00:00
ira
9b56b549ad Reuse ndc_to_world matrix in Camera::viewport_to_world (#6532)
# Objective

Solve #6531.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-10 16:55:53 +00:00
dataphract
1914a3f288 fix: explicitly specify required version of async-task (#6509)
# Objective

Attempting to build `bevy_tasks` produces the following error:

```
error[E0599]: no method named `is_finished` found for struct `async_executor::Task` in the current scope
  --> /[...]]/bevy/crates/bevy_tasks/src/task.rs:51:16
   |
51 |         self.0.is_finished()
   |                ^^^^^^^^^^^ method not found in `async_executor::Task<T>`

```

It looks like this was introduced along with `Task::is_finished`, which delegates to `async_task::Task::is_finished`. However, the latter was only introduced in `async-task` 4.2.0; `bevy_tasks` does not explicitly depend on `async-task` but on `async-executor` ^1.3.0, which in turn depends on `async-task` ^4.0.0.

## Solution

Add an explicit dependency on `async-task` ^4.2.0.
2022-11-07 21:43:07 +00:00
ira
d688ba5f29 Add send_event and friends to WorldCell (#6515)
# Objective

Copy `send_event` and friends from `World` to `WorldCell`.

Clean up `bevy_winit` using `WorldCell::send_event`.

## Changelog

Added `send_event`, `send_event_default`, and `send_event_batch` to `WorldCell`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-07 21:25:31 +00:00
Jakob Hellermann
4ad621fe0f Reflect for Tonemapping and ClusterConfig (#6488)
# 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`
2022-11-07 19:44:17 +00:00
研究社交
0aa17d0aca Macro for Loading Internal Binary Assets (#6478)
# Objective

The `load_internal_asset` macro is helpful when creating rendering plugins, but it doesn't support load binary assets (like those compiled as spir-v).

## Solution

Add a `load_internal_binary_asset` macro that use `include_bytes!`.
2022-11-07 19:44:15 +00:00
Rob Parrett
1170b30785 Fix panic when using globals uniform in wasm builds (#6460)
# 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?
2022-11-07 19:44:14 +00:00
François
0aab699a84 Update glam 0.22, hexasphere 8.0, encase 0.4 (#6427)
# Objective

- Update glam to 0.22, hexasphere to 8.0, encase to 0.4

## Solution

- Update glam to 0.22, hexasphere to 8.0, encase to 0.4
- ~~waiting on https://github.com/teoxoy/encase/pull/17 and https://github.com/OptimisticPeach/hexasphere/pull/13~~
2022-11-07 19:44:13 +00:00
ira
944b311c67 Improve logging consistency for entity despawning (#6501)
* Move the despawn debug log from `World::despawn` to `EntityMut::despawn`.
 * Move the despawn non-existent warning log from `Commands::despawn` to `World::despawn`.

This should make logging consistent regardless of which of the three `despawn` methods is used.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-07 19:23:34 +00:00
Gino Valente
02fbf16c80 bevy_reflect: Add Reflect::into_reflect (#6502)
# Objective

Using `Reflect` we can easily switch between a specific reflection trait object, such as a `dyn Struct`, to a `dyn Reflect` object via `Reflect::as_reflect` or `Reflect::as_reflect_mut`.

```rust
fn do_something(value: &dyn Reflect) {/* ... */}

let foo: Box<dyn Struct> = Box::new(Foo::default());
do_something(foo.as_reflect());
```

However, there is no way to convert a _boxed_ reflection trait object to a `Box<dyn Reflect>`.

## Solution

Add a `Reflect::into_reflect` method which allows converting a boxed reflection trait object back into a boxed `Reflect` trait object.

```rust
fn do_something(value: Box<dyn Reflect>) {/* ... */}

let foo: Box<dyn Struct> = Box::new(Foo::default());
do_something(foo.into_reflect());
```

---

## Changelog

- Added `Reflect::into_reflect`
2022-11-07 02:11:16 +00:00
François
33299f0bad update allowed duplicate dependencies (#6500)
# Objective

- Fix deny issues

## Solution

- Allow new duplicated dependencies
2022-11-06 22:43:52 +00:00
Hennadii Chernyshchyk
efc111c7f2 Add CameraRenderGraph::set (#6470)
# Objective

Some render plugins, like [bevy-hikari](https://github.com/cryscan/bevy-hikari) require to set `CameraRenderGraph`. In order to switch between render graphs I need to insert a new `CameraRenderGraph` component. It's not very ergonomic.

## Solution

Add `CameraRenderGraph::set` like in [Name](https://docs.rs/bevy/latest/bevy/core/struct.Name.html).

---

## Changelog

### Added

- `CameraRenderGraph::set`.
2022-11-06 17:14:10 +00:00
Hennadii Chernyshchyk
feebbc5ea9 Add reflect_owned (#6494)
# Objective

There is no way to gen an owned value of `Reflect`.

## Solution

Add it! This was originally a part of #6421, but @MrGVSV asked me to create a separate for it to implement reflect diffing.

---

## Changelog

### Added

- `Reflect::reflect_owned` to get an owned version of `Reflect`.
2022-11-06 16:58:38 +00:00
TimJentzsch
694c980c82 Fix clippy::iter_with_drain (#6485)
# Objective

Fixes #6483.

- Fix the [`clippy::iter_with_drain`](https://rust-lang.github.io/rust-clippy/master/index.html#iter_with_drain) warnings
- From the docs: "`.into_iter()` is simpler with better performance"

## Solution

- Replace `.drain(..)` for `Vec` with `.into_iter()`
2022-11-06 01:42:15 +00:00
Brian Merchant
66f495c44e Cleaning up NodeBundle, and some slight UI module re-organization (#6473)
# Objective

`NodeBundle` contains an `image` field, which can be misleading, because if you do supply an image there, nothing will be shown to screen. You need to use an `ImageBundle` instead.

## Solution

* `image` (`UiImage`) field is removed from `NodeBundle`, 
* extraction stage queries now make an optional query for `UiImage`, if one is not found, use the image handle that is used as a default by `UiImage`: c019a60b39/crates/bevy_ui/src/ui_node.rs (L464)
* touching up docs for `NodeBundle` to help guide what `NodeBundle` should be used for
* renamed `entity.rs` to `node_bundle.rs` as that gives more of a hint regarding the module's purpose
* separating `camera_config` stuff from the pre-made UI node bundles so that `node_bundle.rs` makes more sense as a module name.
2022-11-05 20:48:15 +00:00
Jakob Hellermann
5ae94750a1 make register on TypeRegistry idempotent (#6487)
# Objective

- adding a new `.register` should not overwrite old type data
- separate crates should both be able to register the same type

I ran into this while debugging why `register::<Handle<T>>` removed the `ReflectHandle` type data from a prior `register_asset_reflect`.


## Solution

- make `register` do nothing if called again for the same type
- I also removed some unnecessary duplicate registrations
2022-11-05 16:43:15 +00:00
Rob Parrett
3d64acd0c3 Add more info to texture loading error in texture_atlas example (#6456)
# Objective

- Fix an awkwardly phrased/typoed error message
- Actually tell users which file caused the error
- IMO we don't need to panic

## Solution

- Add a warning including the involved asset path when a non-image is found by `load_folder`
- Note: uses `let else` which is stable now

```
2022-11-03T14:17:59.006861Z  WARN texture_atlas: Some(AssetPath { path: "textures/rpg/tiles/whatisthisdoinghere.ogg", label: None }) did not resolve to an `Image` asset.
```
2022-11-05 16:30:13 +00:00
JoJoJet
0e41b79a35 debug_checked_unwrap should track its caller (#6452)
# Objective

When an error causes `debug_checked_unreachable` to be called, the panic message unhelpfully points to the function definition instead of the place that caused the error.

## Solution

Add the `#[track_caller]` attribute in debug mode.
2022-11-05 16:15:08 +00:00
targrub
96c9c60f80 Use cbrt() instead of powf(1./3.) (#6481)
# Objective

- Use cube root library function instead of handrolling.

## Solution

- Instead of `powf(1./3.)` use `cbrt()`.
2022-11-05 14:12:04 +00:00
xtr3m3nerd
40ea5b4ef6 UI scaling fix (#6479)
# Objective

Fixes: https://github.com/bevyengine/bevy/issues/6466 
Summary: The UI Scaling example dynamically scales the UI which will dynamically allocate fonts to the font atlas surpassing the protective limit, throwing a panic. 

## Solution

- Set TextSettings.allow_dynamic_font_size = true for the UI Scaling example. This is the ideal solution since the dynamic changes to the UI are not continuous yet still discrete.
- Update the panic text to reflect ui scaling as a potential cause
2022-11-05 13:51:12 +00:00
James Liu
ea4aeff9ec Remove LTO (#6472)
# Objective
#6461 introduced `lto = true` as a profile setting for release builds. This is causing the  `run-examples` CI task to timeout.

## Solution
Remove it.
2022-11-05 01:52:30 +00:00
Carter Anderson
c019a60b39 Add "end of main pass post processing" render graph node (#6468)
# Objective

Bevy UI (and third party plugins) currently have no good way to position themselves after all post processing effects. They currently use the tonemapping node, but this is not adequate if there is anything after tonemapping (such as FXAA).

## Solution

Add a logical `END_MAIN_PASS_POST_PROCESSING` RenderGraph node that main pass post processing effects position themselves before, and things like UIs can position themselves after.
2022-11-04 22:19:02 +00:00
Carter Anderson
e5905379de Use new let-else syntax where possible (#6463)
# Objective

Let-else syntax is now stable!

## Solution

Use it where possible!
2022-11-04 21:32:09 +00:00
Marco Buono
1bd3d85769 Take DirectionalLight's GlobalTransform into account when calculating shadow map volume (not just direction) (#6384)
# 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.
2022-11-04 20:12:26 +00:00
JMS55
1fe3589a1a Improve BloomSettings docs (#6465)
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>
2022-11-04 17:53:55 +00:00
Thierry Berger
9dd019bf86 Change Detection Benchmarks (#4972)
# Objective

Fixes #4883.

## Solution

- Add benchmarks for Changed and Added

Disclaimer: I'm not that much familiar with benchmarking.
2022-11-04 17:53:54 +00:00
ira
b0bd8722f3 Fix unsound EntityMut::remove_children. Add EntityMut::world_scope (#6464)
`EntityMut::remove_children` does not call `self.update_location()` which is unsound.
Verified by adding the following assertion, which fails when running the tests.
```rust
let before = self.location();
self.update_location();
assert_eq!(before, self.location());
```

I also removed incorrect messages like "parent entity is not modified" and the unhelpful "Inserting a bundle in the children entities may change the parent entity's location if they were of the same archetype" which might lead people to think that's the *only* thing that can change the entity's location.

# Changelog
Added `EntityMut::world_scope`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-04 17:30:40 +00:00
Charles
3a14ae40ee Remove Camera2d in bloom example (#6462)
# Objective

The bloom example has a 2d camera for the UI. This is an artifact of an older version of bevy. All cameras can render the UI now.

## Solution

Remove the 2d camera
2022-11-04 11:42:23 +00:00
James Liu
ec8c8fbc8a Remove unnecesary branches/panics from Query accesses (#6461)
# Objective
Supercedes #6452. Upon inspection of the [generated assembly](https://gist.github.com/james7132/c2740c6941b80d7912f1e8888e223cbb#file-original-s) of a [simple Bevy binary](https://gist.github.com/james7132/c2740c6941b80d7912f1e8888e223cbb#file-source-rs) compiled with `cargo rustc --release -- --emit asm`, it's apparent that there are multiple unnecessary branches in the generated assembly:

```assembly
.LBB5_5:
	cmpq	%r10, %r11
	je	.LBB5_15
	movq	(%r11), %rcx
	movq	328(%r15), %rdx
	cmpq	%rdx, %rcx
	jae	.LBB5_14
	movq	312(%r15), %rdi
	leaq	(%rcx,%rcx,2), %rcx
	shlq	$5, %rcx
	movq	336(%r12), %rdx
	movq	64(%rdi,%rcx), %rax
	cmpq	%rdx, %rax
	jbe	.LBB5_4
	leaq	(%rdi,%rcx), %rsi
	movq	48(%rsi), %rbp
	shlq	$4, %rdx
	cmpq	$0, (%rbp,%rdx)
	je	.LBB5_4
	movq	344(%r12), %rbx
	cmpq	%rbx, %rax
	jbe	.LBB5_4
	shlq	$4, %rbx
	cmpq	$0, (%rbp,%rbx)
	je	.LBB5_4
	addq	$8, %r11
	movq	88(%rdi,%rcx), %rcx
	testq	%rcx, %rcx
	je	.LBB5_5
	movq	(%rsi), %rax
	movq	8(%rbp,%rdx), %rdx
	leaq	(%rdx,%rdx,4), %rdi
	shlq	$4, %rdi
	movq	32(%rax,%rdi), %rdx
	movq	56(%rax,%rdi), %r8
	movq	8(%rbp,%rbx), %rbp
	leaq	(%rbp,%rbp,4), %rbp
	shlq	$4, %rbp
	movq	32(%rax,%rbp), %r9
	xorl	%ebp, %ebp
	jmp	.LBB5_13
	.p2align	4, 0x90
```

Almost every one of the instructions starting with `j` is a potential branch, which can significantly slow down accesses. Of these, two labels are both common and never used:

```asm
.LBB5_14:
	leaq	__unnamed_2(%rip), %r8
	callq	_ZN4core9panicking18panic_bounds_check17h70367088e72af65aE
	ud2
.LBB5_4:
	callq	_ZN8bevy_ecs5query25debug_checked_unreachable17h0855ff520ceaea77E
	ud2
	.seh_endproc
```

These correpsond to subprocedure calls to panicking due to out of bounds from indexing `Tables` and `debug_checked_unreadable`. Both of which should be inlined and optimized out, but are not.

## Solution
Make `debug_checked_unreachable` a macro to forcibly inline either `unreachable!()` in debug builds, and `std::hint::unreachable_unchecked()` in release mode. Replace the `Tables` and `Archetype` index access with `get(id).unwrap_or_else(|| debug_checked_unreachable!())` to assume that the table or archetype provided exists.

This has no external breaking change of any kind.

The equivalent section of code with these changes removes most of the conditional jump instructions:

```asm
.LBB5_5:
	movss	(%rbx,%rbp,4), %xmm0
	movl	%r14d, 4(%r8,%rbp,8)
	addss	(%rdi,%rbp,4), %xmm0
	movss	%xmm0, (%rdi,%rbp,4)
	incq	%rbp
.LBB5_1:
	cmpq	%rdx, %rbp
	jne	.LBB5_5
	.p2align	4, 0x90
.LBB5_2:
	cmpq	%rcx, %rax
	je	.LBB5_6
	movq	(%rax), %rdx
	addq	$8, %rax
	movq	312(%rsi), %rbp
	leaq	(%rdx,%rdx,2), %rbx
	shlq	$5, %rbx
	movq	88(%rbp,%rbx), %rdx
	testq	%rdx, %rdx
	je	.LBB5_2
	leaq	(%rbx,%rbp), %r8
	movq	336(%r15), %rdi
	movq	344(%r15), %r9
	movq	48(%rbp,%rbx), %r10
	shlq	$4, %rdi
	movq	(%r8), %rbx
	movq	8(%r10,%rdi), %rdi
	leaq	(%rdi,%rdi,4), %rbp
	shlq	$4, %rbp
	movq	32(%rbx,%rbp), %rdi
	movq	56(%rbx,%rbp), %r8
	shlq	$4, %r9
	movq	8(%r10,%r9), %rbp
	leaq	(%rbp,%rbp,4), %rbp
	shlq	$4, %rbp
	movq	32(%rbx,%rbp), %rbx
	xorl	%ebp, %ebp
	jmp	.LBB5_5
.LBB5_6:
	addq	$40, %rsp
	popq	%rbx
	popq	%rbp
	popq	%rdi
	popq	%rsi
	popq	%r14
	popq	%r15
	retq
	.seh_endproc

```

## Performance

Microbenchmarks results:

<details>

```
group                                                    main                                     no-panic-query
-----                                                    ----                                     --------------
busy_systems/01x_entities_03_systems                     1.20     42.4±2.66µs        ? ?/sec      1.00     35.3±1.68µs        ? ?/sec
busy_systems/01x_entities_06_systems                     1.32     83.8±3.50µs        ? ?/sec      1.00     63.6±1.72µs        ? ?/sec
busy_systems/01x_entities_09_systems                     1.15    113.3±8.90µs        ? ?/sec      1.00     98.2±6.15µs        ? ?/sec
busy_systems/01x_entities_12_systems                     1.27   160.8±32.44µs        ? ?/sec      1.00    126.6±4.70µs        ? ?/sec
busy_systems/01x_entities_15_systems                     1.12    179.6±3.71µs        ? ?/sec      1.00   160.3±11.03µs        ? ?/sec
busy_systems/02x_entities_03_systems                     1.18     76.8±3.14µs        ? ?/sec      1.00     65.2±3.17µs        ? ?/sec
busy_systems/02x_entities_06_systems                     1.16    144.6±6.10µs        ? ?/sec      1.00    124.5±5.14µs        ? ?/sec
busy_systems/02x_entities_09_systems                     1.19    215.3±9.18µs        ? ?/sec      1.00    181.5±5.67µs        ? ?/sec
busy_systems/02x_entities_12_systems                     1.20    266.7±8.33µs        ? ?/sec      1.00    222.0±9.53µs        ? ?/sec
busy_systems/02x_entities_15_systems                     1.23   338.8±10.53µs        ? ?/sec      1.00    276.3±6.94µs        ? ?/sec
busy_systems/03x_entities_03_systems                     1.43    113.5±5.06µs        ? ?/sec      1.00     79.6±1.49µs        ? ?/sec
busy_systems/03x_entities_06_systems                     1.38   217.3±12.67µs        ? ?/sec      1.00    157.5±3.07µs        ? ?/sec
busy_systems/03x_entities_09_systems                     1.23   308.8±24.75µs        ? ?/sec      1.00    251.6±8.93µs        ? ?/sec
busy_systems/03x_entities_12_systems                     1.05   347.7±12.43µs        ? ?/sec      1.00   330.6±11.43µs        ? ?/sec
busy_systems/03x_entities_15_systems                     1.13   455.5±13.88µs        ? ?/sec      1.00   401.7±17.29µs        ? ?/sec
busy_systems/04x_entities_03_systems                     1.24    144.7±5.89µs        ? ?/sec      1.00    116.9±6.29µs        ? ?/sec
busy_systems/04x_entities_06_systems                     1.24   282.8±21.40µs        ? ?/sec      1.00   228.6±21.31µs        ? ?/sec
busy_systems/04x_entities_09_systems                     1.35   431.8±14.10µs        ? ?/sec      1.00    319.6±9.83µs        ? ?/sec
busy_systems/04x_entities_12_systems                     1.16   493.8±22.87µs        ? ?/sec      1.00   424.9±15.24µs        ? ?/sec
busy_systems/04x_entities_15_systems                     1.10   587.5±23.25µs        ? ?/sec      1.00   531.7±16.32µs        ? ?/sec
busy_systems/05x_entities_03_systems                     1.14    148.2±9.61µs        ? ?/sec      1.00    129.5±4.32µs        ? ?/sec
busy_systems/05x_entities_06_systems                     1.31   359.7±17.46µs        ? ?/sec      1.00   273.6±10.55µs        ? ?/sec
busy_systems/05x_entities_09_systems                     1.22   473.5±23.11µs        ? ?/sec      1.00   389.3±13.62µs        ? ?/sec
busy_systems/05x_entities_12_systems                     1.05   562.9±20.76µs        ? ?/sec      1.00   536.5±24.35µs        ? ?/sec
busy_systems/05x_entities_15_systems                     1.23   818.5±28.70µs        ? ?/sec      1.00   666.6±45.87µs        ? ?/sec
contrived/01x_entities_03_systems                        1.27     27.5±0.49µs        ? ?/sec      1.00     21.6±1.71µs        ? ?/sec
contrived/01x_entities_06_systems                        1.22     49.9±1.18µs        ? ?/sec      1.00     40.7±2.62µs        ? ?/sec
contrived/01x_entities_09_systems                        1.30     72.3±2.39µs        ? ?/sec      1.00     55.4±2.60µs        ? ?/sec
contrived/01x_entities_12_systems                        1.28     94.3±9.44µs        ? ?/sec      1.00     73.7±3.62µs        ? ?/sec
contrived/01x_entities_15_systems                        1.25    118.0±2.43µs        ? ?/sec      1.00     94.1±3.99µs        ? ?/sec
contrived/02x_entities_03_systems                        1.23     41.6±1.71µs        ? ?/sec      1.00     33.7±2.30µs        ? ?/sec
contrived/02x_entities_06_systems                        1.19     78.6±2.63µs        ? ?/sec      1.00     65.9±2.35µs        ? ?/sec
contrived/02x_entities_09_systems                        1.28    113.6±3.60µs        ? ?/sec      1.00     88.6±3.60µs        ? ?/sec
contrived/02x_entities_12_systems                        1.20    146.4±5.75µs        ? ?/sec      1.00    121.7±3.35µs        ? ?/sec
contrived/02x_entities_15_systems                        1.23    178.5±4.86µs        ? ?/sec      1.00    145.7±4.00µs        ? ?/sec
contrived/03x_entities_03_systems                        1.42     58.3±2.77µs        ? ?/sec      1.00     41.1±1.54µs        ? ?/sec
contrived/03x_entities_06_systems                        1.32    108.5±7.30µs        ? ?/sec      1.00     82.4±4.86µs        ? ?/sec
contrived/03x_entities_09_systems                        1.23    153.7±4.61µs        ? ?/sec      1.00    125.0±4.76µs        ? ?/sec
contrived/03x_entities_12_systems                        1.18    197.5±5.12µs        ? ?/sec      1.00    166.8±8.14µs        ? ?/sec
contrived/03x_entities_15_systems                        1.23    238.8±6.38µs        ? ?/sec      1.00    194.6±4.55µs        ? ?/sec
contrived/04x_entities_03_systems                        1.34     66.4±3.42µs        ? ?/sec      1.00     49.5±1.98µs        ? ?/sec
contrived/04x_entities_06_systems                        1.27    134.3±4.86µs        ? ?/sec      1.00    105.8±3.58µs        ? ?/sec
contrived/04x_entities_09_systems                        1.26    193.2±3.83µs        ? ?/sec      1.00    153.0±5.60µs        ? ?/sec
contrived/04x_entities_12_systems                        1.16    237.1±5.78µs        ? ?/sec      1.00   204.9±18.77µs        ? ?/sec
contrived/04x_entities_15_systems                        1.17    289.2±4.76µs        ? ?/sec      1.00    246.3±8.57µs        ? ?/sec
contrived/05x_entities_03_systems                        1.26     80.4±2.90µs        ? ?/sec      1.00     63.7±3.07µs        ? ?/sec
contrived/05x_entities_06_systems                        1.27   161.6±13.47µs        ? ?/sec      1.00    127.2±5.59µs        ? ?/sec
contrived/05x_entities_09_systems                        1.22    228.0±7.76µs        ? ?/sec      1.00    186.2±7.68µs        ? ?/sec
contrived/05x_entities_12_systems                        1.20    289.5±6.21µs        ? ?/sec      1.00    241.8±7.52µs        ? ?/sec
contrived/05x_entities_15_systems                        1.18   357.3±11.24µs        ? ?/sec      1.00    302.7±7.21µs        ? ?/sec
heavy_compute/base                                       1.01    302.4±3.52µs        ? ?/sec      1.00    300.2±3.40µs        ? ?/sec
iter_fragmented/base                                     1.00    348.1±7.51ns        ? ?/sec      1.01    351.9±8.32ns        ? ?/sec
iter_fragmented/foreach                                  1.03   239.8±23.78ns        ? ?/sec      1.00   233.8±18.12ns        ? ?/sec
iter_fragmented/foreach_wide                             1.00      3.9±0.13µs        ? ?/sec      1.02      4.0±0.22µs        ? ?/sec
iter_fragmented/wide                                     1.18      4.6±0.15µs        ? ?/sec      1.00      3.9±0.10µs        ? ?/sec
iter_fragmented_sparse/base                              1.02      8.1±0.15ns        ? ?/sec      1.00      7.9±0.56ns        ? ?/sec
iter_fragmented_sparse/foreach                           1.00      7.8±0.22ns        ? ?/sec      1.01      7.9±0.62ns        ? ?/sec
iter_fragmented_sparse/foreach_wide                      1.00     37.2±1.17ns        ? ?/sec      1.10     40.9±0.95ns        ? ?/sec
iter_fragmented_sparse/wide                              1.09     48.4±2.13ns        ? ?/sec      1.00    44.5±18.34ns        ? ?/sec
iter_simple/base                                         1.02      8.4±0.10µs        ? ?/sec      1.00      8.2±0.14µs        ? ?/sec
iter_simple/foreach                                      1.01      8.3±0.07µs        ? ?/sec      1.00      8.2±0.09µs        ? ?/sec
iter_simple/foreach_sparse_set                           1.00     25.3±0.32µs        ? ?/sec      1.02     25.7±0.42µs        ? ?/sec
iter_simple/foreach_wide                                 1.03     41.1±0.94µs        ? ?/sec      1.00     39.9±0.41µs        ? ?/sec
iter_simple/foreach_wide_sparse_set                      1.05    123.6±2.05µs        ? ?/sec      1.00    118.1±2.78µs        ? ?/sec
iter_simple/sparse_set                                   1.14     30.5±1.40µs        ? ?/sec      1.00     26.9±0.64µs        ? ?/sec
iter_simple/system                                       1.01      8.4±0.25µs        ? ?/sec      1.00      8.4±0.11µs        ? ?/sec
iter_simple/wide                                         1.18     48.2±0.62µs        ? ?/sec      1.00     40.7±0.38µs        ? ?/sec
iter_simple/wide_sparse_set                              1.12   140.8±21.56µs        ? ?/sec      1.00    126.0±2.30µs        ? ?/sec
query_get/50000_entities_sparse                          1.17    378.6±7.60µs        ? ?/sec      1.00   324.1±23.17µs        ? ?/sec
query_get/50000_entities_table                           1.08   330.9±10.90µs        ? ?/sec      1.00    306.8±4.98µs        ? ?/sec
query_get_component/50000_entities_sparse                1.00   976.7±19.55µs        ? ?/sec      1.00   979.8±35.87µs        ? ?/sec
query_get_component/50000_entities_table                 1.00  1029.0±15.11µs        ? ?/sec      1.05  1080.0±59.18µs        ? ?/sec
query_get_component_simple/system                        1.13   839.7±14.18µs        ? ?/sec      1.00   742.8±10.72µs        ? ?/sec
query_get_component_simple/unchecked                     1.01   909.0±15.17µs        ? ?/sec      1.00   898.0±13.56µs        ? ?/sec
query_get_many_10/50000_calls_sparse                     1.04      5.5±0.54ms        ? ?/sec      1.00      5.3±0.67ms        ? ?/sec
query_get_many_10/50000_calls_table                      1.01      4.9±0.49ms        ? ?/sec      1.00      4.8±0.45ms        ? ?/sec
query_get_many_2/50000_calls_sparse                      1.28  848.4±210.89µs        ? ?/sec      1.00   664.8±47.69µs        ? ?/sec
query_get_many_2/50000_calls_table                       1.05   779.0±73.85µs        ? ?/sec      1.00   739.2±83.02µs        ? ?/sec
query_get_many_5/50000_calls_sparse                      1.05      2.4±0.37ms        ? ?/sec      1.00      2.3±0.33ms        ? ?/sec
query_get_many_5/50000_calls_table                       1.00  1939.9±75.22µs        ? ?/sec      1.04      2.0±0.19ms        ? ?/sec
run_criteria/yes_using_query/001_systems                 1.00      3.7±0.38µs        ? ?/sec      1.30      4.9±0.14µs        ? ?/sec
run_criteria/yes_using_query/006_systems                 1.00      8.9±0.40µs        ? ?/sec      1.17     10.3±0.57µs        ? ?/sec
run_criteria/yes_using_query/011_systems                 1.00     13.9±0.49µs        ? ?/sec      1.08     15.0±0.89µs        ? ?/sec
run_criteria/yes_using_query/016_systems                 1.00     18.8±0.74µs        ? ?/sec      1.00     18.8±1.43µs        ? ?/sec
run_criteria/yes_using_query/021_systems                 1.07     24.1±0.87µs        ? ?/sec      1.00     22.6±1.58µs        ? ?/sec
run_criteria/yes_using_query/026_systems                 1.04     27.9±0.62µs        ? ?/sec      1.00     26.8±1.71µs        ? ?/sec
run_criteria/yes_using_query/031_systems                 1.09     33.3±1.03µs        ? ?/sec      1.00     30.5±2.18µs        ? ?/sec
run_criteria/yes_using_query/036_systems                 1.14     38.7±0.80µs        ? ?/sec      1.00     33.9±1.75µs        ? ?/sec
run_criteria/yes_using_query/041_systems                 1.18     43.7±1.07µs        ? ?/sec      1.00     37.0±2.39µs        ? ?/sec
run_criteria/yes_using_query/046_systems                 1.14     47.6±1.16µs        ? ?/sec      1.00     41.9±2.09µs        ? ?/sec
run_criteria/yes_using_query/051_systems                 1.17     52.9±2.04µs        ? ?/sec      1.00     45.3±1.75µs        ? ?/sec
run_criteria/yes_using_query/056_systems                 1.25     59.2±2.38µs        ? ?/sec      1.00     47.2±2.01µs        ? ?/sec
run_criteria/yes_using_query/061_systems                 1.28    66.1±15.84µs        ? ?/sec      1.00     51.5±2.47µs        ? ?/sec
run_criteria/yes_using_query/066_systems                 1.28     70.2±2.57µs        ? ?/sec      1.00     54.7±2.58µs        ? ?/sec
run_criteria/yes_using_query/071_systems                 1.30     75.5±2.27µs        ? ?/sec      1.00     58.2±3.31µs        ? ?/sec
run_criteria/yes_using_query/076_systems                 1.26     81.5±2.66µs        ? ?/sec      1.00     64.5±3.13µs        ? ?/sec
run_criteria/yes_using_query/081_systems                 1.29     89.7±2.58µs        ? ?/sec      1.00     69.3±3.47µs        ? ?/sec
run_criteria/yes_using_query/086_systems                 1.33     95.6±3.39µs        ? ?/sec      1.00     71.8±3.48µs        ? ?/sec
run_criteria/yes_using_query/091_systems                 1.25    102.0±3.67µs        ? ?/sec      1.00     81.4±4.82µs        ? ?/sec
run_criteria/yes_using_query/096_systems                 1.33    111.7±3.29µs        ? ?/sec      1.00     83.8±4.15µs        ? ?/sec
run_criteria/yes_using_query/101_systems                 1.29   113.2±12.04µs        ? ?/sec      1.00     87.7±5.15µs        ? ?/sec
world_query_for_each/50000_entities_sparse               1.00     47.4±0.51µs        ? ?/sec      1.00     47.3±0.33µs        ? ?/sec
world_query_for_each/50000_entities_table                1.00     27.2±0.50µs        ? ?/sec      1.00     27.2±0.17µs        ? ?/sec
world_query_get/50000_entities_sparse_wide               1.09    210.5±1.78µs        ? ?/sec      1.00    192.5±2.61µs        ? ?/sec
world_query_get/50000_entities_table                     1.00    127.7±2.09µs        ? ?/sec      1.07    136.2±5.95µs        ? ?/sec
world_query_get/50000_entities_table_wide                1.00    209.8±2.37µs        ? ?/sec      1.15    240.6±2.04µs        ? ?/sec
world_query_iter/50000_entities_sparse                   1.00     54.2±0.36µs        ? ?/sec      1.01     54.7±0.61µs        ? ?/sec
world_query_iter/50000_entities_table                    1.00     27.2±0.31µs        ? ?/sec      1.00     27.3±0.64µs        ? ?/sec
```
</details>

NOTE: This PR includes a change to enable LTO on our benchmarks to get a "fully optimized" baseline for our benchmarks. Both the main and the current PR's results were with LTO enabled.
2022-11-04 06:04:55 +00:00
ira
2c5d072e76 Allow passing glam vector types as vertex attributes (#6442)
Allow passing `Vec`s of glam vector types as vertex attributes.
Alternative to #4548 and #2719

Also used some macros to cut down on all the repetition.

# Migration Guide
Implementations of `From<Vec<[u16; 4]>>` and `From<Vec<[u8; 4]>>` for `VertexAttributeValues` have been removed.
I you're passing either `Vec<[u16; 4]>` or `Vec<[u8; 4]>` into `Mesh::insert_attribute` it will now require wrapping it with right the `VertexAttributeValues` enum variant. 

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-04 03:45:17 +00:00