Commit graph

5365 commits

Author SHA1 Message Date
Gino Valente
60773e6787
bevy_reflect: Fix ignored/skipped field order (#7575)
# Objective

Fixes #5101
Alternative to #6511

## Solution

Corrected the behavior for ignored fields in `FromReflect`, which was
previously using the incorrect field indexes.

Similarly, fields marked with `#[reflect(skip_serializing)]` no longer
break when using `FromReflect` after deserialization. This was done by
modifying `SerializationData` to store a function pointer that can later
be used to generate a default instance of the skipped field during
deserialization.

The function pointer points to a function generated by the derive macro
using the behavior designated by `#[reflect(default)]` (or just
`Default` if none provided). The entire output of the macro is now
wrapped in an [unnamed
constant](https://doc.rust-lang.org/stable/reference/items/constant-items.html#unnamed-constant)
which keeps this behavior hygienic.

#### Rationale

The biggest downside to this approach is that it requires fields marked
`#[reflect(skip_serializing)]` to provide the ability to create a
default instance— either via a `Default` impl or by specifying a custom
one. While this isn't great, I think it might be justified by the fact
that we really need to create this value when using `FromReflect` on a
deserialized object. And we need to do this _during_ deserialization
because after that (at least for tuples and tuple structs) we lose
information about which field is which: _"is the value at index 1 in
this `DynamicTupleStruct` the actual value for index 1 or is it really
the value for index 2 since index 1 is skippable...?"_

#### Alternatives

An alternative would be to store `Option<Box<dyn Reflect>>` within
`DynamicTuple` and `DynamicTupleStruct` instead of just `Box<dyn
Reflect>`. This would allow us to insert "empty"/"missing" fields during
deserialization, thus saving the positional information of the skipped
fields. However, this may require changing the API of `Tuple` and
`TupleStruct` such that they can account for their dynamic counterparts
returning `None` for a skipped field. In practice this would probably
mean exposing the `Option`-ness of the dynamics onto implementors via
methods like `Tuple::drain` or `TupleStruct::field`.

Personally, I think requiring `Default` would be better than muddying up
the API to account for these special cases. But I'm open to trying out
this other approach if the community feels that it's better.

---

## Changelog

### Public Changes

#### Fixed

- The behaviors of `#[reflect(ignore)]` and
`#[reflect(skip_serializing)]` are no longer dependent on field order

#### Changed

- Fields marked with `#[reflect(skip_serializing)]` now need to either
implement `Default` or specify a custom default function using
`#[reflect(default = "path::to::some_func")]`
- Deserializing a type with fields marked `#[reflect(skip_serializing)]`
will now include that field initialized to its specified default value
- `SerializationData::new` now takes the new `SkippedField` struct along
with the skipped field index
- Renamed `SerializationData::is_ignored_field` to
`SerializationData::is_field_skipped`

#### Added

- Added `SkippedField` struct
- Added methods `SerializationData::generate_default` and
`SerializationData::iter_skipped`

### Internal Changes

#### Changed

- Replaced `members_to_serialization_denylist` and `BitSet<u32>` with
`SerializationDataDef`
- The `Reflect` derive is more hygienic as it now outputs within an
[unnamed
constant](https://doc.rust-lang.org/stable/reference/items/constant-items.html#unnamed-constant)
- `StructField::index` has been split up into
`StructField::declaration_index` and `StructField::reflection_index`

#### Removed

- Removed `bitset` dependency

## Migration Guide

* Fields marked `#[reflect(skip_serializing)]` now must implement
`Default` or specify a custom default function with `#[reflect(default =
"path::to::some_func")]`
    ```rust
    #[derive(Reflect)]
    struct MyStruct {
      #[reflect(skip_serializing)]
      #[reflect(default = "get_foo_default")]
foo: Foo, // <- `Foo` does not impl `Default` so requires a custom
function
      #[reflect(skip_serializing)]
      bar: Bar, // <- `Bar` impls `Default`
    }
    
    #[derive(Reflect)]
    struct Foo(i32);
    
    #[derive(Reflect, Default)]
    struct Bar(i32);
    
    fn get_foo_default() -> Foo {
      Foo(123)
    }
    ```
* `SerializationData::new` has been changed to expect an iterator of
`(usize, SkippedField)` rather than one of just `usize`
    ```rust
    // BEFORE
    SerializationData::new([0, 3].into_iter());
    
    // AFTER
    SerializationData::new([
      (0, SkippedField::new(field_0_default_fn)),
      (3, SkippedField::new(field_3_default_fn)),
    ].into_iter());
    ```
* `Serialization::is_ignored_field` has been renamed to
`Serialization::is_field_skipped`
* Fields marked `#[reflect(skip_serializing)]` are now included in
deserialization output. This may affect logic that expected those fields
to be absent.
2023-10-22 12:43:31 +00:00
st0rmbtw
8efcbf3e4f
Add convenient methods for Image (#10221)
# Objective
To get the width or height of an image you do:
```rust
self.texture_descriptor.size.{width, height}
```
that is quite verbose.
This PR adds some convenient methods for Image to reduce verbosity.

## Changelog
* Add a `width()` method for getting the width of an image.
* Add a `height()` method for getting the height of an image.
* Rename the `size()` method to `size_f32()`.
* Add a `size()` method for getting the size of an image as u32.
* Renamed the `aspect_2d()` method to `aspect_ratio()`.

## Migration Guide
Replace calls to the `Image::size()` method with `size_f32()`.
Replace calls to the `Image::aspect_2d()` method with `aspect_ratio()`.
2023-10-22 01:45:29 +00:00
François
c3627248f5
Fix alignment on ios simulator (#10178)
# Objective

- Fix #10165 
- On iOS simulator on apple silicon Macs, shader validation is going
through the host, but device limits are reported for the device. They
sometimes differ, and cause the validation to crash on something that
should work
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5775: failed assertion `Draw Errors Validation
Fragment Function(fragment_): the offset into the buffer _naga_oil_mod_MJSXM6K7OBRHEOR2NVSXG2C7OZUWK527MJUW4ZDJNZTXG_memberfog that is bound at buffer index 6 must be a multiple of 256 but was set to 448.
```

## Solution

- Add a custom flag when building for the simulator and override the
buffer alignment
2023-10-21 22:19:46 +00:00
Kanabenki
9cfada3f22
Detect cubemap for dds textures (#10222)
# Objective

- Closes #10049.
- Detect DDS texture containing a cubemap or a cubemap array.

## Solution

- When loading a dds texture, the header capabilities are checked for
the cubemap flag. An error is returned if not all faces are provided.

---

## Changelog

### Added

- Added a new texture error `TextureError::IncompleteCubemap`, used for
dds cubemap textures containing less than 6 faces, as that is not
supported on modern graphics APIs.

### Fixed

- DDS cubemaps are now loaded as cubemaps instead of 2D textures.

## Migration Guide

If you are matching on a `TextureError`, you will need to add a new
branch to handle `TextureError::IncompleteCubemap`.
2023-10-21 19:10:37 +00:00
Joseph
0716922165
ParamSets containing non-send parameters should also be non-send (#10211)
# Objective

Fix #10207

## Solution

Mark a `ParamSet`'s `SystemMeta` as non-send if any of its component
parameters are non-send.
2023-10-21 18:07:52 +00:00
Rob Parrett
38e0a8010e
Tidy up UI node docs (#10189)
# Objective

While reviewing #10187 I noticed some other mistakes in the UI node
docs.

## Solution

I did a quick proofreading pass and fixed a few things. And of course,
the typo from that other PR.

## Notes

I occasionally insert a period to make a section of doc self-consistent
but didn't go one way or the other on all periods in the file.

---------

Co-authored-by: Noah <noahshomette@gmail.com>
2023-10-21 17:38:15 +00:00
robtfm
6f2a5cb862
Bind group entries (#9694)
# Objective

Simplify bind group creation code. alternative to (and based on) #9476

## Solution

- Add a `BindGroupEntries` struct that can transparently be used where
`&[BindGroupEntry<'b>]` is required in BindGroupDescriptors.

Allows constructing the descriptor's entries as:
```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &BindGroupEntries::with_indexes((
        (2, &my_sampler),
        (3, my_uniform),
    )),
);
```

instead of

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &[
        BindGroupEntry {
            binding: 2,
            resource: BindingResource::Sampler(&my_sampler),
        },
        BindGroupEntry {
            binding: 3,
            resource: my_uniform,
        },
    ],
);
```

or

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &BindGroupEntries::sequential((&my_sampler, my_uniform)),
);
```

instead of

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &[
        BindGroupEntry {
            binding: 0,
            resource: BindingResource::Sampler(&my_sampler),
        },
        BindGroupEntry {
            binding: 1,
            resource: my_uniform,
        },
    ],
);
```

the structs has no user facing macros, is tuple-type-based so stack
allocated, and has no noticeable impact on compile time.

- Also adds a `DynamicBindGroupEntries` struct with a similar api that
uses a `Vec` under the hood and allows extending the entries.
- Modifies `RenderDevice::create_bind_group` to take separate arguments
`label`, `layout` and `entries` instead of a `BindGroupDescriptor`
struct. The struct can't be stored due to the internal references, and
with only 3 members arguably does not add enough context to justify
itself.
- Modify the codebase to use the new api and the `BindGroupEntries` /
`DynamicBindGroupEntries` structs where appropriate (whenever the
entries slice contains more than 1 member).

## Migration Guide

- Calls to `RenderDevice::create_bind_group({BindGroupDescriptor {
label, layout, entries })` must be amended to
`RenderDevice::create_bind_group(label, layout, entries)`.
- If `label`s have been specified as `"bind_group_name".into()`, they
need to change to just `"bind_group_name"`. `Some("bind_group_name")`
and `None` will still work, but `Some("bind_group_name")` can optionally
be simplified to just `"bind_group_name"`.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
robtfm
61bad4eb57
update shader imports (#10180)
# Objective

- bump naga_oil to 0.10
- update shader imports to use rusty syntax

## Migration Guide

naga_oil 0.10 reworks the import mechanism to support more syntax to
make it more rusty, and test for item use before importing to determine
which imports are modules and which are items, which allows:

- use rust-style imports
```
#import bevy_pbr::{
    pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, 
    mesh_bindings,
}
```

- import partial paths:
```
#import part::of::path
...
path::remainder::function();
```
which will call to `part::of::path::remainder::function`

- use fully qualified paths without importing:
```
// #import bevy_pbr::pbr_functions
bevy_pbr::pbr_functions::pbr()
```
- use imported items without qualifying
```
#import bevy_pbr::pbr_functions::pbr
// for backwards compatibility the old style is still supported:
// #import bevy_pbr::pbr_functions pbr
...
pbr()
```

- allows most imported items to end with `_` and numbers (naga_oil#30).
still doesn't allow struct members to end with `_` or numbers but it's
progress.

- the vast majority of existing shader code will work without changes,
but will emit "deprecated" warnings for old-style imports. these can be
suppressed with the `allow-deprecated` feature.

- partly breaks overrides (as far as i'm aware nobody uses these yet) -
now overrides will only be applied if the overriding module is added as
an additional import in the arguments to `Composer::make_naga_module` or
`Composer::add_composable_module`. this is necessary to support
determining whether imports are modules or items.
2023-10-21 11:51:58 +00:00
Marco Buono
9b80205acb
Variable MeshPipeline View Bind Group Layout (#10156)
# Objective

This PR aims to make it so that we don't accidentally go over
`MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or
`maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra
leeway to add more view bind group textures.

(This PR is extracted from—and unblocks—#8015)

## Solution

- We replace the existing `view_layout` and `view_layout_multisampled`
pair with an array of 32 bind group layouts, generated ahead of time;
- For now, these layouts cover all the possible combinations of:
`multisampled`, `depth_prepass`, `normal_prepass`,
`motion_vector_prepass` and `deferred_prepass`:
- In the future, as @JMS55 pointed out, we can likely take out
`motion_vector_prepass` and `deferred_prepass`, as these are not really
needed for the mesh pipeline and can use separate pipelines. This would
bring the possible combinations down to 8;
- We can also add more "optional" textures as they become needed,
allowing the engine to scale to a wider variety of use cases in lower
end/web environments (e.g. some apps might just want normal and depth
prepasses, others might only want light probes), while still keeping a
high ceiling for high end native environments where more textures are
supported.
- While preallocating bind group layouts is relatively cheap, the number
of combinations grows exponentially, so we should likely limit ourselves
to something like at most 256–1024 total layouts until we find a better
solution (like generating them lazily)
- To make this mechanism a little bit more explicit/discoverable, so
that compatibility with WebGPU/WebGL is not broken by accident, we add a
`MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever
the number of textures in the layout crosses it.
- The warning is gated by `#[cfg(debug_assertions)]` and not issued in
release builds;
- We're counting the actual textures in the bind group layout instead of
using some roundabout metric so it should be accurate;
- Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10
in order to leave 6 textures free for other groups;
- Currently there's no combination that would cause us to go over the
limit, but that will change once #8015 lands.

---

## Changelog

- `MeshPipeline` view bind group layouts now vary based on the current
multisampling and prepass states, saving a couple of texture binding
entries when prepasses are not in use.

## Migration Guide

- `MeshPipeline::view_layout` and
`MeshPipeline::view_layout_multisampled` have been replaced with a
private array to accomodate for variable view bind group layouts. To
obtain a view bind group layout for the current pipeline state, use the
new `MeshPipeline::get_view_layout()` or
`MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
Carter Anderson
6f27e0e35f
Add asset_processor feature and remove AssetMode::ProcessedDev (#10194)
# Objective

Users shouldn't need to change their source code between "development
workflows" and "releasing". Currently, Bevy Asset V2 has two "processed"
asset modes `Processed` (assumes assets are already processed) and
`ProcessedDev` (starts an asset processor and processes assets). This
means that the mode must be changed _in code_ when switching from "app
dev" to "release". Very suboptimal.

We have already removed "runtime opt-in" for hot-reloading. Enabling the
`file_watcher` feature _automatically_ enables file watching in code.
This means deploying a game (without hot reloading enabled) just means
calling `cargo build --release` instead of `cargo run --features
bevy/file_watcher`.

We should adopt this pattern for asset processing.

## Solution

This adds the `asset_processor` feature, which will start the
`AssetProcessor` when an `AssetPlugin` runs in `AssetMode::Processed`.

The "asset processing workflow" is now:
1. Enable `AssetMode::Processed` on `AssetPlugin`
2. When developing, run with the `asset_processor` and `file_watcher`
features
3. When releasing, build without these features.

The `AssetMode::ProcessedDev` mode has been removed.
2023-10-20 20:50:26 +00:00
Torstein Grindvik
7132404b38
Add note about asset source register order (#10186)
# Objective

I encountered a problem where I had a plugin `FooPlugin` which did

```rust
impl Plugin for FooPlugin {
    fn build(&self, app: &mut App) {
        app
           .register_asset_source(...); // more stuff after
    }
}
```

And when I tried using it, e.g.

```rust
asset_server.load("foo://data/asset.custom");
```

I got an error that `foo` was not recognized as a source.

I found that this is because asset sources must be registered _before_
`AssetPlugin` is added, and I had `FooPlugin` _after_.

## Solution

Add clarifying note about having to register sources before
`AssetPlugin` is added.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-10-20 14:43:16 +00:00
66OJ66
4e28fa255d
Log an error when registering an AssetSource after AssetPlugin has been built (#10202)
# Objective

- Provides actionable feedback when users encounter the error in
https://github.com/bevyengine/bevy/issues/10162
- Complements https://github.com/bevyengine/bevy/pull/10186

## Solution

- Log an error when registering an AssetSource after the AssetPlugin has
been built (via DefaultPlugins). This will let users know that their
registration order needs changing

The outputted error message will look like this:
```rust
ERROR bevy_asset::server: 'AssetSourceId::Name(test)' must be registered before `AssetPlugin` (typically added as part of `DefaultPlugins`)
```

---------

Co-authored-by: 66OJ66 <hi0obxud@anonaddy.me>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-20 14:42:47 +00:00
SecretPocketCat
b1cc7ad72f
add on_real_time_timer run condition (#10179)
# Objective

Fixes #10177 .

## Solution

Added a new run condition and tweaked the docs for `on_timer`.

## Changelog

### Added 
 - `on_real_time_timer` run condition
2023-10-20 12:58:37 +00:00
François
4d286d087b
remove unused import on android (#10197)
# Objective

- Building for android has a warning
```
warning: unused import: `AssetWatcher`
 --> crates/bevy_asset/src/io/android.rs:2:51
  |
2 |     get_meta_path, AssetReader, AssetReaderError, AssetWatcher, EmptyPathStream, PathStream,
  |                                                   ^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
```

## Solution

- Remove the import
2023-10-19 23:02:04 +00:00
Jan Češpivo
dcc35120f9
chore: use ExtractComponent derive macro for EnvironmentMapLight and FogSettings (#10191)
I've done tiny cleanup when playing with code.

## Solution

[derive
macro](https://github.com/bevyengine/bevy/blob/main/crates/bevy_render/macros/src/extract_component.rs)
with `extract_component_filter` attribute generate the same code I
removed.

## Migration Guide

No migration needed
2023-10-19 20:18:33 +00:00
Robert Swain
15c54b5542
shadow_biases: Support moving the light position and resetting biases (#10185)
# Objective

- Make it possible to move the light position around in the
`shadow_biases` example
- Also support resetting the depth/normal biases to the engine defaults,
or zero.

## Solution

- The light position is displayed in the text overlay.
- The light position can be adjusted with
left/right/up/down/pgup/pgdown.
- The depth/normal biases can be reset to defaults by pressing R, or to
zero by pressing Z.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-10-19 14:41:39 +00:00
Robert Swain
219e2ac6e1
shadow_biases: Support different PCF methods (#10184)
# Objective

- Demonstrate the different shadow PCF methods in the `shadow_biases`
example

## Solution

- Cycle through the available methods when pressing the `F` key
- Display which filter method is being used
2023-10-19 13:08:18 +00:00
Arend van Beelen jr
5d110eb96e
Prevent black frames during startup (#9826)
# Objective

This PR addresses the issue where Bevy displays one or several black
frames before the scene is first rendered. This is particularly
noticeable on iOS, where the black frames disrupt the transition from
the launch screen to the game UI. I have written about my search to
solve this issue on the Bevy discord:
https://discord.com/channels/691052431525675048/1151047604520632352

While I can attest this PR works on both iOS and Linux/Wayland (and even
seems to resolve a slight flicker during startup with the latter as
well), I'm not familiar enough with Bevy to judge the full implications
of these changes. I hope a reviewer or tester can help me confirm
whether this is the right approach, or what might be a cleaner solution
to resolve this issue.

## Solution

I have moved the "startup phase" as well as the plugin finalization into
the `app.run()` function so those things finish synchronously before the
"main schedule" starts. I even move one frame forward as well, using
`app.update()`, to make sure the rendering has caught up with the state
of the finalized plugins as well.

I admit that part of this was achieved through trial-and-error, since
not doing the "startup phase" *before* `app.finish()` resulted in
panics, while not calling an extra `app.update()` didn't fully resolve
the issue.

What I *can* say, is that the iOS launch screen animation works in such
a way that the OS initiates the transition once the framework's
[`didFinishLaunching()`](https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1622921-application)
returns, meaning app developers **must** finish setting up their UI
before that function returns. This is what basically led me on the path
to try to "finish stuff earlier" :)

## Changelog

### Changed

- The startup phase and the first frame are rendered synchronously when
calling `app.run()`, before the "main schedule" is started. This fixes
black frames during the iOS launch transition and possible flickering on
other platforms, but may affect initialization order in your
application.

## Migration Guide

Because of this change, the timing of the first few frames might have
changed, and I think it could be that some things one may expect to be
initialized in a system may no longer be. To be honest, I feel out of my
depth to judge the exact impact here.
2023-10-18 23:24:19 +00:00
ira
4b65a533f1
Add system parameter for computing up-to-date GlobalTransforms (#8603)
# Objective

Add a way to easily compute the up-to-date `GlobalTransform` of an
entity.

## Solution

Add the `TransformHelper`(Name pending) system parameter with the
`compute_global_transform` method that takes an `Entity` and returns a
`GlobalTransform` if successful.

## Changelog
- Added the `TransformHelper` system parameter for computing the
up-to-date `GlobalTransform` of an entity.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Noah <noahshomette@gmail.com>
2023-10-18 20:07:51 +00:00
Martín Maita
0dc7e60d0e
Improve WebGPU unstable flags docs (#10163)
# Objective

- Fixes #9382

## Solution

- Added a few extra notes in regards to WebGPU experimental state and
the need of enabling unstable APIs through certain attribute flags in
`cargo_features.md` and the examples `README.md` files.
2023-10-18 17:30:44 +00:00
Rob Parrett
d857cd6575
Fix orphaned contributing paragraph (#10174)
# Objective

This paragraph was missed in #10171

## Solution

Put it in the contributing section
2023-10-18 15:52:04 +00:00
Surav Shrestha
ffec6645b2
fix typos in crates/bevy_app/src/app.rs (#10173)
ambiguious -> ambiguous
2023-10-18 15:50:05 +00:00
KshitijAucharmal
2580b3d74c
Added section for contributing and links for issues and PRs (#10171)
# Objective

- Add a header for contributing to make it easier for people new to
github for getting started.
- Adding links that point to issues and PRs

## Solution

- Updated the README.md to show a contributing section under the
Community header
- Added links in the section to point to issued and PRs
2023-10-18 15:06:15 +00:00
François
f6003c3553
array_texture example: use new name of pbr function (#10168)
# Objective

- After #7820 example `array_texture` doesn't display anything

## Solution

- Use the new name of the function in the shader
2023-10-18 01:19:28 +00:00
robtfm
c99351f7c2
allow extensions to StandardMaterial (#7820)
# Objective

allow extending `Material`s (including the built in `StandardMaterial`)
with custom vertex/fragment shaders and additional data, to easily get
pbr lighting with custom modifications, or otherwise extend a base
material.

# Solution

- added `ExtendedMaterial<B: Material, E: MaterialExtension>` which
contains a base material and a user-defined extension.
- added example `extended_material` showing how to use it
- modified AsBindGroup to have "unprepared" functions that return raw
resources / layout entries so that the extended material can combine
them

note: doesn't currently work with array resources, as i can't figure out
how to make the OwnedBindingResource::get_binding() work, as wgpu
requires a `&'a[&'a TextureView]` and i have a `Vec<TextureView>`.

# Migration Guide

manual implementations of `AsBindGroup` will need to be adjusted, the
changes are pretty straightforward and can be seen in the diff for e.g.
the `texture_binding_array` example.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-10-17 21:28:08 +00:00
robtfm
de8a6007b7
check for any prepass phase (#10160)
# Objective

deferred doesn't currently run unless one of `DepthPrepass`,
`ForwardPrepass` or `MotionVectorPrepass` is also present on the camera.

## Solution

modify the `queue_prepass_material_meshes` view query to check for any
relevant phase, instead of requiring `Opaque3dPrepass` and
`AlphaMask3dPrepass` to be present
2023-10-17 19:28:52 +00:00
Niklas Eicker
6b070b1776
Correct Scene loader error description (#10161)
# Objective

- Correct the description of an error type for the scene loader

## Solution

- Correct the description of an error type for the scene loader
2023-10-17 17:58:35 +00:00
François
2df90d2bc2
add test on Android 14 / Pixel 8 (#10148)
# Objective

- Android 14 is now supported by Browserstack and Bevy works on it, so
add it 🎉

## Solution

- Add test in CI on Android 14 / Pixel 8
2023-10-17 14:52:11 +00:00
Ame :]
34da534917
fix typo in time.rs example (#10152)
## Solution
n -> s
2023-10-17 04:51:07 +00:00
Marco Buono
5733d2403e
*_PREPASS Shader Def Cleanup (#10136)
# Objective

- This PR aims to make the various `*_PREPASS` shader defs we have
(`NORMAL_PREPASS`, `DEPTH_PREPASS`, `MOTION_VECTORS_PREPASS` AND
`DEFERRED_PREPASS`) easier to use and understand:
- So that their meaning is now consistent across all contexts; (“prepass
X is enabled for the current view”)
  - So that they're also consistently set across all contexts.
- It also aims to enable us to (with a follow up PR) to conditionally
gate the `BindGroupEntry` and `BindGroupLayoutEntry` items associated
with these prepasses, saving us up to 4 texture slots in WebGL
(currently globally limited to 16 per shader, regardless of bind groups)

## Solution

- We now consistently set these from `PrepassPipeline`, the
`MeshPipeline` and the `DeferredLightingPipeline`, we also set their
`MeshPipelineKey`s;
- We introduce `PREPASS_PIPELINE`, `MESH_PIPELINE` and
`DEFERRED_LIGHTING_PIPELINE` that can be used to detect where the code
is running, without overloading the meanings of the prepass shader defs;
- We also gate the WGSL functions in `bevy_pbr::prepass_utils` with
`#ifdef`s for their respective shader defs, so that shader code can
provide a fallback whenever they're not available.
- This allows us to conditionally include the bindings for these prepass
textures (My next PR, which will hopefully unblock #8015)
- @robtfm mentioned [these were being used to prevent accessing the same
binding as read/write in the
prepass](https://discord.com/channels/691052431525675048/743663924229963868/1163270458393759814),
however even after reversing the `#ifndef`s I had no issues running the
code, so perhaps the compiler is already smart enough even without tree
shaking to know they're not being used, thanks to `#ifdef
PREPASS_PIPELINE`?

## Comparison

### Before

| Shader Def | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | No | No |
| `DEPTH_PREPASS` | Yes | No | No |
| `MOTION_VECTORS_PREPASS` | Yes | No | No |
| `DEFERRED_PREPASS` | Yes | No | No |

| View Key | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | No |
| `DEPTH_PREPASS` | Yes | No | No |
| `MOTION_VECTORS_PREPASS` | Yes | No | No |
| `DEFERRED_PREPASS` | Yes | Yes\* | No |

\* Accidentally was being set twice, once with only
`deferred_prepass.is_some()` as a condition,
and once with `deferred_p repass.is_some() && !forward` as a condition.

### After

| Shader Def | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ---------------------------- | ----------------- | --------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | Yes |
| `DEPTH_PREPASS` | Yes | Yes | Yes |
| `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes |
| `DEFERRED_PREPASS` | Yes | Yes | Unconditionally |
| `PREPASS_PIPELINE` | Unconditionally | No | No |
| `MESH_PIPELINE` | No | Unconditionally | No |
| `DEFERRED_LIGHTING_PIPELINE` | No | No | Unconditionally |

| View Key | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | Yes |
| `DEPTH_PREPASS` | Yes | Yes | Yes |
| `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes |
| `DEFERRED_PREPASS` | Yes | Yes | Unconditionally |

---

## Changelog

- Cleaned up WGSL `*_PREPASS` shader defs so they're now consistently
used everywhere;
- Introduced `PREPASS_PIPELINE`, `MESH_PIPELINE` and
`DEFERRED_LIGHTING_PIPELINE` WGSL shader defs for conditionally
compiling logic based the current pipeline;
- WGSL functions from `bevy_pbr::prepass_utils` are now guarded with
`#ifdef` based on the currently enabled prepasses;

## Migration Guide

- When using functions from `bevy_pbr::prepass_utils`
(`prepass_depth()`, `prepass_normal()`, `prepass_motion_vector()`) in
contexts where these prepasses might be disabled, you should now wrap
your calls with the appropriate `#ifdef` guards, (`#ifdef
DEPTH_PREPASS`, `#ifdef NORMAL_PREPASS`, `#ifdef MOTION_VECTOR_PREPASS`)
providing fallback logic where applicable.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-17 00:16:21 +00:00
Gino Valente
01b910a148
bevy_reflect: Fix dynamic type serialization (#10103)
# Objective

Fixes #10086

## Solution

Instead of serializing via `DynamicTypePath::reflect_type_path`, now
uses the `TypePath` found on the `TypeInfo` returned by
`Reflect::get_represented_type_info`.

This issue was happening because the dynamic types implement `TypePath`
themselves and do not (and cannot) forward their proxy's `TypePath`
data. The solution was to access the proxy's type information in order
to get the correct `TypePath` data.

## Changed

- The `Debug` impl for `TypePathTable` now includes output for all
fields.
2023-10-16 23:31:16 +00:00
François
71329fe0c2
make CI less failing on cargo deny bans (#10151)
# Objective

- Job cargo deny for bans is failing too often to be useful
- Having only one version of all dependencies is not realistic

## Solution

- Only warn on multiple dependencies of a crate
- Deny some specific crates that we know shouldn't be present multiple
time
2023-10-16 23:12:13 +00:00
Mike
88599d7fa0
Use chain in breakout example (#10124)
# Objective

- We should encourage of the simpler to reason about chain.

## Solution

- Use it in the breakout example

---

## Changelog

- Switch breakout to use `chain` instead of `before` and `after`
2023-10-16 22:15:32 +00:00
Griffin
490699c311
Fix unlit missing parameters (#10144)
# Objective

- The refactoring in https://github.com/bevyengine/bevy/pull/10105
missed including the frag_coord and normal in pbr_input.

## Solution

- Add them back
2023-10-16 22:11:51 +00:00
Carter Anderson
a042924a6e
Time: demote delta time clamping warning to debug (#10145)
# Objective

Time clamping happens consistently for apps that load non-trivial
things. While this _is_ an indicator that we should probably try to move
this work to a thread that doesn't block the Update, this is common
enough (and unactionable enough) that I think we should demote it for
now.

```
2023-10-16T18:46:14.918781Z  WARN bevy_time::virt: delta time larger than maximum delta, clamping delta to 250ms and skipping 63.649253ms
2023-10-16T18:46:15.178048Z  WARN bevy_time::virt: delta time larger than maximum delta, clamping delta to 250ms and skipping 1.71611ms
```

## Solution

Change `warn` to `debug` for this message
2023-10-16 19:18:39 +00:00
Bruce Mitchener
6bd3cca0ca
Improve linking within RenderSet docs. (#10143)
# Objective

- Improve formatting and linking within `RenderSet` docs.

## Solution

- Used backticks and intradoc links.
2023-10-16 17:13:20 +00:00
Rob Parrett
e076657d12
Better link for prepare_windows docs (#10142)
# Objective

While pointing someone to the profiling doc, I saw a source link and
thought "hm, I wonder if that link is up-to-date?"

After clicking on it, I realized that it wasn't even attempting to point
to the right line -- probably a good idea since that would be super
prone to breakage.

However, the system being referenced is pub and the docs are on docs.rs,
so we can just link there. This gets the content straight onto the
user's screen.

## Solution

Change source link to docs link

## Note

This is slightly awkward in that the profiling docs themselves aren't
rendered anywhere and just live in the repo. It does feel more correct
to link to in-repo code on the same branch.
2023-10-16 17:08:46 +00:00
mamekoro
1258ceb62c
Change visibility of bevy::core::update_frame_count to pub (#10111)
# Objective
Closes #10107

The visibility of `bevy::core::update_frame_count` should be `pub` so it
can be used in third-party code like this:

```rust
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Last, use_frame_count.before(bevy::core::update_frame_count));
    }
}
```

## Solution
Make `bevy::core::update_frame_count` public.

---

## Changelog

### Added
- Documentation for `bevy::core::update_frame_count`

### Changed
- Visibility of `bevy::core::update_frame_count` is now `pub`
2023-10-16 13:43:02 +00:00
Edgar Geier
e23d7cf501
Explain usage of prepass shaders in docs for Material trait (#9025)
# Objective

- Fixes #8696.

## Solution

- Added a paragraph describing the usage of the `prepass_vertex_shader`
and `prepass_fragment_shader`.
2023-10-16 13:39:17 +00:00
Miles Ryan
06d148bae1
Fixed mod.rs in rendering to support Radeon Cards (#10132)
# Objective

- Added support for newer AMD Radeon cards in the mod.rs file located at
``crates/bevy_render/src/view/window/mod.rs``

## Solution

- All I needed to add was ``name.starts_with("Radeon") ||`` to the
existing code on line 347 of
``crates/bevy_render/src/view/window/mod.rs``

---

## Changelog

- Changed ``crates/bevy_render/src/view/window/mod.rs``
2023-10-16 10:45:11 +00:00
Nuutti Kotivuori
3d79dc4cdc
Unify FixedTime and Time while fixing several problems (#8964)
# Objective

Current `FixedTime` and `Time` have several problems. This pull aims to
fix many of them at once.

- If there is a longer pause between app updates, time will jump forward
a lot at once and fixed time will iterate on `FixedUpdate` for a large
number of steps. If the pause is merely seconds, then this will just
mean jerkiness and possible unexpected behaviour in gameplay. If the
pause is hours/days as with OS suspend, the game will appear to freeze
until it has caught up with real time.
- If calculating a fixed step takes longer than specified fixed step
period, the game will enter a death spiral where rendering each frame
takes longer and longer due to more and more fixed step updates being
run per frame and the game appears to freeze.
- There is no way to see current fixed step elapsed time inside fixed
steps. In order to track this, the game designer needs to add a custom
system inside `FixedUpdate` that calculates elapsed or step count in a
resource.
- Access to delta time inside fixed step is `FixedStep::period` rather
than `Time::delta`. This, coupled with the issue that `Time::elapsed`
isn't available at all for fixed steps, makes it that time requiring
systems are either implemented to be run in `FixedUpdate` or `Update`,
but rarely work in both.
- Fixes #8800 
- Fixes #8543 
- Fixes #7439
- Fixes #5692

## Solution

- Create a generic `Time<T>` clock that has no processing logic but
which can be instantiated for multiple usages. This is also exposed for
users to add custom clocks.
- Create three standard clocks, `Time<Real>`, `Time<Virtual>` and
`Time<Fixed>`, all of which contain their individual logic.
- Create one "default" clock, which is just `Time` (or `Time<()>`),
which will be overwritten from `Time<Virtual>` on each update, and
`Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do
not care specifically which time they track can work both in `Update`
and `FixedUpdate` without changes and the behaviour is intuitive.
- Add `max_delta` to virtual time update, which limits how much can be
added to virtual time by a single update. This fixes both the behaviour
after a long freeze, and also the death spiral by limiting how many
fixed timestep iterations there can be per update. Possible future work
could be adding `max_accumulator` to add a sort of "leaky bucket" time
processing to possibly smooth out jumps in time while keeping frame rate
stable.
- Many minor tweaks and clarifications to the time functions and their
documentation.

## Changelog

- `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are
moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match
`Time` API
- `FixedTime` is now `Time<Fixed>` and matches `Time` API. 
- `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds.
- `Time` inside `FixedUpdate` now reflects fixed timestep time, making
systems portable between `Update ` and `FixedUpdate`.
- `Time::pause()`, `Time::set_relative_speed()` and related methods must
now be called as `Time<Virtual>::pause()` etc.
- There is a new `max_delta` setting in `Time<Virtual>` that limits how
much the clock can jump by a single update. The default value is 0.25
seconds.
- Removed `on_fixed_timer()` condition as `on_timer()` does the right
thing inside `FixedUpdate` now.

## Migration Guide

- Change all `Res<Time>` instances that access `raw_delta()`,
`raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`,
`elapsed()`, etc.
- Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>`
and use `delta()`.
- The default timestep has been changed from 60 Hz to 64 Hz. If you wish
to restore the old behaviour, use
`app.insert_resource(Time::<Fixed>::from_hz(60.0))`.
- Change `app.insert_resource(FixedTime::new(duration))` to
`app.insert_resource(Time::<Fixed>::from_duration(duration))`
- Change `app.insert_resource(FixedTime::new_from_secs(secs))` to
`app.insert_resource(Time::<Fixed>::from_seconds(secs))`
- Change `system.on_fixed_timer(duration)` to
`system.on_timer(duration)`. Timers in systems placed in `FixedUpdate`
schedule automatically use the fixed time clock.
- Change `ResMut<Time>` calls to `pause()`, `is_paused()`,
`set_relative_speed()` and related methods to `ResMut<Time<Virtual>>`
calls. The API is the same, with the exception that `relative_speed()`
will return the actual last ste relative speed, while
`effective_relative_speed()` returns 0.0 if the time is paused and
corresponds to the speed that was set when the update for the current
frame started.

## Todo

- [x] Update pull name and description
- [x] Top level documentation on usage
- [x] Fix examples
- [x] Decide on default `max_delta` value
- [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed`
good?
- [x] Decide if the three clock inner structures should be in prelude
- [x] Decide on best way to configure values at startup: is manually
inserting a new clock instance okay, or should there be config struct
separately?
- [x] Fix links in docs
- [x] Decide what should be public and what not
- [x] Decide how `wrap_period` should be handled when it is changed
- [x] ~~Add toggles to disable setting the clock as default?~~ No,
separate pull if needed.
- [x] Add tests
- [x] Reformat, ensure adheres to conventions etc.
- [x] Build documentation and see that it looks correct

## Contributors

Huge thanks to @alice-i-cecile and @maniwani while building this pull.
It was a shared effort!

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com>
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
2023-10-16 01:57:55 +00:00
Carter Anderson
02943737b2
Return an error when loading non-existent labels (#9751)
# Objective

Calling `asset_server.load("scene.gltf#SomeLabel")` will silently fail
if `SomeLabel` does not exist.

Referenced in #9714 

## Solution

We now detect this case and return an error. I also slightly refactored
`load_internal` to make the logic / dataflow much clearer.

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-10-15 18:36:51 +00:00
Carter Anderson
49d5c6b8a3
Hot reload labeled assets whose source asset is not loaded (#9736)
# Objective

As called out in #9714, Bevy Asset V2 fails to hot-reload labeled assets
whose source asset has changed (in cases where the root asset is not
alive).

## Solution

Track alive labeled assets for a given source asset and allow hot
reloads in cases where a labeled asset is still alive.
2023-10-15 18:21:49 +00:00
François
5781806e72
only set up processed source if asset plugin is not unprocessed (#10123)
# Objective

- Since #9885, running on an iOS device crashes trying to create the
processed folder
- This only happens on real device, not on the simulator

## Solution

- Setup processed assets only if needed
2023-10-15 18:20:29 +00:00
Carter Anderson
3866b1cc19
Fix load_folder for non-default Asset Sources (#10121)
# Objective

Fixes #10120

## Solution

Assign the folder path source to loaded descendant asset paths in
`load_folder`
2023-10-15 16:57:46 +00:00
Dimitri Belopopsky
56eb362327
Fix missing explicit lifetime name for copy_deferred_lighting_id name (#10128)
# Objective

On nightly there is a warning on a missing lifetime:

```bash
warning: `&` without an explicit lifetime name cannot be used here
```

The details are in https://github.com/rust-lang/rust/issues/115010, but
the bottom line is that in associated constants elided lifetimes are no
longer allowed to be implicitly defined.

This fixes the only place where it is missing.

## Solution

- Add explicit `'static` lifetime
2023-10-15 14:37:53 +00:00
Ame :]
b9ddb37d5b
add and fix shields in Readmes (#9993)
# Objective

Fix shields

## Solution

- Correct shield in the Bevy ECS Readme, where only the MIT license is
displayed
![Screenshot 2023-10-01 at 18 28
27](https://github.com/bevyengine/bevy/assets/104745335/a736a65e-0d47-4d9e-b32d-0b843a00922c)
- Add shields to other Readmes.
- homogenize shields and titles.
2023-10-15 00:52:31 +00:00
Dworv
ca37b92540
Make loading warning for no file ext more descriptive (#10119)
# Objective

Currently, the asset loader outputs 
```
2023-10-14T15:11:09.328850Z  WARN bevy_asset::asset_server: no `AssetLoader` found
```
when user forgets to add an extension to a file. This is very confusing
behaviour, it sounds like there aren't any asset loaders existing.

## Solution

Add an extra message on the end when there are no file extensions.
2023-10-14 22:54:57 +00:00
robtfm
d9a0761eb2
ssao use unlit_color instead of white (#10117)
# Objective

#10105 changed the ssao input color from the material base color to
white. i can't actually see a difference in the example but there should
be one in some cases.

## Solution

change it back.
2023-10-14 18:03:11 +00:00
Thomas Wilgenbus
4ae6a66481
Allow optional extraction of resources from the main world (#10109)
# Objective

From my understanding, although resources are not meant to be created
and removed at every frame, they are still meant to be created
dynamically during the lifetime of the App.
But because the extract_resource API does not allow optional resources
from the main world, it's impossible to use resources in the render
phase that were not created before the render sub-app itself.

## Solution

Because the ECS engine already allows for system parameters to be
`Option<Res>`, it just had to be added.

---

## Changelog

- Changed
    - `extract_resource` now takes an optional main world resource

- Fixed
- `ExtractResourcePlugin` doesn't cause panics anymore if the resource
is not already inserted
2023-10-14 16:07:49 +00:00