# Objective
- Complete compatibility with CSS Module 4
## Solution
- Added `Oklcha` which implements the Oklch color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Oklcha` to `Oklaba` using the provided `From` implementations
and then handle accordingly.
## Notes
This is the _last_ color space missing from the CSS Module 4 standard,
and is also the one I believe we should recommend users actually work
with for hand-crafting colours. It has all the uniformity benefits of
Oklab combined with the intuition chroma and hue provide (when compared
to a-axis and b-axis parameters).
# Objective
- Implement grid gizmos, suggestion of #9400
## Solution
- Added `gizmos.grid(...) ` and `gizmos.grid_2d(...)`
- The grids may be configured using `.outer_edges(...)` to specify
whether to draw the outer border/edges of the grid and `.skew(...)`to
specify the skew of the grid along the x or y directions.
---
## Changelog
- Added a `grid` module to `bevy_gizmos` containing `gizmos.grid(...) `
and `gizmos.grid_2d(...)` as well as assorted items.
- Updated the `2d_gizmos` and `3d_gizmos` examples to use grids.
## Additional
The 2D and 3D examples now look like this:
<img width="1440" alt="Screenshot 2024-02-20 at 15 09 40"
src="https://github.com/bevyengine/bevy/assets/62256001/ce04191e-d839-4faf-a6e3-49b6bb4b922b">
<img width="1440" alt="Screenshot 2024-02-20 at 15 10 07"
src="https://github.com/bevyengine/bevy/assets/62256001/317459ba-d452-42eb-ae95-7c84cdbd569b">
# Objective
As suggested in #12163 by @cart, we should add convenience constructors
to `bevy_color::Color` to match the existing API (easing migration pain)
and generally improve ergonomics.
## Solution
- Add `const fn Color::rgba(red, green, blue, alpha)` and friends, which
directly construct the appropriate variant.
- Add `const fn Color::rgb(red, green, blue)` and friends, which impute
and alpha value of 1.0.
- Add `const BLACK, WHITE, NONE` to `Color`. These are stored in
`LinearRgba` to reduce pointless conversion costs and inaccuracy.
- Changed the default `Color` from `Srgba::WHITE` to the new linear
equivalent for the same reason.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
As we start to migrate to `bevy_color` in earnest (#12056), we should
make it visible to Bevy users, and usable in examples.
## Solution
1. Add a prelude to `bevy_color`: I've only excluded the rarely used
`ColorRange` type and the testing-focused color distance module. I
definitely think that some color spaces are less useful than others to
end users, but at the same time the types used there are very unlikely
to conflict with user-facing types.
2. Add `bevy_color` to `bevy_internal` as an optional crate.
3. Re-export `bevy_color`'s prelude as part of `bevy::prelude`.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- In #9623 I forgot to change the `FromWorld` requirement for
`ReflectResource`, fix that;
- Fix#12129
## Solution
- Use the same approach as in #9623 to try using `FromReflect` and
falling back to the `ReflectFromWorld` contained in the `TypeRegistry`
provided
- Just reflect `Resource` on `State<S>` since now that's possible
without introducing new bounds.
---
## Changelog
- `ReflectResource`'s `FromType<T>` implementation no longer requires
`T: FromWorld`, but instead now requires `FromReflect`.
- `ReflectResource::insert`, `ReflectResource::apply_or_insert` and
`ReflectResource::copy` now take an extra `&TypeRegistry` parameter.
## Migration Guide
- Users of `#[reflect(Resource)]` will need to also implement/derive
`FromReflect` (should already be the default).
- Users of `#[reflect(Resource)]` may now want to also add `FromWorld`
to the list of reflected traits in case their `FromReflect`
implementation may fail.
- Users of `ReflectResource` will now need to pass a `&TypeRegistry` to
its `insert`, `apply_or_insert` and `copy` methods.
# Objective
- Fixes#9670
- Avoid a crash in CI due to
```
thread 'Compute Task Pool (0)' panicked at /Users/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/wgpu_core.rs:3009:5:
wgpu error: Validation Error
Caused by:
In Device::create_bind_group
The adapter does not support read access for storages texture of format Rgba8Unorm
```
## Solution
- Use an `R32Float` texture instead of an `Rgba8Unorm` as it's a tier 1
texture format https://github.com/gpuweb/gpuweb/issues/3838 and is more
supported
- This should also improve support for webgpu in the next wgpu version
# Objective
- Make PR CI faster
## Solution
- Run example on macOS, Windows examples are now run on PR merge
instead. This is the biggest change in duration
- Run miri on macOS. It doesn't change much the duration, but will free
a runner 2 minutes earlier
- Don't run check-doc job as it hangs on macOS. Don't move too many job
as there are less macOS-14 runners globally available and they are more
limited
before:
<img width="794" alt="Screenshot 2024-02-26 at 20 47 07"
src="https://github.com/bevyengine/bevy/assets/8672791/349292a1-cddd-4e4b-aba9-4dbaef1fc4d6">
after
<img width="790" alt="Screenshot 2024-02-26 at 20 47 23"
src="https://github.com/bevyengine/bevy/assets/8672791/7b0983b2-0a8a-44d2-9bde-e4c6ecfbf97a">
# Objective
`downcast-rs` is not used within bevy_ecs. This is probably a remnant
from before Schedule v3 landed, since stages needed the downcasting.
## Solution
Remove it.
Shows relationships between color spaces and explains what files should
contain which conversions.
# Objective
- Provide documentation for maintainers and users on how color space
conversion is implemented.
## Solution
- Created a mermaid diagram documenting the relationships between
various color spaces. This diagram also includes links to defining
articles, and edges include links to conversion formulae.
- Added a `conversion.md` document which is included in the
documentation of each of the color spaces. This ensures it is readily
visible in all relevant contexts.
## Notes
The diagram is in the Mermaid (`.mmd`) format, and must be converted
into an SVG file (or other image format) prior to use in Rust
documentation. I've included a link to
[mermaid.live](https://mermaid.live) as an option for doing such
conversion in an appropriate README.
Below is a screenshot of the documentation added.
![Capture](https://github.com/bevyengine/bevy/assets/2217286/370a65f2-6dd4-4af7-a99b-3763832d1b8a)
# Objective
On some platforms (observed on Windows and Linux, works fine on web),
velocity of all entities would be initialized to zero, making them
simply fall into the star.
## Solution
Using `Time<Fixed>::timestep` instead of `Time::delta_seconds` to
initialize velocity. Since the entities are generated in the startup
schedule, no time has elapsed yet and `Time::delta_seconds` would return
zero on some platforms. `Time<Fixed>::timestep` will always return the
expected time step of `FixedUpdate` schedule.
# Objective
`FromWorld` is often used to group loading and creation of assets for
resources.
With this setup, users often end up repetitively calling
`.resource::<AssetServer>` and `.resource_mut::<Assets<T>>`, and may
have difficulties handling lifetimes of the returned references.
## Solution
Add extension methods to `World` to add and load assets, through a new
extension trait defined in `bevy_asset`.
### Other considerations
* This might be a bit too "magic", as it makes implicit the resource
access.
* We could also implement `DirectAssetAccessExt` on `App`, but it didn't
feel necessary, as `FromWorld` is the principal use-case here.
---
## Changelog
* Add the `DirectAssetAccessExt` trait, which adds the `add_asset`,
`load_asset` and `load_asset_with_settings` method to the `World` type.
# Objective
This PR arose as part of the migration process for `bevy_color`: see
#12056.
While examining how `bevy_gizmos` stores color types internally, I found
that rather than storing a `Color` internally, it actually stores a
`[f32;4]` for a linear RGB, type aliased to a `ColorItem`.
While we don't *have* to clean this up to complete the migration, now
that we have explicit strong typing for linear color types we should use
them rather than replicating this idea throughout the codebase.
## Solution
- Added `LinearRgba::NAN`, for when you want to do cursed rendering
things.
- Replaced the internal color representation in `bevy_gizmo`: this was
`ColorItem`, but is now `LinearRgba`.
- `LinearRgba` is now `Pod`, enabling us to use the same fast `bytemuck`
bit twiddling tricks that we were using before. This requires:
1. Forcing `LinearRgba` to be `repr(C)`
2. Implementing `Zeroable`, and unsafe trait which defines what the
struct looks like when all values are zero.
3. Implementing `Pod`, a marker trait with stringent safety requirements
that is required for "plain old data".
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- LinearRgba is the color type intended for shaders but using it for
shaders is currently not easy because it doesn't implement ShaderType
## Solution
- add encase as a dependency and impl the required traits.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- Improve compatibility with CSS Module 4
- Simplify `Lcha` conversion functions
## Solution
- Added `Laba` which implements the Lab color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Laba` to either `Xyza` or `Lcha` using the provided `From`
implementations and then handle accordingly.
## Notes
The Lab color space is a required stepping stone when converting between
XYZ and Lch, therefore we already use the Lab color model, just in an
nameless fashion prone to errors.
This PR also includes a slightly broader refactor of the `From`
implementations between the various colour spaces to better reflect the
graph of definitions. My goal was to keep domain specific knowledge of
each colour space contained to their respective files (e.g., the
`From<Oklaba> for LinearRgba` definition was in `linear_rgba.rs` when it
probably belongs in `oklaba.rs`, since Linear sRGB is a fundamental
space and Oklab is defined in its relation to it)
# Objective
The `AssetIndex` cannot be carried across boundaries that do not allow
explicit rust types.
For context, I ran into this issue while trying to implent an
improvement for bevy_egui which leverages the not-so-new custom loader
API. Passing through a handle directly isn't possible, but instead it
requires stringified URI s. I had to work around the lack of this API s
existance using reflection, which is rather dirty.
## Solution
- Add `to_bits` and `from_bits` functions to `AssetIndex` to allow
moving this type through such boundaries.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- Make these types usable in reflection-based workflows.
## Solution
- The usual. Also reflect `Default` and `Component` behaviors so that
the types can be constructed, inserted, and removed.
# Objective
Added reflect support for `std::HashSet`, `BTreeSet` and `BTreeMap`.
The set support is limited to `reflect_value` since that's the level of
support prior art `bevy_util::HashSet` got.
## Changelog
Dropped `Hash` Requirement on `MapInfo` since it's not needed on
`BTreeMap`s.
# Objective
Memory usage optimisation
## Solution
`HashMap` and `HashSet`'s keys are immutable. So using mutable types
like `String`, `Vec<T>`, or `PathBuf` as a key is a waste of memory:
they have an extra `usize` for their capacity and may have spare
capacity.
This PR replaces these types by their immutable equivalents `Box<str>`,
`Box<[T]>`, and `Box<Path>`.
For more context, I recommend watching the [Use Arc Instead of
Vec](https://www.youtube.com/watch?v=A4cKi7PTJSs) video.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Avoid misspellings throughout the codebase by using
[`typos`](https://github.com/crate-ci/typos) in CI
Inspired by https://github.com/gfx-rs/wgpu/pull/5191
Typos is a minimal code speller written in rust that finds and corrects
spelling mistakes among source code.
- Fast enough to run on monorepos
- Low false positives so you can run on PRs
## Solution
- Use
[typos-action](https://github.com/marketplace/actions/typos-action) in
CI
- Add how to use typos in the Contribution Guide
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- Fixes#12001.
- Note this PR doesn't change any feature flags, however flaky the issue
revealed they are.
## Solution
- Use `FromReflect` to convert proxy types to concrete ones in
`ReflectSerialize::get_serializable`.
- Use `get_represented_type_info() -> type_id()` to get the correct type
id to interact with the registry in
`bevy_reflect::serde::ser::get_serializable`.
---
## Changelog
- Registering `ReflectSerialize` now imposes additional `FromReflect`
and `TypePath` bounds.
## Migration Guide
- If `ReflectSerialize` is registered on a type, but `TypePath` or
`FromReflect` implementations are omitted (perhaps by
`#[reflect(type_path = false)` or `#[reflect(from_reflect = false)]`),
the traits must now be implemented.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Fix#11845.
## Solution
Remove the `UpdateAssets` and `AssetEvents` schedules. Moved the
`UpdateAssets` systems to `PreUpdate`, and `AssetEvents` systems into
`First`. The former is meant to run before any of the event flushes.
## Future Work
It'd be ideal if we could manually flush the events for assets to avoid
needing two, sort of redundant, systems. This should at least let them
potentially run in parallel with all of the systems in the schedules
they were moved to.
---
## Changelog
Removed: `UpdateAssets` schedule from the main schedule. All systems
have been moved to `PreUpdate`.
Removed: `AssetEvents` schedule from the main schedule. All systems have
been move to `First` with the same system sets.
## Migration Guide
TODO
# Objective
The example showcase doesn't seem to work well with the portrait aspect
ratio used in this example, which is possibly something to be fixed
there, but there's also no reason this *needs* a custom size.
This custom window size is also sightly too tall for my particular
display which is a very common display size when accounting for the
macOS task bar and window title, so the content at the bottom is
clipped.
## Solution
- Remove the custom window size
- Swap the order of the justify / align nested loops so that the content
fits the new aspect ratio
- Make the containers responsive to window size, and make all the gaps
even
## Before
<img width="870" alt="Screenshot 2024-02-15 at 10 56 11 AM"
src="https://github.com/bevyengine/bevy/assets/200550/803217dd-e311-4f9e-aabf-2656f7f67615">
## After
<img width="1280" alt="Screenshot 2024-02-15 at 10 56 25 AM"
src="https://github.com/bevyengine/bevy/assets/200550/bf1e4920-f053-4d42-ab0b-3efea6835cae">
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- The `many_lights` example uses a for-loop around `commands.spawn`.
- It is generally recommended to use `spawn_batch` instead to lazily
spawn entities, because it doesn't massively grow the command queue.
## Solution
- Use `spawn_batch` in `many_lights` example.
---
## Discussion
- `thread_rng` is called for each light spawned. This is a simple
thread-local `Rc` clone, so it should compile down to a copy and an
increment + decrement instruction.
- I created `golden_ration` outside of the closure and `move`d it in.
This should just be a copy and hopefully will get const-evaluated away.
Would it be better to just move it into the closure itself?
## Performance
Using `spawn_batch` seems to decrease time-to-first-`Update` by 0.1s:
1.3s to 1.2s.
<details>
<summary>Raw data and how it was collected.</summary>
Before:
- 2024-02-19T15:18:57.650987Z to 2024-02-19T15:18:58.912244Z : 1.3
- 2024-02-19T15:19:25.277135Z to 2024-02-19T15:19:26.542092Z : 1.3
- 2024-02-19T15:19:46.841460Z to 2024-02-19T15:19:48.137560Z : 1.3
After:
- 2024-02-19T15:17:05.749521Z to 2024-02-19T15:17:06.993221Z : 1.2
- 2024-02-19T15:17:38.153049Z to 2024-02-19T15:17:39.393760Z : 1.2
- 2024-02-19T15:18:10.691562Z to 2024-02-19T15:18:11.891430Z : 1.2
To time performance, I tracked the time from the first `Startup` logged
message to the first `Update` logged message.
```shell
$ cargo run --release --example many_lights
Compiling bevy v0.13.0 (/Users/bdeep/dev/bevy/bevy)
Finished release [optimized] target(s) in 1.54s
Running `target/release/examples/many_lights`
# THIS TIME
2024-02-19T15:30:13.429609Z INFO bevy_render::renderer: AdapterInfo { name: "Apple M1", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
2024-02-19T15:30:13.566856Z INFO bevy_winit::system: Creating new window "many_lights" (0v1)
2024-02-19T15:30:13.592371Z WARN many_lights: This is a stress test used to push Bevy to its limit and debug performance issues. It is not representative of an actual game. It must be run in release mode using --release or it will be very slow.
2024-02-19T15:30:13.592572Z INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "MacOS 14.2.1 ", kernel: "23.2.0", cpu: "Apple M1", core_count: "8", memory: "16.0 GiB" }
# TO THIS TIME
2024-02-19T15:30:15.429900Z INFO many_lights: Lights: 100000
2024-02-19T15:30:15.430139Z INFO bevy diagnostic: fps : 0.982693 (avg 43.026557)
2024-02-19T15:30:15.430157Z INFO bevy diagnostic: frame_time : 1017.611750ms (avg 149.456476ms)
2024-02-19T15:30:15.430165Z INFO bevy diagnostic: frame_count: 12.000000 (avg 6.000000)
```
</details>
# Objective
- Partially addresses https://github.com/bevyengine/bevy/issues/11470
(I'd like to add Spatiotemporal Blue Noise in the future, but that's a
bit more controversial).
- Fix cluster_debug_visualization which has not compiled for a while
---
## Changelog
- Added random white noise shader functions to `bevy_pbr::utils`
## Migration Guide
- The `bevy_pbr::utils::random1D` shader function has been replaced by
the similar `bevy_pbr::utils::rand_f`.
# Objective
- During rendering of different gizmo groups, the ordering is random
between executions
## Solution
- Make the ordering stable
- It's using a `TypeIdMap`, its iteration order depends on the insertion
order. so insert when adding a group instead of when adding a gizmo
- Also changed `extract_gizmo_data` to not be group dependent. there
will be only one of those systems, no matter the number of gizmo groups
added
---------
Co-authored-by: pablo-lua <126117294+pablo-lua@users.noreply.github.com>
# Objective
`CameraProjectionPlugin<T>`'s bounds are `T: CameraProjection`. But the
bounds for `CameraProjectionPlugin` implementing `Plugin` are `T:
CameraProjection + Component + GetTypeRegistration`. This means that if
`T` is valid for `CameraProjectionPlugin`'s bounds, but not the plugin
implementation's bounds, then `CameraProjectionPlugin` would not
implement `Plugin`. Which is weird because you'd expect a struct with
`Plugin` in the name to implement `Plugin`.
## Solution
Make `CameraProjectionPlugin<T>`'s bounds `T: CameraProjection +
Component + GetTypeRegistration`. I also rearranged some of the code.
---
## Changelog
- Changed `CameraProjectionPlugin<T>`'s bounds to `T: CameraProjection +
Component + GetTypeRegistration`
## Migration Guide
`CameraProjectionPlugin<T>`'s trait bounds now require `T` to implement
`CameraProjection`, `Component`, and `GetTypeRegistration`. This
shouldn't affect most existing code as `CameraProjectionPlugin<T>` never
implemented `Plugin` unless those bounds were met.
# Objective
Split up from #12017, add an aligned version of `Direction3d` for SIMD,
and move direction types out of `primitives`.
## Solution
Add `Direction3dA` and move direction types into a new `direction`
module.
---
## Migration Guide
The `Direction2d`, `Direction3d`, and `InvalidDirectionError` types have
been moved out of `bevy::math::primitives`.
Before:
```rust
use bevy::math::primitives::Direction3d;
```
After:
```rust
use bevy::math::Direction3d;
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Improve compatibility with CSS Module 4
- Simplify `Hsla` conversion functions
## Solution
- Added `Hsva` which implements the HSV color model.
- Added `Hwba` which implements the HWB color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Hsva` / `Hwba` to either `Hsla` or `Srgba` using the provided
`From` implementations and then handle accordingly.
## Notes
While the HSL color space is older than HWB, the formulation for HWB is
more directly related to RGB. Likewise, HSV is more closely related to
HWB than HSL. This makes the conversion of HSL to/from RGB more
naturally represented as the compound operation HSL <-> HSV <-> HWB <->
RGB. All `From` implementations for HSL, HSV, and HWB have been designed
to take the shortest path between itself and the target space.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- We should move towards a consistent use of the new `bevy_color` crate.
- As discussed in #12089, splitting this work up into small pieces makes
it easier to review.
## Solution
- Port all uses of `LegacyColor` in the `bevy_core_pipeline` to
`LinearRgba`
- `LinearRgba` is the correct type to use for internal rendering types
- Added `LinearRgba::BLACK` and `WHITE` (used during migration)
- Add `LinearRgba::grey` to more easily construct balanced grey colors
(used during migration)
- Add a conversion from `LinearRgba` to `wgpu::Color`. The converse was
not done at this time, as this is typically a user error.
I did not change the field type of the clear color on the cameras: as
this is user-facing, this should be done in concert with the other
configurable fields.
## Migration Guide
`ColorAttachment` now stores a `LinearRgba` color, rather than a Bevy
0.13 `Color`.
`set_blend_constant` now takes a `LinearRgba` argument, rather than a
Bevy 0.13 `Color`.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
Right now when using egui, systems are inserted without any identifier
and to the root. I'd like to name those systems and insert them as
children to a root entity. This helps to keep the editor organized.
## Solution
- Although the `SystemId` is documented as an opaque type, examples
depicted above benefit from tear down of the abstraction.
---
## Changelog
### Added
- Implemented `From<SystemId>` for `Entity`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- followup to https://github.com/bevyengine/bevy/pull/11671
- I forgot to change the alpha masked phases.
## Solution
- Change the sorting for alpha mask phases to sort by pipeline+mesh
instead of distance, for much better batching for alpha masked
materials.
I also fixed some docs that I missed in the previous PR.
---
## Changelog
- Alpha masked materials are now sorted by pipeline and mesh.
```
$ xcrun simctl devices list
Unrecognized subcommand: devices
usage: simctl [--set <path>] [--profiles <path>] <subcommand> ...
simctl help [subcommand]
Command line utility to control the Simulator
```
# Objective
- The `examples/README.md` contains an invalid example command for
listing iOS devices using `xcrun`.
## Solution
- Update example command to omit the current invalid subcommand
"`devices`".
Add Archetype::component_count utility method
# Objective
I wanted a method to count components on an archetype without iterating
over them.
## Solution
Added `Archetype::component_count`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The multi-threaded executor currently runs in a dedicated task on a
single thread. When a system finishes running, it needs to notify that
task and wait for the thread to be available and running before the
executor can process the completion.
See #8304
## Solution
Run the multi-threaded executor at the end of each system task. This
allows it to run immediately instead of needing to wait for the main
thread to wake up. Move the mutable executor state into a separate
struct and wrap it in a mutex so it can be shared among the worker
threads.
While this should be faster in theory, I don't actually know how to
measure the performance impact myself.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
# Objective
Partially address #888. Gilrs is initialized on a separate thread, and
thus conditionally implements `Send`, and all platforms other than Wasm.
This means the `NonSend` resource constraint is likely too conservative.
## Solution
Relax the requirement, and conditionally derive Resource on a wrapper
around it, using `SyncCell` to satisfy the `Sync` requirement on it.
# Objective
- Fixes#12081
## Solution
Passing the `Affine2` as a neatly packed `mat3x2` breaks WebGL with
`drawElementsInstanced: Buffer for uniform block is smaller than
UNIFORM_BLOCK_DATA_SIZE.`
I fixed this by using a `mat3x3` instead.
Alternative solutions that come to mind:
- Pass in a `mat3x2` on non-webgl targets and a `mat3x3` otherwise. I
guess I could use `#ifdef SIXTEEN_BYTE_ALIGNMENT` for this, but it
doesn't seem quite right? This would be more efficient, but decrease
code quality.
- Do something about `UNIFORM_BLOCK_DATA_SIZE`. I don't know how, so I'd
need some guidance here.
@superdump let me know if you'd like me to implement other variants.
Otherwise, I vote for merging this as a quick fix for `main` and then
improving the packing in subsequent PRs :)
## Additional notes
Ideally we should merge this before @JMS55 rebases #10164 so that they
don't have to rebase everything a second time.
# Objective
- Fixes#12068
## Solution
- Split `bevy_render::color::colorspace` across the various space
implementations in `bevy_color` as appropriate.
- Moved `From` implementations involving
`bevy_render::color::LegacyColor` into `bevy_render::color`
## Migration Guide
###
`bevy_render::color::colorspace::SrgbColorSpace::<f32>::linear_to_nonlinear_srgb`
Use `bevy_color::color::gamma_function_inverse`
###
`bevy_render::color::colorspace::SrgbColorSpace::<f32>::nonlinear_to_linear_srgb`
Use `bevy_color::color::gamma_function`
###
`bevy_render::color::colorspace::SrgbColorSpace::<u8>::linear_to_nonlinear_srgb`
Modify the `u8` value to instead be an `f32` (`|x| x as f32 / 255.`),
use `bevy_color::color::gamma_function_inverse`, and back again.
###
`bevy_render::color::colorspace::SrgbColorSpace::<u8>::nonlinear_to_linear_srgb`
Modify the `u8` value to instead be an `f32` (`|x| x as f32 / 255.`),
use `bevy_color::color::gamma_function`, and back again.
###
`bevy_render::color::colorspace::HslRepresentation::hsl_to_nonlinear_srgb`
Use `Hsla`'s implementation of `Into<Srgba>`
###
`bevy_render::color::colorspace::HslRepresentation::nonlinear_srgb_to_hsl`
Use `Srgba`'s implementation of `Into<Hsla>`
###
`bevy_render::color::colorspace::LchRepresentation::lch_to_nonlinear_srgb`
Use `Lcha`'s implementation of `Into<Srgba>`
###
`bevy_render::color::colorspace::LchRepresentation::nonlinear_srgb_to_lch`
Use `Srgba`'s implementation of `Into<Lcha>`
# Objective
- The bloom effect is currently somewhat costly (in terms of GPU time
used), due to using fragment shaders for down- and upscaling (compute
shaders generally perform better for such tasks).
- Additionally, one might have a `BloomSettings` on a camera whose
`intensity` is only occasionally set to a non-zero value (eg. in outside
areas or areas with bright lighting). Currently, the cost of the bloom
shader is always incurred as long as the `BloomSettings` exists.
## Solution
- Bail out of the bloom render node when `intensity == 0.0`, making the
effect free as long as it is turned all the way down.
# Objective
- Fixes#751
## Solution
- Added `PluginGroupBuilder::add_group`, which accepts an owned `impl
PluginGroup` and adds those plugins to self, following
`PluginGroupBuilder::add`'s replacement rules.
- Split `PluginGroupBuilder::upsert_plugin_state` into two functions,
one of the same name, and
`PluginGroupBuilder::upsert_plugin_entry_state` which takes a
`PluginEntry` and `TypeId` directly. This allows for shared behaviour
between `add` and `add_group`.
- Added 2 unit tests documenting the replacement behaviour in
`PluginGroupBuilder::add_group`.
Co-authored-by: François <mockersf@gmail.com>
# Objective
- A tiny nit I noticed; I think the type of these function is
`EntityCommand`, not `Command`
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
# Objective
- The 3D Lighting example is meant to show using multiple lights in the
same scene.
- It currently looks very dark. (See [this
image](4fdb1455d5 (r1494653511)).)
- Resetting the physical camera properties sets the shutter speed to 1 /
125, even though it initially starts at 1 / 100.
## Solution
- Increase the intensity of all 3 lights in the example.
- Now it is much closer to the example in Bevy 0.12.
- I had to remove the comment explaining the lightbulb equivalent of the
intensities because I don't know how it was calculated. Does anyone know
what light emits 100,000 lumens?
- Set the initial shutter speed to 1 / 125.
## Showcase
Before:
<img width="1392" alt="before"
src="https://github.com/bevyengine/bevy/assets/59022059/ac353e02-58e9-4661-aa6d-e5fdf0dcd2f6">
After:
<img width="1392" alt="after"
src="https://github.com/bevyengine/bevy/assets/59022059/4ff0beb6-0ced-4fb2-a953-04be2c77f437">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
#7348 added `bevy_utils::Parallel` and replaced the usage of the
`ThreadLocal<Cell<Vec<...>>>` in `check_visibility`, but we were also
using it in `extract_meshes`.
## Solution
Refactor the system to use `Parallel` instead.
# Objective
The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).
I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.
## Solution
- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.
[`Sprite::rect`](a81a2d1da3/crates/bevy_sprite/src/sprite.rs (L29))
remains unchanged, so manually specifying a sub-pixel region of an image
is still possible.
---
## Changelog
- `GpuImage` now stores its size as `UVec2` instead of `Vec2`.
- Texture atlases store their size and sections as `UVec2` and `URect`
respectively.
- `UiImageSize` stores its size as `UVec2`.
## Migration Guide
- Change floating point types (`Vec2`, `Rect`) to their respective
unsigned integer versions (`UVec2`, `URect`) when using `GpuImage`,
`TextureAtlasLayout`, `TextureAtlasBuilder`,
`DynamicAtlasTextureBuilder` or `FontAtlas`.
# Objective
- I hit an issue using the `file_watcher` feature to hot reload assets
for my game. The change in this PR allows me to now hot reload assets.
- The issue stemmed from my project being a multi crate workspace
project structured like so:
```
└── my_game
├── my_game_core
│ ├── src
│ └── assets
├── my_game_editor
│ └── src/main.rs
└── my_game
└── src/main.rs
```
- `my_game_core` is a crate that holds all my game logic and assets
- `my_game` is the crate that creates the binary for my game (depends on
the game logic and assets in `my_game_core`)
- `my_game_editor` is an editor tool for my game (it also depends on the
game logic and assets in `my_game_core`)
Whilst running `my_game` and `my_game_editor` from cargo during
development I would use `AssetPlugin` like so:
```rust
default_plugins.set(AssetPlugin {
watch_for_changes_override: Some(true),
file_path: "../my_game_core/assets".to_string(),
..Default::default()
})
```
This works fine; bevy picks up the assets. However on saving an asset I
would get the following panic from `file_watcher`. It wouldn't kill the
app, but I wouldn't see the asset hot reload:
```
thread 'notify-rs debouncer loop' panicked at /Users/ian/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_asset-0.12.1/src/io/file/file_watcher.rs:48:58:
called `Result::unwrap()` on an `Err` value: StripPrefixError(())
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
## Solution
- The solution is to collapse dot segments in the root asset path
`FileWatcher` is using
- There was already bevy code to do this in `AssetPath`, so I extracted
that code so it could be reused in `FileWatcher`