Allows render resources to move data to the heap by boxing them. I did this as a workaround to #1892, but it seems like it'd be useful regardless. If not, feel free to close this PR.
I've had problems with compiling and running the pbr example:
```
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Compilation("glslang_shader_preprocess:\nInfo log:\nERROR: 0:40: \'#version\' : must occur first in shader \nERROR: 0:40: \'#version\' : bad profile name; use es, core, or compatibility \nERROR: 0:40: \'#version\' : bad tokens following profile -- expected newline \nERROR: 3 compilation errors. No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22
```
I've checked each shader, and only one shader hasn't had `#version` in the first line.
This change fixed my issue.
Direction of movement was reversed, previously.
(i.e. Left arrow key moved sprite to the right; Right arrow key moved sprite to the left.)
This PR changes the code to now be consistent with, for example, the breakout example: 81b53d15d4/examples/game/breakout.rs (L184-L190)
i.e. AFAICT it's not an issue with the keycode being different/wrong.
Fixes#1846
Got scared of the other "Requested resource does not exist" error at line 395 in `system_param.rs`, under `impl<'a, T: Component> SystemParamFetch<'a> for ResMutState<T> {`. Someone with better knowledge of the code might be able to go in and improve that one.
Implements `Byteable` and `RenderResource` for any array containing `Byteable` elements. This allows `RenderResources` to be implemented on structs with arbitrarily-sized arrays, among other things:
```rust
#[derive(RenderResources, TypeUuid)]
#[uuid = "2733ff34-8f95-459f-bf04-3274e686ac5f"]
struct Foo {
buffer: [i32; 256],
}
```
The g++ package may not be preinstalled.
Also, replaced the mention of "fast" compiles, with generic instructions about how to install clang; this is because on my test system, clang didn't make any difference, and it's likely not to do any in general, as it is a relatively small part of the build.
Closes#1294.
From suggestion from Godot workflows: https://github.com/bevyengine/bevy/issues/1730#issuecomment-810321110
* Add a feature `bevy_debug` that will make Bevy read a debug config file to setup some debug systems
* Currently, only one that will exit after x frames
* Could add option to dump screen to image file once that's possible
* Add a job in CI workflow that will run a few examples using [`swiftshader`](https://github.com/google/swiftshader)
* This job takes around 13 minutes, so doesn't add to global CI duration
|example|number of frames|duration|
|-|-|-|
|`alien_cake_addict`|300|1:50|
|`breakout`|1800|0:44|
|`contributors`|1800|0:43|
|`load_gltf`|300|2:37|
|`scene`|1800|0:44|
Fixes#1809. It makes it also possible to use `derive` for `SystemParam` inside ECS and avoid manual implementation. An alternative solution to macro changes is to use `use crate as bevy_ecs;` in `event.rs`.
The existing issue templates don't fit well for "the docs are not very good" and are too high friction.
This is intended as a very-low friction tool to provide the basis for more thorough docs PRs.
The `VertexBufferLayout` returned by `crates\bevy_render\src\mesh\mesh.rs:308` was unstable, because `HashMap.iter()` has a random order. This caused the pipeline_compiler to wrongly consider a specialization to be different (`crates\bevy_render\src\pipeline\pipeline_compiler.rs:123`), causing each mesh changed event to potentially result in a different `PipelineSpecialization`. This in turn caused `Draw` to emit a `set_pipeline` much more often than needed.
This fix shaves off a `BindPipeline` and two `BindDescriptorSets` (for the Camera and for global renderresources) for every mesh after the first that can now use the same specialization, where it didn't before (which was random).
`StableHashMap` was not a good replacement, because it isn't `Clone`, so instead I replaced it with a `BTreeMap` which is OK in this instance, because there shouldn't be many insertions on `Mesh.attributes` after the mesh is created.
related to #1700
This PR:
* documents all methods on `Input<T>`
* adds documentation on the struct about how to use it, and how to implement it for a new input type
* renames method `update` to a easier to understand `clear`
* adds two methods to check for state and clear it after, allowing easier use in the case of #1700
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
- prints glsl compile error message in multiple lines instead of `thread 'main' panicked at 'called Result::unwrap() on an Err value: Compilation("glslang_shader_parse:\nInfo log:\nERROR: 0:335: \'assign\' : l-value required \"anon@7\" (can\'t modify a uniform)\nERROR: 0:335: \'\' : compilation terminated \nERROR: 2 compilation errors. No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22`
- makes gltf error messages have more context
New error:
```rust
thread 'Compute Task Pool (5)' panicked at 'Shader compilation error:
glslang_shader_parse:
Info log:
ERROR: 0:12: 'assign' : l-value required "anon@1" (can't modify a uniform)
ERROR: 0:12: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
', crates/bevy_render/src/pipeline/pipeline_compiler.rs:364:5
```
These changes are a bit unrelated. I can open separate PRs if someone wants that.
Bumps [github/super-linter](https://github.com/github/super-linter) from v3.15.2 to v3.15.5.
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<h2>Release v3.15.3</h2>
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<li><a href="1d0751b749"><code>1d0751b</code></a> cleanup (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1378">#1378</a>)</li>
<li><a href="be0e288e1e"><code>be0e288</code></a> Bump cljkondo/clj-kondo from 2021.03.03-alpine to 2021.03.22-alpine (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1379">#1379</a>)</li>
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After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
After #1697 I looked at all other Iterators from Bevy and added overrides for `size_hint` where it wasn't done.
Also implemented `ExactSizeIterator` where applicable.
I was looking into "lower level" rendering and I saw no example on how to do that. Yet, I think it's something relevant to show, so I set up a simple example on how to do that. I hope it's welcome.
I'm not confident about the code and a review is definitely nice to have, especially because there are a few things that are not great.
Specifically, I think it would be nice to see how to render with a completely custom set of attributes (position and color, in this case), but I couldn't manage to get it working without normals and uv.
It makes sense if bevy Meshes need these two attributes, but I'm not sure about it.
Co-authored-by: Alessandro Re <ale@ale-re.net>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This PR fixes https://github.com/bevyengine/bevy/issues/1240, where the ball is escaping the playing field at low framerates. I did this by moving the movement and physics system into a Fixed Timestep system set and changing the movement steps to a constant. So we lose the example use of delta_time for changing position, but gain a use of FixedTimestep.
If this is accepted https://github.com/bevyengine/bevy-website/pull/102 will need to be updated to match.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This reduces the size of executables when using bevy as dylib by
ensuring that they get codegened in bevy_assets instead of the game
itself. This by extension avoids pulling in parts of bevy_tasks and
async_task.
Before this change the breakout example was 923k big after this change
it is only 775k big for cg_clif. For cg_llvm in release mode breakout
shrinks from 356k to 316k. For cg_llvm in debug mode breakout shrinks
from 3814k to 3057k.
In shaders, `vec3` should be avoided for `std140` layout, as they take the size of a `vec4` and won't support manual padding by adding an additional `float`.
This change is needed for 3D to work in WebGL2. With it, I get PBR to render
<img width="1407" alt="Screenshot 2021-04-02 at 02 57 14" src="https://user-images.githubusercontent.com/8672791/113368551-5a3c2780-935f-11eb-8c8d-e9ba65b5ee98.png">
Without it, nothing renders... @cart Could this be considered for 0.5 release?
Also, I learned shaders 2 days ago, so don't hesitate to correct any issue or misunderstanding I may have
bevy_webgl2 PR in progress for Bevy 0.5 is here if you want to test: https://github.com/rparrett/bevy_webgl2/pull/1
fixes#1772
1st commit: the limit was at 11 as the macro was not using a range including the upper end. I changed that as it feels the purpose of the macro is clearer that way.
2nd commit: as suggested in the `// TODO`, I added a `Config` trait to go to 16 elements tuples. This means that if someone has a custom system parameter with a config that is not a tuple or an `Option`, they will have to implement `Config` for it instead of the standard `Default`.
I think [collection, thing_removed_from_collection] is a more natural order than [thing_removed_from_collection, collection]. Just a small tweak that I think we should include in 0.5.
This is a temporary fix for the CI (and anyone building for wasm) break until `wgpu` can update
* `syn` released a version that fixed a bug in how they parsed attributes
* `wasm_bindgen` released a version that uses that fix
* but we're stuck with old `wasm_bindgen` as `wgpu` uses a fixed version: c5ee9cd983/Cargo.toml (L118)
So, to fix this, either we update everyone to latest version of `wasm_bindgen` or we keep using old version of `syn`.
On Bevy side, it should be faster to fix the version of `syn` to one that works.
More details: https://github.com/rustwasm/wasm-bindgen/pull/2510 & https://github.com/rustwasm/wasm-bindgen/issues/2508
This PR adds normal maps on top of PBR #1554. Once that PR lands, the changes should look simpler.
Edit: Turned out to be so little extra work, I added metallic/roughness texture too. And occlusion and emissive.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
The only API to add a parent/child relationship between existing entities is through commands, there is no easy way to do it from `World`. Manually inserting the components is not completely possible since `PreviousParent` has no public constructor.
This PR adds two methods to set entities as children of an `EntityMut`: `insert_children` and `push_children`. ~~The API is similar to the one on `Commands`, except that the parent is the `EntityMut`.~~ The API is the same as in #1703.
However, the `Parent` and `Children` components are defined in `bevy_transform` which depends on `bevy_ecs`, while `EntityMut` is defined in `bevy_ecs`, so the methods are added to the `BuildWorldChildren` trait instead.
If #1545 is merged this should be fixed too.
I'm aware cart was experimenting with entity hierarchies, but unless it's a coming soon this PR would be useful to have meanwhile.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Load textures from gltf as linear when needed.
This is for #1632, but can be done independently and won't have any visible impact before.
* during iteration over materials, register textures that need to be loaded as linear
* during iteration over textures
* directly load bytes from external files instead of adding them as dependencies in the load context
* configure the texture the same way for buffered and external textures
* if the texture is linear rgb, set as linear rgb