Commit graph

281 commits

Author SHA1 Message Date
Rob Parrett
61a3494a06 Add 3d shapes example (#4613)
# Objective

- As requested here: https://github.com/bevyengine/bevy/pull/4520#issuecomment-1109302039
- Make it easier to spot issues with built-in shapes

## Solution

https://user-images.githubusercontent.com/200550/165624709-c40dfe7e-0e1e-4bd3-ae52-8ae66888c171.mp4

- Add an example showcasing the built-in 3d shapes with lighting/shadows
- Rotate objects in such a way that all faces are seen by the camera
- Add a UV debug texture

## Discussion

I'm not sure if this is what @alice-i-cecile had in mind, but I adapted the little "torus playground" from the issue linked above to include all built-in shapes.

This exact arrangement might not be particularly scalable if many more shapes are added. Maybe a slow camera pan, or cycling with the keyboard or on a timer, or a sidebar with buttons would work better. If one of the latter options is used, options for showing wireframes or computed flat normals might add some additional utility.

Ideally, I think we'd have a better way of visualizing normals.

Happy to rework this or close it if there's not a consensus around it being useful.
2022-05-02 13:20:56 +00:00
Nathan Pinard
f1aae380ab Added example of creating a system from a closure (#4327)
Fixes #4262
2022-04-27 18:02:07 +00:00
Daniel McNab
328c26d02c Add an example to test small window sizes (#3597)
# Objective

We keep getting issues where things break at small window sizes, e.g #3368 (caused by #3153), #3596 ('caused' by #3545)

## Solution

- Add a test that we can make small windows.


Currently, this fails on my machine with some quite scary vulkan errors: 
```
2022-01-08T22:55:13.770261Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)]
        Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,60), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,56), minImageExtent = (225,56), maxImageExtent = (225,56). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274)
2022-01-08T22:55:13.770808Z ERROR wgpu_hal::vulkan::instance:   objects: (type: DEVICE, hndl: 0x1adbd410a60, name: ?)
2022-01-08T22:55:13.787403Z ERROR wgpu_hal::vulkan::instance: VALIDATION [VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 (0x7cd0911d)]
        Validation Error: [ VUID-VkSwapchainCreateInfoKHR-imageExtent-01274 ] Object 0: handle = 0x1adbd410a60, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x7cd0911d | vkCreateSwapchainKHR() called with imageExtent = (225,56), which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): currentExtent = (225,52), minImageExtent = (225,52), maxImageExtent = (225,52). The Vulkan spec states: imageExtent must be between minImageExtent and maxImageExtent, inclusive, where minImageExtent and maxImageExtent are members of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://vulkan.lunarg.com/doc/view/1.2.198.1/windows/1.2-extensions/vkspec.html#VUID-VkSwapchainCreateInfoKHR-imageExtent-01274)
```
etc.

This might be a new issue here, although I'm surprised it's vulkan giving this error; wgpu should stop it if this is illegal.
2022-04-26 22:15:24 +00:00
Yutao Yuan
8d67832dfa Bump Bevy to 0.8.0-dev (#4505)
# Objective

We should bump our version to 0.8.0-dev after releasing 0.7.0, according to our release checklist.

## Solution

Do it.
2022-04-17 23:04:52 +00:00
Carter Anderson
83c6ffb73c release 0.7.0 (#4487) 2022-04-15 18:05:37 +00:00
Dusty DeWeese
5a297d7903 Reuse texture when resolving multiple passes (#3552)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/3499

## Solution

Uses a `HashMap` from `RenderTarget` to sampled textures when preparing `ViewTarget`s to ensure that two passes with the same render target get sampled to the same texture.

This builds on and depends on https://github.com/bevyengine/bevy/pull/3412, so this will be a draft PR until #3412 is merged. All changes for this PR are in the last commit.
2022-04-12 19:27:30 +00:00
Alice Cecile
c747cc526b Group stress test examples (#4289)
# Objective

- Several examples are useful for qualitative tests of Bevy's performance
- By contrast, these are less useful for learning material: they are often relatively complex and have large amounts of setup and are performance optimized.

## Solution

- Move bevymark, many_sprites and many_cubes into the new stress_tests example folder
- Move contributors into the games folder: unlike the remaining examples in the 2d folder, it is not focused on demonstrating a clear feature.
2022-04-10 02:05:21 +00:00
François
3555603df1 example on how to create an animation in code (#4399)
# Objective

- Animation can be used outside of glTF, but are not obvious on how to create them

## Solution

- Add an example creating an animation
2022-04-07 23:53:43 +00:00
Robert Swain
c5963b4fd5 Use storage buffers for clustered forward point lights (#3989)
# Objective

- Make use of storage buffers, where they are available, for clustered forward bindings to support far more point lights in a scene
- Fixes #3605 
- Based on top of #4079 

This branch on an M1 Max can keep 60fps with about 2150 point lights of radius 1m in the Sponza scene where I've been testing. The bottleneck is mostly assigning lights to clusters which grows faster than linearly (I think 1000 lights was about 1.5ms and 5000 was 7.5ms). I have seen papers and presentations leveraging compute shaders that can get this up to over 1 million. That said, I think any further optimisations should probably be done in a separate PR.

## Solution

- Add `RenderDevice` to the `Material` and `SpecializedMaterial` trait `::key()` functions to allow setting flags on the keys depending on feature/limit availability
- Make `GpuPointLights` and `ViewClusterBuffers` into enums containing `UniformVec` and `StorageBuffer` variants. Implement the necessary API on them to make usage the same for both cases, and the only difference is at initialisation time.
- Appropriate shader defs in the shader code to handle the two cases

## Context on some decisions / open questions

- I'm using `max_storage_buffers_per_shader_stage >= 3` as a check to see if storage buffers are supported. I was thinking about diving into 'binding resource management' but it feels like we don't have enough use cases to understand the problem yet, and it is mostly a separate concern to this PR, so I think it should be handled separately.
- Should `ViewClusterBuffers` and `ViewClusterBindings` be merged, duplicating the count variables into the enum variants?


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-04-07 16:16:35 +00:00
François
449a1d223c animation player (#4375)
# Objective

- Add a basic animation player
  - Single track
  - Not generic, can only animate `Transform`s
  - With plenty of possible optimisations available
  - Close-ish to https://github.com/bevyengine/rfcs/pull/49
- https://discord.com/channels/691052431525675048/774027865020039209/958820063148929064

## Solution

- Can play animations
  - looping or not
- Can pause animations
- Can seek in animation
- Can alter speed of animation
- I also removed the previous gltf animation example

https://user-images.githubusercontent.com/8672791/161051887-e79283f0-9803-448a-93d0-5f7a62acb02d.mp4
2022-04-02 22:36:02 +00:00
James Liu
31bd4ecbbc Mesh Skinning. Attempt #3 (#4238)
# Objective
Load skeletal weights and indices from GLTF files. Animate meshes.

## Solution
 - Load skeletal weights and indices from GLTF files.
 - Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset
 - Added `extract_skinned_meshes` to extract joint matrices.
 - Added queue phase systems for enqueuing the buffer writes.

Some notes:

 -  This ports part of # #2359 to the current main.
 -  This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern.
 - Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-03-29 18:31:13 +00:00
François
fbe7a49d5b Gltf animations (#3751)
# Objective

- Load informations for animations from GLTF
- Make experimenting on animations easier

# Non Objective

- Implement a solutions for all animations in Bevy. This would need a discussion / RFC. The goal here is only to have the information available to try different APIs

## Solution

- Load animations with a representation close to the GLTF spec
- Add an example to display animations. There is an animation driver in the example, not in Bevy code, to show how it can be used. The example is cycling between examples from the official gltf sample ([AnimatedTriangle](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/AnimatedTriangle), [BoxAnimated](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BoxAnimated)), and one from me with some cases not present in the official examples.


https://user-images.githubusercontent.com/8672791/150696656-073403f0-d921-43b6-beaf-099c7aee16ed.mp4




Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-22 02:26:34 +00:00
Alex
54fbaf4b4c Add transform hierarchy stress test (#4170)
## Objective

There recently was a discussion on Discord about a possible test case for stress-testing transform hierarchies.

## Solution

Create a test case for stress testing transform propagation.

*Edit:* I have scrapped my previous example and built something more functional and less focused on visuals.

There are three test setups:

- `TestCase::Tree` recursively creates a tree with a specified depth and branch width
- `TestCase::NonUniformTree` is the same as `Tree` but omits nodes in a way that makes the tree "lean" towards one side, like this:
  <details>
  <summary></summary>

  ![image](https://user-images.githubusercontent.com/3957610/158069737-2ddf4e4a-7d5c-4ee5-8566-424a54a06723.png)
  </details>
- `TestCase::Humanoids` creates one or more separate hierarchies based on the structure of common humanoid rigs
  - this can both insert `active` and `inactive` instances of the human rig

It's possible to parameterize which parts of the hierarchy get updated (transform change) and which remain unchanged. This is based on @james7132 suggestion:
There's a probability to decide which entities should remain static. On top of that these changes can be limited to a certain range in the hierarchy (min_depth..max_depth).
2022-03-21 20:36:46 +00:00
Robert Swain
738cd5e740 Add a scene viewer tool (#4183)
# Objective

- Allow quick and easy testing of scenes

## Solution

- Add a `scene-viewer` tool based on `load_gltf`.
  - Run it with e.g. `cargo run --release --example scene_viewer --features jpeg -- ../some/path/assets/models/Sponza/glTF/Sponza.gltf#Scene0`
- Configure the asset path as pointing to the repo root for convenience (paths specified relative to current working directory)
- Copy over the camera controller from the `shadow_biases` example
- Support toggling the light animation
- Support toggling shadows
- Support adjusting the directional light shadow projection (cascaded shadow maps will remove the need for this later)

I don't want to do too much on it up-front. Rather we can add features over time as we need them.
2022-03-19 19:14:13 +00:00
Alice Cecile
7ce3ae43e3 Bump Bevy to 0.7.0-dev (#4230)
# Objective

- The [dev docs](https://dev-docs.bevyengine.org/bevy/index.html#) show version 0.6.0, which is actively misleading.

[Image of the problem](https://cdn.discordapp.com/attachments/695741366520512563/953513612943704114/Screenshot_20220316-154100_Firefox-01.jpeg)

Noticed by @ickk, fix proposed by @mockersf.

## Solution

- Bump the version across all Bevy crates to 0.7.0 dev.
- Set a reminder in the Release Checklist to remember to do this each release.
2022-03-19 03:54:15 +00:00
Robert Swain
0529f633f9 KTX2/DDS/.basis compressed texture support (#3884)
# Objective

- Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to 
- Support `.dds`, `.ktx2`, and `.basis` files

## Solution

- Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details.
- Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that.
- The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans.
- There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S.
2022-03-15 22:26:46 +00:00
Mizu
9dfd4e4b08 Add examples for Transforms (#2441)
# Add Transform Examples

- Adding examples for moving/rotating entities (with its own section) to resolve #2400 

I've stumbled upon this project and been fiddling around a little. Saw the issue and thought I might just add some examples for the proposed transformations.
Mind to check if I got the gist correctly and suggest anything I can improve?
2022-03-15 05:49:49 +00:00
Emerson MX
6ce8e50068 Add mouse grab example (#4114)
Fixes #4094
2022-03-08 17:14:08 +00:00
François
4add96b1be Cleanup doc / comments about changed defaults (#4144)
# Objective

- Update comment about default audio format
- remove doc about msaa in wasm
2022-03-08 02:11:59 +00:00
Aevyrie
2d674e7c3e Reduce power usage with configurable event loop (#3974)
# Objective

- Reduce power usage for games when not focused.
- Reduce power usage to ~0 when a desktop application is minimized (opt-in).
- Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in)

https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4

Note resource usage in the Task Manager in the above video.

## Solution

- Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types.
- Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want.
- For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`.
    - The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized.
    - The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application.
- Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input.
- Added an example `low_power` to demonstrate these changes

## Usage

Configuring the event loop:
```rs
use bevy::winit::{WinitConfig};
// ...
.insert_resource(WinitConfig::desktop_app()) // preset
// or
.insert_resource(WinitConfig::game()) // preset
// or
.insert_resource(WinitConfig{ .. }) // manual
```

Requesting a redraw:
```rs
use bevy:🪟:RequestRedraw;
// ...
fn request_redraw(mut event: EventWriter<RequestRedraw>) {
    event.send(RequestRedraw);
}
```

## Other details

- Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused".
- Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
2022-03-07 23:32:05 +00:00
François
b21c69c60e Audio control - play, pause, volume, speed, loop (#3948)
# Objective

- Add ways to control how audio is played

## Solution

- playing a sound will return a (weak) handle to an asset that can be used to control playback
- if the asset is dropped, it will detach the sink (same behaviour as now)
2022-03-01 01:12:11 +00:00
Jakob Hellermann
3ffa655cdd examples: add screenspace texture shader example (#4063)
Adds a new shader example showing how to sample a texture with screenspace coordinates, similar to the end [portal in minecraft](https://bugs.mojang.com/secure/attachment/163759/portal_frame_112.gif).

https://user-images.githubusercontent.com/22177966/156031195-33d14ed8-733f-4d9e-b1da-0fc807c994a5.mp4

I just used the already existent `models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png` texture but maybe we should use a dedicated texture for the example. Suggestions welcome.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-28 22:55:14 +00:00
Oleg Bogdanov
c4e88fe4b0 Rename "2d rotation" example name to "rotation" (#3965)
All other examples dont have "2d" prefix in their names (even though they are in 2d folder) and reading README makes user think that example is named "rotation" not "2d_rotation" hence rename PR

# Objective

- Remove discrepancy between example name in documentation and in cargo

## Solution

- Rename example in cargo file
2022-02-25 15:54:03 +00:00
Dusty DeWeese
81d57e129b Add capability to render to a texture (#3412)
# Objective

Will fix #3377 and #3254

## Solution

Use an enum to represent either a `WindowId` or `Handle<Image>` in place of `Camera::window`.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-24 00:40:24 +00:00
Vladyslav Batyrenko
ba6b74ba20 Implement WorldQuery derive macro (#2713)
# Objective

- Closes #786
- Closes #2252
- Closes #2588

This PR implements a derive macro that allows users to define their queries as structs with named fields.

## Example

```rust
#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct NumQuery<'w, T: Component, P: Component> {
    entity: Entity,
    u: UNumQuery<'w>,
    generic: GenericQuery<'w, T, P>,
}

#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct UNumQuery<'w> {
    u_16: &'w u16,
    u_32_opt: Option<&'w u32>,
}

#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct GenericQuery<'w, T: Component, P: Component> {
    generic: (&'w T, &'w P),
}

#[derive(WorldQuery)]
#[world_query(filter)]
struct NumQueryFilter<T: Component, P: Component> {
    _u_16: With<u16>,
    _u_32: With<u32>,
    _or: Or<(With<i16>, Changed<u16>, Added<u32>)>,
    _generic_tuple: (With<T>, With<P>),
    _without: Without<Option<u16>>,
    _tp: PhantomData<(T, P)>,
}

fn print_nums_readonly(query: Query<NumQuery<u64, i64>, NumQueryFilter<u64, i64>>) {
    for num in query.iter() {
        println!("{:#?}", num);
    }
}

#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct MutNumQuery<'w, T: Component, P: Component> {
    i_16: &'w mut i16,
    i_32_opt: Option<&'w mut i32>,
}

fn print_nums(mut query: Query<MutNumQuery, NumQueryFilter<u64, i64>>) {
    for num in query.iter_mut() {
        println!("{:#?}", num);
    }
}
```

## TODOs:
- [x] Add support for `&T` and `&mut T`
  - [x] Test
- [x] Add support for optional types
  - [x] Test
- [x] Add support for `Entity`
  - [x] Test
- [x] Add support for nested `WorldQuery`
  - [x] Test
- [x] Add support for tuples
  - [x] Test
- [x] Add support for generics
  - [x] Test
- [x] Add support for query filters
  - [x] Test
- [x] Add support for `PhantomData`
  - [x] Test
- [x] Refactor `read_world_query_field_type_info`
- [x] Properly document `readonly` attribute for nested queries and the static assertions that guarantee safety
  - [x] Test that we never implement `ReadOnlyFetch` for types that need mutable access
  - [x] Test that we insert static assertions for nested `WorldQuery` that a user marked as readonly
2022-02-24 00:19:49 +00:00
Carter Anderson
e369a8ad51 Mesh vertex buffer layouts (#3959)
This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes:
* Reworks the `Mesh` type to use the newly added `VertexAttribute` internally
  * `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat`
  *  `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting"  
  * Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently. 
* Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key).    
* Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR.
* Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key.  For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool!

To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now:

```rust
impl SpecializedMeshPipeline for MeshPipeline {
    type Key = MeshPipelineKey;

    fn specialize(
        &self,
        key: Self::Key,
        layout: &MeshVertexBufferLayout,
    ) -> RenderPipelineDescriptor {
        let mut vertex_attributes = vec![
            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
            Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
            Mesh::ATTRIBUTE_UV_0.at_shader_location(2),
        ];

        let mut shader_defs = Vec::new();
        if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
            shader_defs.push(String::from("VERTEX_TANGENTS"));
            vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
        }

        let vertex_buffer_layout = layout
            .get_layout(&vertex_attributes)
            .expect("Mesh is missing a vertex attribute");
```

Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`.

This is still a draft because I still need to:

* Add more docs
* Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it.
* Consider breaking out the PreHash / hashbrown changes into a separate PR.
* Add an example illustrating this change
* Verify that the "mesh-specialized pipeline de-duplication code" works properly

Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap.

Alternative to #3120
Fixes #3030


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-23 23:21:13 +00:00
Carter Anderson
98938a8555 Internal Asset Hot Reloading (#3966)
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access.

This is accomplished via the following:
* Add a new `debug_asset_server` feature flag
* When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions.
* Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.

This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. 

This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.

Fixes #3660
2022-02-18 22:56:57 +00:00
B-Janson
38f6da5a85 Add generic systems example (#2636)
# Objective
My attempt at fixing #2142. My very first attempt at contributing to Bevy so more than open to any feedback.
I borrowed heavily from the [Bevy Cheatbook page](https://bevy-cheatbook.github.io/patterns/generic-systems.html?highlight=generic#generic-systems).

## Solution
Fairly straightforward example using a clean up system to delete entities that are coupled with app state after exiting that state.


Co-authored-by: B-Janson <brandon@canva.com>
2022-02-08 16:24:46 +00:00
François
385a2b1895 add examples on how to have a data source running in another thread / in a task pool thread (#2915)
Add two examples on how to communicate with a task that is running either in another thread or in a thread from `AsyncComputeTaskPool`.

Loosely based on https://github.com/bevyengine/bevy/discussions/1150
2022-02-05 01:52:47 +00:00
jak6jak
f991c73bdf Add move sprite example. (#2414)
## Objective
There is no bevy example that shows how to transform a sprite. At least as its singular purpose. This creates an example of how to use transform.translate to move a sprite up and down. The last pull request had issues that I couldn't fix so I created a new one

### Solution
I created move_sprite example.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-02 02:44:51 +00:00
Cameron Hart
ac63c491fb Simple 2d rotation example (#3065)
# Objective

Some new bevy users are unfamiliar with quaternions and have trouble working with rotations in 2D.

There has been an [issue](https://github.com/bitshifter/glam-rs/issues/226) raised with glam to add helpers to better support these users, however for now I feel could be better to provide examples of how to do this in Bevy as a starting point for new users.

## Solution

I've added a 2d_rotation example which demonstrates 3 different rotation examples to try help get people started:

- Rotating and translating a player ship based on keyboard input
- An enemy ship type that rotates to face the player ship immediately
- An enemy ship type that rotates to face the player at a fixed angular velocity

I also have a standalone version of this example here https://github.com/bitshifter/bevy-2d-rotation-example but I think it would be more discoverable if it's included with Bevy.
2022-01-25 22:10:11 +00:00
François
e88e394feb Remove wasm specific examples (#3705)
# Objective

- There are wasm specific examples, which is misleading as now it works by default
- I saw a few people on discord trying to work through those examples that are very limited

## Solution

- Remove them and update the instructions
2022-01-17 22:38:05 +00:00
François
3e8e6c5671 add an example using UI & states to create a game menu (#2960)
adds an example using UI for something more related to a game than the current UI examples.

Example with a game menu:
* new game - will display settings for 5 seconds before returning to menu
* preferences - can modify the settings, with two sub menus
* quit - will quit the game


I wanted a more complex UI example before starting the UI rewrite to have ground for comparison

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-01-14 19:09:42 +00:00
Hennadii Chernyshchyk
458cb7a9e9 Add headless mode (#3439)
# Objective

In this PR I added the ability to opt-out graphical backends. Closes #3155.

## Solution

I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~.
2022-01-08 10:39:43 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
davier
c2da7800e3 Add 2d meshes and materials (#3460)
# Objective

The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.

## Solution

I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.

~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_

## Remaining work

- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)

## Remaining questions

- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_



Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-08 01:29:08 +00:00
Jakob Hellermann
b1476015d9 add some more pipelined-rendering shader examples (#3041)
based on #3031 

Adds some examples showing of how to use the new pipelined rendering for custom shaders.

- a minimal shader example which doesn't use render assets
- the same but using glsl
- an example showing how to render instanced data
- a shader which uses the seconds since startup to animate some textures


Instancing shader:
![grafik](https://user-images.githubusercontent.com/22177966/139299294-e176b62a-53d1-4287-9a66-02fb55affc02.png)
Animated shader:
![animate_shader](https://user-images.githubusercontent.com/22177966/139299718-2940c0f3-8480-4ee0-98d7-b6ba40dc1472.gif)
(the gif makes it look a bit ugly)

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-05 19:43:11 +00:00
François
37f9e418d2 Feature for bevy UI (#3546)
# Objective

- For a plugin, I would like to enable `bevy_ui` without adding the complete `render` feature

## Solution

- Add a feature for `bevy_ui`


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-01-04 19:49:38 +00:00
Carter Anderson
1d0d8a3397 Spherical area lights example (#3498)
I was putting together the Bevy 0.6 release blog post and wanted a simple area light radius example, so here we are :)

![image](https://user-images.githubusercontent.com/2694663/147786883-63454290-b5b1-4456-9762-0b0b47e16bb5.png)
2021-12-30 21:07:26 +00:00
François
79d36e7c28 Prepare crevice for vendored release (#3394)
# Objective

- Our crevice is still called "crevice", which we can't use for a release
- Users would need to use our "crevice" directly to be able to use the derive macro

## Solution

- Rename crevice to bevy_crevice, and crevice-derive to bevy-crevice-derive
- Re-export it from bevy_render, and use it from bevy_render everywhere
- Fix derive macro to work either from bevy_render, from bevy_crevice, or from bevy

## Remaining

- It is currently re-exported as `bevy::render::bevy_crevice`, is it the path we want?
- After a brief suggestion to Cart, I changed the version to follow Bevy version instead of crevice, do we want that?
- Crevice README.md need to be updated
- in the `Cargo.toml`, there are a few things to change. How do we want to change them? How do we keep attributions to original Crevice?
```
authors = ["Lucien Greathouse <me@lpghatguy.com>"]
documentation = "https://docs.rs/crevice"
homepage = "https://github.com/LPGhatguy/crevice"
repository = "https://github.com/LPGhatguy/crevice"
```


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-23 22:49:12 +00:00
François
aeba9faf04 use ogg by default instead of mp3 (#3421)
# Objective

- mp3 feature of rodio has dependencies that are not maintained with security issues
- mp3 feature of rodio doesn't build in wasm
- mp3 feature of rodio uses internal memory allocation that cause rejection from Apple appstore

## Solution

- Use vorbis instead of mp3 by default


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-23 19:19:15 +00:00
François
6c479649bf enable Webgl2 optimisation in pbr under feature (#3291)
# Objective

- 3d examples fail to run in webgl2 because of unsupported texture formats or texture too large

## Solution

- switch to supported formats if a feature is enabled. I choose a feature instead of a build target to not conflict with a potential webgpu support

Very inspired by 6813b2edc5, and need #3290 to work.

I named the feature `webgl2`, but it's only needed if one want to use PBR in webgl2. Examples using only 2D already work.

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-22 20:59:48 +00:00
Daniel McNab
ed9d45fae5 Add an example 'showcasing' using multiple windows (#3367)
# Objective

- The multiple windows example which was viciously murdered in #3175.
- cart asked me to

## Solution

- Rework the example to work on pipelined-rendering, based on the work from #2898
2021-12-18 19:38:05 +00:00
r00ster
11f52b8c72 Add an example to draw a rectangle (#2957)
# Objective

Every time I come back to Bevy I face the same issue: how do I draw a rectangle again? How did that work? So I go to https://github.com/bevyengine/bevy/tree/main/examples in the hope of finding literally the simplest possible example that draws something on the screen without any dependency such as an image. I don't want to have to add some image first, I just quickly want to get something on the screen with `main.rs` alone so that I can continue building on from that point on. Such an example is particularly helpful for a quick start for smaller projects that don't even need any assets such as images (this is my case currently).

Currently every single example of https://github.com/bevyengine/bevy/tree/main/examples#2d-rendering (which is the first section after hello world that beginners will look for for very minimalistic and quick examples) depends on at least an asset or is too complex. This PR solves this.
It also serves as a great comparison for a beginner to realize what Bevy is really like and how different it is from what they may expect Bevy to be. For example for someone coming from [LÖVE](https://love2d.org/), they will have something like this in their head when they think of drawing a rectangle:
```lua
function love.draw()
    love.graphics.setColor(0.25, 0.25, 0.75);
    love.graphics.rectangle("fill", 0, 0, 50, 50);
end
```
This, of course, differs quite a lot from what you do in Bevy. I imagine there will be people that just want to see something as simple as this in comparison to have a better understanding for the amount of differences.

## Solution

Add a dead simple example drawing a blue 50x50 rectangle in the center with no more and no less than needed.
2021-12-18 00:52:37 +00:00
François
3974e02fd1 Enable trace feature for subfeatures using it (#3337)
# Objective

- It isn't very useful to be able to enable feature `trace_chrome` on its own

## Solution

- Enable `trace` feature when enabling `trace_chrome` or `trace_tracy`


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-18 00:09:22 +00:00
Hennadii Chernyshchyk
70c9165886 Fix crash with disabled winit (#3330)
# Objective

This PR fixes a crash when winit is enabled when there is a camera in the world. Part of #3155

## Solution

In this PR, I removed two unwraps and added an example for regression testing.
2021-12-15 00:15:47 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Niklas Eicker
d8abfdbc6a Make currently required features for some examples explicit (#3262)
# Objective

Fixes #3255 

## Solution

- mark the `bevy_gltf` feature as required for some examples

This should be cleaned up when we remove the old renderer
2021-12-11 20:54:37 +00:00
davier
25b62f9577 Port bevy_ui to pipelined-rendering (#2653)
# Objective

Port bevy_ui to pipelined-rendering (see #2535 )

## Solution

I did some changes during the port:
- [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406))
- [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching)

Remaining features to implement to reach parity with the old renderer:
- [x] textures
- [X] TextBundle

I'd also like to add these features, but they need some design discussion:
- [x] batching
- [ ] separate opaque and transparent phases
- [ ] multiple windows
- [ ] texture atlases
- [ ] (maybe) clipping
2021-12-10 22:21:23 +00:00
François
92a7e16aed Update dependencies ron winit& fix cargo-deny lists (#3244)
# Objective

- there are a few new versions for `ron`, `winit`, `ndk`, `raw-window-handle`
- `cargo-deny` is failing due to new security issues / duplicated dependencies

## Solution

- Update our dependencies
- Note all new security issues, with which of Bevy direct dependency it comes from
- Update duplicate crate list, with which of Bevy direct dependency it comes from

`notify` is not updated here as it's in #2993
2021-12-09 20:14:00 +00:00