# Objective
Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.
## Solution
All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.
## Known issues
For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.
I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
# Objective
Allow marking meshes as not casting / receiving shadows.
## Solution
- Added `NotShadowCaster` and `NotShadowReceiver` zero-sized type components.
- Extract these components into `bool`s in `ExtractedMesh`
- Only generate `DrawShadowMesh` `Drawable`s for meshes _without_ `NotShadowCaster`
- Add a `u32` bit `flags` member to `MeshUniform` with one flag indicating whether the mesh is a shadow receiver
- If a mesh does _not_ have the `NotShadowReceiver` component, then it is a shadow receiver, and so the bit in the `MeshUniform` is set, otherwise it is not set.
- Added an example illustrating the functionality.
NOTE: I wanted to have the default state of a mesh as being a shadow caster and shadow receiver, hence the `Not*` components. However, I am on the fence about this. I don't want to have a negative performance impact, nor have people wondering why their custom meshes don't have shadows because they forgot to add `ShadowCaster` and `ShadowReceiver` components, but I also really don't like the double negatives the `Not*` approach incurs. What do you think?
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Allow the user to set the clear color when using the pipelined renderer
## Solution
- Add a `ClearColor` resource that can be added to the world to configure the clear color
## Remaining Issues
Currently the `ClearColor` resource is cloned from the app world to the render world every frame. There are two ways I can think of around this:
1. Figure out why `app_world.is_resource_changed::<ClearColor>()` always returns `true` in the `extract` step and fix it so that we are only updating the resource when it changes
2. Require the users to add the `ClearColor` resource to the render sub-app instead of the parent app. This is currently sub-optimal until we have labled sub-apps, and probably a helper funciton on `App` such as `app.with_sub_app(RenderApp, |app| { ... })`. Even if we had that, I think it would be more than we want the user to have to think about. They shouldn't have to know about the render sub-app I don't think.
I think the first option is the best, but I could really use some help figuring out the nuance of why `is_resource_changed` is always returning true in that context.
# Objective
Restore the functionality of sprite atlases in the new renderer.
### **Note:** This PR relies on #2555
## Solution
Mostly just a copy paste of the existing sprite atlas implementation, however I unified the rendering between sprites and atlases.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Port bevy_gltf to the pipelined-rendering branch.
## Solution
crates/bevy_gltf has been copied and pasted into pipelined/bevy_gltf2 and modifications were made to work with the pipelined-rendering branch. Notably vertex tangents and vertex colours are not supported.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Noticed a warning when running tests:
```
> cargo test --workspace
warning: output filename collision.
The example target `change_detection` in package `bevy_ecs v0.5.0 (/bevy/crates/bevy_ecs)` has the same output filename as the example target `change_detection` in package `bevy v0.5.0 (/bevy)`.
Colliding filename is: /bevy/target/debug/examples/change_detection
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The example target `change_detection` in package `bevy_ecs v0.5.0 (/bevy/crates/bevy_ecs)` has the same output filename as the example target `change_detection` in package `bevy v0.5.0 (/bevy)`.
Colliding filename is: /bevy/target/debug/examples/change_detection.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
```
## Solution
I renamed example `change_detection` to `component_change_detection`
Adds an GitHub Action to check all local (non http://, https:// ) links in all Markdown files of the repository for liveness.
Fails if a file is not found.
# Goal
This should help maintaining the quality of the documentation.
# Impact
Takes ~24 seconds currently and found 3 dead links (pull requests already created).
# Dependent PRs
* #2064
* #2065
* #2066
# Info
See [markdown-link-check](https://github.com/marketplace/actions/markdown-link-check).
# Example output
```
FILE: ./docs/profiling.md
1 links checked.
FILE: ./docs/plugins_guidelines.md
37 links checked.
FILE: ./docs/linters.md
[✖] ../.github/linters/markdown-lint.yml → Status: 400 [Error: ENOENT: no such file or directory, access '/github/workspace/.github/linters/markdown-lint.yml'] {
errno: -2,
code: 'ENOENT',
syscall: 'access',
path: '/github/workspace/.github/linters/markdown-lint.yml'
}
```
# Improvements
* Can also be used to check external links, but fails because of:
* Too many requests (429) responses:
```
FILE: ./CHANGELOG.md
[✖] https://github.com/bevyengine/bevy/pull/1762 → Status: 429
```
* crates.io links respond 404
```
FILE: ./README.md
[✖] https://crates.io/crates/bevy → Status: 404
```
In response to #2023, here is a draft for a PR.
Fixes#2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
If accepted, fixes#1694 .
I wanted to explore system sets and run criteria a bit, so made an example expanding a bit on the snippets shown in the 0.5 release post.
Shows a couple of system sets, uses system labels, run criterion, and a use of the interesting `RunCriterion::pipe` functionality.
This PR adds an example on how to animate a shader by passing the global `time.seconds_since_startup()` to a component, and accessing that component inside the shader.
Hopefully this is the current proper solution, please let me know if it should be solved in another way.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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 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>
This adds a new project for showing off Frustum Culling.
(Master runs this at sub 1 FPS while with the frustum culling it runs at 144 FPS on my system)
Short clip of the project running:
https://streamable.com/vvzh2u
This is a rebase of StarArawns PBR work from #261 with IngmarBitters work from #1160 cherry-picked on top.
I had to make a few minor changes to make some intermediate commits compile and the end result is not yet 100% what I expected, so there's a bit more work to do.
Co-authored-by: John Mitchell <toasterthegamer@gmail.com>
Co-authored-by: Ingmar Bitter <ingmar.bitter@gmail.com>
1. The instructions in the main README used to point users to the git main version. This has likely misdirected and confused many new users. Update to direct users to the latest release instead.
2. Rewrite the notice in the examples README to make it clearer and more concise, and to show the `latest` git branch.
See also: https://github.com/bevyengine/bevy-website/pull/109 for similar changes to the website and official book.
OK, here's my attempt at sprite flipping. There are a couple of points that I need review/help on, but I think the UX is about ideal:
```rust
.spawn(SpriteBundle {
material: materials.add(texture_handle.into()),
sprite: Sprite {
// Flip the sprite along the x axis
flip: SpriteFlip { x: true, y: false },
..Default::default()
},
..Default::default()
});
```
Now for the issues. The big issue is that for some reason, when flipping the UVs on the sprite, there is a light "bleeding" or whatever you call it where the UV tries to sample past the texture boundry and ends up clipping. This is only noticed when resizing the window, though. You can see a screenshot below.
![image](https://user-images.githubusercontent.com/25393315/107098172-397aaa00-67d4-11eb-8e02-c90c820cd70e.png)
I am quite baffled why the texture sampling is overrunning like it is and could use some guidance if anybody knows what might be wrong.
The other issue, which I just worked around, is that I had to remove the `#[render_resources(from_self)]` annotation from the Spritesheet because the `SpriteFlip` render resource wasn't being picked up properly in the shader when using it. I'm not sure what the cause of that was, but by removing the annotation and re-organizing the shader inputs accordingly the problem was fixed.
I'm not sure if this is the most efficient way to do this or if there is a better way, but I wanted to try it out if only for the learning experience. Let me know what you think!
It took me a little while to figure out how to use the `SystemParam` derive macro to easily create my own params. So I figured I'd add some docs and an example with what I learned.
- Fixed a bug in the `SystemParam` derive macro where it didn't detect the correct crate name when used in an example (no longer relevant, replaced by #1426 - see further)
- Added some doc comments and a short example code block in the docs for the `SystemParam` trait
- Added a more complete example with explanatory comments in examples
I have run the VSCode Extension [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) on all Markdown Files in the Repo.
The provided Rules are documented here: https://github.com/DavidAnson/markdownlint/blob/v0.23.1/doc/Rules.md
Rules I didn't follow/fix:
* MD024/no-duplicate-heading
* Changelog: Here Heading will always repeat.
* Examples Readme: Platform-specific documentation should be symmetrical.
* MD025/single-title
* MD026/no-trailing-punctuation
* Caused by the ! in "Hello, World!".
* MD033/no-inline-html
* The plugins_guidlines file does need HTML, so the shown badges aren't downscaled too much.
* ~~MD036/no-emphasis-as-heading:~~
* ~~This Warning only Appears in the Github Issue Templates and can be ignored.~~
* ~~MD041/first-line-heading~~
* ~~Only appears in the Readme for the AlienCake example Assets, which is unimportant.~~
---
I also sorted the Examples in the Readme and Cargo.toml in this order/Priority:
* Topic/Folder
* Introductionary Examples
* Alphabetical Order
The explanation for each case, where it isn't Alphabetical :
* Diagnostics
* log_diagnostics: The usage of inbuild Diagnostics is more important than creating your own.
* ECS (Entity Component System)
* ecs_guide: The guide should be read, before diving into other Features.
* Reflection
* reflection: Basic Explanation should be read, before more advanced Topics.
* WASM Examples
* hello_wasm: It's "Hello, World!".
* use `length_squared` for visible entities
* ortho projection 2d/3d different depth calculation
* use ScalingMode::FixedVertical for 3d ortho
* new example: 3d orthographic
- added some missing examples
- changed the order of a few examples (app/empty came after app/empty_default for example)
- added a table with the examples for Android and iOS, like it was done for wasm
see [`issue 1326`](https://github.com/bevyengine/bevy/issues/1326)
* move print diagnostics to log
* entity count diagnostic
* asset count diagnostic
* remove useless `pub`s
* use `BTreeMap` instead of `HashMap`
* get entity count from world
* keep ordered list of diagnostics
* Add force touches, fix ui focus system and touch screen system
* Fix examples README. Update rodio with Android support. Add Android build CI
* Alter android metadata in root Cargo.toml