# Objective
Fixes#3160
Unless I'm mistaken, the problem was caused by a simple typo
## Solution
- Fix the typo
Reference documentation: https://git-scm.com/docs/gitattributes#_eol
## Question
Are there other file-types that should be included here?
# Objective
- Shadow maps should only be sampled if the mesh is a shadow receiver AND shadow mapping is enabled for the light
## Solution
- Fix the logic in the shader
See #3165 and #3175
# Objective
- @superdump was having trouble with this loop in the GLTF loader.
## Solution
- Make it probably linear.
- Measured times:
- Old: 40s, new: 200ms
I think there's still room for improvement. For example, I think making the nodes be in `Arc`s could be a significant gain, since currently there's duplication all the way down the tree.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Use `std140_size_static()` everywhere instead of manual sizes as the crevice rewrite appears to have fixed all the problems as it claimed to do.
I've tested `3d_scene_pipelined`, `bevymark_pipelined`, and `load_gltf_pipelined` and all three look fine.
# Objective
I need to queue my own textures up for font rendering(texture arrays) and I noticed a bunch of `ImageX`, like `ImageDataLayout`, were missing from the render resources exports.
## Solution
Add new exports to render resources.
# Objective
Allow shadow mapping to be enabled/disabled per-light.
## Solution
- NOTE: This PR is on top of https://github.com/bevyengine/bevy/pull/3072
- Add `shadows_enabled` boolean property to `PointLight` and `DirectionalLight` components.
- Do not update the frusta for the light if shadows are disabled.
- Do not check for visible entities for the light if shadows are disabled.
- Do not fetch shadows for lights with shadows disabled.
- I reworked a few types for clarity: `ViewLight` -> `ShadowView`, the bulk of `ViewLights` members -> `ViewShadowBindings`, the entities Vec in `ViewLights` -> `ViewLightEntities`, the uniform offset in `ViewLights` for `GpuLights` -> `ViewLightsUniformOffset`
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
## Shader Imports
This adds "whole file" shader imports. These come in two flavors:
### Asset Path Imports
```rust
// /assets/shaders/custom.wgsl
#import "shaders/custom_material.wgsl"
[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
return get_color();
}
```
```rust
// /assets/shaders/custom_material.wgsl
[[block]]
struct CustomMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
```
### Custom Path Imports
Enables defining custom import paths. These are intended to be used by crates to export shader functionality:
```rust
// bevy_pbr2/src/render/pbr.wgsl
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_bind_group
[[block]]
struct StandardMaterial {
base_color: vec4<f32>;
emissive: vec4<f32>;
perceptual_roughness: f32;
metallic: f32;
reflectance: f32;
flags: u32;
};
/* rest of PBR fragment shader here */
```
```rust
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
shaders.set_untracked(
MESH_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_bind_group"),
);
shaders.set_untracked(
MESH_VIEW_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_view_bind_group"),
);
```
By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention.
Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that.
## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin
This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials.
## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache
This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`.
## RenderCommands are now fallible
This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet".
# Next Steps
* Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct)
* Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders
* Move shader import logic into the asset preprocessor once bevy gets support for that.
Fixes#3132
This is a squash-and-rebase of @Ku95's documentation of the new renderer onto the latest `pipelined-rendering` branch.
Original PR is #2884.
Co-authored-by: dataphract <dataphract@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fix nested shader defs. For example, in:
```rust
#ifdef A
#ifdef B
some code here
#endif
#endif
```
...before this PR, if `A` *is not* defined, and `B` *is* defined, then `some code here` will be output.
## Solution
- Combine the logic of whether the parent and child scope guards are defined and use that as the resulting child scope guard boolean value
# Objective
Add depth prepass and support for opaque, alpha mask, and alpha blend modes for the 3D PBR target.
## Solution
NOTE: This is based on top of #2861 frustum culling. Just lining it up to keep @cart loaded with the review train. 🚂
There are a lot of important details here. Big thanks to @cwfitzgerald of wgpu, naga, and rend3 fame for explaining how to do it properly!
* An `AlphaMode` component is added that defines whether a material should be considered opaque, an alpha mask (with a cutoff value that defaults to 0.5, the same as glTF), or transparent and should be alpha blended
* Two depth prepasses are added:
* Opaque does a plain vertex stage
* Alpha mask does the vertex stage but also a fragment stage that samples the colour for the fragment and discards if its alpha value is below the cutoff value
* Both are sorted front to back, not that it matters for these passes. (Maybe there should be a way to skip sorting?)
* Three main passes are added:
* Opaque and alpha mask passes use a depth comparison function of Equal such that only the geometry that was closest is processed further, due to early-z testing
* The transparent pass uses the Greater depth comparison function so that only transparent objects that are closer than anything opaque are rendered
* The opaque fragment shading is as before except that alpha is explicitly set to 1.0
* Alpha mask fragment shading sets the alpha value to 1.0 if it is equal to or above the cutoff, as defined by glTF
* Opaque and alpha mask are sorted front to back (again not that it matters as we will skip anything that is not equal... maybe sorting is no longer needed here?)
* Transparent is sorted back to front. Transparent fragment shading uses the alpha blending over operator
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Document that the error codes will be rendered on the bevy website (see bevyengine/bevy-website#216)
- Some Cargo.toml files did not include the license or a description field
## Solution
- Readme for the errors crate
- Mark internal/development crates with `publish = false`
- Add missing license/descriptions to some crates
- [x] merge bevyengine/bevy-website#216
# Objective
bevy_ecs has several compile_fail tests that assert lifetime safety. In the past, these tests have been green for the wrong reasons (see e.g. #2984). This PR makes sure, that they will fail if the compiler error changes.
## Solution
Use [trybuild](https://crates.io/crates/trybuild) to assert the compiler errors.
The UI tests are in a separate crate that is not part of the Bevy workspace. This is to ensure that they do not break Bevy's crater builds. The tests get executed by the CI workflow on the stable toolchain.
# Objective
Document that `AssetServer::load()` is asynchronous.
## Solution
Document that `AssetServer::load()` is asynchronous, and that the asset
will not be immediately available once the call returns. Instead,
explain that the user must call `AssetServer::get_load_state()` to
monitor the loading state of an asset.
# Objective
- `bevy_ecs` exposes as an optional feature `bevy_reflect`. Disabling it doesn't compile.
- `bevy_asset` exposes as an optional feature `filesystem_watcher`. Disabling it doesn't compile. It is also not possible to disable this feature from Bevy
## Solution
- Fix compilation errors when disabling the default features. Make it possible to disable the feature `filesystem_watcher` from Bevy
I just updated profiling.md (and accidentally skipped the pr process by not checking "create new branch" in the github ui). The markdown wasn't properly formatted, which broke the build.
Adds new `EntityRenderCommand`, `EntityPhaseItem`, and `CachedPipelinePhaseItem` traits to make it possible to reuse RenderCommands across phases. This should be helpful for features like #3072 . It also makes the trait impls slightly less generic-ey in the common cases.
This also fixes the custom shader examples to account for the recent Frustum Culling and MSAA changes (the UX for these things will be improved later).
# Objective
- Update vendor crevice to have the latest update from crevice 0.8.0
- Using https://github.com/ElectronicRU/crevice/tree/arrays which has the changes to make arrays work
## Solution
- Also updated glam and hexasphere to only have one version of glam
- From the original PR, using crevice to write GLSL code containing arrays would probably not work but it's not something used by Bevy
# Objective
Clarify the fact that setting the `RUST_LOG` environment variable
overrides any setting from the `LogSettings` resource.
## Solution
Update docstring comment for `LogSettings`.
- Requires #2997
- Removes `wasm_audio` feature as discussed in #2397
- Closes only task in #2479
Open questions:
Should we enable wasm audio by default or only when building for wasm using `cfg`?
Maybe there should be a global wasm feature for bevy?
# Objective
Implement frustum culling for much better performance on more complex scenes. With the Amazon Lumberyard Bistro scene, I was getting roughly 15fps without frustum culling and 60+fps with frustum culling on a MacBook Pro 16 with i9 9980HK 8c/16t CPU and Radeon Pro 5500M.
macOS does weird things with vsync so even though vsync was off, it really looked like sometimes other applications or the desktop window compositor were interfering, but the difference could be even more as I even saw up to 90+fps sometimes.
## Solution
- Until the https://github.com/bevyengine/rfcs/pull/12 RFC is completed, I wanted to implement at least some of the bounding volume functionality we needed to be able to unblock a bunch of rendering features and optimisations such as frustum culling, fitting the directional light orthographic projection to the relevant meshes in the view, clustered forward rendering, etc.
- I have added `Aabb`, `Frustum`, and `Sphere` types with only the necessary intersection tests for the algorithms used. I also added `CubemapFrusta` which contains a `[Frustum; 6]` and can be used by cube maps such as environment maps, and point light shadow maps.
- I did do a bit of benchmarking and optimisation on the intersection tests. I compared the [rafx parallel-comparison bitmask approach](c91bd5fcfd/rafx-visibility/src/geometry/frustum.rs (L64-L92)) with a naïve loop that has an early-out in case of a bounding volume being outside of any one of the `Frustum` planes and found them to be very similar, so I chose the simpler and more readable option. I also compared using Vec3 and Vec3A and it turned out that promoting Vec3s to Vec3A improved performance of the culling significantly due to Vec3A operations using SIMD optimisations where Vec3 uses plain scalar operations.
- When loading glTF models, the vertex attribute accessors generally store the minimum and maximum values, which allows for adding AABBs to meshes loaded from glTF for free.
- For meshes without an AABB (`PbrBundle` deliberately does not have an AABB by default), a system is executed that scans over the vertex positions to find the minimum and maximum values along each axis. This is used to construct the AABB.
- The `Frustum::intersects_obb` and `Sphere::insersects_obb` algorithm is from Foundations of Game Engine Development 2: Rendering by Eric Lengyel. There is no OBB type, yet, rather an AABB and the model matrix are passed in as arguments. This calculates a 'relative radius' of the AABB with respect to the plane normal (the plane normal in the Sphere case being something I came up with as the direction pointing from the centre of the sphere to the centre of the AABB) such that it can then do a sphere-sphere intersection test in practice.
- `RenderLayers` were copied over from the current renderer.
- `VisibleEntities` was copied over from the current renderer and a `CubemapVisibleEntities` was added to support `PointLight`s for now. `VisibleEntities` are added to views (cameras and lights) and contain a `Vec<Entity>` that is populated by culling/visibility systems that run in PostUpdate of the app world, and are iterated over in the render world for, for example, queuing up meshes to be drawn by lights for shadow maps and the main pass for cameras.
- `Visibility` and `ComputedVisibility` components were added. The `Visibility` component is user-facing so that, for example, the entity can be marked as not visible in an editor. `ComputedVisibility` on the other hand is the result of the culling/visibility systems and takes `Visibility` into account. So if an entity is marked as not being visible in its `Visibility` component, that will skip culling/visibility intersection tests and just mark the `ComputedVisibility` as false.
- The `ComputedVisibility` is used to decide which meshes to extract.
- I had to add a way to get the far plane from the `CameraProjection` in order to define an explicit far frustum plane for culling. This should perhaps be optional as it is not always desired and in that case, testing 5 planes instead of 6 is a performance win.
I think that's about all. I discussed some of the design with @cart on Discord already so hopefully it's not too far from being mergeable. It works well at least. 😄
# Objective
Fixes#2823.
## Solution
This PR adds notes to the `HashMap` and `HashSet` docs explaining why `HashMap::new()` (resp. `HashSet::new()`) is not available, and guiding the user toward using the `Default` implementation for an empty collection.
# Objective
- Improve error descriptions and help understand how to fix them
- I noticed one today that could be expanded, it seemed like a good starting point
## Solution
- Start something like https://github.com/rust-lang/rust/tree/master/compiler/rustc_error_codes/src/error_codes
- Remove sentence about Rust mutability rules which is not very helpful in the error message
I decided to start the error code with B for Bevy so that they're not confused with error code from rust (which starts with E)
Longer term, there are a few more evolutions that can continue this:
- the code samples should be compiled check, and even executed for some of them to check they have the correct error code in a panic
- the error could be build on a page in the website like https://doc.rust-lang.org/error-index.html
- most panic should have their own error code
Mention the fact that the UI layout system is based on the CSS layout
model through a docstring comment on the `Style` type.
# Objective
Explain to new users that the Bevy UI uses the CSS layout model, to lower the barrier to entry given the fact documentation (book and code) is fairly limited on the topic.
## Solution
Fix as discussed with @alice-i-cecile on #2918.
# Objective
Set initial position of the window, so I can start it at the left side of the view automatically, used with `cargo watch`
## Solution
add window position to WindowDescriptor
# Objective
- Support tangent vertex attributes, and normal maps
- Support loading these from glTF models
## Solution
- Make two pipelines in both the shadow and pbr passes, one for without normal maps, one for with normal maps
- Select the correct pipeline to bind based on the presence of the normal map texture
- Share the vertex attribute layout between shadow and pbr passes
- Refactored pbr.wgsl to share a bunch of common code between the normal map and non-normal map entry points. I tried to do this in a way that will allow custom shader reuse.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This implements the following:
* **Sprite Batching**: Collects sprites in a vertex buffer to draw many sprites with a single draw call. Sprites are batched by their `Handle<Image>` within a specific z-level. When possible, sprites are opportunistically batched _across_ z-levels (when no sprites with a different texture exist between two sprites with the same texture on different z levels). With these changes, I can now get ~130,000 sprites at 60fps on the `bevymark_pipelined` example.
* **Sprite Color Tints**: The `Sprite` type now has a `color` field. Non-white color tints result in a specialized render pipeline that passes the color in as a vertex attribute. I chose to specialize this because passing vertex colors has a measurable price (without colors I get ~130,000 sprites on bevymark, with colors I get ~100,000 sprites). "Colored" sprites cannot be batched with "uncolored" sprites, but I think this is fine because the chance of a "colored" sprite needing to batch with other "colored" sprites is generally probably way higher than an "uncolored" sprite needing to batch with a "colored" sprite.
* **Sprite Flipping**: Sprites can be flipped on their x or y axis using `Sprite::flip_x` and `Sprite::flip_y`. This is also true for `TextureAtlasSprite`.
* **Simpler BufferVec/UniformVec/DynamicUniformVec Clearing**: improved the clearing interface by removing the need to know the size of the final buffer at the initial clear.
![image](https://user-images.githubusercontent.com/2694663/140001821-99be0d96-025d-489e-9bfa-ba19c1dc9548.png)
Note that this moves sprites away from entity-driven rendering and back to extracted lists. We _could_ use entities here, but it necessitates that an intermediate list is allocated / populated to collect and sort extracted sprites. This redundant copy, combined with the normal overhead of spawning extracted sprite entities, brings bevymark down to ~80,000 sprites at 60fps. I think making sprites a bit more fixed (by default) is worth it. I view this as acceptable because batching makes normal entity-driven rendering pretty useless anyway (and we would want to batch most custom materials too). We can still support custom shaders with custom bindings, we'll just need to define a specific interface for it.
Add an example that demonstrates the difference between no MSAA and MSAA 4x. This is also useful for testing panics when resizing the window using MSAA. This is on top of #3042 .
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Adds support for MSAA to the new renderer. This is done using the new [pipeline specialization](#3031) support to specialize on sample count. This is an alternative implementation to #2541 that cuts out the need for complicated render graph edge management by moving the relevant target information into View entities. This reuses @superdump's clever MSAA bitflag range code from #2541.
Note that wgpu currently only supports 1 or 4 samples due to those being the values supported by WebGPU. However they do plan on exposing ways to [enable/query for natively supported sample counts](https://github.com/gfx-rs/wgpu/issues/1832). When this happens we should integrate
# Objective
Make possible to use wgpu gles backend on in the browser (wasm32 + WebGL2).
## Solution
It is built on top of old @cart patch initializing windows before wgpu. Also:
- initializes wgpu with `Backends::GL` and proper `wgpu::Limits` on wasm32
- changes default texture format to `wgpu::TextureFormat::Rgba8UnormSrgb`
Co-authored-by: Mariusz Kryński <mrk@sed.pl>
# Objective
- Fixes#2919
- Initial pixel was hard coded and not dependent on texture format
- Replace #2920 as I noticed this needed to be done also on pipeline rendering branch
## Solution
- Replace the hard coded pixel with one using the texture pixel size
# Objective
while testing wgpu/WebGL on mobile GPU I've noticed bevy always forces vertex index format to 32bit (and ignores mesh settings).
## Solution
the solution is to pass proper vertex index format in GpuIndexInfo to render_pass
## New Features
This adds the following to the new renderer:
* **Shader Assets**
* Shaders are assets again! Users no longer need to call `include_str!` for their shaders
* Shader hot-reloading
* **Shader Defs / Shader Preprocessing**
* Shaders now support `# ifdef NAME`, `# ifndef NAME`, and `# endif` preprocessor directives
* **Bevy RenderPipelineDescriptor and RenderPipelineCache**
* Bevy now provides its own `RenderPipelineDescriptor` and the wgpu version is now exported as `RawRenderPipelineDescriptor`. This allows users to define pipelines with `Handle<Shader>` instead of needing to manually compile and reference `ShaderModules`, enables passing in shader defs to configure the shader preprocessor, makes hot reloading possible (because the descriptor can be owned and used to create new pipelines when a shader changes), and opens the doors to pipeline specialization.
* The `RenderPipelineCache` now handles compiling and re-compiling Bevy RenderPipelineDescriptors. It has internal PipelineLayout and ShaderModule caches. Users receive a `CachedPipelineId`, which can be used to look up the actual `&RenderPipeline` during rendering.
* **Pipeline Specialization**
* This enables defining per-entity-configurable pipelines that specialize on arbitrary custom keys. In practice this will involve specializing based on things like MSAA values, Shader Defs, Bind Group existence, and Vertex Layouts.
* Adds a `SpecializedPipeline` trait and `SpecializedPipelines<MyPipeline>` resource. This is a simple layer that generates Bevy RenderPipelineDescriptors based on a custom key defined for the pipeline.
* Specialized pipelines are also hot-reloadable.
* This was the result of experimentation with two different approaches:
1. **"generic immediate mode multi-key hash pipeline specialization"**
* breaks up the pipeline into multiple "identities" (the core pipeline definition, shader defs, mesh layout, bind group layout). each of these identities has its own key. looking up / compiling a specific version of a pipeline requires composing all of these keys together
* the benefit of this approach is that it works for all pipelines / the pipeline is fully identified by the keys. the multiple keys allow pre-hashing parts of the pipeline identity where possible (ex: pre compute the mesh identity for all meshes)
* the downside is that any per-entity data that informs the values of these keys could require expensive re-hashes. computing each key for each sprite tanked bevymark performance (sprites don't actually need this level of specialization yet ... but things like pbr and future sprite scenarios might).
* this is the approach rafx used last time i checked
2. **"custom key specialization"**
* Pipelines by default are not specialized
* Pipelines that need specialization implement a SpecializedPipeline trait with a custom key associated type
* This allows specialization keys to encode exactly the amount of information required (instead of needing to be a combined hash of the entire pipeline). Generally this should fit in a small number of bytes. Per-entity specialization barely registers anymore on things like bevymark. It also makes things like "shader defs" way cheaper to hash because we can use context specific bitflags instead of strings.
* Despite the extra trait, it actually generally makes pipeline definitions + lookups simpler: managing multiple keys (and making the appropriate calls to manage these keys) was way more complicated.
* I opted for custom key specialization. It performs better generally and in my opinion is better UX. Fortunately the way this is implemented also allows for custom caches as this all builds on a common abstraction: the RenderPipelineCache. The built in custom key trait is just a simple / pre-defined way to interact with the cache
## Callouts
* The SpecializedPipeline trait makes it easy to inherit pipeline configuration in custom pipelines. The changes to `custom_shader_pipelined` and the new `shader_defs_pipelined` example illustrate how much simpler it is to define custom pipelines based on the PbrPipeline.
* The shader preprocessor is currently pretty naive (it just uses regexes to process each line). Ultimately we might want to build a more custom parser for more performance + better error handling, but for now I'm happy to optimize for "easy to implement and understand".
## Next Steps
* Port compute pipelines to the new system
* Add more preprocessor directives (else, elif, import)
* More flexible vertex attribute specialization / enable cheaply specializing on specific mesh vertex layouts
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.
Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.