Commit graph

750 commits

Author SHA1 Message Date
Kurt Kühnert
b833bdab17 Allow to reuse the same RenderPass for multiple RenderPhases (#7043)
# Objective

- The recently merged PR #7013 does not allow multiple `RenderPhase`s to share the same `RenderPass`.
- Due to the introduced overhead we want to minimize the number of `RenderPass`es recorded during each frame.

## Solution

- Take a constructed `TrackedRenderPass` instead of a `RenderPassDiscriptor` as a parameter to the `RenderPhase::render` method.

---

## Changelog

To enable multiple `RenderPhases` to share the same `TrackedRenderPass`,
the `RenderPhase::render` signature has changed.

```rust
pub fn render<'w>(
  &self,
  render_pass: &mut TrackedRenderPass<'w>,
  world: &'w World,
  view: Entity)
```


Co-authored-by: Kurt Kühnert <51823519+kurtkuehnert@users.noreply.github.com>
2023-01-02 21:39:54 +00:00
ZoOL
b027d402e2 Update Box vertices comment (#7055)
Old comment is Z-up ,  Fix comment for bevy Y-up

# Objective

- Update Box vertices comment for bevy Y-up

## Solution

- Update comment for Y-up

---

## Changelog

None

## Migration Guide

None
2022-12-29 23:45:07 +00:00
Jinlei Li
09c64ffe9f Remove redundant bitwise OR TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES (#7033)
# Objective

`TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`  was already included in `adapter.features()` on non-wasm target, and since it is the default value for `WgpuSettings.features`, the subsequent code will also combine into this feature:
b6066c30b6/crates/bevy_render/src/renderer/mod.rs (L155-L156)
2022-12-27 16:27:55 +00:00
Kurt Kühnert
ca85f6c903 Extract common RenderPhase code into render method (#7013)
# Objective

All `RenderPhases` follow the same render procedure.
The same code is duplicated multiple times across the codebase.

## Solution

I simply extracted this code into a method on the `RenderPhase`. 
This avoids code duplication and makes setting up new `RenderPhases` easier.

---

## Changelog

### Changed

You can now set up the rendering code of a `RenderPhase` directly using the `RenderPhase::render` method, instead of implementing it manually in your render graph node.
2022-12-27 03:29:59 +00:00
Jinlei Li
741a91ed46 Replace WgpuAdapterInfo with RenderAdapterInfo in the documentation. (#7036)
# Objective

Fixes #6598
In addition, macOS can also support GL backends through ANGLE.
2022-12-26 19:47:01 +00:00
Aceeri
8ad9a7c7c4 Rename camera "priority" to "order" (#6908)
# Objective
The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking.

# Solution
Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
2022-12-25 00:39:30 +00:00
ickk
a0448eca2f enum Visibility component (#6320)
Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode.

# Objective

The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching. 

Additionally as it stands Bevy only has two settings for visibility of an entity: 
- "unconditionally hidden" `Visibility { is_visible: false }`, 
- "inherit visibility from parent" `Visibility { is_visible: true }`
   where a root level entity set to "inherit" is visible. 

Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear.

Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode.

--
The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants.

## Solution

Change the Visibility component into
```rust
enum Visibility {
  Hidden,    // unconditionally hidden
  Visible,   // unconditionally visible
  Inherited, // inherit visibility from parent
}
```

---

## Changelog

### Changed

`Visibility` is now an enum

## Migration Guide

- evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`.
- setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`.
- usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively.
- `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively.






Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-12-25 00:39:29 +00:00
Kurt Kühnert
965ebeff59 Replace UUID based IDs with a atomic-counted ones (#6988)
# Objective

- alternative to #2895 
- as mentioned in #2535 the uuid based ids in the render module should be replaced with atomic-counted ones

## Solution
- instead of generating a random UUID for each render resource, this implementation increases an atomic counter
- this might be replaced by the ids of wgpu if they expose them directly in the future

- I have not benchmarked this solution yet, but this should be slightly faster in theory.
- Bevymark does not seem to be affected much by this change, which is to be expected.

- Nothing of our API has changed, other than that the IDs have lost their IMO rather insignificant documentation.
- Maybe the documentation could be added back into the macro, but this would complicate the code.
2022-12-25 00:23:15 +00:00
ira
15b19b930c Move 'startup' Resource WgpuSettings into the RenderPlugin (#6946)
# Objective
The `WgpuSettings` resource is only used during plugin build. Move it into the `RenderPlugin` struct.

Changing these settings requires re-initializing the render context, which is currently not supported.
If it is supported in the future it should probably be more explicit than changing a field on a resource, maybe something similar to the `CreateWindow` event.

## Migration Guide
```rust
// Before (0.9)
App::new()
    .insert_resource(WgpuSettings { .. })
    .add_plugins(DefaultPlugins)
// After (0.10)
App::new()
    .add_plugins(DefaultPlugins.set(RenderPlugin {
        wgpu_settings: WgpuSettings { .. },
    }))
```

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-20 16:17:11 +00:00
James Liu
1523c38ce8 Directly extract joints into SkinnedMeshJoints (#6833)
# Objective
Following #4402, extract systems run on the render world instead of the main world, and allow retained state operations on it's resources. We're currently extracting to `ExtractedJoints` and then copying it twice during Prepare. Once into `SkinnedMeshJoints` and again into the actual GPU buffer.

This makes #4902 obsolete.

## Solution
Cut out the middle copy and directly extract joints into `SkinnedMeshJoints` and remove `ExtractedJoints` entirely.

This also removes the per-frame allocation that is being made to send `ExtractedJoints` into the render world.

## Performance
On my local machine, this halves the time for `prepare_skinned _meshes` on `many_foxes` (195.75us -> 93.93us on average).

![image](https://user-images.githubusercontent.com/3137680/205427455-ab91a8a3-a6b0-4f0a-bd48-e54482c563b2.png)

---

## Changelog
Added: `BufferVec::truncate`
Added: `BufferVec::extend`
Changed: `SkinnedMeshJoints::build` now takes a `&mut BufferVec` instead of a `&mut Vec` as a parameter.
Removed: `ExtractedJoints`.

## Migration Guide
`ExtractedJoints` has been removed. Read the bound bones from `SkinnedMeshJoints` instead.
2022-12-20 16:17:05 +00:00
James Liu
bd615cbf8c Shrink DrawFunctionId (#6944)
# Objective
This includes one part of #4899. The aim is to improve CPU-side rendering performance by reducing the memory footprint and bandwidth required.

## Solution
Shrink `DrawFunctionId` to `u32`. Enforce that `u32 as usize` conversions are always safe by forbidding compilation on 16-bit platforms. This shouldn't be a breaking change since #4736 disabled compilation of `bevy_ecs` on those platforms.

Shrinking `DrawFunctionId` shrinks all of the `PhaseItem` types, which is integral to sort and render phase performance.

Testing against `many_cubes`, the sort phase improved by 22% (174.21us -> 141.76us per frame).

![image](https://user-images.githubusercontent.com/3137680/207345422-a512b4cf-1680-46e0-9973-ea72494ebdfe.png)

The main opaque pass also imrproved by 9% (5.49ms -> 5.03ms)

![image](https://user-images.githubusercontent.com/3137680/207346436-cbee7209-6450-4964-b566-0b64cfa4b4ea.png)

Overall frame time improved by 5% (14.85ms -> 14.09ms)

![image](https://user-images.githubusercontent.com/3137680/207346895-9de8676b-ef37-4cb9-8445-8493f5f90003.png)

There will be a followup PR that likewise shrinks `CachedRenderPipelineId` which should yield similar results on top of these improvements.
2022-12-20 15:40:42 +00:00
Jonah Henriksson
38d567d2c5 Make AsBindGroup unsized (#6937)
# Objective

`AsBindGroup` can't be used as a trait object because of the constraint `Sized` and because of the associated function.

This is a problem for [`bevy_atmosphere`](https://github.com/JonahPlusPlus/bevy_atmosphere) because it needs to use a trait that depends on `AsBindGroup` as a trait object, for switching out different shaders at runtime. The current solution it employs is reimplementing the trait and derive macro into that trait, instead of constraining to `AsBindGroup`.

## Solution

Remove the `Sized` constraint from `AsBindGroup` and add the constraint `where Self: Sized` to the associated function `bind_group_layout`. Also change `PreparedBindGroup<T: AsBindGroup>` to `PreparedBindGroup<T>` and use it as `PreparedBindGroup<Self::Data>` instead of `PreparedBindGroup<Self>`.

This weakens the constraints, but increases the flexibility of `AsBindGroup`.
I'm not entirely sure why the `Sized` constraint was there, because it worked fine without it (maybe @cart wasn't aware of use cases for `AsBindGroup` as a trait object or this was just leftover from legacy code?).

---

## Changelog

- `AsBindGroup` can be used as a trait object.
2022-12-16 01:40:15 +00:00
Rob Parrett
ec0478d100 Fix clippy lints and failed test with Rust 1.66 (#6945)
# Objective

[Rust 1.66](https://blog.rust-lang.org/inside-rust/2022/12/12/1.66.0-prerelease.html) is coming in a few days, and bevy doesn't build with it.

Fix that.

## Solution

Replace output from a trybuild test, and fix a few new instances of `needless_borrow` and `unnecessary_cast` that are now caught.

## Note

Due to the trybuild test, this can't be merged until 1.66 is released.
2022-12-15 18:05:15 +00:00
Tianlan Zhou
b1a634cade Fix alpha channel in RGB32F image texture format conversion (#6914)
# Objective

The following code:

```rs
use bevy::prelude::Image;
use image::{ DynamicImage, GenericImage, Rgba };

fn main() {
    let mut dynamic_image = DynamicImage::new_rgb32f(1, 1);
    dynamic_image.put_pixel(0, 0, Rgba([1, 1, 1, 1]));
    
    let image = Image::from_dynamic(dynamic_image, false); // Panic!
    println!("{image:?}");
}
```

Can cause an assertion failed:

```
thread 'main' panicked at 'assertion failed: `(left == right)`
  left: `16`,
 right: `14`: Pixel data, size and format have to match', .../bevy_render-0.9.1/src/texture/image.rs:209:9
stack backtrace:
...
   4: core::panicking::assert_failed<usize,usize>
             at /rustc/897e37553bba8b42751c67658967889d11ecd120/library/core/src/panicking.rs:181
   5: bevy_render::texture::image::Image::new
             at .../bevy_render-0.9.1/src/texture/image.rs:209
   6: bevy_render::texture::image::Image::from_dynamic
             at .../bevy_render-0.9.1/src/texture/image_texture_conversion.rs:159
   7: bevy_test::main
             at ./src/main.rs:8
...
```

It seems to be cause by a copypasta in `crates/bevy_render/src/texture/image_texture_conversion.rs`. Let's fix it.

## Solution

```diff
  // DynamicImage::ImageRgb32F(image) => {
- let a = u16::max_value();
+ let a = 1f32;
```

This will fix the conversion.

---

## Changelog

- Fixed the alpha channel of the `image::DynamicImage::ImageRgb32F` to `bevy_render::texture::Image` conversion in `bevy_render::texture::Image::from_dynamic()`.
2022-12-11 18:46:47 +00:00
IceSentry
36691769ba Document undocumented features of AsBindGroup derive (#6910)
# Objective

- https://github.com/bevyengine/bevy/pull/5364 Added a few features to the AsBindGroup derive, but if you don't know they exist they aren't documented anywhere.


## Solution

- Document the new arguments in the doc block for the derive.
2022-12-11 18:46:45 +00:00
ira
ea8f74692f Add with_a and friends to Color (#6899)
# Objective
```rust
// makes clippy complain about 'taking a mutable reference to a `const` item'
let color = *Color::RED.set_a(0.5);

// Now you can do
let color = Color::RED.with_a(0.5);
```

## Changelog
Added `with_r`, `with_g`, `with_b`, and `with_a` to `Color`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-11 18:34:16 +00:00
JoJoJet
1af73624fa Simplify trait hierarchy for SystemParam (#6865)
# Objective

* Implementing a custom `SystemParam` by hand requires implementing three traits -- four if it is read-only.
* The trait `SystemParamFetch<'w, 's>` is a workaround from before we had generic associated types, and is no longer necessary.

## Solution

* Combine the trait `SystemParamFetch` with `SystemParamState`.
    * I decided to remove the `Fetch` name and keep the `State` name, since the former was consistently conflated with the latter.
* Replace the trait `ReadOnlySystemParamFetch` with `ReadOnlySystemParam`, which simplifies trait bounds in generic code.

---

## Changelog

- Removed the trait `SystemParamFetch`, moving its functionality to `SystemParamState`.
- Replaced the trait `ReadOnlySystemParamFetch` with `ReadOnlySystemParam`.

## Migration Guide

The trait `SystemParamFetch` has been removed, and its functionality has been transferred to `SystemParamState`.

```rust
// Before
impl SystemParamState for MyParamState {
    fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... }
}
impl<'w, 's> SystemParamFetch<'w, 's> for MyParamState {
    type Item = MyParam<'w, 's>;
    fn get_param(...) -> Self::Item;
}

// After
impl SystemParamState for MyParamState {
    type Item<'w, 's> = MyParam<'w, 's>; // Generic associated types!
    fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... }
    fn get_param<'w, 's>(...) -> Self::Item<'w, 's>;
}
```

The trait `ReadOnlySystemParamFetch` has been replaced with `ReadOnlySystemParam`.

```rust
// Before
unsafe impl ReadOnlySystemParamFetch for MyParamState {}

// After
unsafe impl<'w, 's> ReadOnlySystemParam for MyParam<'w, 's> {}
```
2022-12-11 18:34:14 +00:00
Mike
6903a9411b get pixel size from wgpu (#6820)
# Objective

- Get rid of giant match statement to get PixelInfo. 
- This will allow for supporting any texture that is uncompressed, instead of people needing to PR in any textures that are supported in wgpu, but not bevy.

## Solution

- More conservative alternative to https://github.com/bevyengine/bevy/pull/6788, where we don't try to make some of the calculations correct for compressed types.
- Delete `PixelInfo` and get the pixel_size directly from wgpu. Data from wgpu is here: https://docs.rs/wgpu-types/0.14.0/src/wgpu_types/lib.rs.html#2359
- Panic if the texture is a compressed type. An integer byte size of a pixel is no longer a valid concept when talking about compressed textures.
- All internal usages use `pixel_size` and not `pixel_info` and are on uncompressed formats. Most of these usages are on either explicit texture formats or slightly indirectly through `TextureFormat::bevy_default()`. The other uses are in `TextureAtlas` and have other calculations that assumes the texture is uncompressed. 

## Changelog

- remove `PixelInfo` and get `pixel_size` from wgpu

## Migration Guide

`PixelInfo` has been removed. `PixelInfo::components` is equivalent to `texture_format.describe().components`. `PixelInfo::type_size` can be gotten from `texture_format.describe().block_size/ texture_format.describe().components`. But note this can yield incorrect results for some texture types like Rg11b10Float.
2022-12-11 18:22:07 +00:00
Jay Pavlina
2e7925d8d0 Add cylinder shape (#6809)
# Objective

Adds a cylinder shape. Fixes #2282.

## Solution

- I added a custom cylinder shape, taken from [here](https://github.com/rparrett/typey_birb/blob/main/src/cylinder.rs) with permission from @rparrett.
- I also added the cylinder shape to the `3d_shapes` example scene.

---

## Changelog

- Added cylinder shape

Co-Authored-By: Rob Parrett <robparrett@gmail.com>
Co-Authored-By: davidhof <7483215+davidhof@users.noreply.github.com>
2022-12-11 18:22:05 +00:00
François
8eedc8f69d ShaderDefVal: add an UInt option (#6881)
# Objective

- Fixes #6841 
- In some case, the number of maximum storage buffers is `u32::MAX` which doesn't fit in a `i32`

## Solution

- Add an option to have a `u32` in a `ShaderDefVal`
2022-12-07 23:10:27 +00:00
Griffin
f9ad051e61 Remove unnecessary alternate create_texture path in prepare_asset for Image (#6671)
# Objective

`prepare_asset` for Image has an alternate path for texture creation that is used when the image is not compressed and does not contain mipmaps. This additional code path is unnecessary as `render_device.create_texture_with_data()` will handle both cases correctly.

## Solution

Use `render_device.create_texture_with_data()` in all cases.

Tested successfully with the following examples:
- load_gltf
- render_to_texture
- texture
- 3d_shapes
- sprite
- sprite_sheet
- array_texture
- shader_material_screenspace_texture
- skybox (though this already would use the `create_texture_with_data()` branch anyway)
2022-12-05 23:39:42 +00:00
James Liu
e954b8573c Lock down access to Entities (#6740)
# Objective
The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail.

Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985.

## Solution
Remove `Entities`'s  `Default` implementation and force access to the type to only be through a properly constructed `World`.

Additional cleanup for other parts of `bevy_ecs::entity`:

 - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values.
 - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it.
 - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned.
 - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search).
 - Attempted to document the few remaining undocumented public APIs in the module.

---

## Changelog
Removed: `Entities`'s `Default` implementation.
Removed: `EntityMeta`
Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
François
9c79b39d73 set AVAILABLE_STORAGE_BUFFER_BINDINGS to the actual number of buffers available (#6787)
# Objective

- Since #5900 3d examples fail in wasm
```
ERROR crates/bevy_render/src/render_resource/pipeline_cache.rs:660 failed to process shader: Unknown shader def: 'AVAILABLE_STORAGE_BUFFER_BINDINGS'
```

## Solution

- Fix it by always adding the shaderdef `AVAILABLE_STORAGE_BUFFER_BINDINGS` with the actual value, instead of 3 when 3 or more were available
2022-11-28 19:27:04 +00:00
Griffin
295faa02fc Add support for Rgb9e5Ufloat textures (#6781)
# Objective

- Support textures in `Rgb9e5Ufloat` format.

## Solution

- Add `TextureFormatPixelInfo` for `Rgb9e5Ufloat`.

Tested this with a `Rgb9e5Ufloat` encoded KTX2 texture.
2022-11-28 14:14:08 +00:00
IceSentry
f119d9df8e Add DrawFunctionsInternals::id() (#6745)
# Objective

- Every usage of `DrawFunctionsInternals::get_id()` was followed by a `.unwrap()`. which just adds boilerplate.

## Solution

- Introduce a fallible version of `DrawFunctionsInternals::get_id()` and use it where possible.
- I also took the opportunity to improve the error message a little in the case where it fails.

---

## Changelog

- Added `DrawFunctionsInternals::id()`
2022-11-28 13:54:13 +00:00
IceSentry
64642fbd3c Remove unnecessary struct in Material AsBindGroup example (#6701)
# Objective

- Reduce confusion around uniform bindings in materials. I've seen multiple people on discord get confused by it because it uses a struct that is named the same in the rust code and the wgsl code, but doesn't contain the same data. Also, the only reason this works is mostly by chance because the memory happens to align correctly.

## Solution

- Remove the confusing parts of the doc

## Notes

It's not super clear in the diff why this causes confusion, but essentially, the rust code defines a `CustomMaterial` struct with a color and a texture, but in the wgsl code the struct with the same name only contains the color. People are confused by it because the struct in wgsl doesn't need to be there.

You _can_ have complex structs on each side and the macro will even combine it for you if you reuse a binding index, but as it is now, this example seems to confuse more than help people.
2022-11-28 13:15:03 +00:00
Gino Valente
3827316100 bevy_reflect: Register missing reflected types for bevy_render (#6725)
# Objective 

Many types in `bevy_render` implemented `Reflect` but were not registered.

## Solution

Register all types in `bevy_render` that impl `Reflect`.

This also registers additional dependent types (i.e. field types).

> Note: Adding these dependent types would not be needed using something like #5781 😉 

---

## Changelog

- Register missing `bevy_render` types in the `TypeRegistry`:
  - `camera::RenderTarget`
  - `globals::GlobalsUniform`
  - `texture::Image`
  - `view::ComputedVisibility`
  - `view::Visibility`
  - `view::VisibleEntities`
- Register additional dependent types:
  - `view::ComputedVisibilityFlags`
  - `Vec<Entity>`
2022-11-23 00:41:21 +00:00
François
d44e86507f Shader defs can now have a value (#5900)
# Objective

- shaders defs can now have a `bool` or `int` value
- `#if SHADER_DEF <operator> 3`
  - ok if `SHADER_DEF` is defined, has the correct type and pass the comparison
  - `==`, `!=`, `>=`, `>`, `<`, `<=` supported
- `#SHADER_DEF` or `#{SHADER_DEF}`
  - will be replaced by the value in the shader code
---

## Migration Guide

- replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());`
- if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
2022-11-21 22:38:29 +00:00
Torstein Grindvik
daa57fe489 Add try_* to add_slot_edge, add_node_edge (#6720)
# Objective

`add_node_edge` and `add_slot_edge` are fallible methods, but are always used with `.unwrap()`.
`input_node` is often unwrapped as well.
This points to having an infallible behaviour as default, with an alternative fallible variant if needed.

Improves readability and ergonomics.

## Solution

- Change `add_node_edge` and `add_slot_edge` to panic on error.
- Change `input_node` to panic on `None`.
- Add `try_add_node_edge` and `try_add_slot_edge` in case fallible methods are needed.
- Add `get_input_node` to still be able to get an `Option`.
---

## Changelog

### Added

- `try_add_node_edge`
- `try_add_slot_edge`
- `get_input_node`

### Changed

- `add_node_edge` is now infallible (panics on error)
- `add_slot_edge` is now infallible (panics on error)
- `input_node` now panics on `None`

## Migration Guide

Remove `.unwrap()` from `add_node_edge` and `add_slot_edge`.
For cases where the error was handled, use `try_add_node_edge` and `try_add_slot_edge` instead.

Remove `.unwrap()` from `input_node`.
For cases where the option was handled, use `get_input_node` instead.


Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2022-11-21 21:58:39 +00:00
Torstein Grindvik
174819be83 ExtractComponent output optional associated type (#6699)
# Objective

Allow more use cases where the user may benefit from both `ExtractComponentPlugin` _and_ `UniformComponentPlugin`.

## Solution

Add an associated type to `ExtractComponent` in order to allow specifying the output component (or bundle).

Make `extract_component` return an `Option<_>` such that components can be extracted only when needed.

What problem does this solve?

`ExtractComponentPlugin` allows extracting components, but currently the output type is the same as the input.
This means that use cases such as having a settings struct which turns into a uniform is awkward.

For example we might have:

```rust
struct MyStruct {
    enabled: bool,
    val: f32
}

struct MyStructUniform {
    val: f32
}
```

With the new approach, we can extract `MyStruct` only when it is enabled, and turn it into its related uniform.

This chains well with `UniformComponentPlugin`.

The user may then:

```rust
app.add_plugin(ExtractComponentPlugin::<MyStruct>::default());
app.add_plugin(UniformComponentPlugin::<MyStructUniform>::default());
```

This then saves the user a fair amount of boilerplate.


## Changelog

### Changed

- `ExtractComponent` can specify output type, and outputting is optional.



Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2022-11-21 13:19:44 +00:00
phuocthanhdo
ed2ea0d417 The update_frame_count system should be placed in CorePlugin (#6676)
# Objective

Latest Release, "bevy 0.9" move the FrameCount updater into RenderPlugin, it leads to user who only run app with Core/Minimal Plugin cannot get the right number of FrameCount, it always return 0.

As for use cases like a server app, we don't want to add render dependencies to the app.

More detail in #6656 

## Solution

- Move the `update_frame_count` into CorePlugin
2022-11-21 13:19:41 +00:00
Robin KAY
bdd5cee92a Add Box::from_corners method (#6672)
# Objective

This add a ctor to `Box` to aid the creation of non-centred boxes. The PR adopts @rezural's work on PR #3322, taking into account the feedback on that PR from @james7132.

## Solution

`Box::from_corners()` creates a `Box` from two opposing corners and automatically determines the min and max extents to ensure that the `Box` is well-formed.

Co-authored-by: rezural <rezural@protonmail.com>
2022-11-21 13:19:40 +00:00
robtfm
2cd0bd7575 improve compile time by type-erasing wgpu structs (#5950)
# Objective

structs containing wgpu types take a long time to compile. this is particularly bad for generics containing the wgpu structs (like the depth pipeline builder with `#[derive(SystemParam)]` i've been working on).

we can avoid that by boxing and type-erasing in the bevy `render_resource` wrappers.

type system magic is not a strength of mine so i guess there will be a cleaner way to achieve this, happy to take feedback or for it to be taken as a proof of concept if someone else wants to do a better job.

## Solution

- add macros to box and type-erase in debug mode
- leave current impl for release mode

timings:


<html xmlns:v="urn:schemas-microsoft-com:vml"
xmlns:o="urn:schemas-microsoft-com:office:office"
xmlns:x="urn:schemas-microsoft-com:office:excel"
xmlns="http://www.w3.org/TR/REC-html40">

<head>

<meta name=ProgId content=Excel.Sheet>
<meta name=Generator content="Microsoft Excel 15">
<link id=Main-File rel=Main-File
href="file:///C:/Users/robfm/AppData/Local/Temp/msohtmlclip1/01/clip.htm">
<link rel=File-List
href="file:///C:/Users/robfm/AppData/Local/Temp/msohtmlclip1/01/clip_filelist.xml">
<!--table
	{mso-displayed-decimal-separator:"\.";
	mso-displayed-thousand-separator:"\,";}
@page
	{margin:.75in .7in .75in .7in;
	mso-header-margin:.3in;
	mso-footer-margin:.3in;}
tr
	{mso-height-source:auto;}
col
	{mso-width-source:auto;}
br
	{mso-data-placement:same-cell;}
td
	{padding-top:1px;
	padding-right:1px;
	padding-left:1px;
	mso-ignore:padding;
	color:black;
	font-size:11.0pt;
	font-weight:400;
	font-style:normal;
	text-decoration:none;
	font-family:Calibri, sans-serif;
	mso-font-charset:0;
	mso-number-format:General;
	text-align:general;
	vertical-align:bottom;
	border:none;
	mso-background-source:auto;
	mso-pattern:auto;
	mso-protection:locked visible;
	white-space:nowrap;
	mso-rotate:0;}
.xl65
	{mso-number-format:0%;}
.xl66
	{vertical-align:middle;
	white-space:normal;}
.xl67
	{vertical-align:middle;}
-->
</head>

<body link="#0563C1" vlink="#954F72">



current |   |   |  
-- | -- | -- | --
  | Total time: | 64.9s |  
  | bevy_pbr v0.9.0-dev | 19.2s |  
  | bevy_render v0.9.0-dev | 17.0s |  
  | bevy_sprite v0.9.0-dev | 15.1s |  
  | DepthPipelineBuilder | 18.7s |  
  |   |   |  
with type-erasing |   |   | diff
  | Total time: | 49.0s | -24%
  | bevy_render v0.9.0-dev | 12.0s | -38%
  | bevy_pbr v0.9.0-dev | 8.7s | -49%
  | bevy_sprite v0.9.0-dev | 6.1s | -60%
  | DepthPipelineBuilder | 1.2s | -94%



</body>

</html>

the depth pipeline builder is a binary with body: 
```rust
use std::{marker::PhantomData, hash::Hash};
use bevy::{prelude::*, ecs::system::SystemParam, pbr::{RenderMaterials, MaterialPipeline, ShadowPipeline}, render::{renderer::RenderDevice, render_resource::{SpecializedMeshPipelines, PipelineCache}, render_asset::RenderAssets}};

fn main() {
    println!("Hello, world p!\n");
}

#[derive(SystemParam)]
pub struct DepthPipelineBuilder<'w, 's, M: Material> 
where M::Data: Eq + Hash + Clone,
{
    render_device: Res<'w, RenderDevice>,
    material_pipeline: Res<'w, MaterialPipeline<M>>,
    material_pipelines: ResMut<'w, SpecializedMeshPipelines<MaterialPipeline<M>>>,
    shadow_pipeline: Res<'w, ShadowPipeline>,
    pipeline_cache: ResMut<'w, PipelineCache>,
    render_meshes: Res<'w, RenderAssets<Mesh>>,
    render_materials: Res<'w, RenderMaterials<M>>,
    msaa: Res<'w, Msaa>,
    #[system_param(ignore)]
    _p: PhantomData<&'s M>,
}
```
2022-11-18 22:04:23 +00:00
James Liu
342f69e304 Shrink ComputedVisibility (#6305)
# Objective
`ComputedVisibility` could afford to be smaller/faster. Optimizing the size and performance of operations on the component will positively benefit almost all extraction systems.

This was listed as one of the potential pieces of future work for #5310.

## Solution
Merge both internal booleans into a single `u8` bitflag field. Rely on bitmasks to evaluate local, hierarchical, and general visibility.

Pros:

 - `ComputedVisibility::is_visible` should be a single bitmask test instead of two.
 - `ComputedVisibility` is now only 1 byte. Should be able to fit 100% more per cache line when using dense iteration.

Cons:

 - Harder to read.
 - Setting individual values inside `ComputedVisiblity` require bitmask mutations. 

This should be a non-breaking change. No public API was changed. The only publicly visible effect is that `ComputedVisibility` is now 1 byte instead of 2.
2022-11-14 23:34:52 +00:00
Lixou
b765682c6e Add AutoMax next to ScalingMode::AutoMin (#6496)
# Objective

`ScalingMode::Auto` for cameras only targets min_height and min_width, or as the docs say it `Use minimal possible viewport size while keeping the aspect ratio.`

But there is no ScalingMode that targets max_height and Max_width or `Use maximal possible viewport size while keeping the aspect ratio.`

## Solution

Added `ScalingMode::AutoMax` that does the exact opposite of `ScalingMode::Auto`

---

## Changelog

Renamed `ScalingMode::Auto` to `ScalingMode::AutoMin`.

## Migration Guide

just rename `ScalingMode::Auto` to `ScalingMode::AutoMin` if you are using it.


Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
2022-11-14 22:34:28 +00:00
2ne1ugly
db0d7698e2 Change From<Icosphere> to TryFrom<Icosphere> (#6484)
# Objective

- Fixes  #6476

## Solution

- Return error instead of panic through `TryFrom`
- ~~Add `.except()` in examples~~ 
- Add `.unwrap()` in examples
2022-11-14 22:34:27 +00:00
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
Nicola Papale
ffa489a846 Ignore Timeout errors on Linux AMD & Intel (#5957)
# Objective

- Fix #3606
- Fix #4579
- Fix #3380

## Solution

When running on a Linux machine with some AMD or Intel device, when calling
`surface.get_current_texture()`, ignore `wgpu::SurfaceError::Timeout` errors.


## Alternative

An alternative solution found in the `wgpu` examples is:

```rust
let frame = surface
    .get_current_texture()
    .or_else(|_| {
        render_device.configure_surface(surface, &swap_chain_descriptor);
        surface.get_current_texture()
    })
    .expect("Error reconfiguring surface");
window.swap_chain_texture = Some(TextureView::from(frame));
```

See: <94ce76391b/wgpu/examples/framework.rs (L362-L370)>

Veloren [handles the Timeout error the way this PR proposes to handle it](https://github.com/gfx-rs/wgpu/issues/1218#issuecomment-1092056971).

The reason I went with this PR's solution is that `configure_surface` seems to be quite an expensive operation, and it would run every frame with the wgpu framework solution, despite the fact it works perfectly fine without `configure_surface`.

I know this looks super hacky with the linux-specific line and the AMD check, but my understanding is that the `Timeout` occurrence is specific to a quirk of some AMD drivers on linux, and if otherwise met should be considered a bug.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-12 08:06:56 +00:00
ira
9b56b549ad Reuse ndc_to_world matrix in Camera::viewport_to_world (#6532)
# Objective

Solve #6531.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-10 16:55:53 +00:00
Rob Parrett
1170b30785 Fix panic when using globals uniform in wasm builds (#6460)
# Objective

Fixes #5393 

## Solution

- Add padding to `GlobalsUniform` / `Globals` to make it 16-byte aligned.

Still not super clear on whether this is a `naga` thing or an `encase` thing or what. But now that we're offering `globals` up to users and #5393 is not just breaking an example, maybe we should do this sort of workaround?
2022-11-07 19:44:14 +00:00
François
0aab699a84 Update glam 0.22, hexasphere 8.0, encase 0.4 (#6427)
# Objective

- Update glam to 0.22, hexasphere to 8.0, encase to 0.4

## Solution

- Update glam to 0.22, hexasphere to 8.0, encase to 0.4
- ~~waiting on https://github.com/teoxoy/encase/pull/17 and https://github.com/OptimisticPeach/hexasphere/pull/13~~
2022-11-07 19:44:13 +00:00
Hennadii Chernyshchyk
efc111c7f2 Add CameraRenderGraph::set (#6470)
# Objective

Some render plugins, like [bevy-hikari](https://github.com/cryscan/bevy-hikari) require to set `CameraRenderGraph`. In order to switch between render graphs I need to insert a new `CameraRenderGraph` component. It's not very ergonomic.

## Solution

Add `CameraRenderGraph::set` like in [Name](https://docs.rs/bevy/latest/bevy/core/struct.Name.html).

---

## Changelog

### Added

- `CameraRenderGraph::set`.
2022-11-06 17:14:10 +00:00
TimJentzsch
694c980c82 Fix clippy::iter_with_drain (#6485)
# Objective

Fixes #6483.

- Fix the [`clippy::iter_with_drain`](https://rust-lang.github.io/rust-clippy/master/index.html#iter_with_drain) warnings
- From the docs: "`.into_iter()` is simpler with better performance"

## Solution

- Replace `.drain(..)` for `Vec` with `.into_iter()`
2022-11-06 01:42:15 +00:00
Carter Anderson
e5905379de Use new let-else syntax where possible (#6463)
# Objective

Let-else syntax is now stable!

## Solution

Use it where possible!
2022-11-04 21:32:09 +00:00
ira
2c5d072e76 Allow passing glam vector types as vertex attributes (#6442)
Allow passing `Vec`s of glam vector types as vertex attributes.
Alternative to #4548 and #2719

Also used some macros to cut down on all the repetition.

# Migration Guide
Implementations of `From<Vec<[u16; 4]>>` and `From<Vec<[u8; 4]>>` for `VertexAttributeValues` have been removed.
I you're passing either `Vec<[u16; 4]>` or `Vec<[u8; 4]>` into `Mesh::insert_attribute` it will now require wrapping it with right the `VertexAttributeValues` enum variant. 

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-04 03:45:17 +00:00
Boxy
30e35764a1 Replace WorldQueryGats trait with actual gats (#6319)
# Objective

Replace `WorldQueryGats` trait with actual gats

## Solution

Replace `WorldQueryGats` trait with actual gats

---

## Changelog

- Replaced `WorldQueryGats` trait with actual gats

## Migration Guide

- Replace usage of `WorldQueryGats` assoc types with the actual gats on `WorldQuery` trait
2022-11-03 16:33:05 +00:00
Yasha Borevich
157f2c1584 Respect mipmap_filter when create ImageDescriptor with linear()/nearest() (#6349)
Respect mipmap_filter when create ImageDescriptor with linear()/nearest()

# Objective

Fixes #6348

## Migration Guide

This PR changes default `ImageSettings` and may lead to unexpected behaviour for existing projects with mipmapped textures. Users should provide custom `ImageSettings` resource with `mipmap_filter=FilterMode::Nearest` if they want to  keep old behaviour.

Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
2022-11-03 15:33:41 +00:00
Alice Cecile
334e09892b Revert "Show prelude re-exports in docs (#6448)" (#6449)
This reverts commit 53d387f340.

# Objective

Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.

Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
2022-11-02 20:40:45 +00:00
Alejandro Pascual
53d387f340 Show prelude re-exports in docs (#6448)
# Objective

- Right now re-exports are completely hidden in prelude docs.
- Fixes #6433

## Solution

- We could show the re-exports without inlining their documentation.
2022-11-02 19:35:06 +00:00
Carter Anderson
b6e46a73cd Rework ViewTarget to better support post processing (#6415)
# Objective

Post processing effects cannot read and write to the same texture. Currently they must own their own intermediate texture and redundantly copy from that back to the main texture. This is very inefficient.

Additionally, working with ViewTarget is more complicated than it needs to be, especially when working with HDR textures. 

## Solution

`ViewTarget` now stores two copies of the "main texture". It uses an atomic value to track which is currently the "main texture" (this interior mutability is necessary to accommodate read-only RenderGraph execution). 

`ViewTarget` now has a `post_process_write` method, which will return a source and destination texture. Each call to this method will flip between the two copies of the "main texture".

```rust
let post_process = render_target.post_process_write();
let source_texture = post_process.source;
let destination_texture = post_process.destination;
```
The caller _must_ read from the source texture and write to the destination texture, as it is assumed that the destination texture will become the new "main texture".


For simplicity / understandability `ViewTarget` is now a flat type. "hdr-ness" is a property of the `TextureFormat`. The internals are fully private in the interest of providing simple / consistent apis. Developers can now easily access the main texture by calling `view_target.main_texture()`.

HDR ViewTargets no longer have an "ldr texture" with `TextureFormat::bevy_default`. They _only_ have their two "hdr" textures. This simplifies the mental model.  All we have is the "currently active hdr texture" and the "other hdr texture", which we flip between for post processing effects.

The tonemapping node has been rephrased to use this "post processing pattern". The blit pass has been removed, and it now only runs a pass when HDR is enabled. Notably, both the input and output texture are assumed to be HDR. This means that tonemapping behaves just like any other "post processing effect". It could theoretically be moved anywhere in the "effect chain" and continue to work.

In general, I think these changes will make the lives of people making post processing effects much easier. And they better position us to start building higher level / more structured  "post processing effect stacks".

---

## Changelog

- `ViewTarget` now stores two copies of the "main texture". Calling `ViewTarget::post_process_write` will flip between copies of the main texture.
2022-10-31 20:22:18 +00:00