# Objective
#10644 introduced nice "statically typed" labels that replace the old
strings. I would like to propose some changes to the names introduced:
* `SubGraph2d` -> `Core2d` and `SubGraph3d` -> `Core3d`. The names of
these graphs have been / should continue to be the "core 2d" graph not
the "sub graph 2d" graph. The crate is called `bevy_core_pipeline`, the
modules are still `core_2d` and `core_3d`, etc.
* `Labels2d` and `Labels3d`, at the very least, should not be plural to
follow naming conventions. A Label enum is not a "collection of labels",
it is a _specific_ Label. However I think `Label2d` and `Label3d` is
significantly less clear than `Node2d` and `Node3d`, so I propose those
changes here. I've done the same for `LabelsPbr` -> `NodePbr` and
`LabelsUi` -> `NodeUi`
Additionally, #10644 accidentally made one of the Camera2dBundle
constructors use the 3D graph instead of the 2D graph. I've fixed that
here.
---
## Changelog
* Renamed `SubGraph2d` -> `Core2d`, `SubGraph3d` -> `Core3d`, `Labels2d`
-> `Node2d`, `Labels3d` -> `Node3d`, `LabelsUi` -> `NodeUi`, `LabelsPbr`
-> `NodePbr`
# Objective
After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.
The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.
Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
Fixes#11577
---
## Changelog
- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.
## Migration Guide
- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
# Objective
We recently got some neat new 2d shapes and the shapes are no longer
centered on the screen.
The hardcoded positions and colors are a pain to deal with when a new
shape is added.
## Solution
Delete a bunch of code and position shapes evenly. Assign colors evenly
too.
## Before
<img width="1280" alt="Screenshot 2024-02-14 at 3 17 40 PM"
src="https://github.com/bevyengine/bevy/assets/200550/cc9fd9a8-4019-4907-a50e-621cb656c20a">
## After
<img width="1280" alt="Screenshot 2024-02-14 at 3 17 24 PM"
src="https://github.com/bevyengine/bevy/assets/200550/033a3f91-d3bc-4ec8-af59-42a221f8b8e7">
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
Fix https://github.com/bevyengine/bevy/issues/11577.
## Solution
Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)
---
I did not include any example-related changes in here.
## Changelogs (not including breaking changes)
### bevy_pbr
- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.
## Breaking changes
### bevy_pbr
The several default lighting values were changed:
- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
I just implemented this to record a video for the new blog post, but I
figured it would also make a good dedicated example. This also allows us
to remove a lot of code from the 2d/3d gizmo examples since it
supersedes this portion of code.
Depends on: https://github.com/bevyengine/bevy/pull/11699
Make the renamings/changes regarding texture atlases a bit less
confusing by calling `TextureAtlasLayout` a layout, not a texture atlas.
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This fixes a `FIXME` in `extract_meshes` and results in a performance
improvement.
As a result of this change, meshes in the render world might not be
attached to entities anymore. Therefore, the `entity` parameter to
`RenderCommand::render()` is now wrapped in an `Option`. Most
applications that use the render app's ECS can simply unwrap the
`Option`.
Note that for now sprites, gizmos, and UI elements still use the render
world as usual.
## Migration guide
* For efficiency reasons, some meshes in the render world may not have
corresponding `Entity` IDs anymore. As a result, the `entity` parameter
to `RenderCommand::render()` is now wrapped in an `Option`. Custom
rendering code may need to be updated to handle the case in which no
`Entity` exists for an object that is to be rendered.
> Follow up to #11600 and #10588
@mockersf expressed some [valid
concerns](https://github.com/bevyengine/bevy/pull/11600#issuecomment-1932796498)
about the current system this PR attempts to fix:
The `ComputedTextureSlices` reacts to asset change in both `bevy_sprite`
and `bevy_ui`, meaning that if the `ImageScaleMode` is inserted by
default in the bundles, we will iterate through most 2d items every time
an asset is updated.
# Solution
- `ImageScaleMode` only has two variants: `Sliced` and `Tiled`. I
removed the `Stretched` default
- `ImageScaleMode` is no longer part of any bundle, but the relevant
bundles explain that this additional component can be inserted
This way, the *absence* of `ImageScaleMode` means the image will be
stretched, and its *presence* will include the entity to the various
slicing systems
Optional components in bundles would make this more straigthfoward
# Additional work
Should I add new bundles with the `ImageScaleMode` component ?
# Objective
#11431 and #11688 implemented meshing support for Bevy's new geometric
primitives. The next step is to deprecate the shapes in
`bevy_render::mesh::shape` and to later remove them completely for 0.14.
## Solution
Deprecate the shapes and reduce code duplication by utilizing the
primitive meshing API for the old shapes where possible.
Note that some shapes have behavior that can't be exactly reproduced
with the new primitives yet:
- `Box` is more of an AABB with min/max extents
- `Plane` supports a subdivision count
- `Quad` has a `flipped` property
These types have not been changed to utilize the new primitives yet.
---
## Changelog
- Deprecated all shapes in `bevy_render::mesh::shape`
- Changed all examples to use new primitives for meshing
## Migration Guide
Bevy has previously used rendering-specific types like `UVSphere` and
`Quad` for primitive mesh shapes. These have now been deprecated to use
the geometric primitives newly introduced in version 0.13.
Some examples:
```rust
let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0));
let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0));
let before = meshes.add(shape::Quad::default());
let after = meshes.add(Rectangle::default());
let before = meshes.add(shape::Plane::from_size(5.0));
// The surface normal can now also be specified when using `new`
let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0));
let before = meshes.add(
Mesh::try_from(shape::Icosphere {
radius: 0.5,
subdivisions: 5,
})
.unwrap(),
);
let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
```
> Follow up to #10588
> Closes#11749 (Supersedes #11756)
Enable Texture slicing for the following UI nodes:
- `ImageBundle`
- `ButtonBundle`
<img width="739" alt="Screenshot 2024-01-29 at 13 57 43"
src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134">
I also added a collection of `fantazy-ui-borders` from
[Kenney's](www.kenney.nl) assets, with the appropriate license (CC).
If it's a problem I can use the same textures as the `sprite_slice`
example
# Work done
Added the `ImageScaleMode` component to the targetted bundles, most of
the logic is directly reused from `bevy_sprite`.
The only additional internal component is the UI specific
`ComputedSlices`, which does the same thing as its spritee equivalent
but adapted to UI code.
Again the slicing is not compatible with `TextureAtlas`, it's something
I need to tackle more deeply in the future
# Fixes
* [x] I noticed that `TextureSlicer::compute_slices` could infinitely
loop if the border was larger that the image half extents, now an error
is triggered and the texture will fallback to being stretched
* [x] I noticed that when using small textures with very small *tiling*
options we could generate hundred of thousands of slices. Now I set a
minimum size of 1 pixel per slice, which is already ridiculously small,
and a warning will be sent at runtime when slice count goes above 1000
* [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect
results, correct flipping is now supported to both sprites and ui image
nodes thanks to @odecay observation
# GPU Alternative
I create a separate branch attempting to implementing 9 slicing and
tiling directly through the `ui.wgsl` fragment shader. It works but
requires sending more data to the GPU:
- slice border
- tiling factors
And more importantly, the actual quad *scale* which is hard to put in
the shader with the current code, so that would be for a later iteration
# Objective
- Fixes#11740
## Solution
- Turned `Mesh::set_indices` into `Mesh::insert_indices` and added
related methods for completeness.
---
## Changelog
- Replaced `Mesh::set_indices(indices: Option<Indices>)` with
`Mesh::insert_indices(indices: Indices)`
- Replaced `Mesh::with_indices(indices: Option<Indices>)` with
`Mesh::with_inserted_indices(indices: Indices)` and
`Mesh::with_removed_indices()` mirroring the API for inserting /
removing attributes.
- Updated the examples and internal uses of the APIs described above.
## Migration Guide
- Use `Mesh::insert_indices` or `Mesh::with_inserted_indices` instead of
`Mesh::set_indices` / `Mesh::with_indices`.
- If you have passed `None` to `Mesh::set_indices` or
`Mesh::with_indices` you should use `Mesh::remove_indices` or
`Mesh::with_removed_indices` instead.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
Bevy could benefit from *irradiance volumes*, also known as *voxel
global illumination* or simply as light probes (though this term is not
preferred, as multiple techniques can be called light probes).
Irradiance volumes are a form of baked global illumination; they work by
sampling the light at the centers of each voxel within a cuboid. At
runtime, the voxels surrounding the fragment center are sampled and
interpolated to produce indirect diffuse illumination.
## Solution
This is divided into two sections. The first is copied and pasted from
the irradiance volume module documentation and describes the technique.
The second part consists of notes on the implementation.
### Overview
An *irradiance volume* is a cuboid voxel region consisting of
regularly-spaced precomputed samples of diffuse indirect light. They're
ideal if you have a dynamic object such as a character that can move
about
static non-moving geometry such as a level in a game, and you want that
dynamic object to be affected by the light bouncing off that static
geometry.
To use irradiance volumes, you need to precompute, or *bake*, the
indirect
light in your scene. Bevy doesn't currently come with a way to do this.
Fortunately, [Blender] provides a [baking tool] as part of the Eevee
renderer, and its irradiance volumes are compatible with those used by
Bevy.
The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that
can
extract the baked irradiance volumes from the Blender `.blend` file and
package them up into a `.ktx2` texture for use by the engine. See the
documentation in the `bevy-baked-gi` project for more details as to this
workflow.
Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that
can
be arbitrarily scaled, rotated, and positioned in a scene with the
[`bevy_transform::components::Transform`] component. The 3D voxel grid
will
be stretched to fill the interior of the cube, and the illumination from
the
irradiance volume will apply to all fragments within that bounding
region.
Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used
in
*Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color
of
light from the six 3D cardinal directions and blend the sides together
according to the surface normal.
The primary reason for choosing ambient cubes is to match Blender, so
that
its Eevee renderer can be used for baking. However, they also have some
advantages over the common second-order spherical harmonics approach:
ambient cubes don't suffer from ringing artifacts, they are smaller (6
colors for ambient cubes as opposed to 9 for spherical harmonics), and
evaluation is faster. A smaller basis allows for a denser grid of voxels
with the same storage requirements.
If you wish to use a tool other than `export-blender-gi` to produce the
irradiance volumes, you'll need to pack the irradiance volumes in the
following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is
expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The
unnormalized
texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)*
with
side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows:
```text
s = x
t = y + ⎰ 0 if S ∈ {-X, -Y, -Z}
⎱ Ry if S ∈ {+X, +Y, +Z}
⎧ 0 if S ∈ {-X, +X}
p = z + ⎨ Rz if S ∈ {-Y, +Y}
⎩ 2Rz if S ∈ {-Z, +Z}
```
Visually, in a left-handed coordinate system with Y up, viewed from the
right, the 3D texture looks like a stacked series of voxel grids, one
for
each cube side, in this order:
| **+X** | **+Y** | **+Z** |
| ------ | ------ | ------ |
| **-X** | **-Y** | **-Z** |
A terminology note: Other engines may refer to irradiance volumes as
*voxel
global illumination*, *VXGI*, or simply as *light probes*. Sometimes
*light
probe* refers to what Bevy calls a reflection probe. In Bevy, *light
probe*
is a generic term that encompasses all cuboid bounding regions that
capture
indirect illumination, whether based on voxels or not.
Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL
2),
then only the closest irradiance volume to the view will be taken into
account during rendering.
[*ambient cubes*]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf
[Mitchell 2006]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf
[Blender]: http://blender.org/
[baking tool]:
https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
### Implementation notes
This patch generalizes light probes so as to reuse as much code as
possible between irradiance volumes and the existing reflection probes.
This approach was chosen because both techniques share numerous
similarities:
1. Both irradiance volumes and reflection probes are cuboid bounding
regions.
2. Both are responsible for providing baked indirect light.
3. Both techniques involve presenting a variable number of textures to
the shader from which indirect light is sampled. (In the current
implementation, this uses binding arrays.)
4. Both irradiance volumes and reflection probes require gathering and
sorting probes by distance on CPU.
5. Both techniques require the GPU to search through a list of bounding
regions.
6. Both will eventually want to have falloff so that we can smoothly
blend as objects enter and exit the probes' influence ranges. (This is
not implemented yet to keep this patch relatively small and reviewable.)
To do this, we generalize most of the methods in the reflection probes
patch #11366 to be generic over a trait, `LightProbeComponent`. This
trait is implemented by both `EnvironmentMapLight` (for reflection
probes) and `IrradianceVolume` (for irradiance volumes). Using a trait
will allow us to add more types of light probes in the future. In
particular, I highly suspect we will want real-time reflection planes
for mirrors in the future, which can be easily slotted into this
framework.
## Changelog
> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.
### Added
* A new `IrradianceVolume` asset type is available for baked voxelized
light probes. You can bake the global illumination using Blender or
another tool of your choice and use it in Bevy to apply indirect
illumination to dynamic objects.
# Objective
Split up from #11007, fixing most of the remaining work for #10569.
Implement `Meshable` for `Cuboid`, `Sphere`, `Cylinder`, `Capsule`,
`Torus`, and `Plane3d`. This covers all shapes that Bevy has mesh
structs for in `bevy_render::mesh::shapes`.
`Cone` and `ConicalFrustum` are new shapes, so I can add them in a
follow-up, or I could just add them here directly if that's preferrable.
## Solution
Implement `Meshable` for `Cuboid`, `Sphere`, `Cylinder`, `Capsule`,
`Torus`, and `Plane3d`.
The logic is mostly just a copy of the the existing `bevy_render`
shapes, but `Plane3d` has a configurable surface normal that affects the
orientation. Some property names have also been changed to be more
consistent.
The default values differ from the old shapes to make them a bit more
logical:
- Spheres now have a radius of 0.5 instead of 1.0. The default capsule
is equivalent to the default cylinder with the sphere's halves glued on.
- The inner and outer radius of the torus are now 0.5 and 1.0 instead of
0.5 and 1.5 (i.e. the new minor and major radii are 0.25 and 0.75). It's
double the width of the default cuboid, half of its height, and the
default sphere matches the size of the hole.
- `Cuboid` is 1x1x1 by default unlike the dreaded `Box` which is 2x1x1.
Before, with "old" shapes:
![old](https://github.com/bevyengine/bevy/assets/57632562/733f3dda-258c-4491-8152-9829e056a1a3)
Now, with primitive meshing:
![new](https://github.com/bevyengine/bevy/assets/57632562/5a1af14f-bb98-401d-82cf-de8072fea4ec)
I only changed the `3d_shapes` example to use primitives for now. I can
change them all in this PR or a follow-up though, whichever way is
preferrable.
### Sphere API
Spheres have had separate `Icosphere` and `UVSphere` structs, but with
primitives we only have one `Sphere`.
We need to handle this with builders:
```rust
// Existing structs
let ico = Mesh::try_from(Icophere::default()).unwrap();
let uv = Mesh::from(UVSphere::default());
// Primitives
let ico = Sphere::default().mesh().ico(5).unwrap();
let uv = Sphere::default().mesh().uv(32, 18);
```
We could add methods on `Sphere` directly to skip calling `.mesh()`.
I also added a `SphereKind` enum that can be used with the `kind`
method:
```rust
let ico = Sphere::default()
.mesh()
.kind(SphereKind::Ico { subdivisions: 8 })
.build();
```
The default mesh for a `Sphere` is an icosphere with 5 subdivisions
(like the default `Icosphere`).
---
## Changelog
- Implement `Meshable` and `Default` for `Cuboid`, `Sphere`, `Cylinder`,
`Capsule`, `Torus`, and `Plane3d`
- Use primitives in `3d_shapes` example
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes #4188, make users could set application ID for bevy apps.
## Solution
- Add `name` field to `bevy:🪟:Window`. Specifying this field adds
different properties to the window: application ID on `Wayland`,
`WM_CLASS` on `X11`, or window class name on Windows. It has no effect
on other platforms.
---
## Changelog
### Added
- Add `name` to `bevy:🪟:Window`.
## Migration Guide
- Set the `bevy_window::Window`'s `name` field when needed:
```rust
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "I am a window!".into(),
name: Some("SpaceGameCompany.SpaceShooter".into()),
..default()
}),
..default()
}))
.run();
```
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- (Partially) Fixes#9904
- Acts on #9910
## Solution
- Deprecated the relevant methods from `Query`, cascading changes as
required across Bevy.
---
## Changelog
- Deprecated `QueryState::get_component_unchecked_mut` method
- Deprecated `Query::get_component` method
- Deprecated `Query::get_component_mut` method
- Deprecated `Query::component` method
- Deprecated `Query::component_mut` method
- Deprecated `Query::get_component_unchecked_mut` method
## Migration Guide
### `QueryState::get_component_unchecked_mut`
Use `QueryState::get_unchecked_manual` and select for the exact
component based on the structure of the exact query as required.
### `Query::(get_)component(_unchecked)(_mut)`
Use `Query::get` and select for the exact component based on the
structure of the exact query as required.
- For mutable access (`_mut`), use `Query::get_mut`
- For unchecked access (`_unchecked`), use `Query::get_unchecked`
- For panic variants (non-`get_`), add `.unwrap()`
## Notes
- `QueryComponentError` can be removed once these deprecated methods are
also removed. Due to an interaction with `thiserror`'s derive macro, it
is not marked as deprecated.
# Objective
Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.
## Solution
Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
# Objective
- Create an example for bounding volumes and intersection tests
## Solution
- Add an example with a few bounding volumes, created from primitives
- Allow the user to cycle trough the different intersection tests
# Objective
Add interactive system debugging capabilities to bevy, providing
step/break/continue style capabilities to running system schedules.
* Original implementation: #8063
- `ignore_stepping()` everywhere was too much complexity
* Schedule-config & Resource discussion: #8168
- Decided on selective adding of Schedules & Resource-based control
## Solution
Created `Stepping` Resource. This resource can be used to enable
stepping on a per-schedule basis. Systems within schedules can be
individually configured to:
* AlwaysRun: Ignore any stepping state and run every frame
* NeverRun: Never run while stepping is enabled
- this allows for disabling of systems while debugging
* Break: If we're running the full frame, stop before this system is run
Stepping provides two modes of execution that reflect traditional
debuggers:
* Step-based: Only execute one system at a time
* Continue/Break: Run all systems, but stop before running a system
marked as Break
### Demo
https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov
Breakout has been modified to use Stepping. The game runs normally for a
couple of seconds, then stepping is enabled and the game appears to
pause. A list of Schedules & Systems appears with a cursor at the first
System in the list. The demo then steps forward full frames using the
spacebar until the ball is about to hit a brick. Then we step system by
system as the ball impacts a brick, showing the cursor moving through
the individual systems. Finally the demo switches back to frame stepping
as the ball changes course.
### Limitations
Due to architectural constraints in bevy, there are some cases systems
stepping will not function as a user would expect.
#### Event-driven systems
Stepping does not support systems that are driven by `Event`s as events
are flushed after 1-2 frames. Although game systems are not running
while stepping, ignored systems are still running every frame, so events
will be flushed.
This presents to the user as stepping the event-driven system never
executes the system. It does execute, but the events have already been
flushed.
This can be resolved by changing event handling to use a buffer for
events, and only dropping an event once all readers have read it.
The work-around to allow these systems to properly execute during
stepping is to have them ignore stepping:
`app.add_systems(event_driven_system.ignore_stepping())`. This was done
in the breakout example to ensure sound played even while stepping.
#### Conditional Systems
When a system is stepped, it is given an opportunity to run. If the
conditions of the system say it should not run, it will not.
Similar to Event-driven systems, if a system is conditional, and that
condition is only true for a very small time window, then stepping the
system may not execute the system. This includes depending on any sort
of external clock.
This exhibits to the user as the system not always running when it is
stepped.
A solution to this limitation is to ensure any conditions are consistent
while stepping is enabled. For example, all systems that modify any
state the condition uses should also enable stepping.
#### State-transition Systems
Stepping is configured on the per-`Schedule` level, requiring the user
to have a `ScheduleLabel`.
To support state-transition systems, bevy generates needed schedules
dynamically. Currently it’s very difficult (if not impossible, I haven’t
verified) for the user to get the labels for these schedules.
Without ready access to the dynamically generated schedules, and a
resolution for the `Event` lifetime, **stepping of the state-transition
systems is not supported**
---
## Changelog
- `Schedule::run()` updated to consult `Stepping` Resource to determine
which Systems to run each frame
- Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting
`Schedule::set_label()` and `Schedule::label()` methods
- `Stepping` needed to know which `Schedule` was running, and prior to
this PR, `Schedule` didn't track its own label
- Would have preferred to add `Schedule::with_label()` and remove
`Schedule::new()`, but this PR touches enough already
- Added calls to `Schedule.set_label()` to `App` and `World` as needed
- Added `Stepping` resource
- Added `Stepping::begin_frame()` system to `MainSchedulePlugin`
- Run before `Main::run_main()`
- Notifies any `Stepping` Resource a new render frame is starting
## Migration Guide
- Add a call to `Schedule::set_label()` for any custom `Schedule`
- This is only required if the `Schedule` will be stepped
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:
- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions
---
# Objective
- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571
## Solution
- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197
---
## Caveats
- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.
---
## Changelog
- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
- `GizmoPrimitive2d` for all the 2D primitives
- `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)
---
---------
Co-authored-by: nothendev <borodinov.ilya@gmail.com>
# Objective
Drawing a `Gizmos::circle` whose normal is derived from a Transform's
local axes now requires converting a Vec3 to a Direction3d and
unwrapping the result, and I think we shold move the conversion into
Bevy.
## Solution
We can make
`Transform::{left,right,up,down,forward,back,local_x,local_y,local_z}`
return a Direction3d, because they know that their results will be of
finite non-zero length (roughly 1.0).
---
## Changelog
`Transform::up()` and similar functions now return `Direction3d` instead
of `Vec3`.
## Migration Guide
Callers of `Transform::up()` and similar functions may have to
dereference the returned `Direction3d` to get to the inner `Vec3`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- `AssetTransformer` provides an input asset, and output an asset, but
provides no access to the `LabeledAsset`'s created by the `AssetLoader`.
Labeled sub assets are an extremely important piece of many assets, Gltf
in particular, and without them the amount of transformation on an asset
is limited. In order for `AssetTransformer`'s to be useful, they need to
have access to these sub assets.
- LabeledAsset's loaded by `AssetLoader`s are provided to `AssetSaver`s
in the `LoadAndSave` process, but the `LoadTransformAndSave` process
drops these values in the transform stage, and so `AssetSaver` is given
none.
- Fixes#11606
Ideally the AssetTransformer should not ignore labeled sub assets, and
they should be kept at least for the AssetSaver
## Solution
- I created a new struct similar to `SavedAsset` named
`TransformedAsset` which holds the input asset, and the HashMap of
`LabeledAsset`s. The transform function now takes as input a
`TransformedAsset`, and returns a `TransformedAsset::<AssetOutput>`.
This gives the transform function access to the labeled sub assets
created by the `AssetLoader`.
- I also created `TransformedSubAsset` which holds mutable references to
a sub asset and that sub assets HashMap of `LabeledAsset`s. This allows
you to travers the Tree of `LabeledAsset`s by reference relatively
easily.
- The `LoadTransformAndSave` processor was then reworked to use the new
structs, stopping the `LabeledAsset`s from being dropped.
---
## Changelog
- Created TransformedAsset struct and TransformedSubAsset struct.
- Changed `get_untyped_handle` to return a `UntypedHandle` directly
rather than a reference and added `get_handle` as a typed variant in
SavedAsset and TransformedAsset
- Added `SavedAsset::from_transformed` as a constructor from a
`TransformedAsset`
- Switched LoadTransformAndSave process code to work with new
`TransformedAsset` type
- Added a `ProcessError` for `AssetTransformer` in process.rs
- Switched `AssetTransformer::transform` to use `TransformedAsset` as
input and output.
- Switched `AssetTransformer` to use a `BoxedFuture` like `AssetLoader`
and `AssetSaver` to allow for async transformation code.
- Updated AssetTransformer example to use new structure.
# Objective
- When running any of the stress tests, the refresh rate is currently
capped to 60hz because of the `ReactiveLowPower` default used when the
window is not in focus. Since stress tests should run as fast as
possible (and as such vsync is disabled for all of them), it makes sense
to always run them in `Continuous` mode. This is especially useful to
avoid capturing non-representative frame times when recording a Tracy
frame.
## Solution
- Always use the `Continuous` update mode in stress tests.
# Objective
- Finish PR #10322
## Solution
- Rebase changes in PR #10322 and format the changes.
Co-authored-by: Mauer-Oats <maueroats@users.noreply.github.com>
# Objective
- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes#367
- Fixes#10703
## Solution
`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.
```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");
// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");
// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```
Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).
```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");
// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```
As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.
---
## Change Log
- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`
## Notes
As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The whole `Cow<'static, str>` naming for nodes and subgraphs in
`RenderGraph` is a mess.
## Solution
Replaces hardcoded and potentially overlapping strings for nodes and
subgraphs inside `RenderGraph` with bevy's labelsystem.
---
## Changelog
* Two new labels: `RenderLabel` and `RenderSubGraph`.
* Replaced all uses for hardcoded strings with those labels
* Moved `Taa` label from its own mod to all the other `Labels3d`
* `add_render_graph_edges` now needs a tuple of labels
* Moved `ScreenSpaceAmbientOcclusion` label from its own mod with the
`ShadowPass` label to `LabelsPbr`
* Removed `NodeId`
* Renamed `Edges.id()` to `Edges.label()`
* Removed `NodeLabel`
* Changed examples according to the new label system
* Introduced new `RenderLabel`s: `Labels2d`, `Labels3d`, `LabelsPbr`,
`LabelsUi`
* Introduced new `RenderSubGraph`s: `SubGraph2d`, `SubGraph3d`,
`SubGraphUi`
* Removed `Reflect` and `Default` derive from `CameraRenderGraph`
component struct
* Improved some error messages
## Migration Guide
For Nodes and SubGraphs, instead of using hardcoded strings, you now
pass labels, which can be derived with structs and enums.
```rs
// old
#[derive(Default)]
struct MyRenderNode;
impl MyRenderNode {
pub const NAME: &'static str = "my_render_node"
}
render_app
.add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
core_3d::graph::NAME,
MyRenderNode::NAME,
)
.add_render_graph_edges(
core_3d::graph::NAME,
&[
core_3d::graph::node::TONEMAPPING,
MyRenderNode::NAME,
core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
],
);
// new
use bevy::core_pipeline::core_3d::graph::{Labels3d, SubGraph3d};
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct MyRenderLabel;
#[derive(Default)]
struct MyRenderNode;
render_app
.add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
SubGraph3d,
MyRenderLabel,
)
.add_render_graph_edges(
SubGraph3d,
(
Labels3d::Tonemapping,
MyRenderLabel,
Labels3d::EndMainPassPostProcessing,
),
);
```
### SubGraphs
#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph2d` |
#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph3d` |
#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::NAME` | `graph::SubGraphUi` |
### Nodes
#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels2d::MsaaWriteback` |
| `node::MAIN_PASS` | `Labels2d::MainPass` |
| `node::BLOOM` | `Labels2d::Bloom` |
| `node::TONEMAPPING` | `Labels2d::Tonemapping` |
| `node::FXAA` | `Labels2d::Fxaa` |
| `node::UPSCALING` | `Labels2d::Upscaling` |
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels2d::ConstrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels2d::EndMainPassPostProcessing` |
#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels3d::MsaaWriteback` |
| `node::PREPASS` | `Labels3d::Prepass` |
| `node::DEFERRED_PREPASS` | `Labels3d::DeferredPrepass` |
| `node::COPY_DEFERRED_LIGHTING_ID` | `Labels3d::CopyDeferredLightingId`
|
| `node::END_PREPASSES` | `Labels3d::EndPrepasses` |
| `node::START_MAIN_PASS` | `Labels3d::StartMainPass` |
| `node::MAIN_OPAQUE_PASS` | `Labels3d::MainOpaquePass` |
| `node::MAIN_TRANSMISSIVE_PASS` | `Labels3d::MainTransmissivePass` |
| `node::MAIN_TRANSPARENT_PASS` | `Labels3d::MainTransparentPass` |
| `node::END_MAIN_PASS` | `Labels3d::EndMainPass` |
| `node::BLOOM` | `Labels3d::Bloom` |
| `node::TONEMAPPING` | `Labels3d::Tonemapping` |
| `node::FXAA` | `Labels3d::Fxaa` |
| `node::UPSCALING` | `Labels3d::Upscaling` |
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels3d::ContrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels3d::EndMainPassPostProcessing` |
#### in `bevy_core_pipeline`
| old string-based path | new label |
|-----------------------|-----------|
| `taa::draw_3d_graph::node::TAA` | `Labels3d::Taa` |
#### in `bevy_pbr`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_3d_graph::node::SHADOW_PASS` | `LabelsPbr::ShadowPass` |
| `ssao::draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION` |
`LabelsPbr::ScreenSpaceAmbientOcclusion` |
| `deferred::DEFFERED_LIGHTING_PASS` | `LabelsPbr::DeferredLightingPass`
|
#### in `bevy_render`
| old string-based path | new label |
|-----------------------|-----------|
| `main_graph::node::CAMERA_DRIVER` | `graph::CameraDriverLabel` |
#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::node::UI_PASS` | `graph::LabelsUi::UiPass` |
---
## Future work
* Make `NodeSlot`s also use types. Ideally, we have an enum with unit
variants where every variant resembles one slot. Then to make sure you
are using the right slot enum and make rust-analyzer play nicely with
it, we should make an associated type in the `Node` trait. With today's
system, we can introduce 3rd party slots to a node, and i wasnt sure if
this was used, so I didn't do this in this PR.
## Unresolved Questions
When looking at the `post_processing` example, we have a struct for the
label and a struct for the node, this seems like boilerplate and on
discord, @IceSentry (sowy for the ping)
[asked](https://discord.com/channels/691052431525675048/743663924229963868/1175197016947699742)
if a node could automatically introduce a label (or i completely
misunderstood that). The problem with that is, that nodes like
`EmptyNode` exist multiple times *inside the same* (sub)graph, so there
we need extern labels to distinguish between those. Hopefully we can
find a way to reduce boilerplate and still have everything unique. For
EmptyNode, we could maybe make a macro which implements an "empty node"
for a type, but for nodes which contain code and need to be present
multiple times, this could get nasty...
# Objective
- Example `send_and_receive_events` added in #11574 panics
```
thread 'Compute Task Pool (3)' panicked at bevy/crates/bevy_ecs/src/system/system_param.rs:570:17:
Resource requested by send_and_receive_events::read_and_write_different_event_types does not exist: bevy_ecs::event::Events<send_and_receive_events::A>
Encountered a panic in system `send_and_receive_events::read_and_write_different_event_types`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
## Solution
- Register the events used in the system
- Don't use logger as it's not setup with `MinimalPlugins`, just print
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
# Objective
Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:
1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.
------
* References #10520
* References #1782
## Solution
This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.
```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD
// Keep this asset in the main world and
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```
### Alternate Solution
I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
/// Keep the asset in the main world after extracting to the render world.
Keep,
/// Remove the asset from the main world after extracting to the render world.
Unload,
/// This doesn't need to be in the render world at all.
NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
/// Extract the asset and keep it in the main world.
Extract,
/// Remove the asset from the main world after extracting to the render world.
ExtractAndUnload,
/// This doesn't need to be in the render world at all.
NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.
## Migration Guide
* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
# Objective
Fixes#11479
## Solution
- Remove `collide_aabb.rs`
- Re-implement the example-specific collision code in the example,
taking advantage of the new `IntersectsVolume` trait.
## Changelog
- Removed `sprite::collide_aabb::collide` and
`sprite::collide_aabb::Collision`.
## Migration Guide
`sprite::collide_aabb::collide` and `sprite::collide_aabb::Collision`
were removed.
```rust
// Before
let collision = bevy::sprite::collide_aabb::collide(a_pos, a_size, b_pos, b_size);
if collision.is_some() {
// ...
}
// After
let collision = Aabb2d::new(a_pos.truncate(), a_size / 2.)
.intersects(&Aabb2d::new(b_pos.truncate(), b_size / 2.));
if collision {
// ...
}
```
If you were making use `collide_aabb::Collision`, see the new
`collide_with_side` function in the [`breakout`
example](https://bevyengine.org/examples/Games/breakout/).
## Discussion
As discussed in the linked issue, maybe we want to wait on `bevy_sprite`
generally making use of `Aabb2b` so users don't need to construct it
manually. But since they **do** need to construct the bounding circle
for the ball manually, this doesn't seem like a big deal to me.
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
The first part of #10569, split up from #11007.
The goal is to implement meshing support for Bevy's new geometric
primitives, starting with 2D primitives. 3D meshing will be added in a
follow-up, and we can consider removing the old mesh shapes completely.
## Solution
Add a `Meshable` trait that primitives need to implement to support
meshing, as suggested by the
[RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#meshing).
```rust
/// A trait for shapes that can be turned into a [`Mesh`].
pub trait Meshable {
/// The output of [`Self::mesh`]. This can either be a [`Mesh`]
/// or a builder used for creating a [`Mesh`].
type Output;
/// Creates a [`Mesh`] for a shape.
fn mesh(&self) -> Self::Output;
}
```
This PR implements it for the following primitives:
- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`
The `mesh` method typically returns a builder-like struct such as
`CircleMeshBuilder`. This is needed to support shape-specific
configuration for things like mesh resolution or UV configuration:
```rust
meshes.add(Circle { radius: 0.5 }.mesh().resolution(64));
```
Note that if no configuration is needed, you can even skip calling
`mesh` because `From<MyPrimitive>` is implemented for `Mesh`:
```rust
meshes.add(Circle { radius: 0.5 });
```
I also updated the `2d_shapes` example to use primitives, and tweaked
the colors to have better contrast against the dark background.
Before:
![Old 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f1d8c2d5-55be-495f-8ed4-5890154b81ca)
After:
![New 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f166c013-34b8-4752-800a-5517b284d978)
Here you can see the UVs and different facing directions: (taken from
#11007, so excuse the 3D primitives at the bottom left)
![UVs and facing
directions](https://github.com/bevyengine/bevy/assets/57632562/eaf0be4e-187d-4b6d-8fb8-c996ba295a8a)
---
## Changelog
- Added `bevy_render::mesh::primitives` module
- Added `Meshable` trait and implemented it for:
- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`
- Implemented `Default` and `Copy` for several 2D primitives
- Updated `2d_shapes` example to use primitives
- Tweaked colors in `2d_shapes` example to have better contrast against
the (new-ish) dark background
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Sending and receiving events of the same type in the same system is a
reasonably common need, generally due to event filtering.
- However, actually doing so is non-trivial, as the borrow checker
simultaneous hates mutable and immutable access.
## Solution
- Demonstrate two sensible patterns for doing so.
- Update the `ManualEventReader` docs to be more clear and link to this
example.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: ickk <git@ickk.io>
# Objective
- example `animated_material` is more complex that needed to show how to
animate materials
- it makes CI crash because it uses too much memory
## Solution
- Simplify the example
# Objective
- Implement an arc3d API for gizmos
- Solves #11536
## Solution
### `arc_3d`
- The current `arc3d` method on gizmos only takes an angle
- It draws an "standard arc" by default, this is an arc starting at
`Vec3::X`, in the XZ plane, in counter clockwise direction with a normal
that is facing up
- The "standard arc" can be customized with the usual gizmo builder
pattern. This way you'll be able to draw arbitrary arcs
### `short/long_arc_3d_between`
- Given `center`, `from`, `to` draws an arc between `from` and `to`
---
## Changelog
> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.
- Added: `Gizmos::arc3d(&mut self, angle)` method
- Added: `Gizmos::long_arc_3d_between(&mut self, center, from, to)`
method
- Added: `Gizmos::short_arc_3d_between(&mut self, center, from, to)`
method
---
This PR factors out an orthogonal part of another PR as mentioned in
[this
comment](https://github.com/bevyengine/bevy/pull/11072#issuecomment-1883859573)
# Objective
Allow TextureAtlasBuilder in AssetLoader.
Fixes#2987
## Solution
- TextureAtlasBuilder no longer hold just AssetIds that are used to
retrieve the actual image data in `finish`, but &Image instead.
- TextureAtlasBuilder now required AssetId only optionally (and it is
only used to retrieve the index from the AssetId in TextureAtlasLayout),
## Issues
- The issue mentioned here
https://github.com/bevyengine/bevy/pull/11474#issuecomment-1904676937
now also extends to the actual atlas texture. In short: Calling
add_texture multiple times for the same texture will lead to duplicate
image data in the atlas texture and additional indices.
If you provide an AssetId we can probably do something to de-duplicate
the entries while keeping insertion order (suggestions welcome on how
exactly). But if you don't then we are out of luck (unless we can and
want to hash the image, which I do not think we want).
---
## Changelog
### Changed
- TextureAtlasBuilder `add_texture` can be called without providing an
AssetId
- TextureAtlasBuilder `finish` no longer takes Assets<Image> and no
longer returns a Handle<Image>
## Migration Guide
- For `add_texture` you need to wrap your AssetId in Some
- `finish` now returns the atlas texture image directly instead of a
handle. Provide the atlas texture to `add` on Assets<Texture> to get a
Handle<Image>
# Objective
Alternative to #11515.
Fixes change detection being triggered on the "image viewer image
material" every frame.
## Solution
- Split the megasystem into two separate systems: one to handle drop
events, and one to handle asset change events.
- Move the event reader iteration "outside." so that we're only doing
stuff when there are events.
- Flatten some of the more extreme nesting
- Other bits of cleanup, removing an unnecessary clone and unused
variable.
I think these systems can even run in parallel now, not that it
particularly matters.
# Objective
Plugins are an incredible tool for encapsulating functionality. They are
low-key one of Bevy's best features. Combined with rust's module and
privacy system, it's a match made in heaven.
The one downside is that they can be a little too verbose to define. 90%
of all plugin definitions look something like this:
```rust
pub struct MyPlugin;
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<CameraAssets>()
.add_event::<SetCamera>()
.add_systems(Update, (collect_set_camera_events, drive_camera).chain());
}
}
```
Every so often it gets a little spicier:
```rust
pub struct MyGenericPlugin<T>(PhantomData<T>);
impl<T> Default for MyGenericPlugin<T> {
fn default() -> Self { ... }
}
impl<T> Plugin for MyGenericPlugin<T> { ... }
```
This is an annoying amount of boilerplate. Ideally, plugins should be
focused and small in scope, which means any app is going to have a *lot*
of them. Writing a plugin should be as easy as possible, and the *only*
part of this process that carries any meaning is the body of `fn build`.
## Solution
Implement `Plugin` for functions that take `&mut App` as a parameter.
The two examples above now look like this:
```rust
pub fn my_plugin(app: &mut App) {
app.init_resource::<CameraAssets>()
.add_event::<SetCamera>()
.add_systems(Update, (collect_set_camera_events, drive_camera).chain());
}
pub fn my_generic_plugin<T>(app: &mut App) {
// No need for PhantomData, it just works.
}
```
Almost all plugins can be written this way, which I believe will make
bevy code much more attractive. Less boilerplate and less meaningless
indentation. More plugins with smaller scopes.
---
## Changelog
The `Plugin` trait is now implemented for all functions that take `&mut
App` as their only parameter. This is an abbreviated way of defining
plugins with less boilerplate than manually implementing the trait.
---------
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
# Objective
One of a few Bevy Asset improvements I would like to make: #11216.
Currently asset processing and asset saving are handled by the same
trait, `AssetSaver`. This makes it difficult to reuse saving
implementations and impossible to have a single "universal" saver for a
given asset type.
## Solution
This PR splits off the processing portion of `AssetSaver` into
`AssetTransformer`, which is responsible for transforming assets. This
change involves adding the `LoadTransformAndSave` processor, which
utilizes the new API. The `LoadAndSave` still exists since it remains
useful in situations where no "transformation" of the asset is done,
such as when compressing assets.
## Notes:
As an aside, Bikeshedding is welcome on the names. I'm not entirely
convinced by `AssetTransformer`, which was chosen mostly because
`AssetProcessor` is taken. Additionally, `LoadTransformSave` may be
sufficient instead of `LoadTransformAndSave`.
---
## Changelog
### Added
- `AssetTransformer` which is responsible for transforming Assets.
- `LoadTransformAndSave`, a `Process` implementation.
### Changed
- Changed `AssetSaver`'s responsibilities from processing and saving to
just saving.
- Updated `asset_processing` example to use new API.
- Old asset .meta files regenerated with new processor.
# Objective
Keep core dependencies up to date.
## Solution
Update the dependencies.
wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.
The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.
Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812
~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).
---
## Changelog
- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.
## Migration Guide
- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fixes#11516
## Solution
- Add Animated Material example (colors are hue-cycling smoothly
per-mesh)
![image](https://github.com/bevyengine/bevy/assets/11307157/c75b9e66-0019-41b8-85ec-647559c6ba01)
Note: this example reproduces the perf issue found in #10610 pretty
consistently, with and without the changes from that PR included. Frame
time is sometimes around 4.3ms, other times around 12-14ms. Its pretty
random per run. I think this clears #10610 for merge.
# Objective
Fixes#11411
## Solution
- Added a simple example how to create and configure custom schedules
that are run by the `Main` schedule.
- Spot checked some of the API docs used, fixed `App::add_schedule` docs
that referred to a function argument that was removed by #9600.
## Open Questions
- While spot checking the docs, I noticed that the `Schedule` label is
stored in a field called `name` instead of `label`. This seems
unintuitive since the term label is used everywhere else. Should we
change that field name? It was introduced in #9600. If so, I do think
this change would be out of scope for this PR that mainly adds the
example.
# Objective
Fixes#10414.
That issue and its comments do a great job of laying out the case for
this.
## Solution
Added an optional `spatial_scale` field to `PlaybackSettings`, which
overrides the default value set on `AudioPlugin`.
## Changelog
- `AudioPlugin::spatial_scale` has been renamed to
`default_spatial_scale`.
- `SpatialScale` is no longer a resource and is wrapped by
`DefaultSpatialScale`.
- Added an optional `spatial_scale` to `PlaybackSettings`.
## Migration Guide
`AudioPlugin::spatial_scale` has been renamed to `default_spatial_scale`
and the default spatial scale can now be overridden on individual audio
sources with `PlaybackSettings::spatial_scale`.
If you were modifying or reading `SpatialScale` at run time, use
`DefaultSpatialScale` instead.
```rust
// before
app.add_plugins(DefaultPlugins.set(AudioPlugin {
spatial_scale: SpatialScale::new(AUDIO_SCALE),
..default()
}));
// after
app.add_plugins(DefaultPlugins.set(AudioPlugin {
default_spatial_scale: SpatialScale::new(AUDIO_SCALE),
..default()
}));
```
# Objective
TypeUuid is deprecated, remove it.
## Migration Guide
Convert any uses of `#[derive(TypeUuid)]` with `#[derive(TypePath]` for
more complex uses see the relevant
[documentation](https://docs.rs/bevy/latest/bevy/prelude/trait.TypePath.html)
for more information.
---------
Co-authored-by: ebola <dev@axiomatic>
# Objective
Fixes#11503
## Solution
Use an empty set of args on the web.
## Discussion
Maybe in the future we could wrap this so that we can use query args on
the web or something, but this was the minimum changeset I could think
of to keep the functionality and make them not panic on the web.
# Objective
Since #10339, the contrast in this example has been very low. While I
was in there, I made a few other tweaks to the style.
Alternative to #10102.
## Solution
- Increase brightness of inactive buttons for higher contrast on the new
clear color
- Combine `DEAD_COLOR` and `EXTENT_COLOR`. These were using the same
value, and combining them might make the intent a little clearer. (This
is the single color for "not the live zone.")
- Make the "stick buttons" slightly smaller, so it's a bit more obvious
that they are sitting inside of the default dead zone.
- Remove explicit text color -- it was the same as the default
- Add top-left margin to the text in the top left, and change the font
size to better match other examples with text in the corner.
## Screenshots
<details>
<summary>With Bevy's default dead / live zones.</summary>
Before / After
![default](https://github.com/bevyengine/bevy/assets/200550/67bf1f5c-7fc9-4e74-87cf-2a94fcf59a50)
</details>
<details>
<summary>With Bevy's old dead / live zones. (with the upper live zone
boundary != 1.0)</summary>
Before / After
![old](https://github.com/bevyengine/bevy/assets/200550/3aab6a2a-ad57-4749-b2e5-51ed34072b2c)
</details>
# Objective
- Fix a memory leak in the dynamic ECS example mentioned in #11459
## Solution
- Rather than allocate the memory manually instead store a collection of
`Vec` that will be dropped after it is used.
---
I must have misinterpreted `OwningPtr`s semantics when initially writing
this example. I believe we should be able to provide better APIs here
for inserting dynamic components that don't require the user to wrangle
so much unsafety. We have no other examples using `insert_by_ids` and
our only tests show it being used for 1 or 2 values with nested calls to
`OwningPtr::make` despite the function taking an iterator. Rust's type
system is quite restrictive here but we could at least let
`OwningPtr::new` take non u8 `NonNull`.
I also agree with #11459 that we should generally be trying to simplify
and clarify this example.
# Objective
- Prep for https://github.com/bevyengine/bevy/pull/10164
- Make deferred_lighting_pass_id a ColorAttachment
- Correctly extract shadow view frusta so that the view uniforms get
populated
- Make some needed things public
- Misc formatting
# Objective
> Can anyone explain to me the reasoning of renaming all the types named
Query to Data. I'm talking about this PR
https://github.com/bevyengine/bevy/pull/10779 It doesn't make sense to
me that a bunch of types that are used to run queries aren't named Query
anymore. Like ViewQuery on the ViewNode is the type of the Query. I
don't really understand the point of the rename, it just seems like it
hides the fact that a query will run based on those types.
[@IceSentry](https://discord.com/channels/691052431525675048/692572690833473578/1184946251431694387)
## Solution
Revert several renames in #10779.
## Changelog
- `ViewNode::ViewData` is now `ViewNode::ViewQuery` again.
## Migration Guide
- This PR amends the migration guide in
https://github.com/bevyengine/bevy/pull/10779
---------
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
# Objective
- Add the ability to describe storage texture bindings when deriving
`AsBindGroup`.
- This is especially valuable for the compute story of bevy which
deserves some extra love imo.
## Solution
- This add the ability to annotate struct fields with a
`#[storage_texture(0)]` annotation.
- Instead of adding specific option parsing for all the image formats
and access modes, I simply accept a token stream and defer checking to
see if the option is valid to the compiler. This still results in useful
and friendly errors and is free to maintain and always compatible with
wgpu changes.
---
## Changelog
- The `#[storage_texture(..)]` annotation is now accepted for fields of
`Handle<Image>` in structs that derive `AsBindGroup`.
- The game_of_life compute shader example has been updated to use
`AsBindGroup` together with `[storage_texture(..)]` to obtain the
`BindGroupLayout`.
## Migration Guide
# Objective
Fix weird visuals when drawing a gizmo with a non-normed normal.
Fixes#11401
## Solution
Just normalize right before we draw. Could do it when constructing the
builder but that seems less consistent.
## Changelog
- gizmos.circle normal is now a Direction3d instead of a Vec3.
## Migration Guide
- Pass a Direction3d for gizmos.circle normal, eg.
`Direction3d::new(vec).unwrap_or(default)` or potentially
`Direction3d::new_unchecked(vec)` if you know your vec is definitely
normalized.
# Objective
Currently, the `primitives` module is inside of the prelude for
`bevy_math`, but the actual primitives are not. This requires either
importing the shapes everywhere that uses them, or adding the
`primitives::` prefix:
```rust
let rectangle = meshes.add(primitives::Rectangle::new(5.0, 2.5));
```
(Note: meshing isn't actually implemented yet, but it's in #11431)
The primitives are meant to be used for a variety of tasks across
several crates, like for meshing, bounding volumes, gizmos, colliders,
and so on, so I think having them in the prelude is justified. It would
make several common tasks a lot more ergonomic.
```rust
let rectangle = meshes.add(Rectangle::new(5.0, 2.5));
```
## Solution
Add `primitives::*` to `bevy_math::prelude`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Implements #9216
## Solution
- Replace `DiagnosticId` by `DiagnosticPath`. It's pre-hashed using
`const-fnv1a-hash` crate, so it's possible to create path in const
contexts.
---
## Changelog
- Replaced `DiagnosticId` by `DiagnosticPath`
- Set default history length to 120 measurements (2 seconds on 60 fps).
I've noticed hardcoded constant 20 everywhere and decided to change it
to `DEFAULT_MAX_HISTORY_LENGTH` , which is set to new diagnostics by
default. To override it, use `with_max_history_length`.
## Migration Guide
```diff
- const UNIQUE_DIAG_ID: DiagnosticId = DiagnosticId::from_u128(42);
+ const UNIQUE_DIAG_PATH: DiagnosticPath = DiagnosticPath::const_new("foo/bar");
- Diagnostic::new(UNIQUE_DIAG_ID, "example", 10)
+ Diagnostic::new(UNIQUE_DIAG_PATH).with_max_history_length(10)
- diagnostics.add_measurement(UNIQUE_DIAG_ID, || 42);
+ diagnostics.add_measurement(&UNIQUE_DIAG_ID, || 42);
```
# Objective
- `FromType<T>` for `ReflectComponent` and `ReflectBundle` currently
require `T: FromWorld` for two reasons:
- they include a `from_world` method;
- they create dummy `T`s using `FromWorld` and then `apply` a `&dyn
Reflect` to it to simulate `FromReflect`.
- However `FromWorld`/`Default` may be difficult/weird/impractical to
implement, while `FromReflect` is easier and also more natural for the
job.
- See also
https://discord.com/channels/691052431525675048/1146022009554337792
## Solution
- Split `from_world` from `ReflectComponent` and `ReflectBundle` into
its own `ReflectFromWorld` struct.
- Replace the requirement on `FromWorld` in `ReflectComponent` and
`ReflectBundle` with `FromReflect`
---
## Changelog
- `ReflectComponent` and `ReflectBundle` no longer offer a `from_world`
method.
- `ReflectComponent` and `ReflectBundle`'s `FromType<T>` implementation
no longer requires `T: FromWorld`, but now requires `FromReflect`.
- `ReflectComponent::insert`, `ReflectComponent::apply_or_insert` and
`ReflectComponent::copy` now take an extra `&TypeRegistry` parameter.
- There is now a new `ReflectFromWorld` struct.
## Migration Guide
- Existing uses of `ReflectComponent::from_world` and
`ReflectBundle::from_world` will have to be changed to
`ReflectFromWorld::from_world`.
- Users of `#[reflect(Component)]` and `#[reflect(Bundle)]` will need to
also implement/derive `FromReflect`.
- Users of `#[reflect(Component)]` and `#[reflect(Bundle)]` may now want
to also add `FromWorld` to the list of reflected traits in case their
`FromReflect` implementation may fail.
- Users of `ReflectComponent` will now need to pass a `&TypeRegistry` to
its `insert`, `apply_or_insert` and `copy` methods.
This pull request re-submits #10057, which was backed out for breaking
macOS, iOS, and Android. I've tested this version on macOS and Android
and on the iOS simulator.
# Objective
This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].
## Solution
This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.
A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.
A frequent question is "why two components instead of just one?" The
advantages of this setup are:
1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.
2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.
Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.
An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.
Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:
* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)
* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.
* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.
Future work includes:
* Blending between multiple reflection probes.
* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.
* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.
* Support for WebGL 2, by breaking batches when reflection probes are
used.
These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.
---
## Changelog
### Added
* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.
[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
# Objective
- Example `deterministic` crashes on CI on Windows because it uses too
much memory
## Solution
- Reduce the number of planes displayed while still having the issue
- While there, add a small margin to the text so that it's prettier
# Objective
This PR aims to implement multiple configs for gizmos as discussed in
#9187.
## Solution
Configs for the new `GizmoConfigGroup`s are stored in a
`GizmoConfigStore` resource and can be accesses using a type based key
or iterated over. This type based key doubles as a standardized location
where plugin authors can put their own configuration not covered by the
standard `GizmoConfig` struct. For example the `AabbGizmoGroup` has a
default color and toggle to show all AABBs. New configs can be
registered using `app.init_gizmo_group::<T>()` during startup.
When requesting the `Gizmos<T>` system parameter the generic type
determines which config is used. The config structs are available
through the `Gizmos` system parameter allowing for easy access while
drawing your gizmos.
Internally, resources and systems used for rendering (up to an including
the extract system) are generic over the type based key and inserted on
registering a new config.
## Alternatives
The configs could be stored as components on entities with markers which
would make better use of the ECS. I also implemented this approach
([here](https://github.com/jeliag/bevy/tree/gizmo-multiconf-comp)) and
believe that the ergonomic benefits of a central config store outweigh
the decreased use of the ECS.
## Unsafe Code
Implementing system parameter by hand is unsafe but seems to be required
to access the config store once and not on every gizmo draw function
call. This is critical for performance. ~Is there a better way to do
this?~
## Future Work
New gizmos (such as #10038, and ideas from #9400) will require custom
configuration structs. Should there be a new custom config for every
gizmo type, or should we group them together in a common configuration?
(for example `EditorGizmoConfig`, or something more fine-grained)
## Changelog
- Added `GizmoConfigStore` resource and `GizmoConfigGroup` trait
- Added `init_gizmo_group` to `App`
- Added early returns to gizmo drawing increasing performance when
gizmos are disabled
- Changed `GizmoConfig` and aabb gizmos to use new `GizmoConfigStore`
- Changed `Gizmos` system parameter to use type based key to retrieve
config
- Changed resources and systems used for gizmo rendering to be generic
over type based key
- Changed examples (3d_gizmos, 2d_gizmos) to showcase new API
## Migration Guide
- `GizmoConfig` is no longer a resource and has to be accessed through
`GizmoConfigStore` resource. The default config group is
`DefaultGizmoGroup`, but consider using your own custom config group if
applicable.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
Fixes#11376
During the development of the exposure settings PR (#11347) all examples
with lighting had to be adjusted, but three were missed or simply didn't
exist yet at the time. This PR restores the brightness in those examples
again:
render_ui_to_texture
asset_loading
hot_asset_reloading
All of them are a bit brighter now compared to before the exposure PR,
but it looks better IMO.
# Objective
Expand the existing `Query` API to support more dynamic use cases i.e.
scripting.
## Prior Art
- #6390
- #8308
- #10037
## Solution
- Create a `QueryBuilder` with runtime methods to define the set of
component accesses for a built query.
- Create new `WorldQueryData` implementations `FilteredEntityMut` and
`FilteredEntityRef` as variants of `EntityMut` and `EntityRef` that
provide run time checked access to the components included in a given
query.
- Add new methods to `Query` to create "query lens" with a subset of the
access of the initial query.
### Query Builder
The `QueryBuilder` API allows you to define a query at runtime. At it's
most basic use it will simply create a query with the corresponding type
signature:
```rust
let query = QueryBuilder::<Entity, With<A>>::new(&mut world).build();
// is equivalent to
let query = QueryState::<Entity, With<A>>::new(&mut world);
```
Before calling `.build()` you also have the opportunity to add
additional accesses and filters. Here is a simple example where we add
additional filter terms:
```rust
let entity_a = world.spawn((A(0), B(0))).id();
let entity_b = world.spawn((A(0), C(0))).id();
let mut query_a = QueryBuilder::<Entity>::new(&mut world)
.with::<A>()
.without::<C>()
.build();
assert_eq!(entity_a, query_a.single(&world));
```
This alone is useful in that allows you to decide which archetypes your
query will match at runtime. However it is also very limited, consider a
case like the following:
```rust
let query_a = QueryBuilder::<&A>::new(&mut world)
// Add an additional access
.data::<&B>()
.build();
```
This will grant the query an additional read access to component B
however we have no way of accessing the data while iterating as the type
signature still only includes &A. For an even more concrete example of
this consider dynamic components:
```rust
let query_a = QueryBuilder::<Entity>::new(&mut world)
// Adding a filter is easy since it doesn't need be read later
.with_id(component_id_a)
// How do I access the data of this component?
.ref_id(component_id_b)
.build();
```
With this in mind the `QueryBuilder` API seems somewhat incomplete by
itself, we need some way method of accessing the components dynamically.
So here's one:
### Query Transmutation
If the problem is not having the component in the type signature why not
just add it? This PR also adds transmute methods to `QueryBuilder` and
`QueryState`. Here's a simple example:
```rust
world.spawn(A(0));
world.spawn((A(1), B(0)));
let mut query = QueryBuilder::<()>::new(&mut world)
.with::<B>()
.transmute::<&A>()
.build();
query.iter(&world).for_each(|a| assert_eq!(a.0, 1));
```
The `QueryState` and `QueryBuilder` transmute methods look quite similar
but are different in one respect. Transmuting a builder will always
succeed as it will just add the additional accesses needed for the new
terms if they weren't already included. Transmuting a `QueryState` will
panic in the case that the new type signature would give it access it
didn't already have, for example:
```rust
let query = QueryState::<&A, Option<&B>>::new(&mut world);
/// This is fine, the access for Option<&A> is less restrictive than &A
query.transmute::<Option<&A>>(&world);
/// Oh no, this would allow access to &B on entities that might not have it, so it panics
query.transmute::<&B>(&world);
/// This is right out
query.transmute::<&C>(&world);
```
This is quite an appealing API to also have available on `Query` however
it does pose one additional wrinkle: In order to to change the iterator
we need to create a new `QueryState` to back it. `Query` doesn't own
it's own state though, it just borrows it, so we need a place to borrow
it from. This is why `QueryLens` exists, it is a place to store the new
state so it can be borrowed when you call `.query()` leaving you with an
API like this:
```rust
fn function_that_takes_a_query(query: &Query<&A>) {
// ...
}
fn system(query: Query<(&A, &B)>) {
let lens = query.transmute_lens::<&A>();
let q = lens.query();
function_that_takes_a_query(&q);
}
```
Now you may be thinking: Hey, wait a second, you introduced the problem
with dynamic components and then described a solution that only works
for static components! Ok, you got me, I guess we need a bit more:
### Filtered Entity References
Currently the only way you can access dynamic components on entities
through a query is with either `EntityMut` or `EntityRef`, however these
can access all components and so conflict with all other accesses. This
PR introduces `FilteredEntityMut` and `FilteredEntityRef` as
alternatives that have additional runtime checking to prevent accessing
components that you shouldn't. This way you can build a query with a
`QueryBuilder` and actually access the components you asked for:
```rust
let mut query = QueryBuilder::<FilteredEntityRef>::new(&mut world)
.ref_id(component_id_a)
.with(component_id_b)
.build();
let entity_ref = query.single(&world);
// Returns Some(Ptr) as we have that component and are allowed to read it
let a = entity_ref.get_by_id(component_id_a);
// Will return None even though the entity does have the component, as we are not allowed to read it
let b = entity_ref.get_by_id(component_id_b);
```
For the most part these new structs have the exact same methods as their
non-filtered equivalents.
Putting all of this together we can do some truly dynamic ECS queries,
check out the `dynamic` example to see it in action:
```
Commands:
comp, c Create new components
spawn, s Spawn entities
query, q Query for entities
Enter a command with no parameters for usage.
> c A, B, C, Data 4
Component A created with id: 0
Component B created with id: 1
Component C created with id: 2
Component Data created with id: 3
> s A, B, Data 1
Entity spawned with id: 0v0
> s A, C, Data 0
Entity spawned with id: 1v0
> q &Data
0v0: Data: [1, 0, 0, 0]
1v0: Data: [0, 0, 0, 0]
> q B, &mut Data
0v0: Data: [2, 1, 1, 1]
> q B || C, &Data
0v0: Data: [2, 1, 1, 1]
1v0: Data: [0, 0, 0, 0]
```
## Changelog
- Add new `transmute_lens` methods to `Query`.
- Add new types `QueryBuilder`, `FilteredEntityMut`, `FilteredEntityRef`
and `QueryLens`
- `update_archetype_component_access` has been removed, archetype
component accesses are now determined by the accesses set in
`update_component_access`
- Added method `set_access` to `WorldQuery`, this is called before
`update_component_access` for queries that have a restricted set of
accesses, such as those built by `QueryBuilder` or `QueryLens`. This is
primarily used by the `FilteredEntity*` variants and has an empty trait
implementation.
- Added method `get_state` to `WorldQuery` as a fallible version of
`init_state` when you don't have `&mut World` access.
## Future Work
Improve performance of `FilteredEntityMut` and `FilteredEntityRef`,
currently they have to determine the accesses a query has in a given
archetype during iteration which is far from ideal, especially since we
already did the work when matching the archetype in the first place. To
avoid making more internal API changes I have left it out of this PR.
---------
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
Rebased and finished version of
https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie
for adjusting all the examples, and the many other people who helped
write this PR (@superdump , @coreh , among others) :)
Fixes https://github.com/bevyengine/bevy/issues/8369
---
## Changelog
- Added a `brightness` control to `Skybox`.
- Added an `intensity` control to `EnvironmentMapLight`.
- Added `ExposureSettings` and `PhysicalCameraParameters` for
controlling exposure of 3D cameras.
- Removed the baked-in `DirectionalLight` exposure Bevy previously
hardcoded internally.
## Migration Guide
- If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness`
and `intensity` controls to adjust their strength.
- All 3D scene will now have different apparent brightnesses due to Bevy
implementing proper exposure controls. You will have to adjust the
intensity of your lights and/or your camera exposure via the new
`ExposureSettings` component to compensate.
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
# Objective
> Old MR: #5072
> ~~Associated UI MR: #5070~~
> Adresses #1618
Unify sprite management
## Solution
- Remove the `Handle<Image>` field in `TextureAtlas` which is the main
cause for all the boilerplate
- Remove the redundant `TextureAtlasSprite` component
- Renamed `TextureAtlas` asset to `TextureAtlasLayout`
([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844))
- Add a `TextureAtlas` component, containing the atlas layout handle and
the section index
The difference between this solution and #5072 is that instead of the
`enum` approach is that we can more easily manipulate texture sheets
without any breaking changes for classic `SpriteBundle`s (@mockersf
[comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139))
Also, this approach is more *data oriented* extracting the
`Handle<Image>` and avoiding complex texture atlas manipulations to
retrieve the texture in both applicative and engine code.
With this method, the only difference between a `SpriteBundle` and a
`SpriteSheetBundle` is an **additional** component storing the atlas
handle and the index.
~~This solution can be applied to `bevy_ui` as well (see #5070).~~
EDIT: I also applied this solution to Bevy UI
## Changelog
- (**BREAKING**) Removed `TextureAtlasSprite`
- (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout`
- (**BREAKING**) `SpriteSheetBundle`:
- Uses a `Sprite` instead of a `TextureAtlasSprite` component
- Has a `texture` field containing a `Handle<Image>` like the
`SpriteBundle`
- Has a new `TextureAtlas` component instead of a
`Handle<TextureAtlasLayout>`
- (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an
additional `&Handle<Image>` parameter
- (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a
`Handle<Image>` parameter
- (**BREAKING**) `TextureAtlasBuilder::finish` now returns a
`Result<(TextureAtlasLayout, Handle<Image>), _>`
- `bevy_text`:
- `GlyphAtlasInfo` stores the texture `Handle<Image>`
- `FontAtlas` stores the texture `Handle<Image>`
- `bevy_ui`:
- (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now
identical to the `ImageBundle` with an additional `TextureAtlas`
## Migration Guide
* Sprites
```diff
fn my_system(
mut images: ResMut<Assets<Image>>,
- mut atlases: ResMut<Assets<TextureAtlas>>,
+ mut atlases: ResMut<Assets<TextureAtlasLayout>>,
asset_server: Res<AssetServer>
) {
let texture_handle: asset_server.load("my_texture.png");
- let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None);
+ let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None);
let layout_handle = atlases.add(layout);
commands.spawn(SpriteSheetBundle {
- sprite: TextureAtlasSprite::new(0),
- texture_atlas: atlas_handle,
+ atlas: TextureAtlas {
+ layout: layout_handle,
+ index: 0
+ },
+ texture: texture_handle,
..Default::default()
});
}
```
* UI
```diff
fn my_system(
mut images: ResMut<Assets<Image>>,
- mut atlases: ResMut<Assets<TextureAtlas>>,
+ mut atlases: ResMut<Assets<TextureAtlasLayout>>,
asset_server: Res<AssetServer>
) {
let texture_handle: asset_server.load("my_texture.png");
- let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None);
+ let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None);
let layout_handle = atlases.add(layout);
commands.spawn(AtlasImageBundle {
- texture_atlas_image: UiTextureAtlasImage {
- index: 0,
- flip_x: false,
- flip_y: false,
- },
- texture_atlas: atlas_handle,
+ atlas: TextureAtlas {
+ layout: layout_handle,
+ index: 0
+ },
+ image: UiImage {
+ texture: texture_handle,
+ flip_x: false,
+ flip_y: false,
+ },
..Default::default()
});
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
Add support for presenting each UI tree on a specific window and
viewport, while making as few breaking changes as possible.
This PR is meant to resolve the following issues at once, since they're
all related.
- Fixes#5622
- Fixes#5570
- Fixes#5621
Adopted #5892 , but started over since the current codebase diverged
significantly from the original PR branch. Also, I made a decision to
propagate component to children instead of recursively iterating over
nodes in search for the root.
## Solution
Add a new optional component that can be inserted to UI root nodes and
propagate to children to specify which camera it should render onto.
This is then used to get the render target and the viewport for that UI
tree. Since this component is optional, the default behavior should be
to render onto the single camera (if only one exist) and warn of
ambiguity if multiple cameras exist. This reduces the complexity for
users with just one camera, while giving control in contexts where it
matters.
## Changelog
- Adds `TargetCamera(Entity)` component to specify which camera should a
node tree be rendered into. If only one camera exists, this component is
optional.
- Adds an example of rendering UI to a texture and using it as a
material in a 3D world.
- Fixes recalculation of physical viewport size when target scale factor
changes. This can happen when the window is moved between displays with
different DPI.
- Changes examples to demonstrate assigning UI to different viewports
and windows and make interactions in an offset viewport testable.
- Removes `UiCameraConfig`. UI visibility now can be controlled via
combination of explicit `TargetCamera` and `Visibility` on the root
nodes.
---------
Co-authored-by: davier <bricedavier@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
> Replaces #5213
# Objective
Implement sprite tiling and [9 slice
scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for
`bevy_sprite`.
Allowing slice scaling and texture tiling.
Basic scaling vs 9 slice scaling:
![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg)
Slicing example:
<img width="481" alt="Screenshot 2022-07-05 at 15 05 49"
src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png">
Tiling example:
<img width="1329" alt="Screenshot 2023-11-16 at 13 53 32"
src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f">
# Solution
- `SpriteBundlue` now has a `scale_mode` component storing a
`SpriteScaleMode` enum with three variants:
- `Stretched` (default)
- `Tiled` to have sprites tile horizontally and/or vertically
- `Sliced` allowing 9 slicing the texture and optionally tile some
sections with a `Textureslicer`.
- `bevy_sprite` has two extra systems to compute a
`ComputedTextureSlices` if necessary,:
- One system react to changes on `Sprite`, `Handle<Image>` or
`SpriteScaleMode`
- The other listens to `AssetEvent<Image>` to compute slices on sprites
when the texture is ready or changed
- I updated the `bevy_sprite` extraction stage to extract potentially
multiple textures instead of one, depending on the presence of
`ComputedTextureSlices`
- I added two examples showcasing the slicing and tiling feature.
The addition of `ComputedTextureSlices` as a cache is to avoid querying
the image data, to retrieve its dimensions, every frame in a extract or
prepare stage. Also it reacts to changes so we can have stuff like this
(tiling example):
https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01
# Related
- [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for
texture sheets as ui
# To discuss
There is an other option, to consider slice/tiling as part of the asset,
using the new asset preprocessing but I have no clue on how to do it.
Also, instead of retrieving the Image dimensions, we could use the same
system as the sprite sheet and have the user give the image dimensions
directly (grid). But I think it's less user friendly
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
This PR is heavily inspired by
https://github.com/bevyengine/bevy/pull/7682
It aims to solve the same problem: allowing the user to extend the
tracing subscriber with extra layers.
(in my case, I'd like to use `use
metrics_tracing_context::{MetricsLayer, TracingContextLayer};`)
## Solution
I'm proposing a different api where the user has the opportunity to take
the existing `subscriber` and apply any transformations on it.
---
## Changelog
- Added a `update_subscriber` option on the `LogPlugin` that lets the
user modify the `subscriber` (for example to extend it with more tracing
`Layers`
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- Added a new field `update_subscriber` in the `LogPlugin`
---------
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
# Objective
Unify flycam-style camera controller from the examples.
`parallax_mapping` controller was kept as is.
## Solution
Fixed some mouse movement & cursor grabbing related issues too.
# Objective
Issue #10243: rendering multiple triangles in the same place results in
flickering.
## Solution
Considered these alternatives:
- `depth_bias` may not work, because of high number of entities, so
creating a material per entity is practically not possible
- rendering at slightly different positions does not work, because when
camera is far, float rounding causes the same issues (edit: assuming we
have to use the same `depth_bias`)
- considered implementing deterministic operation like
`query.par_iter().flat_map(...).collect()` to be used in
`check_visibility` system (which would solve the issue since query is
deterministic), and could not figure out how to make it as cheap as
current approach with thread-local collectors (#11249)
So adding an option to sort entities after `check_visibility` system
run.
Should not be too bad, because after visibility check, only a handful
entities remain.
This is probably not the only source of non-determinism in Bevy, but
this is one I could find so far. At least it fixes the repro example.
## Changelog
- `DeterministicRenderingConfig` option to enable deterministic
rendering
## Test
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/28969/c735bce1-3a71-44cd-8677-c19f6c0ee6bd">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Update to `glam` 0.25, `encase` 0.7 and `hexasphere` to 10.0
## Changelog
Added the `FloatExt` trait to the `bevy_math` prelude which adds `lerp`,
`inverse_lerp` and `remap` methods to the `f32` and `f64` types.
# Objective
Re this comment:
https://github.com/bevyengine/bevy/pull/11141#issuecomment-1872455313
Since https://github.com/bevyengine/bevy/pull/9822, Bevy automatically
inserts `apply_deferred` between systems with dependencies where needed,
so manually inserted `apply_deferred` doesn't to anything useful, and in
current state this example does more harm than good.
## Solution
The example can be modified with removal of automatic `apply_deferred`
insertion, but that would immediately upgrade this example from beginner
level, to upper intermediate. Most users don't need to disable automatic
sync point insertion, and remaining few who do probably already know how
it works.
CC @hymm
# Objective
- Make it possible to react to arbitrary state changes
- this will be useful regardless of the other changes to states
currently being discussed
## Solution
- added `StateTransitionEvent<S>` struct
- previously, this would have been impossible:
```rs
#[derive(States, Eq, PartialEq, Hash, Copy, Clone, Default)]
enum MyState {
#[default]
Foo,
Bar(MySubState),
}
enum MySubState {
Spam,
Eggs,
}
app.add_system(Update, on_enter_bar);
fn on_enter_bar(trans: EventReader<StateTransition<MyState>>){
for (befoare, after) in trans.read() {
match before, after {
MyState::Foo, MyState::Bar(_) => info!("detected transition foo => bar");
_, _ => ();
}
}
}
```
---
## Changelog
- Added
- `StateTransitionEvent<S>` - Fired on state changes of `S`
## Migration Guide
N/A no breaking changes
---------
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
# Motivation
When spawning entities into a scene, it is very common to create assets
like meshes and materials and to add them via asset handles. A common
setup might look like this:
```rust
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
..default()
});
}
```
Let's take a closer look at the part that adds the assets using `add`.
```rust
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
```
Here, "mesh" and "material" are both repeated three times. It's very
explicit, but I find it to be a bit verbose. In addition to being more
code to read and write, the extra characters can sometimes also lead to
the code being formatted to span multiple lines even though the core
task, adding e.g. a primitive mesh, is extremely simple.
A way to address this is by using `.into()`:
```rust
mesh: meshes.add(shape::Cube { size: 1.0 }.into()),
material: materials.add(Color::RED.into()),
```
This is fine, but from the names and the type of `meshes`, we already
know what the type should be. It's very clear that `Cube` should be
turned into a `Mesh` because of the context it's used in. `.into()` is
just seven characters, but it's so common that it quickly adds up and
gets annoying.
It would be nice if you could skip all of the conversion and let Bevy
handle it for you:
```rust
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
```
# Objective
Make adding assets more ergonomic by making `Assets::add` take an `impl
Into<A>` instead of `A`.
## Solution
`Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this
works:
```rust
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
..default()
});
```
I also changed all examples to use this API, which increases consistency
as well because `Mesh::from` and `into` were being used arbitrarily even
in the same file. This also gets rid of some lines of code because
formatting is nicer.
---
## Changelog
- `Assets::add` now takes an `impl Into<A>` instead of `A`
- Examples don't use `T::from(K)` or `K.into()` when adding assets
## Migration Guide
Some `into` calls that worked previously might now be broken because of
the new trait bounds. You need to either remove `into` or perform the
conversion explicitly with `from`:
```rust
// Doesn't compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()),
// These compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }),
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
```
## Concerns
I believe the primary concerns might be:
1. Is this too implicit?
2. Does this increase codegen bloat?
Previously, the two APIs were using `into` or `from`, and now it's
"nothing" or `from`. You could argue that `into` is slightly more
explicit than "nothing" in cases like the earlier examples where a
`Color` gets converted to e.g. a `StandardMaterial`, but I personally
don't think `into` adds much value even in this case, and you could
still see the actual type from the asset type.
As for codegen bloat, I doubt it adds that much, but I'm not very
familiar with the details of codegen. I personally value the user-facing
code reduction and ergonomics improvements that these changes would
provide, but it might be worth checking the other effects in more
detail.
Another slight concern is migration pain; apps might have a ton of
`into` calls that would need to be removed, and it did take me a while
to do so for Bevy itself (maybe around 20-40 minutes). However, I think
the fact that there *are* so many `into` calls just highlights that the
API could be made nicer, and I'd gladly migrate my own projects for it.
# Objective
This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].
## Solution
This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.
A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.
A frequent question is "why two components instead of just one?" The
advantages of this setup are:
1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.
2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.
Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.
An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.
Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:
* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)
* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.
* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.
Future work includes:
* Blending between multiple reflection probes.
* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.
* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.
* Support for WebGL 2, by breaking batches when reflection probes are
used.
These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.
---
## Changelog
### Added
* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.
[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html
[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
# Objective
In my code I use a lot of images as render targets.
I'd like some convenience methods for working with this type.
## Solution
- Allow `.into()` to construct a `RenderTarget`
- Add `.as_image()`
---
## Changelog
### Added
- `RenderTarget` can be constructed via `.into()` on a `Handle<Image>`
- `RenderTarget` new method: `as_image`
---------
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
- https://github.com/bevyengine/bevy/pull/1782
- https://github.com/bevyengine/bevy/pull/8624
## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.
---
## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.
## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
- The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
- The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
![Screenshot](https://i.imgur.com/A4KzWFq.png)
# Objective
Lightmaps, textures that store baked global illumination, have been a
mainstay of real-time graphics for decades. Bevy currently has no
support for them, so this pull request implements them.
## Solution
The new `Lightmap` component can be attached to any entity that contains
a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be
applied in the PBR shader. Because multiple lightmaps are frequently
packed into atlases, each lightmap may have its own UV boundaries within
its texture. An `exposure` field is also provided, to control the
brightness of the lightmap.
Note that this PR doesn't provide any way to bake the lightmaps. That
can be done with [The Lightmapper] or another solution, such as Unity's
Bakery.
---
## Changelog
### Added
* A new component, `Lightmap`, is available, for baked global
illumination. If your mesh has a second UV channel (UV1), and you attach
this component to the entity with that mesh, Bevy will apply the texture
referenced in the lightmap.
[The Lightmapper]: https://github.com/Naxela/The_Lightmapper
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.
## Solution
I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Custom render passes, or future passes in the engine (such as
https://github.com/bevyengine/bevy/pull/10164) need a better way to know
and indicate to the core passes whether the view color/depth/prepass
attachments have been cleared or not yet this frame, to know if they
should clear it themselves or load it.
## Solution
- For all render targets (depth textures, shadow textures, prepass
textures, main textures) use an atomic bool to track whether or not each
texture has been cleared this frame. Abstracted away in the new
ColorAttachment and DepthAttachment wrappers.
---
## Changelog
- Changed `ViewTarget::get_color_attachment()`, removed arguments.
- Changed `ViewTarget::get_unsampled_color_attachment()`, removed
arguments.
- Removed `Camera3d::clear_color`.
- Removed `Camera2d::clear_color`.
- Added `Camera::clear_color`.
- Added `ExtractedCamera::clear_color`.
- Added `ColorAttachment` and `DepthAttachment` wrappers.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- Core render passes now track when a texture is first bound as an
attachment in order to decide whether to clear or load it.
## Migration Guide
- Remove arguments to `ViewTarget::get_color_attachment()` and
`ViewTarget::get_unsampled_color_attachment()`.
- Configure clear color on `Camera` instead of on `Camera3d` and
`Camera2d`.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- `ViewDepthTexture` must now be created via the `new()` method
---------
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fix ci hang, so we can merge pr's again.
## Solution
- switch ppa action to use mesa stable versions
https://launchpad.net/~kisak/+archive/ubuntu/turtle
- use commit from #11123
---------
Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
# Objective
Provide an example of how to achieve pixel-perfect "grid snapping" in 2D
via rendering to a texture. This is a common use case in retro pixel art
game development.
## Solution
Render sprites to a canvas via a Camera, then use another (scaled up)
Camera to render the resulting canvas to the screen. This example is
based on the `3d/render_to_texture.rs` example. Furthermore, this
example demonstrates mixing retro-style graphics with high-resolution
graphics, as well as pixel-snapped rendering of a
`MaterialMesh2dBundle`.
# Objective
- Make the implementation order consistent between all sources to fit
the order in the trait.
## Solution
- Change the implementation order.
Improves #11052
# Changelog
- Remove `Window::fit_canvas_to_parent`, as its resizing on wasm now
respects its CSS configuration.
## Migration Guide
- Remove uses of `Window::fit_canvas_to_parent` in favor of CSS
properties, for example:
```css
canvas {
width: 100%;
height: 100%;
}
```
# Objective
Fix#10731.
## Solution
Rename `App::add_state<T>(&mut self)` to `init_state`, and add
`App::insert_state<T>(&mut self, state: T)`. I decided on these names
because they are more similar to `init_resource` and `insert_resource`.
I also removed the `States` trait's requirement for `Default`. Instead,
`init_state` requires `FromWorld`.
---
## Changelog
- Renamed `App::add_state` to `init_state`.
- Added `App::insert_state`.
- Removed the `States` trait's requirement for `Default`.
## Migration Guide
- Renamed `App::add_state` to `init_state`.
# Objective
- Update winit dependency to 0.29
## Changelog
### KeyCode changes
- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.
KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.
In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.
### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)
## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔
## Follow up
I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
- blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
- fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
- [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
- we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide
This PR should have one.
# Objective
- Expand the texture_atlas example with padding and show how it can
resolve sprite bleeding for different types of sampling.
- Fixes#9522
## Solution
Updated the texture_atlas example by adding 4 different texture atlases:
1. linear, no padding
2. linear, padding
3. nearest neighbor, no padding
4. nearest neighbor, padding
Now renders one padded and one unpadded texture atlas, and the same
upscaled sprite from each of the new texture atlases. See the screenshot
below (taken on 1080p monitor).
![Screenshot from 2023-10-10
08-37-43](https://github.com/bevyengine/bevy/assets/46004494/4cef707c-e117-4835-b2c8-66503d8c275f)
**From left->right:** linear no padding, nearest no padding, linear
padding, nearest padding.
---
---------
Co-authored-by: davidasberg <david.aasberg@gmail.com>
# Objective
- Finish the work done in #8942 .
## Solution
- Rebase the changes made in #8942 and fix the issues stopping it from
being merged earlier
---------
Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com>
# Objective
Keep up to date with wgpu.
## Solution
Update the wgpu version.
Currently blocked on naga_oil updating to naga 0.14 and releasing a new
version.
3d scenes (or maybe any scene with lighting?) currently don't render
anything due to
```
error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid
= Capability Capabilities(CUBE_ARRAY_TEXTURES) is required
```
I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?)
Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first.
## Known issues
Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though).
---
## Changelog
Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11.
- Windows desktop GL should now be less painful as it no longer requires Angle.
- You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html)
## Migration Guide
- `RenderPassDescriptor` `color_attachments` (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored.
- `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`.
- `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now.
- See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details
# Objective
add `RenderLayers` awareness to lights. lights default to
`RenderLayers::layer(0)`, and must intersect the camera entity's
`RenderLayers` in order to affect the camera's output.
note that lights already use renderlayers to filter meshes for shadow
casting. this adds filtering lights per view based on intersection of
camera layers and light layers.
fixes#3462
## Solution
PointLights and SpotLights are assigned to individual views in
`assign_lights_to_clusters`, so we simply cull the lights which don't
match the view layers in that function.
DirectionalLights are global, so we
- add the light layers to the `DirectionalLight` struct
- add the view layers to the `ViewUniform` struct
- check for intersection before processing the light in
`apply_pbr_lighting`
potential issue: when mesh/light layers are smaller than the view layers
weird results can occur. e.g:
camera = layers 1+2
light = layers 1
mesh = layers 2
the mesh does not cast shadows wrt the light as (1 & 2) == 0.
the light affects the view as (1+2 & 1) != 0.
the view renders the mesh as (1+2 & 2) != 0.
so the mesh is rendered and lit, but does not cast a shadow.
this could be fixed (so that the light would not affect the mesh in that
view) by adding the light layers to the point and spot light structs,
but i think the setup is pretty unusual, and space is at a premium in
those structs (adding 4 bytes more would reduce the webgl point+spot
light max count to 240 from 256).
I think typical usage is for cameras to have a single layer, and
meshes/lights to maybe have multiple layers to render to e.g. minimaps
as well as primary views.
if there is a good use case for the above setup and we should support
it, please let me know.
---
## Migration Guide
Lights no longer affect all `RenderLayers` by default, now like cameras
and meshes they default to `RenderLayers::layer(0)`. To recover the
previous behaviour and have all lights affect all views, add a
`RenderLayers::all()` component to the light entity.
# Objective
- Resolves#10853
## Solution
- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.
## Migration Guide
- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
# Objective
A better alternative version of #10843.
Currently, Bevy has a single `Ray` struct for 3D. To allow better
interoperability with Bevy's primitive shapes (#10572) and some third
party crates (that handle e.g. spatial queries), it would be very useful
to have separate versions for 2D and 3D respectively.
## Solution
Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take
advantage of the new primitives by using `Direction2d`/`Direction3d` for
the direction:
```rust
pub struct Ray2d {
pub origin: Vec2,
pub direction: Direction2d,
}
pub struct Ray3d {
pub origin: Vec3,
pub direction: Direction3d,
}
```
and by using `Plane2d`/`Plane3d` in `intersect_plane`:
```rust
impl Ray2d {
// ...
pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
// ...
}
}
```
---
## Changelog
### Added
- `Ray2d` and `Ray3d`
- `Ray2d::new` and `Ray3d::new` constructors
- `Plane2d::new` and `Plane3d::new` constructors
### Removed
- Removed `Ray` in favor of `Ray3d`
### Changed
- `direction` is now a `Direction2d`/`Direction3d` instead of a vector,
which provides guaranteed normalization
- `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a
vector for the plane normal
- `Direction2d` and `Direction3d` now derive `Serialize` and
`Deserialize` to preserve ray (de)serialization
## Migration Guide
`Ray` has been renamed to `Ray3d`.
### Ray creation
Before:
```rust
Ray {
origin: Vec3::ZERO,
direction: Vec3::new(0.5, 0.6, 0.2).normalize(),
}
```
After:
```rust
// Option 1:
Ray3d {
origin: Vec3::ZERO,
direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(),
}
// Option 2:
Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2))
```
### Plane intersections
Before:
```rust
let result = ray.intersect_plane(Vec2::X, Vec2::Y);
```
After:
```rust
let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y));
```
# Objective
The name `TextAlignment` is really deceptive and almost every new user
gets confused about the differences between aligning text with
`TextAlignment`, aligning text with `Style` and aligning text with
anchor (when using `Text2d`).
## Solution
* Rename `TextAlignment` to `JustifyText`. The associated helper methods
are also renamed.
* Improve the doc comments for text explaining explicitly how the
`JustifyText` component affects the arrangement of text.
* Add some extra cases to the `text_debug` example that demonstate the
differences between alignment using `JustifyText` and alignment using
`Style`.
<img width="757" alt="text_debug_2"
src="https://github.com/bevyengine/bevy/assets/27962798/9d53e647-93f9-4bc7-8a20-0d9f783304d2">
---
## Changelog
* `TextAlignment` has been renamed to `JustifyText`
* `TextBundle::with_text_alignment` has been renamed to
`TextBundle::with_text_justify`
* `Text::with_alignment` has been renamed to `Text::with_justify`
* The `text_alignment` field of `TextMeasureInfo` has been renamed to
`justification`
## Migration Guide
* `TextAlignment` has been renamed to `JustifyText`
* `TextBundle::with_text_alignment` has been renamed to
`TextBundle::with_text_justify`
* `Text::with_alignment` has been renamed to `Text::with_justify`
* The `text_alignment` field of `TextMeasureInfo` has been renamed to
`justification`
# Objective
Fixes#10291
This adds a way to easily log messages once within system which are
called every frame.
## Solution
Opted for a macro-based approach. The fact that the 'once' call is
tracked per call site makes the `log_once!()` macro very versatile and
easy-to-use. I suspect it will be very handy for all of us, but
especially beginners, to get some initial feedback from systems without
spamming up the place!
I've made the macro's return its internal `has_fired` state, for
situations in which that might be useful to know (trigger something else
alongside the log, for example).
Please let me know if I placed the macro's in the right location, and if
you would like me to do something more clever with the macro's
themselves, since its looking quite copy-pastey at the moment. I've
tried ways to replace 5 with 1 macro's, but no success yet.
One downside of this approach is: Say you wish to warn the user if a
resource is invalid. In this situation, the
`resource.is_valid()` check would still be performed every frame:
```rust
fn my_system(my_res: Res<MyResource>) {
if !my_res.is_valid() {
warn_once!("resource is invalid!");
}
}
```
If you want to prevent that, you would still need to introduce a local
boolean. I don't think this is a very big deal, as expensive checks
shouldn't be called every frame in any case.
## Changelog
Added: `trace_once!()`, `debug_once!()`, `info_once!()`, `warn_once!()`,
and `error_once!()` log macros which fire only once per call site.
# Objective
After #6547, `Query::for_each` has been capable of automatic
vectorization on certain queries, which is seeing a notable (>50% CPU
time improvements) for iteration. However, `Query::for_each` isn't
idiomatic Rust, and lacks the flexibility of iterator combinators.
Ideally, `Query::iter` and friends should be able to achieve the same
results. However, this does seem to blocked upstream
(rust-lang/rust#104914) by Rust's loop optimizations.
## Solution
This is an intermediate solution and refactor. This moves the
`Query::for_each` implementation onto the `Iterator::fold`
implementation for `QueryIter` instead. This should result in the same
automatic vectorization optimization on all `Iterator` functions that
internally use fold, including `Iterator::for_each`, `Iterator::count`,
etc.
With this, it should close the gap between the two completely.
Internally, this PR changes `Query::for_each` to use
`query.iter().for_each(..)` instead of the duplicated implementation.
Separately, the duplicate implementations of internal iteration (i.e.
`Query::par_for_each`) now use portions of the current `Query::for_each`
implementation factored out into their own functions.
This also massively cleans up our internal fragmentation of internal
iteration options, deduplicating the iteration code used in `for_each`
and `par_iter().for_each()`.
---
## Changelog
Changed: `Query::for_each`, `Query::for_each_mut`, `Query::for_each`,
and `Query::for_each_mut` have been moved to `QueryIter`'s
`Iterator::for_each` implementation, and still retains their performance
improvements over normal iteration. These APIs are deprecated in 0.13
and will be removed in 0.14.
---------
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Make ```DynamicSceneBuilder``` more visible to new bevy learners!
```DynamicSceneBuilder``` is likely to be the most appropriate tool to use when creating dynamic scenes in all but the simplest scenarios. However, it's not mentioned in the scene example. This PR aims to fix this.
## Solution
I've modified the comment above where the ```DynamicScene``` is created to note that ```DynamicSceneBuilder``` can also be used to create the scene. I believe this is the best approach to introduce ```DynamicSceneBuilder``` without adding additional complexity to the example.
# Objective
- Shorten paths by removing unnecessary prefixes
## Solution
- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
# Objective
- Materials should be a more frequent rebind then meshes (due to being
able to use a single vertex buffer, such as in #10164) and therefore
should be in a higher bind group.
---
## Changelog
- For 2d and 3d mesh/material setups (but not UI materials, or other
rendering setups such as gizmos, sprites, or text), mesh data is now in
bind group 1, and material data is now in bind group 2, which is swapped
from how they were before.
## Migration Guide
- Custom 2d and 3d mesh/material shaders should now use bind group 2
`@group(2) @binding(x)` for their bound resources, instead of bind group
1.
- Many internal pieces of rendering code have changed so that mesh data
is now in bind group 1, and material data is now in bind group 2.
Semi-custom rendering setups (that don't use the Material or Material2d
APIs) should adapt to these changes.
# Objective
Related to #10612.
Enable the
[`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else)
lint as a warning. The `let else` form seems more idiomatic to me than a
`match`/`if else` that either match a pattern or diverge, and from the
clippy doc, the lint doesn't seem to have any possible false positive.
## Solution
Add the lint as warning in `Cargo.toml`, refactor places where the lint
triggers.
# Objective
- Follow up to #9694
## Solution
- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.
Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("post_process_bind_group_layout"),
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: bevy::render::render_resource::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(PostProcessSettings::min_size()),
},
count: None,
},
],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
"post_process_bind_group_layout"),
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d_f32(),
sampler(SamplerBindingType::Filtering),
uniform_buffer(false, Some(PostProcessSettings::min_size())),
),
),
);
```
Here's a more extreme example in bevy_solari:
86dab7f5da
---
## Changelog
- Added `BindGroupLayoutEntries` and all `BindingType` helper functions.
## Migration Guide
`RenderDevice::create_bind_group_layout()` doesn't take a
`BindGroupLayoutDescriptor` anymore. You need to provide the parameters
separately
```rust
// 0.12
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("post_process_bind_group_layout"),
entries: &[
BindGroupLayoutEntry {
// ...
},
],
});
// 0.13
let layout = render_device.create_bind_group_layout(
"post_process_bind_group_layout",
&[
BindGroupLayoutEntry {
// ...
},
],
);
```
## TODO
- [x] implement a `Dynamic` variant
- [x] update the `RenderDevice::create_bind_group_layout()` api to match
the one from `RenderDevice::creat_bind_group()`
- [x] docs
# Objective
- Fixes#7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes
## Solution
The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.
`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`.
`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).
`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)
The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.
This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~
It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.
The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.
Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*
---
## Notes
- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.
- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.
- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.
- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.
## Changelog
### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`
## Migration Guide
- Update derives
```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
entity: Entity,
a: &'static mut ComponentA
}
#[derive(WorldQuery)]
struct QueryFilter {
_c: With<ComponentC>
}
// new
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
entity: Entity,
a: &'static mut ComponentA,
}
#[derive(WorldQueryFilter)]
struct QueryFilter {
_c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`
```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
for (entity, has_a_option) in query.iter(){
let has_a:bool = has_a_option.is_some();
//todo!()
}
}
/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
for (entity, has_a) in query.iter(){
//todo!()
}
}
```
- Fix queries which had filters in the data position or vice versa.
```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
for (entity, _) in query.iter(){
//todo!()
}
}
// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
for entity in query.iter(){
//todo!()
}
}
// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
for (entity, _) in query.iter(){
//todo!()
}
}
// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
for entity in query.iter(){
//todo!()
}
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
I tried setting `ClearColorConfig` in my app via `Color::FOO.into()`
expecting it to work, but the impl was missing.
## Solution
- Add `impl From<Color> for ClearColorConfig`
- Change examples to use this impl
## Changelog
### Added
- `ClearColorConfig` can be constructed via `.into()` on a `Color`
---------
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
The `nondeterministic_system_order` example doesn't actually detect and
log its deliberate order ambiguities! It should, tho.
## Solution
Update the schedule label, and explain in a comment that you can't turn
it on for the whole `Main` schedule in one go (alas, that would be nice,
but it makes sense that it doesn't work that way).
# Objective
Problems:
* The clipped, non-visible regions of UI nodes are interactive.
* `RelativeCursorPostion` is set relative to the visible part of the
node. It should be relative to the whole node.
* The `RelativeCursorPostion::mouse_over` method returns `true` when the
mouse is over a clipped part of a node.
fixes#10470
## Solution
Intersect a node's bounding rect with its clipping rect before checking
if it contains the cursor.
Added the field `normalized_visible_node_rect` to
`RelativeCursorPosition`. This is set to the bounds of the unclipped
area of the node rect by `ui_focus_system` expressed in normalized
coordinates relative to the entire node.
Instead of checking if the normalized cursor position lies within a unit
square, it instead checks if it is contained by
`normalized_visible_node_rect`.
Added outlines to the `overflow` example that appear when the cursor is
over the visible part of the images, but not the clipped area.
---
## Changelog
* `ui_focus_system` intersects a node's bounding rect with its clipping
rect before checking if mouse over.
* Added the field `normalized_visible_node_rect` to
`RelativeCursorPosition`. This is set to the bounds of the unclipped
area of the node rect by `ui_focus_system` expressed in normalized
coordinates relative to the entire node.
* `RelativeCursorPostion` is calculated relative to the whole node's
position and size, not only the visible part.
* `RelativeCursorPosition::mouse_over` only returns true when the mouse
is over an unclipped region of the UI node.
* Removed the `Deref` and `DerefMut` derives from
`RelativeCursorPosition` as it is no longer a single field struct.
* Added some outlines to the `overflow` example that respond to
`Interaction` changes.
## Migration Guide
The clipped areas of UI nodes are no longer interactive.
`RelativeCursorPostion` is now calculated relative to the whole node's
position and size, not only the visible part. Its `mouse_over` method
only returns true when the cursor is over an unclipped part of the node.
`RelativeCursorPosition` no longer implements `Deref` and `DerefMut`.
# Objective
- I've been experimenting with different patterns to try and make async
tasks more convenient. One of the better ones I've found is to return a
command queue to allow for deferred &mut World access. It can be
convenient to check for task completion in a normal system, but it is
hard to do something with the command queue after getting it back. This
pr adds a `append` to Commands. This allows appending the returned
command queue onto the system's commands.
## Solution
- I edited the async compute example to use the new `append`, but not
sure if I should keep the example changed as this might be too
opinionated.
## Future Work
- It would be very easy to pull the pattern used in the example out into
a plugin or a external crate, so users wouldn't have to add the checking
system.
---
## Changelog
- add `append` to `Commands` and `CommandQueue`
# Objective
- The current shader code is misleading since it makes it look like a
struct is passed to the bind group 0 but in reality only the color is
passed. They just happen to have the exact same memory layout so wgsl
doesn't complain and it works.
- The struct is defined after the `impl Material` block which is
backwards from pretty much every other usage of the `impl` block in
bevy.
## Solution
- Remove the unnecessary struct in the shader
- move the impl block
# Objective
- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796
## Solution
- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```
## Changelog
- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
- Fixes#10518
## Solution
I've added a method to `LoadContext`, `load_direct_with_reader`, which
mirrors the behaviour of `load_direct` with a single key difference: it
is provided with the `Reader` by the caller, rather than getting it from
the contained `AssetServer`. This allows for an `AssetLoader` to process
its `Reader` stream, and then directly hand the results off to the
`LoadContext` to handle further loading. The outer `AssetLoader` can
control how the `Reader` is interpreted by providing a relevant
`AssetPath`.
For example, a Gzip decompression loader could process the asset
`images/my_image.png.gz` by decompressing the bytes, then handing the
decompressed result to the `LoadContext` with the new path
`images/my_image.png.gz/my_image.png`. This intuitively reflects the
nature of contained assets, whilst avoiding unintended behaviour, since
the generated path cannot be a real file path (a file and folder of the
same name cannot coexist in most file-systems).
```rust
#[derive(Asset, TypePath)]
pub struct GzAsset {
pub uncompressed: ErasedLoadedAsset,
}
#[derive(Default)]
pub struct GzAssetLoader;
impl AssetLoader for GzAssetLoader {
type Asset = GzAsset;
type Settings = ();
type Error = GzAssetLoaderError;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
_settings: &'a (),
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
Box::pin(async move {
let compressed_path = load_context.path();
let file_name = compressed_path
.file_name()
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?
.to_string_lossy();
let uncompressed_file_name = file_name
.strip_suffix(".gz")
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
let contained_path = compressed_path.join(uncompressed_file_name);
let mut bytes_compressed = Vec::new();
reader.read_to_end(&mut bytes_compressed).await?;
let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
let mut bytes_uncompressed = Vec::new();
decoder.read_to_end(&mut bytes_uncompressed)?;
// Now that we have decompressed the asset, let's pass it back to the
// context to continue loading
let mut reader = VecReader::new(bytes_uncompressed);
let uncompressed = load_context
.load_direct_with_reader(&mut reader, contained_path)
.await?;
Ok(GzAsset { uncompressed })
})
}
fn extensions(&self) -> &[&str] {
&["gz"]
}
}
```
Because this example is so prudent, I've included an
`asset_decompression` example which implements this exact behaviour:
```rust
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_asset::<GzAsset>()
.init_asset_loader::<GzAssetLoader>()
.add_systems(Startup, setup)
.add_systems(Update, decompress::<Image>)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn((
Compressed::<Image> {
compressed: asset_server.load("data/compressed_image.png.gz"),
..default()
},
Sprite::default(),
TransformBundle::default(),
VisibilityBundle::default(),
));
}
fn decompress<A: Asset>(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut compressed_assets: ResMut<Assets<GzAsset>>,
query: Query<(Entity, &Compressed<A>)>,
) {
for (entity, Compressed { compressed, .. }) in query.iter() {
let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
continue;
};
let uncompressed = uncompressed.take::<A>().unwrap();
commands
.entity(entity)
.remove::<Compressed<A>>()
.insert(asset_server.add(uncompressed));
}
}
```
A key limitation to this design is how to type the internally loaded
asset, since the example `GzAssetLoader` is unaware of the internal
asset type `A`. As such, in this example I store the contained asset as
an `ErasedLoadedAsset`, and leave it up to the consumer of the `GzAsset`
to handle typing the final result, which is the purpose of the
`decompress` system. This limitation can be worked around by providing
type information to the `GzAssetLoader`, such as `GzAssetLoader<Image,
ImageAssetLoader>`, but this would require registering the asset loader
for every possible decompression target.
Aside from this limitation, nested asset containerisation works as an
end user would expect; if the user registers a `TarAssetLoader`, and a
`GzAssetLoader`, then they can load assets with compound
containerisation, such as `images.tar.gz`.
---
## Changelog
- Added `LoadContext::load_direct_with_reader`
- Added `asset_decompression` example
## Notes
- While I believe my implementation of a Gzip asset loader is
reasonable, I haven't included it as a public feature of `bevy_asset` to
keep the scope of this PR as focussed as possible.
- I have included `flate2` as a `dev-dependency` for the example; it is
not included in the main dependency graph.
# Objective
- Fixes#10532
## Solution
I've updated the various `Event` send methods to return the sent
`EventId`(s). Since these methods previously returned nothing, and this
information is cheap to copy, there should be minimal negative
consequences to providing this additional information. In the case of
`send_batch`, an iterator is returned built from `Range` and `Map`,
which only consumes 16 bytes on the stack with no heap allocations for
all batch sizes. As such, the cost of this information is negligible.
These changes are reflected for `EventWriter` and `World`. For `World`,
the return types are optional to account for the possible lack of an
`Events` resource. Again, these methods previously returned no
information, so its inclusion should only be a benefit.
## Usage
Now when sending events, the IDs of those events is available for
immediate use:
```rust
// Example of a request-response system where the requester can track handled requests.
/// A system which can make and track requests
fn requester(
mut requests: EventWriter<Request>,
mut handled: EventReader<Handled>,
mut pending: Local<HashSet<EventId<Request>>>,
) {
// Check status of previous requests
for Handled(id) in handled.read() {
pending.remove(&id);
}
if !pending.is_empty() {
error!("Not all my requests were handled on the previous frame!");
pending.clear();
}
// Send a new request and remember its ID for later
let request_id = requests.send(Request::MyRequest { /* ... */ });
pending.insert(request_id);
}
/// A system which handles requests
fn responder(
mut requests: EventReader<Request>,
mut handled: EventWriter<Handled>,
) {
for (request, id) in requests.read_with_id() {
if handle(request).is_ok() {
handled.send(Handled(id));
}
}
}
```
In the above example, a `requester` system can send request events, and
keep track of which ones are currently pending by `EventId`. Then, a
`responder` system can act on that event, providing the ID as a
reference that the `requester` can use. Before this PR, it was not
trivial for a system sending events to keep track of events by ID. This
is unfortunate, since for a system reading events, it is trivial to
access the ID of a event.
---
## Changelog
- Updated `Events`:
- Added `send_batch`
- Modified `send` to return the sent `EventId`
- Modified `send_default` to return the sent `EventId`
- Updated `EventWriter`
- Modified `send_batch` to return all sent `EventId`s
- Modified `send` to return the sent `EventId`
- Modified `send_default` to return the sent `EventId`
- Updated `World`
- Modified `send_event` to return the sent `EventId` if sent, otherwise
`None`.
- Modified `send_event_default` to return the sent `EventId` if sent,
otherwise `None`.
- Modified `send_event_batch` to return all sent `EventId`s if sent,
otherwise `None`.
- Added unit test `test_send_events_ids` to ensure returned `EventId`s
match the sent `Event`s
- Updated uses of modified methods.
## Migration Guide
### `send` / `send_default` / `send_batch`
For the following methods:
- `Events::send`
- `Events::send_default`
- `Events::send_batch`
- `EventWriter::send`
- `EventWriter::send_default`
- `EventWriter::send_batch`
- `World::send_event`
- `World::send_event_default`
- `World::send_event_batch`
Ensure calls to these methods either handle the returned value, or
suppress the result with `;`.
```rust
// Now fails to compile due to mismatched return type
fn send_my_event(mut events: EventWriter<MyEvent>) {
events.send_default()
}
// Fix
fn send_my_event(mut events: EventWriter<MyEvent>) {
events.send_default();
}
```
This will most likely be noticed within `match` statements:
```rust
// Before
match is_pressed {
true => events.send(PlayerAction::Fire),
// ^--^ No longer returns ()
false => {}
}
// After
match is_pressed {
true => {
events.send(PlayerAction::Fire);
},
false => {}
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
Closes#10319
## Changelog
* Added a new `Color::rgba_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_linear_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_linear_from_array([f32; 3]) -> Color` method.
* Added a new `Color::hsla_from_array([f32; 4]) -> Color` method.
* Added a new `Color::hsl_from_array([f32; 3]) -> Color` method.
* Added a new `Color::lcha_from_array([f32; 4]) -> Color` method.
* Added a new `Color::lch_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::rgba_linear_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_linear_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_linear_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_linear_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::hsla_to_vec4(&self) -> Vec4` method.
* Added a new `Color::hsla_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::hsl_to_vec3(&self) -> Vec3` method.
* Added a new `Color::hsl_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::lcha_to_vec4(&self) -> Vec4` method.
* Added a new `Color::lcha_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::lch_to_vec3(&self) -> Vec3` method.
* Added a new `Color::lch_to_array(&self) -> [f32; 3]` method.
## Migration Guide
`Color::from(Vec4)` is now `Color::rgba_from_array(impl Into<[f32; 4]>)`
`Vec4::from(Color)` is now `Color::rgba_to_vec4(&self)`
Before:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::from(color_vec4);
let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::from(color_array);
```
After:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::rgba_from_array(color_vec4);
let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::rgba_from_array(color_array);
```
# Objective
Close#10504. Improve the development experience for working with scenes
by not requiring the user to specify a matching version of `ron` in
their `Cargo.toml`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
## Objective
- Add an arrow gizmo as suggested by #9400
## Solution
(excuse my Protomen music)
https://github.com/bevyengine/bevy/assets/14184826/192adf24-079f-4a4b-a17b-091e892974ec
Wasn't horribly hard when i remembered i can change coordinate systems
whenever I want. Gave them four tips (as suggested by @alice-i-cecile in
discord) instead of trying to decide what direction the tips should
point.
Made the tip length default to 1/10 of the arrow's length, which looked
good enough to me. Hard-coded the angle from the body to the tips to 45
degrees.
## Still TODO
- [x] actual doc comments
- [x] doctests
- [x] `ArrowBuilder.with_tip_length()`
---
## Changelog
- Added `gizmos.arrow()` and `gizmos.arrow_2d()`
- Added arrows to `2d_gizmos` and `3d_gizmos` examples
## Migration Guide
N/A
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
- Ensure ExtendedMaterial can be referenced in bevy_egui_inspector
correctly
## Solution
Add a more manual `TypePath` implementation to work around bugs in the
derive macro.
# Objective
- The example says it will only run on a camera with the
`PostProcessingSettings` component but the node never filters it.
## Solution
- Add the component to the `ViewQuery`
closes: https://github.com/bevyengine/bevy/issues/10541
# Objective
- 2d materials have subtle differences with 3d materials that aren't
obvious to beginners
## Solution
- Add an example that shows how to make a 2d material
# Objective
Fixes#10439
`Timer::percent()` and `Timer::percent_left()` return values in the
range of 0.0 to 1.0, even though their names contain "percent".
These functions should be renamed for clarity.
## Solution
- Rename `Timer::percent()` to `Timer::fraction()`
- Rename `Timer::percent_left()` to `Timer::fraction_remaining()`
---
## Changelog
### Changed
- Renamed `Timer::percent()` to `Timer::fraction()`
- Renamed `Timer::percent_left()` to `Timer::fraction_remaining()`
## Migration Guide
- `Timer::percent()` has been renamed to `Timer::fraction()`
- `Timer::percent_left()` has been renamed to
`Timer::fraction_remaining()`
# Objective
Related to #10472.
Not having a hardcoded scale factor makes comparing results from these
stress tests difficult.
Contributors using high dpi screens may be rendering 4x as many pixels
as others (or more). Stress tests may have different behavior when moved
from one monitor in a dual setup to another. At very high resolutions,
different parts of the engine / hardware are being stressed.
1080p is also a far more common resolution for gaming.
## Solution
Use a consistent 1080p with `scale_factor_override: 1.0` everywhere.
In #9903, this sort of change was added specifically to `bevymark` and
`many_cubes` but it makes sense to do it everywhere.
## Discussion
- Maybe we should have a command line option, environment variable, or
`CI_TESTING_CONFIG` option for 1080p / 1440p / 4k.
- Will these look odd (small text?) when screenshotted and shown in the
example showcase? The aspect ratio is the same, but they will be
downscaled from 1080p instead of ~720p.
- Maybe there are other window properties that should be consistent
across stress tests. e.g. `resizable: false`.
- Should we add a `stress_test_window(title)` helper or something?
- Bevymark (pre-10472) was intentionally 800x600 to match "bunnymark", I
believe. I don't personally think this is very important.
When `cargo doc -Zunstable-options -Zrustdoc-scrape-examples` (trying to
figure out why it doesn't work with bevy), I had the following warnings:
```
warning: unresolved link to `Quad`
--> examples/2d/mesh2d.rs:1:66
|
1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
| ^^^^ no item named `Quad` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d") generated 1 warning
warning: unresolved link to `update_weights`
--> examples/animation/morph_targets.rs:6:17
|
6 | //! See the [`update_weights`] system for details.
| ^^^^^^^^^^^^^^ no item named `update_weights` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: public documentation for `morph_targets` links to private item `name_morphs`
--> examples/animation/morph_targets.rs:7:43
|
7 | //! - How to read morph target names in [`name_morphs`].
| ^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
= note: `#[warn(rustdoc::private_intra_doc_links)]` on by default
warning: public documentation for `morph_targets` links to private item `setup_animations`
--> examples/animation/morph_targets.rs:8:48
|
8 | //! - How to play morph target animations in [`setup_animations`].
| ^^^^^^^^^^^^^^^^ this item is private
|
= note: this link will resolve properly if you pass `--document-private-items`
warning: `bevy` (example "morph_targets") generated 3 warnings
warning: unresolved link to `Quad`
--> examples/2d/mesh2d_vertex_color_texture.rs:1:66
|
1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
| ^^^^ no item named `Quad` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d_vertex_color_texture") generated 1 warning
warning: unresolved link to `UIScale`
--> examples/ui/ui_scaling.rs:1:36
|
1 | //! This example illustrates the [`UIScale`] resource from `bevy_ui`.
| ^^^^^^^ no item named `UIScale` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "ui_scaling") generated 1 warning
warning: unresolved link to `dependencies`
--> examples/app/headless.rs:5:6
|
5 | //! [dependencies]
| ^^^^^^^^^^^^ no item named `dependencies` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "headless") generated 1 warning
warning: unresolved link to `Material2d`
--> examples/2d/mesh2d_manual.rs:3:26
|
3 | //! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include verte...
| ^^^^^^^^^^ no item named `Material2d` in scope
|
= help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
= note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default
warning: `bevy` (example "mesh2d_manual") generated 1 warning
```
# Objective
- Changes the default clear color to match the code block color on
Bevy's website.
## Solution
- Changed the clear color, updated text in examples to ensure adequate
contrast. Inconsistent usage of white text color set to use the default
color instead, which is already white.
- Additionally, updated the `3d_scene` example to make it look a bit
better, and use bevy's branding colors.
![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a)
# Objective
<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">
This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:
- Glass; (Including frosted glass)
- Transparent and translucent plastics;
- Various liquids and gels;
- Gemstones;
- Marble;
- Wax;
- Paper;
- Leaves;
- Porcelain.
Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.
## Solution
- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.
## To Do
- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
- [x] `transmission` and `transmission_texture`
- [x] `thickness` and `thickness_texture`
- [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?
## A Note on Texture Packing
_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_
Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:
- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`
The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.
---
## Changelog
- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency
## Migration Guide
- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
# Objective
Align all error-like types to implement `Error`.
Fixes #10176
## Solution
- Derive `Error` on more types
- Refactor instances of manual implementations that could be derived
This adds thiserror as a dependency to bevy_transform, which might
increase compilation time -- but I don't know of any situation where you
might only use that but not any other crate that pulls in bevy_utils.
The `contributors` example has a `LoadContributorsError` type, but as
it's an example I have not updated it. Doing that would mean either
having a `use bevy_internal::utils::thiserror::Error;` in an example
file, or adding `thiserror` as a dev-dependency to the main `bevy`
crate.
---
## Changelog
- All `…Error` types now implement the `Error` trait
# Objective
- Example `deferred_rendering` sometimes fail to render in CI
- Make it easier to render
## Solution
- Reduce the complexity of the sphere used
# Objective
- Fixes#10133
## Solution
- Add a new example that focuses on using `Virtual` time
## Changelog
### Added
- new `virtual_time` example
### Changed
- moved `time` & `timers` examples to the new `examples/time` folder
# Objective
- Build on the changes in https://github.com/bevyengine/bevy/pull/9982
- Use `ImageSamplerDescriptor` as the "public image sampler descriptor"
interface in all places (for consistency)
- Make it possible to configure textures to use the "default" sampler
(as configured in the `DefaultImageSampler` resource)
- Fix a bug introduced in #9982 that prevents configured samplers from
being used in Basis, KTX2, and DDS textures
---
## Migration Guide
- When using the `Image` API, use `ImageSamplerDescriptor` instead of
`wgpu::SamplerDescriptor`
- If writing custom wgpu renderer features that work with `Image`, call
`&image_sampler.as_wgpu()` to convert to a wgpu descriptor.
# Objective
- Reduce noise to allow users to see previous asset changes and other
logs like from asset reloading
- The example file is named differently than the example
## Solution
- Only print the asset content if there are asset events
- Rename the example file to `asset_processing`
# Objective
A follow-up PR for https://github.com/bevyengine/bevy/pull/10221
## Changelog
Replaced usages of texture_descriptor.size with the helper methods of
`Image` through the entire engine codebase
# Objective
- Handle pausing audio when Android app is suspended
## Solution
- This is the start of application lifetime events. They are mostly
useful on mobile
- Next version of winit should add a few more
- When application is suspended, send an event to notify the
application, and run the schedule one last time before actually
suspending the app
- Audio is now suspended too 🎉https://github.com/bevyengine/bevy/assets/8672791/d74e2e09-ee29-4f40-adf2-36a0c064f94e
---------
Co-authored-by: Marco Buono <418473+coreh@users.noreply.github.com>
# Objective
Fog color was passed to shaders without conversion from sRGB to linear
color space. Because shaders expect colors in linear space this resulted
in wrong color being used. This is most noticeable in open scenes with
dark fog color and clear color set to the same color. In such case
background/clear color (which is properly processed) is going to be
darker than very far objects.
Example:
![image](https://github.com/bevyengine/bevy/assets/160391/89b70d97-b2d0-4bc5-80f4-c9e8b8801c4c)
[bevy-fog-color-bug.zip](https://github.com/bevyengine/bevy/files/13063718/bevy-fog-color-bug.zip)
## Solution
Add missing conversion of fog color to linear color space.
---
## Changelog
* Fixed conversion of fog color
## Migration Guide
- Colors in `FogSettings` struct (`color` and `directional_light_color`)
are now sent to the GPU in linear space. If you were using
`Color::rgb()`/`Color::rgba()` and would like to retain the previous
colors, you can quickly fix it by switching to
`Color::rgb_linear()`/`Color::rgba_linear()`.
# Objective
To get the width or height of an image you do:
```rust
self.texture_descriptor.size.{width, height}
```
that is quite verbose.
This PR adds some convenient methods for Image to reduce verbosity.
## Changelog
* Add a `width()` method for getting the width of an image.
* Add a `height()` method for getting the height of an image.
* Rename the `size()` method to `size_f32()`.
* Add a `size()` method for getting the size of an image as u32.
* Renamed the `aspect_2d()` method to `aspect_ratio()`.
## Migration Guide
Replace calls to the `Image::size()` method with `size_f32()`.
Replace calls to the `Image::aspect_2d()` method with `aspect_ratio()`.
# Objective
- Fix#10165
- On iOS simulator on apple silicon Macs, shader validation is going
through the host, but device limits are reported for the device. They
sometimes differ, and cause the validation to crash on something that
should work
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5775: failed assertion `Draw Errors Validation
Fragment Function(fragment_): the offset into the buffer _naga_oil_mod_MJSXM6K7OBRHEOR2NVSXG2C7OZUWK527MJUW4ZDJNZTXG_memberfog that is bound at buffer index 6 must be a multiple of 256 but was set to 448.
```
## Solution
- Add a custom flag when building for the simulator and override the
buffer alignment
# Objective
Simplify bind group creation code. alternative to (and based on) #9476
## Solution
- Add a `BindGroupEntries` struct that can transparently be used where
`&[BindGroupEntry<'b>]` is required in BindGroupDescriptors.
Allows constructing the descriptor's entries as:
```rust
render_device.create_bind_group(
"my_bind_group",
&my_layout,
&BindGroupEntries::with_indexes((
(2, &my_sampler),
(3, my_uniform),
)),
);
```
instead of
```rust
render_device.create_bind_group(
"my_bind_group",
&my_layout,
&[
BindGroupEntry {
binding: 2,
resource: BindingResource::Sampler(&my_sampler),
},
BindGroupEntry {
binding: 3,
resource: my_uniform,
},
],
);
```
or
```rust
render_device.create_bind_group(
"my_bind_group",
&my_layout,
&BindGroupEntries::sequential((&my_sampler, my_uniform)),
);
```
instead of
```rust
render_device.create_bind_group(
"my_bind_group",
&my_layout,
&[
BindGroupEntry {
binding: 0,
resource: BindingResource::Sampler(&my_sampler),
},
BindGroupEntry {
binding: 1,
resource: my_uniform,
},
],
);
```
the structs has no user facing macros, is tuple-type-based so stack
allocated, and has no noticeable impact on compile time.
- Also adds a `DynamicBindGroupEntries` struct with a similar api that
uses a `Vec` under the hood and allows extending the entries.
- Modifies `RenderDevice::create_bind_group` to take separate arguments
`label`, `layout` and `entries` instead of a `BindGroupDescriptor`
struct. The struct can't be stored due to the internal references, and
with only 3 members arguably does not add enough context to justify
itself.
- Modify the codebase to use the new api and the `BindGroupEntries` /
`DynamicBindGroupEntries` structs where appropriate (whenever the
entries slice contains more than 1 member).
## Migration Guide
- Calls to `RenderDevice::create_bind_group({BindGroupDescriptor {
label, layout, entries })` must be amended to
`RenderDevice::create_bind_group(label, layout, entries)`.
- If `label`s have been specified as `"bind_group_name".into()`, they
need to change to just `"bind_group_name"`. `Some("bind_group_name")`
and `None` will still work, but `Some("bind_group_name")` can optionally
be simplified to just `"bind_group_name"`.
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- bump naga_oil to 0.10
- update shader imports to use rusty syntax
## Migration Guide
naga_oil 0.10 reworks the import mechanism to support more syntax to
make it more rusty, and test for item use before importing to determine
which imports are modules and which are items, which allows:
- use rust-style imports
```
#import bevy_pbr::{
pbr_functions::{alpha_discard as discard, apply_pbr_lighting},
mesh_bindings,
}
```
- import partial paths:
```
#import part::of::path
...
path::remainder::function();
```
which will call to `part::of::path::remainder::function`
- use fully qualified paths without importing:
```
// #import bevy_pbr::pbr_functions
bevy_pbr::pbr_functions::pbr()
```
- use imported items without qualifying
```
#import bevy_pbr::pbr_functions::pbr
// for backwards compatibility the old style is still supported:
// #import bevy_pbr::pbr_functions pbr
...
pbr()
```
- allows most imported items to end with `_` and numbers (naga_oil#30).
still doesn't allow struct members to end with `_` or numbers but it's
progress.
- the vast majority of existing shader code will work without changes,
but will emit "deprecated" warnings for old-style imports. these can be
suppressed with the `allow-deprecated` feature.
- partly breaks overrides (as far as i'm aware nobody uses these yet) -
now overrides will only be applied if the overriding module is added as
an additional import in the arguments to `Composer::make_naga_module` or
`Composer::add_composable_module`. this is necessary to support
determining whether imports are modules or items.
# Objective
Users shouldn't need to change their source code between "development
workflows" and "releasing". Currently, Bevy Asset V2 has two "processed"
asset modes `Processed` (assumes assets are already processed) and
`ProcessedDev` (starts an asset processor and processes assets). This
means that the mode must be changed _in code_ when switching from "app
dev" to "release". Very suboptimal.
We have already removed "runtime opt-in" for hot-reloading. Enabling the
`file_watcher` feature _automatically_ enables file watching in code.
This means deploying a game (without hot reloading enabled) just means
calling `cargo build --release` instead of `cargo run --features
bevy/file_watcher`.
We should adopt this pattern for asset processing.
## Solution
This adds the `asset_processor` feature, which will start the
`AssetProcessor` when an `AssetPlugin` runs in `AssetMode::Processed`.
The "asset processing workflow" is now:
1. Enable `AssetMode::Processed` on `AssetPlugin`
2. When developing, run with the `asset_processor` and `file_watcher`
features
3. When releasing, build without these features.
The `AssetMode::ProcessedDev` mode has been removed.
# Objective
- Make it possible to move the light position around in the
`shadow_biases` example
- Also support resetting the depth/normal biases to the engine defaults,
or zero.
## Solution
- The light position is displayed in the text overlay.
- The light position can be adjusted with
left/right/up/down/pgup/pgdown.
- The depth/normal biases can be reset to defaults by pressing R, or to
zero by pressing Z.
---------
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
# Objective
- Demonstrate the different shadow PCF methods in the `shadow_biases`
example
## Solution
- Cycle through the available methods when pressing the `F` key
- Display which filter method is being used