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IceSentry 613b5a69ae
Add ViewNode to simplify render node management (#8118)
# Objective

- When writing render nodes that need a view, you always need to define
a `Query` on the associated view and make sure to update it manually and
query it manually. This is verbose and error prone.

## Solution

- Introduce a new `ViewNode` trait and `ViewNodeRunner` `Node` that will
take care of managing the associated view query automatically.
- The trait is currently a passthrough of the `Node` trait. So it still
has the update/run with all the same data passed in.
- The `ViewNodeRunner` is the actual node that is added to the render
graph and it contains the custom node. This is necessary because it's
the one that takes care of updating the node.

---

## Changelog

- Add `ViewNode`
- Add `ViewNodeRunner`

## Notes

Currently, this only handles the view query, but it could probably have
a ReadOnlySystemState that would also simplify querying all the readonly
resources that most render nodes currently query manually. The issue is
that I don't know how to do that without a `&mut self`.

At first, I tried making this a default feature of all `Node`, but I
kept hitting errors related to traits and generics and stuff I'm not
super comfortable with. This implementations is much simpler and keeps
the default Node behaviour so isn't a breaking change

## Reviewer Notes

The PR looks quite big, but the core of the PR is the changes in
`render_graph/node.rs`. Every other change is simply updating existing
nodes to use this new feature.

## Open questions

~~- Naming is not final, I'm opened to anything. I named it
ViewQueryNode because it's a node with a managed Query on a View.~~
~~- What to do when the query fails? All nodes using this pattern
currently just `return Ok(())` when it fails, so I chose that, but
should it be more flexible?~~
~~- Is the ViewQueryFilter actually necessary? All view queries run on
the entity that is already guaranteed to be a view. Filtering won't do
much, but maybe someone wants to control an effect with the presence of
a component instead of a flag.~~
~~- What to do with Nodes that are empty struct? Implementing
`FromWorld` is pretty verbose but not implementing it means there's 2
ways to create a `ViewNodeRunner` which seems less ideal. This is an
issue now because most node simply existed to hold the query, but now
that they don't hold the query state we are left with a bunch of empty
structs.~~
- Should we have a `RenderGraphApp::add_render_graph_view_node()`, this
isn't necessary, but it could make the code a bit shorter.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-05-08 19:42:23 +00:00
.cargo Change recommended linker: zld to lld for MacOS (#7496) 2023-02-06 18:24:12 +00:00
.github Webgpu support (#8336) 2023-05-04 22:07:57 +00:00
assets Add support for custom glTF vertex attributes. (#5370) 2023-04-24 14:20:13 +00:00
benches bevy_reflect: Better proxies (#6971) 2023-04-26 12:17:46 +00:00
crates Add ViewNode to simplify render node management (#8118) 2023-05-08 19:42:23 +00:00
docs Webgpu support (#8336) 2023-05-04 22:07:57 +00:00
docs-template Webgpu support (#8336) 2023-05-04 22:07:57 +00:00
errors Schedule-First: the new and improved add_systems (#8079) 2023-03-18 01:45:34 +00:00
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tools new example showcase tool (#8561) 2023-05-08 19:02:06 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Wgpu 0.15 (#7356) 2023-01-29 20:27:30 +00:00
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CREDITS.md Add support for custom glTF vertex attributes. (#5370) 2023-04-24 14:20:13 +00:00
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Bevy

Crates.io MIT/Apache 2.0 Crates.io Rust iOS cron CI Discord

What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

  • The Bevy Book: Bevy's official documentation. The best place to start learning Bevy.
  • Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
  • Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
  • Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out The Bevy Book for a full tutorial.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Libraries Used

Bevy is only possible because of the hard work put into these foundational technologies:

  • wgpu: modern / low-level / cross-platform graphics library inspired by Vulkan
  • glam-rs: a simple and fast 3D math library for games and graphics
  • winit: cross-platform window creation and management in Rust

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Third Party Plugins

Plugins are very welcome to extend Bevy's features. Guidelines are available to help integration and usage.

Thanks and Alternatives

Additionally, we would like to thank the Amethyst, macroquad, coffee, ggez, Fyrox, and Piston projects for providing solid examples of game engine development in Rust. If you are looking for a Rust game engine, it is worth considering all of your options. Each engine has different design goals, and some will likely resonate with you more than others.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.