mirror of
https://github.com/bevyengine/bevy
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5adf831b42
This patch adds the infrastructure necessary for Bevy to support *bindless resources*, by adding a new `#[bindless]` attribute to `AsBindGroup`. Classically, only a single texture (or sampler, or buffer) can be attached to each shader binding. This means that switching materials requires breaking a batch and issuing a new drawcall, even if the mesh is otherwise identical. This adds significant overhead not only in the driver but also in `wgpu`, as switching bind groups increases the amount of validation work that `wgpu` must do. *Bindless resources* are the typical solution to this problem. Instead of switching bindings between each texture, the renderer instead supplies a large *array* of all textures in the scene up front, and the material contains an index into that array. This pattern is repeated for buffers and samplers as well. The renderer now no longer needs to switch binding descriptor sets while drawing the scene. Unfortunately, as things currently stand, this approach won't quite work for Bevy. Two aspects of `wgpu` conspire to make this ideal approach unacceptably slow: 1. In the DX12 backend, all binding arrays (bindless resources) must have a constant size declared in the shader, and all textures in an array must be bound to actual textures. Changing the size requires a recompile. 2. Changing even one texture incurs revalidation of all textures, a process that takes time that's linear in the total size of the binding array. This means that declaring a large array of textures big enough to encompass the entire scene is presently unacceptably slow. For example, if you declare 4096 textures, then `wgpu` will have to revalidate all 4096 textures if even a single one changes. This process can take multiple frames. To work around this problem, this PR groups bindless resources into small *slabs* and maintains a free list for each. The size of each slab for the bindless arrays associated with a material is specified via the `#[bindless(N)]` attribute. For instance, consider the following declaration: ```rust #[derive(AsBindGroup)] #[bindless(16)] struct MyMaterial { #[buffer(0)] color: Vec4, #[texture(1)] #[sampler(2)] diffuse: Handle<Image>, } ``` The `#[bindless(N)]` attribute specifies that, if bindless arrays are supported on the current platform, each resource becomes a binding array of N instances of that resource. So, for `MyMaterial` above, the `color` attribute is exposed to the shader as `binding_array<vec4<f32>, 16>`, the `diffuse` texture is exposed to the shader as `binding_array<texture_2d<f32>, 16>`, and the `diffuse` sampler is exposed to the shader as `binding_array<sampler, 16>`. Inside the material's vertex and fragment shaders, the applicable index is available via the `material_bind_group_slot` field of the `Mesh` structure. So, for instance, you can access the current color like so: ```wgsl // `uniform` binding arrays are a non-sequitur, so `uniform` is automatically promoted // to `storage` in bindless mode. @group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>; ... @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { let color = material_color[mesh[in.instance_index].material_bind_group_slot]; ... } ``` Note that portable shader code can't guarantee that the current platform supports bindless textures. Indeed, bindless mode is only available in Vulkan and DX12. The `BINDLESS` shader definition is available for your use to determine whether you're on a bindless platform or not. Thus a portable version of the shader above would look like: ```wgsl #ifdef BINDLESS @group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>; #else // BINDLESS @group(2) @binding(0) var<uniform> material_color: Color; #endif // BINDLESS ... @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { #ifdef BINDLESS let color = material_color[mesh[in.instance_index].material_bind_group_slot]; #else // BINDLESS let color = material_color; #endif // BINDLESS ... } ``` Importantly, this PR *doesn't* update `StandardMaterial` to be bindless. So, for example, `scene_viewer` will currently not run any faster. I intend to update `StandardMaterial` to use bindless mode in a follow-up patch. A new example, `shaders/shader_material_bindless`, has been added to demonstrate how to use this new feature. Here's a Tracy profile of `submit_graph_commands` of this patch and an additional patch (not submitted yet) that makes `StandardMaterial` use bindless. Red is those patches; yellow is `main`. The scene was Bistro Exterior with a hack that forces all textures to opaque. You can see a 1.47x mean speedup. ![Screenshot 2024-11-12 161713](https://github.com/user-attachments/assets/4334b362-42c8-4d64-9cfb-6835f019b95c) ## Migration Guide * `RenderAssets::prepare_asset` now takes an `AssetId` parameter. * Bin keys now have Bevy-specific material bind group indices instead of `wgpu` material bind group IDs, as part of the bindless change. Use the new `MaterialBindGroupAllocator` to map from bind group index to bind group ID.
3901 lines
101 KiB
TOML
3901 lines
101 KiB
TOML
[package]
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name = "bevy"
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version = "0.15.0-dev"
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edition = "2021"
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categories = ["game-engines", "graphics", "gui", "rendering"]
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description = "A refreshingly simple data-driven game engine and app framework"
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exclude = ["assets/", "tools/", ".github/", "crates/", "examples/wasm/assets/"]
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homepage = "https://bevyengine.org"
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keywords = ["game", "engine", "gamedev", "graphics", "bevy"]
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license = "MIT OR Apache-2.0"
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repository = "https://github.com/bevyengine/bevy"
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documentation = "https://docs.rs/bevy"
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rust-version = "1.82.0"
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[workspace]
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exclude = [
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"benches",
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"crates/bevy_derive/compile_fail",
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"crates/bevy_ecs/compile_fail",
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"crates/bevy_reflect/compile_fail",
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"tools/compile_fail_utils",
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]
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members = [
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"crates/*",
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"examples/mobile",
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"tools/ci",
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"tools/build-templated-pages",
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"tools/build-wasm-example",
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"tools/example-showcase",
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"errors",
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]
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[workspace.lints.clippy]
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doc_markdown = "warn"
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manual_let_else = "warn"
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match_same_arms = "warn"
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redundant_closure_for_method_calls = "warn"
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redundant_else = "warn"
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semicolon_if_nothing_returned = "warn"
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type_complexity = "allow"
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undocumented_unsafe_blocks = "warn"
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unwrap_or_default = "warn"
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needless_lifetimes = "allow"
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ptr_as_ptr = "warn"
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ptr_cast_constness = "warn"
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ref_as_ptr = "warn"
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# see: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366966219
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too_long_first_doc_paragraph = "allow"
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std_instead_of_core = "warn"
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std_instead_of_alloc = "warn"
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alloc_instead_of_core = "warn"
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[workspace.lints.rust]
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missing_docs = "warn"
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unexpected_cfgs = { level = "warn", check-cfg = ['cfg(docsrs_dep)'] }
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unsafe_code = "deny"
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unsafe_op_in_unsafe_fn = "warn"
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unused_qualifications = "warn"
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# Unfortunately, cargo does not currently support overriding workspace lints
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# inside a particular crate. See https://github.com/rust-lang/cargo/issues/13157
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#
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# We require an override for cases like `std_instead_of_core`, which are intended
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# for the library contributors and not for how users should consume Bevy.
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# To ensure examples aren't subject to these lints, below is a duplication of the
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# workspace lints, with the "overrides" applied.
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#
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# [lints]
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# workspace = true
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[lints.clippy]
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doc_markdown = "warn"
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manual_let_else = "warn"
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match_same_arms = "warn"
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redundant_closure_for_method_calls = "warn"
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redundant_else = "warn"
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semicolon_if_nothing_returned = "warn"
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type_complexity = "allow"
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undocumented_unsafe_blocks = "warn"
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unwrap_or_default = "warn"
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needless_lifetimes = "allow"
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ptr_as_ptr = "warn"
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ptr_cast_constness = "warn"
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ref_as_ptr = "warn"
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too_long_first_doc_paragraph = "allow"
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std_instead_of_core = "allow"
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std_instead_of_alloc = "allow"
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alloc_instead_of_core = "allow"
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[lints.rust]
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missing_docs = "warn"
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unexpected_cfgs = { level = "warn", check-cfg = ['cfg(docsrs_dep)'] }
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unsafe_code = "deny"
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unsafe_op_in_unsafe_fn = "warn"
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unused_qualifications = "warn"
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[features]
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default = [
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"android-game-activity",
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"android_shared_stdcxx",
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"animation",
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"bevy_asset",
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"bevy_audio",
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"bevy_color",
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"bevy_core_pipeline",
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"bevy_gilrs",
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"bevy_gizmos",
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"bevy_gltf",
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"bevy_mesh_picking_backend",
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"bevy_pbr",
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"bevy_picking",
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"bevy_render",
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"bevy_scene",
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"bevy_sprite",
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"bevy_sprite_picking_backend",
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"bevy_state",
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"bevy_text",
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"bevy_ui",
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"bevy_ui_picking_backend",
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"bevy_window",
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"bevy_winit",
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"custom_cursor",
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"default_font",
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"hdr",
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"multi_threaded",
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"png",
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"smaa_luts",
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"sysinfo_plugin",
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"tonemapping_luts",
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"vorbis",
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"webgl2",
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"x11",
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]
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# Provides an implementation for picking meshes
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bevy_mesh_picking_backend = [
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"bevy_picking",
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"bevy_internal/bevy_mesh_picking_backend",
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]
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# Provides an implementation for picking sprites
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bevy_sprite_picking_backend = [
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"bevy_picking",
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"bevy_internal/bevy_sprite_picking_backend",
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]
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# Provides an implementation for picking UI
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bevy_ui_picking_backend = [
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"bevy_picking",
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"bevy_internal/bevy_ui_picking_backend",
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]
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# Force dynamic linking, which improves iterative compile times
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dynamic_linking = ["dep:bevy_dylib", "bevy_internal/dynamic_linking"]
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# Enables system information diagnostic plugin
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sysinfo_plugin = ["bevy_internal/sysinfo_plugin"]
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# Provides animation functionality
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bevy_animation = ["bevy_internal/bevy_animation", "bevy_color"]
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# Provides asset functionality
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bevy_asset = ["bevy_internal/bevy_asset"]
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# Provides audio functionality
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bevy_audio = ["bevy_internal/bevy_audio"]
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# Provides shared color types and operations
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bevy_color = ["bevy_internal/bevy_color"]
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# Provides cameras and other basic render pipeline features
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bevy_core_pipeline = [
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"bevy_internal/bevy_core_pipeline",
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"bevy_asset",
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"bevy_render",
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]
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# Adds gamepad support
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bevy_gilrs = ["bevy_internal/bevy_gilrs"]
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# [glTF](https://www.khronos.org/gltf/) support
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bevy_gltf = ["bevy_internal/bevy_gltf", "bevy_asset", "bevy_scene", "bevy_pbr"]
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# Adds PBR rendering
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bevy_pbr = [
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"bevy_internal/bevy_pbr",
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"bevy_asset",
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"bevy_render",
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"bevy_core_pipeline",
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]
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# Provides picking functionality
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bevy_picking = ["bevy_internal/bevy_picking"]
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# Provides rendering functionality
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bevy_render = ["bevy_internal/bevy_render", "bevy_color"]
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# Provides scene functionality
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bevy_scene = ["bevy_internal/bevy_scene", "bevy_asset"]
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# Provides sprite functionality
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bevy_sprite = [
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"bevy_internal/bevy_sprite",
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"bevy_render",
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"bevy_core_pipeline",
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"bevy_color",
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"bevy_sprite_picking_backend",
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]
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# Provides text functionality
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bevy_text = ["bevy_internal/bevy_text", "bevy_asset", "bevy_sprite"]
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# A custom ECS-driven UI framework
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bevy_ui = [
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"bevy_internal/bevy_ui",
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"bevy_core_pipeline",
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"bevy_text",
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"bevy_sprite",
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"bevy_color",
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"bevy_ui_picking_backend",
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]
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# Windowing layer
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bevy_window = ["bevy_internal/bevy_window"]
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# winit window and input backend
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bevy_winit = ["bevy_internal/bevy_winit"]
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# Adds support for rendering gizmos
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bevy_gizmos = ["bevy_internal/bevy_gizmos", "bevy_color"]
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# Provides a collection of developer tools
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bevy_dev_tools = ["bevy_internal/bevy_dev_tools"]
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# Enable the Bevy Remote Protocol
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bevy_remote = ["bevy_internal/bevy_remote"]
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# Enable passthrough loading for SPIR-V shaders (Only supported on Vulkan, shader capabilities and extensions must agree with the platform implementation)
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spirv_shader_passthrough = ["bevy_internal/spirv_shader_passthrough"]
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# Tracing support, saving a file in Chrome Tracing format
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trace_chrome = ["trace", "bevy_internal/trace_chrome"]
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# Tracing support, exposing a port for Tracy
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trace_tracy = ["trace", "bevy_internal/trace_tracy"]
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# Tracing support, with memory profiling, exposing a port for Tracy
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trace_tracy_memory = [
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"trace",
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"bevy_internal/trace_tracy",
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"bevy_internal/trace_tracy_memory",
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]
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# Tracing support
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trace = ["bevy_internal/trace"]
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# Basis Universal compressed texture support
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basis-universal = ["bevy_internal/basis-universal"]
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# BMP image format support
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bmp = ["bevy_internal/bmp"]
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# DDS compressed texture support
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dds = ["bevy_internal/dds"]
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# EXR image format support
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exr = ["bevy_internal/exr"]
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# Farbfeld image format support
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ff = ["bevy_internal/ff"]
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# GIF image format support
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gif = ["bevy_internal/gif"]
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# HDR image format support
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hdr = ["bevy_internal/hdr"]
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# KTX2 compressed texture support
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ktx2 = ["bevy_internal/ktx2"]
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# ICO image format support
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ico = ["bevy_internal/ico"]
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# JPEG image format support
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jpeg = ["bevy_internal/jpeg"]
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# PNG image format support
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png = ["bevy_internal/png"]
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# PNM image format support, includes pam, pbm, pgm and ppm
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pnm = ["bevy_internal/pnm"]
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# QOI image format support
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qoi = ["bevy_internal/qoi"]
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# TGA image format support
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tga = ["bevy_internal/tga"]
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# TIFF image format support
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tiff = ["bevy_internal/tiff"]
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# WebP image format support
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webp = ["bevy_internal/webp"]
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# For KTX2 supercompression
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zlib = ["bevy_internal/zlib"]
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# For KTX2 supercompression
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zstd = ["bevy_internal/zstd"]
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# FLAC audio format support
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flac = ["bevy_internal/flac"]
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# MP3 audio format support
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mp3 = ["bevy_internal/mp3"]
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# OGG/VORBIS audio format support
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vorbis = ["bevy_internal/vorbis"]
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# WAV audio format support
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wav = ["bevy_internal/wav"]
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# MP3 audio format support (through minimp3)
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minimp3 = ["bevy_internal/minimp3"]
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# AAC audio format support (through symphonia)
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symphonia-aac = ["bevy_internal/symphonia-aac"]
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# AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)
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symphonia-all = ["bevy_internal/symphonia-all"]
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# FLAC audio format support (through symphonia)
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symphonia-flac = ["bevy_internal/symphonia-flac"]
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# MP4 audio format support (through symphonia)
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symphonia-isomp4 = ["bevy_internal/symphonia-isomp4"]
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# OGG/VORBIS audio format support (through symphonia)
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symphonia-vorbis = ["bevy_internal/symphonia-vorbis"]
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# WAV audio format support (through symphonia)
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symphonia-wav = ["bevy_internal/symphonia-wav"]
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# Enable serialization support through serde
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serialize = ["bevy_internal/serialize"]
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# Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.
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multi_threaded = ["bevy_internal/multi_threaded"]
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# Use async-io's implementation of block_on instead of futures-lite's implementation. This is preferred if your application uses async-io.
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async-io = ["bevy_internal/async-io"]
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# Wayland display server support
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wayland = ["bevy_internal/wayland"]
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# X11 display server support
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x11 = ["bevy_internal/x11"]
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# Android NativeActivity support. Legacy, should be avoided for most new Android games.
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android-native-activity = ["bevy_internal/android-native-activity"]
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# Android GameActivity support. Default, choose between this and `android-native-activity`.
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android-game-activity = ["bevy_internal/android-game-activity"]
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# Enable systems that allow for automated testing on CI
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bevy_ci_testing = ["bevy_internal/bevy_ci_testing"]
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# Enable animation support, and glTF animation loading
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animation = ["bevy_internal/animation", "bevy_animation"]
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# Enable using a shared stdlib for cxx on Android
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android_shared_stdcxx = ["bevy_internal/android_shared_stdcxx"]
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# Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in
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detailed_trace = ["bevy_internal/detailed_trace"]
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# Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method for your `Camera2d` or `Camera3d`.
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tonemapping_luts = ["bevy_internal/tonemapping_luts", "ktx2", "zstd"]
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# Include SMAA Look Up Tables KTX2 Files
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smaa_luts = ["bevy_internal/smaa_luts"]
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# Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)
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accesskit_unix = ["bevy_internal/accesskit_unix"]
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# Enable assertions to check the validity of parameters passed to glam
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glam_assert = ["bevy_internal/glam_assert"]
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# Enable assertions in debug builds to check the validity of parameters passed to glam
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debug_glam_assert = ["bevy_internal/debug_glam_assert"]
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# Include a default font, containing only ASCII characters, at the cost of a 20kB binary size increase
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default_font = ["bevy_internal/default_font"]
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# Enable support for shaders in GLSL
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shader_format_glsl = ["bevy_internal/shader_format_glsl"]
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# Enable support for shaders in SPIR-V
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shader_format_spirv = ["bevy_internal/shader_format_spirv"]
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# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
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pbr_transmission_textures = ["bevy_internal/pbr_transmission_textures"]
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# Enable support for multi-layer material textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
|
|
pbr_multi_layer_material_textures = [
|
|
"bevy_internal/pbr_multi_layer_material_textures",
|
|
]
|
|
|
|
# Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
|
|
pbr_anisotropy_texture = ["bevy_internal/pbr_anisotropy_texture"]
|
|
|
|
# Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs
|
|
experimental_pbr_pcss = ["bevy_internal/experimental_pbr_pcss"]
|
|
|
|
# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
|
|
webgl2 = ["bevy_internal/webgl"]
|
|
|
|
# Enable support for WebGPU in Wasm. When enabled, this feature will override the `webgl2` feature and you won't be able to run Wasm builds with WebGL2, only with WebGPU.
|
|
webgpu = ["bevy_internal/webgpu"]
|
|
|
|
# Enables the built-in asset processor for processed assets.
|
|
asset_processor = ["bevy_internal/asset_processor"]
|
|
|
|
# Enables watching the filesystem for Bevy Asset hot-reloading
|
|
file_watcher = ["bevy_internal/file_watcher"]
|
|
|
|
# Enables watching in memory asset providers for Bevy Asset hot-reloading
|
|
embedded_watcher = ["bevy_internal/embedded_watcher"]
|
|
|
|
# Enable stepping-based debugging of Bevy systems
|
|
bevy_debug_stepping = ["bevy_internal/bevy_debug_stepping"]
|
|
|
|
# Enables the meshlet renderer for dense high-poly scenes (experimental)
|
|
meshlet = ["bevy_internal/meshlet"]
|
|
|
|
# Enables processing meshes into meshlet meshes for bevy_pbr
|
|
meshlet_processor = ["bevy_internal/meshlet_processor"]
|
|
|
|
# Enable support for the ios_simulator by downgrading some rendering capabilities
|
|
ios_simulator = ["bevy_internal/ios_simulator"]
|
|
|
|
# Enable built in global state machines
|
|
bevy_state = ["bevy_internal/bevy_state"]
|
|
|
|
# Enables source location tracking for change detection, which can assist with debugging
|
|
track_change_detection = ["bevy_internal/track_change_detection"]
|
|
|
|
# Enable function reflection
|
|
reflect_functions = ["bevy_internal/reflect_functions"]
|
|
|
|
# Enable winit custom cursor support
|
|
custom_cursor = ["bevy_internal/custom_cursor"]
|
|
|
|
# Experimental support for nodes that are ignored for UI layouting
|
|
ghost_nodes = ["bevy_internal/ghost_nodes"]
|
|
|
|
[dependencies]
|
|
bevy_internal = { path = "crates/bevy_internal", version = "0.15.0-dev", default-features = false }
|
|
|
|
# Wasm does not support dynamic linking.
|
|
[target.'cfg(not(target_family = "wasm"))'.dependencies]
|
|
bevy_dylib = { path = "crates/bevy_dylib", version = "0.15.0-dev", default-features = false, optional = true }
|
|
|
|
[dev-dependencies]
|
|
rand = "0.8.0"
|
|
rand_chacha = "0.3.1"
|
|
ron = "0.8.0"
|
|
flate2 = "1.0"
|
|
serde = { version = "1", features = ["derive"] }
|
|
serde_json = "1"
|
|
bytemuck = "1.7"
|
|
bevy_render = { path = "crates/bevy_render", version = "0.15.0-dev", default-features = false }
|
|
# Needed to poll Task examples
|
|
futures-lite = "2.0.1"
|
|
async-std = "1.13"
|
|
crossbeam-channel = "0.5.0"
|
|
argh = "0.1.12"
|
|
thiserror = "1.0"
|
|
event-listener = "5.3.0"
|
|
hyper = { version = "1", features = ["server", "http1"] }
|
|
http-body-util = "0.1"
|
|
anyhow = "1"
|
|
macro_rules_attribute = "0.2"
|
|
accesskit = "0.17"
|
|
|
|
[target.'cfg(not(target_family = "wasm"))'.dev-dependencies]
|
|
smol = "2"
|
|
smol-macros = "0.1"
|
|
smol-hyper = "0.1"
|
|
ureq = { version = "2.10.1", features = ["json"] }
|
|
|
|
[target.'cfg(target_arch = "wasm32")'.dev-dependencies]
|
|
wasm-bindgen = { version = "0.2" }
|
|
web-sys = { version = "0.3", features = ["Window"] }
|
|
|
|
[[example]]
|
|
name = "hello_world"
|
|
path = "examples/hello_world.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.hello_world]
|
|
hidden = true
|
|
|
|
# 2D Rendering
|
|
[[example]]
|
|
name = "bloom_2d"
|
|
path = "examples/2d/bloom_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bloom_2d]
|
|
name = "2D Bloom"
|
|
description = "Illustrates bloom post-processing in 2d"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "move_sprite"
|
|
path = "examples/2d/move_sprite.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.move_sprite]
|
|
name = "Move Sprite"
|
|
description = "Changes the transform of a sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "2d_viewport_to_world"
|
|
path = "examples/2d/2d_viewport_to_world.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_viewport_to_world]
|
|
name = "2D Viewport To World"
|
|
description = "Demonstrates how to use the `Camera::viewport_to_world_2d` method"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "rotation"
|
|
path = "examples/2d/rotation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.rotation]
|
|
name = "2D Rotation"
|
|
description = "Demonstrates rotating entities in 2D with quaternions"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d"
|
|
path = "examples/2d/mesh2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d]
|
|
name = "Mesh 2D"
|
|
description = "Renders a 2d mesh"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d_arcs"
|
|
path = "examples/2d/mesh2d_arcs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d_arcs]
|
|
name = "Arc 2D Meshes"
|
|
description = "Demonstrates UV-mapping of the circular segment and sector primitives"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d_manual"
|
|
path = "examples/2d/mesh2d_manual.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d_manual]
|
|
name = "Manual Mesh 2D"
|
|
description = "Renders a custom mesh \"manually\" with \"mid-level\" renderer apis"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d_vertex_color_texture"
|
|
path = "examples/2d/mesh2d_vertex_color_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d_vertex_color_texture]
|
|
name = "Mesh 2D With Vertex Colors"
|
|
description = "Renders a 2d mesh with vertex color attributes"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "2d_shapes"
|
|
path = "examples/2d/2d_shapes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_shapes]
|
|
name = "2D Shapes"
|
|
description = "Renders simple 2D primitive shapes like circles and polygons"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_gltf_vertex_attribute"
|
|
path = "examples/2d/custom_gltf_vertex_attribute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_gltf_vertex_attribute]
|
|
name = "Custom glTF vertex attribute 2D"
|
|
description = "Renders a glTF mesh in 2D with a custom vertex attribute"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "cpu_draw"
|
|
path = "examples/2d/cpu_draw.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.cpu_draw]
|
|
name = "CPU Drawing"
|
|
description = "Manually read/write the pixels of a texture"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite"
|
|
path = "examples/2d/sprite.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite]
|
|
name = "Sprite"
|
|
description = "Renders a sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_animation"
|
|
path = "examples/2d/sprite_animation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_animation]
|
|
name = "Sprite Animation"
|
|
description = "Animates a sprite in response to an event"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_flipping"
|
|
path = "examples/2d/sprite_flipping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_flipping]
|
|
name = "Sprite Flipping"
|
|
description = "Renders a sprite flipped along an axis"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_sheet"
|
|
path = "examples/2d/sprite_sheet.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_sheet]
|
|
name = "Sprite Sheet"
|
|
description = "Renders an animated sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_tile"
|
|
path = "examples/2d/sprite_tile.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_tile]
|
|
name = "Sprite Tile"
|
|
description = "Renders a sprite tiled in a grid"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_slice"
|
|
path = "examples/2d/sprite_slice.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_slice]
|
|
name = "Sprite Slice"
|
|
description = "Showcases slicing sprites into sections that can be scaled independently via the 9-patch technique"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text2d"
|
|
path = "examples/2d/text2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text2d]
|
|
name = "Text 2D"
|
|
description = "Generates text in 2D"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture_atlas"
|
|
path = "examples/2d/texture_atlas.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture_atlas]
|
|
name = "Texture Atlas"
|
|
description = "Generates a texture atlas (sprite sheet) from individual sprites"
|
|
category = "2D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "transparency_2d"
|
|
path = "examples/2d/transparency_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_2d]
|
|
name = "Transparency in 2D"
|
|
description = "Demonstrates transparency in 2d"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d_alpha_mode"
|
|
path = "examples/2d/mesh2d_alpha_mode.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d_alpha_mode]
|
|
name = "Mesh2d Alpha Mode"
|
|
description = "Used to test alpha modes with mesh2d"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pixel_grid_snap"
|
|
path = "examples/2d/pixel_grid_snap.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.pixel_grid_snap]
|
|
name = "Pixel Grid Snapping"
|
|
description = "Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "bounding_2d"
|
|
path = "examples/2d/bounding_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bounding_2d]
|
|
name = "2D Bounding Volume Intersections"
|
|
description = "Showcases bounding volumes and intersection tests"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "wireframe_2d"
|
|
path = "examples/2d/wireframe_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.wireframe_2d]
|
|
name = "2D Wireframe"
|
|
description = "Showcases wireframes for 2d meshes"
|
|
category = "2D Rendering"
|
|
wasm = false
|
|
|
|
# 3D Rendering
|
|
[[example]]
|
|
name = "3d_scene"
|
|
path = "examples/3d/3d_scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_scene]
|
|
name = "3D Scene"
|
|
description = "Simple 3D scene with basic shapes and lighting"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_shapes"
|
|
path = "examples/3d/3d_shapes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_shapes]
|
|
name = "3D Shapes"
|
|
description = "A scene showcasing the built-in 3D shapes"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_viewport_to_world"
|
|
path = "examples/3d/3d_viewport_to_world.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_viewport_to_world]
|
|
name = "3D Viewport To World"
|
|
description = "Demonstrates how to use the `Camera::viewport_to_world` method"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animated_material"
|
|
path = "examples/3d/animated_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_material]
|
|
name = "Animated Material"
|
|
description = "Shows how to animate material properties"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "generate_custom_mesh"
|
|
path = "examples/3d/generate_custom_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generate_custom_mesh]
|
|
name = "Generate Custom Mesh"
|
|
description = "Simple showcase of how to generate a custom mesh with a custom texture"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "anti_aliasing"
|
|
path = "examples/3d/anti_aliasing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.anti_aliasing]
|
|
name = "Anti-aliasing"
|
|
description = "Compares different anti-aliasing methods"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "atmospheric_fog"
|
|
path = "examples/3d/atmospheric_fog.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.atmospheric_fog]
|
|
name = "Atmospheric Fog"
|
|
description = "A scene showcasing the atmospheric fog effect"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "fog"
|
|
path = "examples/3d/fog.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.fog]
|
|
name = "Fog"
|
|
description = "A scene showcasing the distance fog effect"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "auto_exposure"
|
|
path = "examples/3d/auto_exposure.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.auto_exposure]
|
|
name = "Auto Exposure"
|
|
description = "A scene showcasing auto exposure"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "blend_modes"
|
|
path = "examples/3d/blend_modes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.blend_modes]
|
|
name = "Blend Modes"
|
|
description = "Showcases different blend modes"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "lighting"
|
|
path = "examples/3d/lighting.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lighting]
|
|
name = "Lighting"
|
|
description = "Illustrates various lighting options in a simple scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "lines"
|
|
path = "examples/3d/lines.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lines]
|
|
name = "Lines"
|
|
description = "Create a custom material to draw 3d lines"
|
|
category = "3D Rendering"
|
|
# Wasm does not support the `POLYGON_MODE_LINE` feature.
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "ssao"
|
|
path = "examples/3d/ssao.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ssao]
|
|
name = "Screen Space Ambient Occlusion"
|
|
description = "A scene showcasing screen space ambient occlusion"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "spotlight"
|
|
path = "examples/3d/spotlight.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spotlight]
|
|
name = "Spotlight"
|
|
description = "Illustrates spot lights"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "bloom_3d"
|
|
path = "examples/3d/bloom_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bloom_3d]
|
|
name = "3D Bloom"
|
|
description = "Illustrates bloom configuration using HDR and emissive materials"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "deferred_rendering"
|
|
path = "examples/3d/deferred_rendering.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.deferred_rendering]
|
|
name = "Deferred Rendering"
|
|
description = "Renders meshes with both forward and deferred pipelines"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "load_gltf"
|
|
path = "examples/3d/load_gltf.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.load_gltf]
|
|
name = "Load glTF"
|
|
description = "Loads and renders a glTF file as a scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "load_gltf_extras"
|
|
path = "examples/3d/load_gltf_extras.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.load_gltf_extras]
|
|
name = "Load glTF extras"
|
|
description = "Loads and renders a glTF file as a scene, including the gltf extras"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "query_gltf_primitives"
|
|
path = "examples/3d/query_gltf_primitives.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.query_gltf_primitives]
|
|
name = "Query glTF primitives"
|
|
description = "Query primitives in a glTF scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "motion_blur"
|
|
path = "examples/3d/motion_blur.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.motion_blur]
|
|
name = "Motion Blur"
|
|
description = "Demonstrates per-pixel motion blur"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "order_independent_transparency"
|
|
path = "examples/3d/order_independent_transparency.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.order_independent_transparency]
|
|
name = "Order Independent Transparency"
|
|
description = "Demonstrates how to use OIT"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "tonemapping"
|
|
path = "examples/3d/tonemapping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.tonemapping]
|
|
name = "Tonemapping"
|
|
description = "Compares tonemapping options"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "orthographic"
|
|
path = "examples/3d/orthographic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.orthographic]
|
|
name = "Orthographic View"
|
|
description = "Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "parenting"
|
|
path = "examples/3d/parenting.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parenting]
|
|
name = "Parenting"
|
|
description = "Demonstrates parent->child relationships and relative transformations"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pbr"
|
|
path = "examples/3d/pbr.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.pbr]
|
|
name = "Physically Based Rendering"
|
|
description = "Demonstrates use of Physically Based Rendering (PBR) properties"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "parallax_mapping"
|
|
path = "examples/3d/parallax_mapping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parallax_mapping]
|
|
name = "Parallax Mapping"
|
|
description = "Demonstrates use of a normal map and depth map for parallax mapping"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_to_texture"
|
|
path = "examples/3d/render_to_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_to_texture]
|
|
name = "Render to Texture"
|
|
description = "Shows how to render to a texture, useful for mirrors, UI, or exporting images"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shadow_biases"
|
|
path = "examples/3d/shadow_biases.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shadow_biases]
|
|
name = "Shadow Biases"
|
|
description = "Demonstrates how shadow biases affect shadows in a 3d scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shadow_caster_receiver"
|
|
path = "examples/3d/shadow_caster_receiver.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shadow_caster_receiver]
|
|
name = "Shadow Caster and Receiver"
|
|
description = "Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "skybox"
|
|
path = "examples/3d/skybox.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.skybox]
|
|
name = "Skybox"
|
|
description = "Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats."
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "spherical_area_lights"
|
|
path = "examples/3d/spherical_area_lights.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spherical_area_lights]
|
|
name = "Spherical Area Lights"
|
|
description = "Demonstrates how point light radius values affect light behavior"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "split_screen"
|
|
path = "examples/3d/split_screen.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.split_screen]
|
|
name = "Split Screen"
|
|
description = "Demonstrates how to render two cameras to the same window to accomplish \"split screen\""
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture"
|
|
path = "examples/3d/texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture]
|
|
name = "Texture"
|
|
description = "Shows configuration of texture materials"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparency_3d"
|
|
path = "examples/3d/transparency_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_3d]
|
|
name = "Transparency in 3D"
|
|
description = "Demonstrates transparency in 3d"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transmission"
|
|
path = "examples/3d/transmission.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transmission]
|
|
name = "Transmission"
|
|
description = "Showcases light transmission in the PBR material"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "two_passes"
|
|
path = "examples/3d/two_passes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.two_passes]
|
|
name = "Two Passes"
|
|
description = "Renders two 3d passes to the same window from different perspectives"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "update_gltf_scene"
|
|
path = "examples/3d/update_gltf_scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.update_gltf_scene]
|
|
name = "Update glTF Scene"
|
|
description = "Update a scene from a glTF file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "vertex_colors"
|
|
path = "examples/3d/vertex_colors.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.vertex_colors]
|
|
name = "Vertex Colors"
|
|
description = "Shows the use of vertex colors"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "wireframe"
|
|
path = "examples/3d/wireframe.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.wireframe]
|
|
name = "Wireframe"
|
|
description = "Showcases wireframe rendering"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "irradiance_volumes"
|
|
path = "examples/3d/irradiance_volumes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.irradiance_volumes]
|
|
name = "Irradiance Volumes"
|
|
description = "Demonstrates irradiance volumes"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "meshlet"
|
|
path = "examples/3d/meshlet.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["meshlet"]
|
|
|
|
[package.metadata.example.meshlet]
|
|
name = "Meshlet"
|
|
description = "Meshlet rendering for dense high-poly scenes (experimental)"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
setup = [
|
|
[
|
|
"curl",
|
|
"-o",
|
|
"assets/models/bunny.meshlet_mesh",
|
|
"https://raw.githubusercontent.com/JMS55/bevy_meshlet_asset/defbd9b32072624d40d57de7d345c66a9edf5d0b/bunny.meshlet_mesh",
|
|
],
|
|
]
|
|
|
|
[[example]]
|
|
name = "mesh_ray_cast"
|
|
path = "examples/3d/mesh_ray_cast.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh_ray_cast]
|
|
name = "Mesh Ray Cast"
|
|
description = "Demonstrates ray casting with the `MeshRayCast` system parameter"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "lightmaps"
|
|
path = "examples/3d/lightmaps.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lightmaps]
|
|
name = "Lightmaps"
|
|
description = "Rendering a scene with baked lightmaps"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "no_prepass"
|
|
path = "tests/3d/no_prepass.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.no_prepass]
|
|
hidden = true
|
|
|
|
# Animation
|
|
[[example]]
|
|
name = "animation_events"
|
|
path = "examples/animation/animation_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animation_events]
|
|
name = "Animation Events"
|
|
description = "Demonstrate how to use animation events"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animated_fox"
|
|
path = "examples/animation/animated_fox.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_fox]
|
|
name = "Animated Fox"
|
|
description = "Plays an animation from a skinned glTF"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animation_graph"
|
|
path = "examples/animation/animation_graph.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animation_graph]
|
|
name = "Animation Graph"
|
|
description = "Blends multiple animations together with a graph"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "morph_targets"
|
|
path = "examples/animation/morph_targets.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.morph_targets]
|
|
name = "Morph Targets"
|
|
description = "Plays an animation from a glTF file with meshes with morph targets"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animated_transform"
|
|
path = "examples/animation/animated_transform.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_transform]
|
|
name = "Animated Transform"
|
|
description = "Create and play an animation defined by code that operates on the `Transform` component"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "color_animation"
|
|
path = "examples/animation/color_animation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.color_animation]
|
|
name = "Color animation"
|
|
description = "Demonstrates how to animate colors using mixing and splines in different color spaces"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "eased_motion"
|
|
path = "examples/animation/eased_motion.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.eased_motion]
|
|
name = "Eased Motion"
|
|
description = "Demonstrates the application of easing curves to animate an object"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "easing_functions"
|
|
path = "examples/animation/easing_functions.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.easing_functions]
|
|
name = "Easing Functions"
|
|
description = "Showcases the built-in easing functions"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_skinned_mesh"
|
|
path = "examples/animation/custom_skinned_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_skinned_mesh]
|
|
name = "Custom Skinned Mesh"
|
|
description = "Skinned mesh example with mesh and joints data defined in code"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "gltf_skinned_mesh"
|
|
path = "examples/animation/gltf_skinned_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gltf_skinned_mesh]
|
|
name = "glTF Skinned Mesh"
|
|
description = "Skinned mesh example with mesh and joints data loaded from a glTF file"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
# Application
|
|
[[example]]
|
|
name = "custom_loop"
|
|
path = "examples/app/custom_loop.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_loop]
|
|
name = "Custom Loop"
|
|
description = "Demonstrates how to create a custom runner (to update an app manually)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "drag_and_drop"
|
|
path = "examples/app/drag_and_drop.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.drag_and_drop]
|
|
name = "Drag and Drop"
|
|
description = "An example that shows how to handle drag and drop in an app"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "empty"
|
|
path = "examples/app/empty.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.empty]
|
|
name = "Empty"
|
|
description = "An empty application (does nothing)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "empty_defaults"
|
|
path = "examples/app/empty_defaults.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.empty_defaults]
|
|
name = "Empty with Defaults"
|
|
description = "An empty application with default plugins"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "headless"
|
|
path = "examples/app/headless.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.headless]
|
|
name = "Headless"
|
|
description = "An application that runs without default plugins"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "logs"
|
|
path = "examples/app/logs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.logs]
|
|
name = "Logs"
|
|
description = "Illustrate how to use generate log output"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "log_layers"
|
|
path = "examples/app/log_layers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.log_layers]
|
|
name = "Log layers"
|
|
description = "Illustrate how to add custom log layers"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "log_layers_ecs"
|
|
path = "examples/app/log_layers_ecs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.log_layers_ecs]
|
|
name = "Advanced log layers"
|
|
description = "Illustrate how to transfer data between log layers and Bevy's ECS"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "plugin"
|
|
path = "examples/app/plugin.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.plugin]
|
|
name = "Plugin"
|
|
description = "Demonstrates the creation and registration of a custom plugin"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "plugin_group"
|
|
path = "examples/app/plugin_group.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.plugin_group]
|
|
name = "Plugin Group"
|
|
description = "Demonstrates the creation and registration of a custom plugin group"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "return_after_run"
|
|
path = "examples/app/return_after_run.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.return_after_run]
|
|
name = "Return after Run"
|
|
description = "Show how to return to main after the Bevy app has exited"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "thread_pool_resources"
|
|
path = "examples/app/thread_pool_resources.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.thread_pool_resources]
|
|
name = "Thread Pool Resources"
|
|
description = "Creates and customizes the internal thread pool"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "no_renderer"
|
|
path = "examples/app/no_renderer.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.no_renderer]
|
|
name = "No Renderer"
|
|
description = "An application that runs with default plugins and displays an empty window, but without an actual renderer"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "headless_renderer"
|
|
path = "examples/app/headless_renderer.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.headless_renderer]
|
|
name = "Headless Renderer"
|
|
description = "An application that runs with no window, but renders into image file"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "without_winit"
|
|
path = "examples/app/without_winit.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.without_winit]
|
|
name = "Without Winit"
|
|
description = "Create an application without winit (runs single time, no event loop)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
# Assets
|
|
[[example]]
|
|
name = "alter_mesh"
|
|
path = "examples/asset/alter_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.alter_mesh]
|
|
name = "Alter Mesh"
|
|
description = "Shows how to modify the underlying asset of a Mesh after spawning."
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "alter_sprite"
|
|
path = "examples/asset/alter_sprite.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.alter_sprite]
|
|
name = "Alter Sprite"
|
|
description = "Shows how to modify texture assets after spawning."
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_loading"
|
|
path = "examples/asset/asset_loading.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.asset_loading]
|
|
name = "Asset Loading"
|
|
description = "Demonstrates various methods to load assets"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_settings"
|
|
path = "examples/asset/asset_settings.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.asset_settings]
|
|
name = "Asset Settings"
|
|
description = "Demonstrates various methods of applying settings when loading an asset"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_decompression"
|
|
path = "examples/asset/asset_decompression.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.asset_decompression]
|
|
name = "Asset Decompression"
|
|
description = "Demonstrates loading a compressed asset"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_asset"
|
|
path = "examples/asset/custom_asset.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_asset]
|
|
name = "Custom Asset"
|
|
description = "Implements a custom asset loader"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_asset_reader"
|
|
path = "examples/asset/custom_asset_reader.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_asset_reader]
|
|
name = "Custom Asset IO"
|
|
description = "Implements a custom AssetReader"
|
|
category = "Assets"
|
|
# Incompatible with the asset path patching of the example-showcase tool
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "embedded_asset"
|
|
path = "examples/asset/embedded_asset.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.embedded_asset]
|
|
name = "Embedded Asset"
|
|
description = "Embed an asset in the application binary and load it"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "extra_asset_source"
|
|
path = "examples/asset/extra_source.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.extra_asset_source]
|
|
name = "Extra asset source"
|
|
description = "Load an asset from a non-standard asset source"
|
|
category = "Assets"
|
|
# Uses non-standard asset path
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "hot_asset_reloading"
|
|
path = "examples/asset/hot_asset_reloading.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["file_watcher"]
|
|
|
|
[package.metadata.example.hot_asset_reloading]
|
|
name = "Hot Reloading of Assets"
|
|
description = "Demonstrates automatic reloading of assets when modified on disk"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_processing"
|
|
path = "examples/asset/processing/asset_processing.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["file_watcher", "asset_processor"]
|
|
|
|
[package.metadata.example.asset_processing]
|
|
name = "Asset Processing"
|
|
description = "Demonstrates how to process and load custom assets"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "repeated_texture"
|
|
path = "examples/asset/repeated_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.repeated_texture]
|
|
name = "Repeated texture configuration"
|
|
description = "How to configure the texture to repeat instead of the default clamp to edges"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
# Assets
|
|
[[example]]
|
|
name = "multi_asset_sync"
|
|
path = "examples/asset/multi_asset_sync.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.multi_asset_sync]
|
|
name = "Mult-asset synchronization"
|
|
description = "Demonstrates how to wait for multiple assets to be loaded."
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
# Async Tasks
|
|
[[example]]
|
|
name = "async_compute"
|
|
path = "examples/async_tasks/async_compute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.async_compute]
|
|
name = "Async Compute"
|
|
description = "How to use `AsyncComputeTaskPool` to complete longer running tasks"
|
|
category = "Async Tasks"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "external_source_external_thread"
|
|
path = "examples/async_tasks/external_source_external_thread.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.external_source_external_thread]
|
|
name = "External Source of Data on an External Thread"
|
|
description = "How to use an external thread to run an infinite task and communicate with a channel"
|
|
category = "Async Tasks"
|
|
wasm = false
|
|
|
|
# Audio
|
|
[[example]]
|
|
name = "audio"
|
|
path = "examples/audio/audio.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.audio]
|
|
name = "Audio"
|
|
description = "Shows how to load and play an audio file"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "audio_control"
|
|
path = "examples/audio/audio_control.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.audio_control]
|
|
name = "Audio Control"
|
|
description = "Shows how to load and play an audio file, and control how it's played"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "decodable"
|
|
path = "examples/audio/decodable.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.decodable]
|
|
name = "Decodable"
|
|
description = "Shows how to create and register a custom audio source by implementing the `Decodable` type."
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "soundtrack"
|
|
path = "examples/audio/soundtrack.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.soundtrack]
|
|
name = "Soundtrack"
|
|
description = "Shows how to play different soundtracks based on game state"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "spatial_audio_2d"
|
|
path = "examples/audio/spatial_audio_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spatial_audio_2d]
|
|
name = "Spatial Audio 2D"
|
|
description = "Shows how to play spatial audio, and moving the emitter in 2D"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "spatial_audio_3d"
|
|
path = "examples/audio/spatial_audio_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spatial_audio_3d]
|
|
name = "Spatial Audio 3D"
|
|
description = "Shows how to play spatial audio, and moving the emitter in 3D"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pitch"
|
|
path = "examples/audio/pitch.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.pitch]
|
|
name = "Pitch"
|
|
description = "Shows how to directly play a simple pitch"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
# Diagnostics
|
|
[[example]]
|
|
name = "log_diagnostics"
|
|
path = "examples/diagnostics/log_diagnostics.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.log_diagnostics]
|
|
name = "Log Diagnostics"
|
|
description = "Add a plugin that logs diagnostics, like frames per second (FPS), to the console"
|
|
category = "Diagnostics"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_diagnostic"
|
|
path = "examples/diagnostics/custom_diagnostic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_diagnostic]
|
|
name = "Custom Diagnostic"
|
|
description = "Shows how to create a custom diagnostic"
|
|
category = "Diagnostics"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "enabling_disabling_diagnostic"
|
|
path = "examples/diagnostics/enabling_disabling_diagnostic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.enabling_disabling_diagnostic]
|
|
name = "Enabling/disabling diagnostic"
|
|
description = "Shows how to disable/re-enable a Diagnostic during runtime"
|
|
category = "Diagnostics"
|
|
wasm = true
|
|
|
|
# ECS (Entity Component System)
|
|
[[example]]
|
|
name = "ecs_guide"
|
|
path = "examples/ecs/ecs_guide.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ecs_guide]
|
|
name = "ECS Guide"
|
|
description = "Full guide to Bevy's ECS"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[package.metadata.example.apply_deferred]
|
|
name = "Apply System Buffers"
|
|
description = "Show how to use `apply_deferred` system"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "change_detection"
|
|
path = "examples/ecs/change_detection.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["track_change_detection"]
|
|
|
|
[package.metadata.example.change_detection]
|
|
name = "Change Detection"
|
|
description = "Change detection on components and resources"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "component_hooks"
|
|
path = "examples/ecs/component_hooks.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.component_hooks]
|
|
name = "Component Hooks"
|
|
description = "Define component hooks to manage component lifecycle events"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_schedule"
|
|
path = "examples/ecs/custom_schedule.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_schedule]
|
|
name = "Custom Schedule"
|
|
description = "Demonstrates how to add custom schedules"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_query_param"
|
|
path = "examples/ecs/custom_query_param.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_query_param]
|
|
name = "Custom Query Parameters"
|
|
description = "Groups commonly used compound queries and query filters into a single type"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "dynamic"
|
|
path = "examples/ecs/dynamic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.dynamic]
|
|
name = "Dynamic ECS"
|
|
description = "Dynamically create components, spawn entities with those components and query those components"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "event"
|
|
path = "examples/ecs/event.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.event]
|
|
name = "Event"
|
|
description = "Illustrates event creation, activation, and reception"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "send_and_receive_events"
|
|
path = "examples/ecs/send_and_receive_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.send_and_receive_events]
|
|
name = "Send and receive events"
|
|
description = "Demonstrates how to send and receive events of the same type in a single system"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "fixed_timestep"
|
|
path = "examples/ecs/fixed_timestep.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.fixed_timestep]
|
|
name = "Fixed Timestep"
|
|
description = "Shows how to create systems that run every fixed timestep, rather than every tick"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "generic_system"
|
|
path = "examples/ecs/generic_system.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generic_system]
|
|
name = "Generic System"
|
|
description = "Shows how to create systems that can be reused with different types"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "hierarchy"
|
|
path = "examples/ecs/hierarchy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.hierarchy]
|
|
name = "Hierarchy"
|
|
description = "Creates a hierarchy of parents and children entities"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "iter_combinations"
|
|
path = "examples/ecs/iter_combinations.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.iter_combinations]
|
|
name = "Iter Combinations"
|
|
description = "Shows how to iterate over combinations of query results"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "one_shot_systems"
|
|
path = "examples/ecs/one_shot_systems.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.one_shot_systems]
|
|
name = "One Shot Systems"
|
|
description = "Shows how to flexibly run systems without scheduling them"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "parallel_query"
|
|
path = "examples/ecs/parallel_query.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parallel_query]
|
|
name = "Parallel Query"
|
|
description = "Illustrates parallel queries with `ParallelIterator`"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "removal_detection"
|
|
path = "examples/ecs/removal_detection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.removal_detection]
|
|
name = "Removal Detection"
|
|
description = "Query for entities that had a specific component removed earlier in the current frame"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "run_conditions"
|
|
path = "examples/ecs/run_conditions.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.run_conditions]
|
|
name = "Run Conditions"
|
|
description = "Run systems only when one or multiple conditions are met"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "fallible_params"
|
|
path = "examples/ecs/fallible_params.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.fallible_params]
|
|
name = "Fallible System Parameters"
|
|
description = "Systems are skipped if their parameters cannot be acquired"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "startup_system"
|
|
path = "examples/ecs/startup_system.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.startup_system]
|
|
name = "Startup System"
|
|
description = "Demonstrates a startup system (one that runs once when the app starts up)"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "states"
|
|
path = "examples/state/states.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_dev_tools"]
|
|
|
|
[package.metadata.example.states]
|
|
name = "States"
|
|
description = "Illustrates how to use States to control transitioning from a Menu state to an InGame state."
|
|
category = "State"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "sub_states"
|
|
path = "examples/state/sub_states.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_dev_tools"]
|
|
|
|
[package.metadata.example.sub_states]
|
|
name = "Sub States"
|
|
description = "Using Sub States for hierarchical state handling."
|
|
category = "State"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "computed_states"
|
|
path = "examples/state/computed_states.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_dev_tools"]
|
|
|
|
[package.metadata.example.computed_states]
|
|
name = "Computed States"
|
|
description = "Advanced state patterns using Computed States."
|
|
category = "State"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_transitions"
|
|
path = "examples/state/custom_transitions.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_dev_tools"]
|
|
|
|
[package.metadata.example.custom_transitions]
|
|
name = "Custom State Transition Behavior"
|
|
description = "Creating and working with custom state transition schedules."
|
|
category = "State"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_piping"
|
|
path = "examples/ecs/system_piping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_piping]
|
|
name = "System Piping"
|
|
description = "Pipe the output of one system into a second, allowing you to handle any errors gracefully"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_closure"
|
|
path = "examples/ecs/system_closure.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_closure]
|
|
name = "System Closure"
|
|
description = "Show how to use closures as systems, and how to configure `Local` variables by capturing external state"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_param"
|
|
path = "examples/ecs/system_param.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_param]
|
|
name = "System Parameter"
|
|
description = "Illustrates creating custom system parameters with `SystemParam`"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_stepping"
|
|
path = "examples/ecs/system_stepping.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_debug_stepping"]
|
|
|
|
[package.metadata.example.system_stepping]
|
|
name = "System Stepping"
|
|
description = "Demonstrate stepping through systems in order of execution."
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
# Time
|
|
[[example]]
|
|
name = "time"
|
|
path = "examples/time/time.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.time]
|
|
name = "Time handling"
|
|
description = "Explains how Time is handled in ECS"
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "virtual_time"
|
|
path = "examples/time/virtual_time.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.virtual_time]
|
|
name = "Virtual time"
|
|
description = "Shows how `Time<Virtual>` can be used to pause, resume, slow down and speed up a game."
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "timers"
|
|
path = "examples/time/timers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.timers]
|
|
name = "Timers"
|
|
description = "Illustrates ticking `Timer` resources inside systems and handling their state"
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
|
|
# Games
|
|
[[example]]
|
|
name = "alien_cake_addict"
|
|
path = "examples/games/alien_cake_addict.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.alien_cake_addict]
|
|
name = "Alien Cake Addict"
|
|
description = "Eat the cakes. Eat them all. An example 3D game"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "breakout"
|
|
path = "examples/games/breakout.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.breakout]
|
|
name = "Breakout"
|
|
description = "An implementation of the classic game \"Breakout\"."
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "contributors"
|
|
path = "examples/games/contributors.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.contributors]
|
|
name = "Contributors"
|
|
description = "Displays each contributor as a bouncy bevy-ball!"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "desk_toy"
|
|
path = "examples/games/desk_toy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.desk_toy]
|
|
name = "Desk Toy"
|
|
description = "Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!"
|
|
category = "Games"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "game_menu"
|
|
path = "examples/games/game_menu.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.game_menu]
|
|
name = "Game Menu"
|
|
description = "A simple game menu"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "loading_screen"
|
|
path = "examples/games/loading_screen.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.loading_screen]
|
|
name = "Loading Screen"
|
|
description = "Demonstrates how to create a loading screen that waits for all assets to be loaded and render pipelines to be compiled."
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
# Input
|
|
[[example]]
|
|
name = "char_input_events"
|
|
path = "examples/input/char_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.char_input_events]
|
|
name = "Char Input Events"
|
|
description = "Prints out all chars as they are inputted"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_input"
|
|
path = "examples/input/gamepad_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_input]
|
|
name = "Gamepad Input"
|
|
description = "Shows handling of gamepad input, connections, and disconnections"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_input_events"
|
|
path = "examples/input/gamepad_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_input_events]
|
|
name = "Gamepad Input Events"
|
|
description = "Iterates and prints gamepad input and connection events"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_rumble"
|
|
path = "examples/input/gamepad_rumble.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_rumble]
|
|
name = "Gamepad Rumble"
|
|
description = "Shows how to rumble a gamepad using force feedback"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_input"
|
|
path = "examples/input/keyboard_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_input]
|
|
name = "Keyboard Input"
|
|
description = "Demonstrates handling a key press/release"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_modifiers"
|
|
path = "examples/input/keyboard_modifiers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_modifiers]
|
|
name = "Keyboard Modifiers"
|
|
description = "Demonstrates using key modifiers (ctrl, shift)"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_input_events"
|
|
path = "examples/input/keyboard_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_input_events]
|
|
name = "Keyboard Input Events"
|
|
description = "Prints out all keyboard events"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_input"
|
|
path = "examples/input/mouse_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_input]
|
|
name = "Mouse Input"
|
|
description = "Demonstrates handling a mouse button press/release"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_input_events"
|
|
path = "examples/input/mouse_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_input_events]
|
|
name = "Mouse Input Events"
|
|
description = "Prints out all mouse events (buttons, movement, etc.)"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_grab"
|
|
path = "examples/input/mouse_grab.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_grab]
|
|
name = "Mouse Grab"
|
|
description = "Demonstrates how to grab the mouse, locking the cursor to the app's screen"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "touch_input"
|
|
path = "examples/input/touch_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.touch_input]
|
|
name = "Touch Input"
|
|
description = "Displays touch presses, releases, and cancels"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "touch_input_events"
|
|
path = "examples/input/touch_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.touch_input_events]
|
|
name = "Touch Input Events"
|
|
description = "Prints out all touch inputs"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "text_input"
|
|
path = "examples/input/text_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_input]
|
|
name = "Text Input"
|
|
description = "Simple text input with IME support"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
# Reflection
|
|
[[example]]
|
|
name = "reflection"
|
|
path = "examples/reflection/reflection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection]
|
|
name = "Reflection"
|
|
description = "Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_attributes"
|
|
path = "examples/reflection/custom_attributes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_attributes]
|
|
name = "Custom Attributes"
|
|
description = "Registering and accessing custom attributes on reflected types"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "dynamic_types"
|
|
path = "examples/reflection/dynamic_types.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.dynamic_types]
|
|
name = "Dynamic Types"
|
|
description = "How dynamic types are used with reflection"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "function_reflection"
|
|
path = "examples/reflection/function_reflection.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["reflect_functions"]
|
|
|
|
[package.metadata.example.function_reflection]
|
|
name = "Function Reflection"
|
|
description = "Demonstrates how functions can be called dynamically using reflection"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "generic_reflection"
|
|
path = "examples/reflection/generic_reflection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generic_reflection]
|
|
name = "Generic Reflection"
|
|
description = "Registers concrete instances of generic types that may be used with reflection"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "reflection_types"
|
|
path = "examples/reflection/reflection_types.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection_types]
|
|
name = "Reflection Types"
|
|
description = "Illustrates the various reflection types available"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "type_data"
|
|
path = "examples/reflection/type_data.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.type_data]
|
|
name = "Type Data"
|
|
description = "Demonstrates how to create and use type data"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
# Scene
|
|
[[example]]
|
|
name = "scene"
|
|
path = "examples/scene/scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scene]
|
|
name = "Scene"
|
|
description = "Demonstrates loading from and saving scenes to files"
|
|
category = "Scene"
|
|
wasm = false
|
|
|
|
# Shaders
|
|
[[package.metadata.example_category]]
|
|
name = "Shaders"
|
|
description = """
|
|
These examples demonstrate how to implement different shaders in user code.
|
|
|
|
A shader in its most common usage is a small program that is run by the GPU per-vertex in a mesh (a vertex shader) or per-affected-screen-fragment (a fragment shader.) The GPU executes these programs in a highly parallel way.
|
|
|
|
There are also compute shaders which are used for more general processing leveraging the GPU's parallelism.
|
|
"""
|
|
|
|
[[example]]
|
|
name = "custom_vertex_attribute"
|
|
path = "examples/shader/custom_vertex_attribute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_vertex_attribute]
|
|
name = "Custom Vertex Attribute"
|
|
description = "A shader that reads a mesh's custom vertex attribute"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_post_processing"
|
|
path = "examples/shader/custom_post_processing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_post_processing]
|
|
name = "Post Processing - Custom Render Pass"
|
|
description = "A custom post processing effect, using a custom render pass that runs after the main pass"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_defs"
|
|
path = "examples/shader/shader_defs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_defs]
|
|
name = "Shader Defs"
|
|
description = "A shader that uses \"shaders defs\" (a bevy tool to selectively toggle parts of a shader)"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material"
|
|
path = "examples/shader/shader_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material]
|
|
name = "Material"
|
|
description = "A shader and a material that uses it"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material_2d"
|
|
path = "examples/shader/shader_material_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material_2d]
|
|
name = "Material"
|
|
description = "A shader and a material that uses it on a 2d mesh"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "extended_material"
|
|
path = "examples/shader/extended_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.extended_material]
|
|
name = "Extended Material"
|
|
description = "A custom shader that builds on the standard material"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_prepass"
|
|
path = "examples/shader/shader_prepass.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_prepass]
|
|
name = "Material Prepass"
|
|
description = "A shader that uses the various textures generated by the prepass"
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "shader_material_screenspace_texture"
|
|
path = "examples/shader/shader_material_screenspace_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material_screenspace_texture]
|
|
name = "Material - Screenspace Texture"
|
|
description = "A shader that samples a texture with view-independent UV coordinates"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material_glsl"
|
|
path = "examples/shader/shader_material_glsl.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["shader_format_glsl"]
|
|
|
|
[package.metadata.example.shader_material_glsl]
|
|
name = "Material - GLSL"
|
|
description = "A shader that uses the GLSL shading language"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_shader_instancing"
|
|
path = "examples/shader/custom_shader_instancing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_shader_instancing]
|
|
name = "Instancing"
|
|
description = "A shader that renders a mesh multiple times in one draw call using low level rendering api"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "automatic_instancing"
|
|
path = "examples/shader/automatic_instancing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.automatic_instancing]
|
|
name = "Instancing"
|
|
description = "Shows that multiple instances of a cube are automatically instanced in one draw call"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animate_shader"
|
|
path = "examples/shader/animate_shader.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animate_shader]
|
|
name = "Animated"
|
|
description = "A shader that uses dynamic data like the time since startup"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "compute_shader_game_of_life"
|
|
path = "examples/shader/compute_shader_game_of_life.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.compute_shader_game_of_life]
|
|
name = "Compute - Game of Life"
|
|
description = "A compute shader that simulates Conway's Game of Life"
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gpu_readback"
|
|
path = "examples/shader/gpu_readback.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gpu_readback]
|
|
name = "GPU readback"
|
|
description = "A very simple compute shader that writes to a buffer that is read by the cpu"
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "array_texture"
|
|
path = "examples/shader/array_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.array_texture]
|
|
name = "Array Texture"
|
|
description = "A shader that shows how to reuse the core bevy PBR shading functionality in a custom material that obtains the base color from an array texture."
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture_binding_array"
|
|
path = "examples/shader/texture_binding_array.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture_binding_array]
|
|
name = "Texture Binding Array (Bindless Textures)"
|
|
description = "A shader that shows how to bind and sample multiple textures as a binding array (a.k.a. bindless textures)."
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "storage_buffer"
|
|
path = "examples/shader/storage_buffer.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.storage_buffer]
|
|
name = "Storage Buffer"
|
|
description = "A shader that shows how to bind a storage buffer using a custom material."
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "specialized_mesh_pipeline"
|
|
path = "examples/shader/specialized_mesh_pipeline.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.specialized_mesh_pipeline]
|
|
name = "Specialized Mesh Pipeline"
|
|
description = "Demonstrates how to write a specialized mesh pipeline"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
# Stress tests
|
|
[[package.metadata.example_category]]
|
|
name = "Stress Tests"
|
|
description = """
|
|
These examples are used to test the performance and stability of various parts of the engine in an isolated way.
|
|
|
|
Due to the focus on performance it's recommended to run the stress tests in release mode:
|
|
|
|
```sh
|
|
cargo run --release --example <example name>
|
|
```
|
|
"""
|
|
|
|
[[example]]
|
|
name = "bevymark"
|
|
path = "examples/stress_tests/bevymark.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bevymark]
|
|
name = "Bevymark"
|
|
description = "A heavy sprite rendering workload to benchmark your system with Bevy"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_animated_sprites"
|
|
path = "examples/stress_tests/many_animated_sprites.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_animated_sprites]
|
|
name = "Many Animated Sprites"
|
|
description = "Displays many animated sprites in a grid arrangement with slight offsets to their animation timers. Used for performance testing."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_buttons"
|
|
path = "examples/stress_tests/many_buttons.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_buttons]
|
|
name = "Many Buttons"
|
|
description = "Test rendering of many UI elements"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_cameras_lights"
|
|
path = "examples/stress_tests/many_cameras_lights.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_cameras_lights]
|
|
name = "Many Cameras & Lights"
|
|
description = "Test rendering of many cameras and lights"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_cubes"
|
|
path = "examples/stress_tests/many_cubes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_cubes]
|
|
name = "Many Cubes"
|
|
description = "Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_gizmos"
|
|
path = "examples/stress_tests/many_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_gizmos]
|
|
name = "Many Gizmos"
|
|
description = "Test rendering of many gizmos"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_foxes"
|
|
path = "examples/stress_tests/many_foxes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_foxes]
|
|
name = "Many Foxes"
|
|
description = "Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_glyphs"
|
|
path = "examples/stress_tests/many_glyphs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_glyphs]
|
|
name = "Many Glyphs"
|
|
description = "Simple benchmark to test text rendering."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_lights"
|
|
path = "examples/stress_tests/many_lights.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_lights]
|
|
name = "Many Lights"
|
|
description = "Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_sprites"
|
|
path = "examples/stress_tests/many_sprites.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_sprites]
|
|
name = "Many Sprites"
|
|
description = "Displays many sprites in a grid arrangement! Used for performance testing. Use `--colored` to enable color tinted sprites."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transform_hierarchy"
|
|
path = "examples/stress_tests/transform_hierarchy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transform_hierarchy]
|
|
name = "Transform Hierarchy"
|
|
description = "Various test cases for hierarchy and transform propagation performance"
|
|
category = "Stress Tests"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "text_pipeline"
|
|
path = "examples/stress_tests/text_pipeline.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_pipeline]
|
|
name = "Text Pipeline"
|
|
description = "Text Pipeline benchmark"
|
|
category = "Stress Tests"
|
|
wasm = false
|
|
|
|
# Tools
|
|
[[example]]
|
|
name = "scene_viewer"
|
|
path = "examples/tools/scene_viewer/main.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scene_viewer]
|
|
name = "Scene Viewer"
|
|
description = "A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory"
|
|
category = "Tools"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "gamepad_viewer"
|
|
path = "examples/tools/gamepad_viewer.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_viewer]
|
|
name = "Gamepad Viewer"
|
|
description = "Shows a visualization of gamepad buttons, sticks, and triggers"
|
|
category = "Tools"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "nondeterministic_system_order"
|
|
path = "examples/ecs/nondeterministic_system_order.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.nondeterministic_system_order]
|
|
name = "Nondeterministic System Order"
|
|
description = "Systems run in parallel, but their order isn't always deterministic. Here's how to detect and fix this."
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "observers"
|
|
path = "examples/ecs/observers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.observers]
|
|
name = "Observers"
|
|
description = "Demonstrates observers that react to events (both built-in life-cycle events and custom events)"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "observer_propagation"
|
|
path = "examples/ecs/observer_propagation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.observer_propagation]
|
|
name = "Observer Propagation"
|
|
description = "Demonstrates event propagation with observers"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_rotation"
|
|
path = "examples/transforms/3d_rotation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_rotation]
|
|
name = "3D Rotation"
|
|
description = "Illustrates how to (constantly) rotate an object around an axis"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "align"
|
|
path = "examples/transforms/align.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.align]
|
|
name = "Alignment"
|
|
description = "A demonstration of Transform's axis-alignment feature"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "scale"
|
|
path = "examples/transforms/scale.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scale]
|
|
name = "Scale"
|
|
description = "Illustrates how to scale an object in each direction"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transform"
|
|
path = "examples/transforms/transform.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transform]
|
|
name = "Transform"
|
|
description = "Shows multiple transformations of objects"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "translation"
|
|
path = "examples/transforms/translation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.translation]
|
|
name = "Translation"
|
|
description = "Illustrates how to move an object along an axis"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
# UI (User Interface)
|
|
[[example]]
|
|
name = "borders"
|
|
path = "examples/ui/borders.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.borders]
|
|
name = "Borders"
|
|
description = "Demonstrates how to create a node with a border"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "box_shadow"
|
|
path = "examples/ui/box_shadow.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.box_shadow]
|
|
name = "Box Shadow"
|
|
description = "Demonstrates how to create a node with a shadow"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "button"
|
|
path = "examples/ui/button.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.button]
|
|
name = "Button"
|
|
description = "Illustrates creating and updating a button"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "display_and_visibility"
|
|
path = "examples/ui/display_and_visibility.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.display_and_visibility]
|
|
name = "Display and Visibility"
|
|
description = "Demonstrates how Display and Visibility work in the UI."
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "window_fallthrough"
|
|
path = "examples/ui/window_fallthrough.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.window_fallthrough]
|
|
name = "Window Fallthrough"
|
|
description = "Illustrates how to access `winit::window::Window`'s `hittest` functionality."
|
|
category = "UI (User Interface)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "font_atlas_debug"
|
|
path = "examples/ui/font_atlas_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.font_atlas_debug]
|
|
name = "Font Atlas Debug"
|
|
description = "Illustrates how FontAtlases are populated (used to optimize text rendering internally)"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "overflow"
|
|
path = "examples/ui/overflow.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.overflow]
|
|
name = "Overflow"
|
|
description = "Simple example demonstrating overflow behavior"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "overflow_clip_margin"
|
|
path = "examples/ui/overflow_clip_margin.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.overflow_clip_margin]
|
|
name = "Overflow Clip Margin"
|
|
description = "Simple example demonstrating the OverflowClipMargin style property"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
|
|
[[example]]
|
|
name = "overflow_debug"
|
|
path = "examples/ui/overflow_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.overflow_debug]
|
|
name = "Overflow and Clipping Debug"
|
|
description = "An example to debug overflow and clipping behavior"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "relative_cursor_position"
|
|
path = "examples/ui/relative_cursor_position.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.relative_cursor_position]
|
|
name = "Relative Cursor Position"
|
|
description = "Showcases the RelativeCursorPosition component"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_ui_to_texture"
|
|
path = "examples/ui/render_ui_to_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_ui_to_texture]
|
|
name = "Render UI to Texture"
|
|
description = "An example of rendering UI as a part of a 3D world"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "size_constraints"
|
|
path = "examples/ui/size_constraints.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.size_constraints]
|
|
name = "Size Constraints"
|
|
description = "Demonstrates how the to use the size constraints to control the size of a UI node."
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text"
|
|
path = "examples/ui/text.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text]
|
|
name = "Text"
|
|
description = "Illustrates creating and updating text"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text_debug"
|
|
path = "examples/ui/text_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_debug]
|
|
name = "Text Debug"
|
|
description = "An example for debugging text layout"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "flex_layout"
|
|
path = "examples/ui/flex_layout.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.flex_layout]
|
|
name = "Flex Layout"
|
|
description = "Demonstrates how the AlignItems and JustifyContent properties can be composed to layout nodes and position text"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text_wrap_debug"
|
|
path = "examples/ui/text_wrap_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_wrap_debug]
|
|
name = "Text Wrap Debug"
|
|
description = "Demonstrates text wrapping"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ghost_nodes"
|
|
path = "examples/ui/ghost_nodes.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["ghost_nodes"]
|
|
|
|
[package.metadata.example.ghost_nodes]
|
|
name = "Ghost Nodes"
|
|
description = "Demonstrates the use of Ghost Nodes to skip entities in the UI layout hierarchy"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "grid"
|
|
path = "examples/ui/grid.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.grid]
|
|
name = "CSS Grid"
|
|
description = "An example for CSS Grid layout"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "scroll"
|
|
path = "examples/ui/scroll.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scroll]
|
|
name = "Scroll"
|
|
description = "Demonstrates scrolling UI containers"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparency_ui"
|
|
path = "examples/ui/transparency_ui.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_ui]
|
|
name = "Transparency UI"
|
|
description = "Demonstrates transparency for UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "z_index"
|
|
path = "examples/ui/z_index.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.z_index]
|
|
name = "UI Z-Index"
|
|
description = "Demonstrates how to control the relative depth (z-position) of UI elements"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_scaling"
|
|
path = "examples/ui/ui_scaling.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_scaling]
|
|
name = "UI Scaling"
|
|
description = "Illustrates how to scale the UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_atlas"
|
|
path = "examples/ui/ui_texture_atlas.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_atlas]
|
|
name = "UI Texture Atlas"
|
|
description = "Illustrates how to use TextureAtlases in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_slice"
|
|
path = "examples/ui/ui_texture_slice.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_slice]
|
|
name = "UI Texture Slice"
|
|
description = "Illustrates how to use 9 Slicing in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_slice_flip_and_tile"
|
|
path = "examples/ui/ui_texture_slice_flip_and_tile.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_slice_flip_and_tile]
|
|
name = "UI Texture Slice Flipping and Tiling"
|
|
description = "Illustrates how to flip and tile images with 9 Slicing in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_atlas_slice"
|
|
path = "examples/ui/ui_texture_atlas_slice.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_atlas_slice]
|
|
name = "UI Texture Atlas Slice"
|
|
description = "Illustrates how to use 9 Slicing for TextureAtlases in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "viewport_debug"
|
|
path = "examples/ui/viewport_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.viewport_debug]
|
|
name = "Viewport Debug"
|
|
description = "An example for debugging viewport coordinates"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
# Window
|
|
[[example]]
|
|
name = "clear_color"
|
|
path = "examples/window/clear_color.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.clear_color]
|
|
name = "Clear Color"
|
|
description = "Creates a solid color window"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_user_event"
|
|
path = "examples/window/custom_user_event.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_user_event]
|
|
name = "Custom User Event"
|
|
description = "Handles custom user events within the event loop"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "low_power"
|
|
path = "examples/window/low_power.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.low_power]
|
|
name = "Low Power"
|
|
description = "Demonstrates settings to reduce power use for bevy applications"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "multiple_windows"
|
|
path = "examples/window/multiple_windows.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.multiple_windows]
|
|
name = "Multiple Windows"
|
|
description = "Demonstrates creating multiple windows, and rendering to them"
|
|
category = "Window"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "scale_factor_override"
|
|
path = "examples/window/scale_factor_override.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scale_factor_override]
|
|
name = "Scale Factor Override"
|
|
description = "Illustrates how to customize the default window settings"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "screenshot"
|
|
path = "examples/window/screenshot.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.screenshot]
|
|
name = "Screenshot"
|
|
description = "Shows how to save screenshots to disk"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparent_window"
|
|
path = "examples/window/transparent_window.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparent_window]
|
|
name = "Transparent Window"
|
|
description = "Illustrates making the window transparent and hiding the window decoration"
|
|
category = "Window"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "window_settings"
|
|
path = "examples/window/window_settings.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.window_settings]
|
|
name = "Window Settings"
|
|
description = "Demonstrates customizing default window settings"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "window_drag_move"
|
|
path = "examples/window/window_drag_move.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.window_drag_move]
|
|
name = "Window Drag Move"
|
|
description = "Demonstrates drag move and drag resize without window decoration"
|
|
category = "Window"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "ambiguity_detection"
|
|
path = "tests/ecs/ambiguity_detection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ambiguity_detection]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "resizing"
|
|
path = "tests/window/resizing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.resizing]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "minimizing"
|
|
path = "tests/window/minimizing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.minimizing]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "window_resizing"
|
|
path = "examples/window/window_resizing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[[example]]
|
|
name = "fallback_image"
|
|
path = "examples/shader/fallback_image.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[[example]]
|
|
name = "reflection_probes"
|
|
path = "examples/3d/reflection_probes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection_probes]
|
|
name = "Reflection Probes"
|
|
description = "Demonstrates reflection probes"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[package.metadata.example.fallback_image]
|
|
hidden = true
|
|
|
|
[package.metadata.example.window_resizing]
|
|
name = "Window Resizing"
|
|
description = "Demonstrates resizing and responding to resizing a window"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_material"
|
|
path = "examples/ui/ui_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_material]
|
|
name = "UI Material"
|
|
description = "Demonstrates creating and using custom Ui materials"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "cubic_splines"
|
|
path = "examples/math/cubic_splines.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.cubic_splines]
|
|
name = "Cubic Splines"
|
|
description = "Exhibits different modes of constructing cubic curves using splines"
|
|
category = "Math"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_primitives"
|
|
path = "examples/math/render_primitives.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_primitives]
|
|
name = "Rendering Primitives"
|
|
description = "Shows off rendering for all math primitives as both Meshes and Gizmos"
|
|
category = "Math"
|
|
wasm = true
|
|
|
|
# Math
|
|
[[example]]
|
|
name = "sampling_primitives"
|
|
path = "examples/math/sampling_primitives.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sampling_primitives]
|
|
name = "Sampling Primitives"
|
|
description = "Demonstrates all the primitives which can be sampled."
|
|
category = "Math"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_primitives"
|
|
path = "examples/math/custom_primitives.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_primitives]
|
|
name = "Custom Primitives"
|
|
description = "Demonstrates how to add custom primitives and useful traits for them."
|
|
category = "Math"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "random_sampling"
|
|
path = "examples/math/random_sampling.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.random_sampling]
|
|
name = "Random Sampling"
|
|
description = "Demonstrates how to sample random points from mathematical primitives"
|
|
category = "Math"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "smooth_follow"
|
|
path = "examples/movement/smooth_follow.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.smooth_follow]
|
|
name = "Smooth Follow"
|
|
description = "Demonstrates how to make an entity smoothly follow another using interpolation"
|
|
category = "Math"
|
|
wasm = true
|
|
|
|
# Gizmos
|
|
[[example]]
|
|
name = "2d_gizmos"
|
|
path = "examples/gizmos/2d_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_gizmos]
|
|
name = "2D Gizmos"
|
|
description = "A scene showcasing 2D gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_gizmos"
|
|
path = "examples/gizmos/3d_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_gizmos]
|
|
name = "3D Gizmos"
|
|
description = "A scene showcasing 3D gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "axes"
|
|
path = "examples/gizmos/axes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.axes]
|
|
name = "Axes"
|
|
description = "Demonstrates the function of axes gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "light_gizmos"
|
|
path = "examples/gizmos/light_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.light_gizmos]
|
|
name = "Light Gizmos"
|
|
description = "A scene showcasing light gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "fps_overlay"
|
|
path = "examples/dev_tools/fps_overlay.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_dev_tools"]
|
|
|
|
[[example]]
|
|
name = "2d_top_down_camera"
|
|
path = "examples/camera/2d_top_down_camera.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_top_down_camera]
|
|
name = "2D top-down camera"
|
|
description = "A 2D top-down camera smoothly following player movements"
|
|
category = "Camera"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "first_person_view_model"
|
|
path = "examples/camera/first_person_view_model.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.first_person_view_model]
|
|
name = "First person view model"
|
|
description = "A first-person camera that uses a world model and a view model with different field of views (FOV)"
|
|
category = "Camera"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "projection_zoom"
|
|
path = "examples/camera/projection_zoom.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.projection_zoom]
|
|
name = "Projection Zoom"
|
|
description = "Shows how to zoom orthographic and perspective projection cameras."
|
|
category = "Camera"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "camera_orbit"
|
|
path = "examples/camera/camera_orbit.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.camera_orbit]
|
|
name = "Camera Orbit"
|
|
description = "Shows how to orbit a static scene using pitch, yaw, and roll."
|
|
category = "Camera"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "2d_screen_shake"
|
|
path = "examples/camera/2d_screen_shake.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_screen_shake]
|
|
name = "Screen Shake"
|
|
description = "A simple 2D screen shake effect"
|
|
category = "Camera"
|
|
wasm = true
|
|
|
|
|
|
[package.metadata.example.fps_overlay]
|
|
name = "FPS overlay"
|
|
description = "Demonstrates FPS overlay"
|
|
category = "Dev tools"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "visibility_range"
|
|
path = "examples/3d/visibility_range.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.visibility_range]
|
|
name = "Visibility range"
|
|
description = "Demonstrates visibility ranges"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ssr"
|
|
path = "examples/3d/ssr.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ssr]
|
|
name = "Screen Space Reflections"
|
|
description = "Demonstrates screen space reflections with water ripples"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "camera_sub_view"
|
|
path = "examples/3d/camera_sub_view.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.camera_sub_view]
|
|
name = "Camera sub view"
|
|
description = "Demonstrates using different sub view effects on a camera"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "color_grading"
|
|
path = "examples/3d/color_grading.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.color_grading]
|
|
name = "Color grading"
|
|
description = "Demonstrates color grading"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "clearcoat"
|
|
path = "examples/3d/clearcoat.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["pbr_multi_layer_material_textures"]
|
|
|
|
[package.metadata.example.clearcoat]
|
|
name = "Clearcoat"
|
|
description = "Demonstrates the clearcoat PBR feature"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "depth_of_field"
|
|
path = "examples/3d/depth_of_field.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.depth_of_field]
|
|
name = "Depth of field"
|
|
description = "Demonstrates depth of field"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "volumetric_fog"
|
|
path = "examples/3d/volumetric_fog.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.volumetric_fog]
|
|
name = "Volumetric fog"
|
|
description = "Demonstrates volumetric fog and lighting"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "client"
|
|
path = "examples/remote/client.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_remote"]
|
|
|
|
[package.metadata.example.client]
|
|
name = "client"
|
|
description = "A simple command line client that can control Bevy apps via the BRP"
|
|
category = "Remote Protocol"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "server"
|
|
path = "examples/remote/server.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_remote"]
|
|
|
|
[package.metadata.example.server]
|
|
name = "server"
|
|
description = "A Bevy app that you can connect to with the BRP and edit"
|
|
category = "Remote Protocol"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "anisotropy"
|
|
path = "examples/3d/anisotropy.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["jpeg", "pbr_anisotropy_texture"]
|
|
|
|
[package.metadata.example.anisotropy]
|
|
name = "Anisotropy"
|
|
description = "Displays an example model with anisotropy"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_phase_item"
|
|
path = "examples/shader/custom_phase_item.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_phase_item]
|
|
name = "Custom phase item"
|
|
description = "Demonstrates how to enqueue custom draw commands in a render phase"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "fog_volumes"
|
|
path = "examples/3d/fog_volumes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.fog_volumes]
|
|
name = "Fog volumes"
|
|
description = "Demonstrates fog volumes"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "scrolling_fog"
|
|
path = "examples/3d/scrolling_fog.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scrolling_fog]
|
|
name = "Scrolling fog"
|
|
description = "Demonstrates how to create the effect of fog moving in the wind"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "physics_in_fixed_timestep"
|
|
path = "examples/movement/physics_in_fixed_timestep.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.physics_in_fixed_timestep]
|
|
name = "Run physics in a fixed timestep"
|
|
description = "Handles input, physics, and rendering in an industry-standard way by using a fixed timestep"
|
|
category = "Movement"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "post_processing"
|
|
path = "examples/3d/post_processing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.post_processing]
|
|
name = "Built-in postprocessing"
|
|
description = "Demonstrates the built-in postprocessing features"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "rotate_environment_map"
|
|
path = "examples/3d/rotate_environment_map.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["pbr_multi_layer_material_textures"]
|
|
|
|
[package.metadata.example.rotate_environment_map]
|
|
name = "Rotate Environment Map"
|
|
description = "Demonstrates how to rotate the skybox and the environment map simultaneously"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mesh_picking"
|
|
path = "examples/picking/mesh_picking.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_mesh_picking_backend"]
|
|
|
|
[package.metadata.example.mesh_picking]
|
|
name = "Mesh Picking"
|
|
description = "Demonstrates picking meshes"
|
|
category = "Picking"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "simple_picking"
|
|
path = "examples/picking/simple_picking.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_picking"]
|
|
|
|
[package.metadata.example.simple_picking]
|
|
name = "Showcases simple picking events and usage"
|
|
description = "Demonstrates how to use picking events to spawn simple objects"
|
|
category = "Picking"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_picking"
|
|
path = "examples/picking/sprite_picking.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_sprite_picking_backend"]
|
|
|
|
[package.metadata.example.sprite_picking]
|
|
name = "Sprite Picking"
|
|
description = "Demonstrates picking sprites and sprite atlases"
|
|
category = "Picking"
|
|
wasm = true
|
|
required-features = ["bevy_sprite_picking_backend"]
|
|
|
|
[[example]]
|
|
name = "animation_masks"
|
|
path = "examples/animation/animation_masks.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animation_masks]
|
|
name = "Animation Masks"
|
|
description = "Demonstrates animation masks"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pcss"
|
|
path = "examples/3d/pcss.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["experimental_pbr_pcss"]
|
|
|
|
[package.metadata.example.pcss]
|
|
name = "Percentage-closer soft shadows"
|
|
description = "Demonstrates percentage-closer soft shadows (PCSS)"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "animated_ui"
|
|
path = "examples/animation/animated_ui.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_ui]
|
|
name = "Animated UI"
|
|
description = "Shows how to use animation clips to animate UI properties"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material_bindless"
|
|
path = "examples/shader/shader_material_bindless.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material_bindless]
|
|
name = "Material - Bindless"
|
|
description = "Demonstrates how to make materials that use bindless textures"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[profile.wasm-release]
|
|
inherits = "release"
|
|
opt-level = "z"
|
|
lto = "fat"
|
|
codegen-units = 1
|
|
|
|
[profile.stress-test]
|
|
inherits = "release"
|
|
lto = "fat"
|
|
panic = "abort"
|
|
|
|
[package.metadata.docs.rs]
|
|
# This cfg is needed so that #[doc(fake_variadic)] is correctly propagated for
|
|
# impls for re-exported traits. See https://github.com/rust-lang/cargo/issues/8811
|
|
# for details on why this is needed. Since dependencies don't expect to be built
|
|
# with `--cfg docsrs` (and thus fail to compile) we use a different cfg.
|
|
rustc-args = ["--cfg", "docsrs_dep"]
|
|
rustdoc-args = ["-Zunstable-options", "--generate-link-to-definition"]
|
|
all-features = true
|
|
cargo-args = ["-Zunstable-options", "-Zrustdoc-scrape-examples"]
|
|
|
|
[[example]]
|
|
name = "monitor_info"
|
|
path = "examples/window/monitor_info.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.monitor_info]
|
|
name = "Monitor info"
|
|
description = "Displays information about available monitors (displays)."
|
|
category = "Window"
|
|
wasm = false
|
|
|
|
# Testbed
|
|
[[example]]
|
|
name = "testbed_2d"
|
|
path = "examples/testbed/2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.testbed_2d]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "testbed_3d"
|
|
path = "examples/testbed/3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.testbed_3d]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "testbed_ui"
|
|
path = "examples/testbed/ui.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.testbed_ui]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "testbed_ui_layout_rounding"
|
|
path = "examples/testbed/ui_layout_rounding.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.testbed_ui_layout_rounding]
|
|
hidden = true
|