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43 Commits
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cb3e6a88dc
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Fix shadow_biases example (#18303)
Fix moire artifacts in https://github.com/bevyengine/bevy/issues/16635. Default directional light biases are overkill but it's fine. |
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015f2c69ca
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Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ``` |
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eb19a9ea0b
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Migrate UI bundles to required components (#15898)
# Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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f602edad09
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Text Rework cleanup (#15887)
# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters. |
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d96a9d15f6
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Migrate from Query::single and friends to Single (#15872)
# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`. |
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bdd0af6bfb
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Deprecate SpatialBundle (#15830)
# Objective - Required components replace bundles, but `SpatialBundle` is yet to be deprecated ## Solution - Deprecate `SpatialBundle` - Insert `Transform` and `Visibility` instead in examples using it - In `spawn` or `insert` inserting a default `Transform` or `Visibility` with component already requiring either, remove those components from the tuple ## Testing - Did you test these changes? If so, how? Yes, I ran the examples I changed and tests - Are there any parts that need more testing? The `gamepad_viewer` and and `custom_shader_instancing` examples don't work as intended due to entirely unrelated code, didn't check main. - How can other people (reviewers) test your changes? Is there anything specific they need to know? Run examples, or just check that all spawned values are identical - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Linux, wayland trough x11 (cause that's the default feature) --- ## Migration Guide `SpatialBundle` is now deprecated, insert `Transform` and `Visibility` instead which will automatically insert all other components that were in the bundle. If you do not specify these values and any other components in your `spawn`/`insert` call already requires either of these components you can leave that one out. before: ```rust commands.spawn(SpatialBundle::default()); ``` after: ```rust commands.spawn((Transform::default(), Visibility::default()); ``` |
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c2c19e5ae4
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Text rework (#15591)
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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25bfa80e60
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Migrate cameras to required components (#15641)
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically. |
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54006b107b
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Migrate meshes and materials to required components (#15524)
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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de888a373d
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Migrate lights to required components (#15554)
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically. |
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c5742ff43e
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Simplified ui_stack_system (#9889)
# Objective `ui_stack_system` generates a tree of `StackingContexts` which it then flattens to get the `UiStack`. But there's no need to construct a new tree. We can query for nodes with a global `ZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, ignoring any branches that have a global `Zindex`. Fixes #9877 ## Solution Split the `ZIndex` enum into two separate components, `ZIndex` and `GlobalZIndex` Query for nodes with a `GlobalZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, filtering branches by `Without<GlobalZIndex>` so we don't revisit nodes. ``` cargo run --profile stress-test --features trace_tracy --example many_buttons ``` <img width="672" alt="ui-stack-system-walk-split-enum" src="https://github.com/bevyengine/bevy/assets/27962798/11e357a5-477f-4804-8ada-c4527c009421"> (Yellow is this PR, red is main) --- ## Changelog `Zindex` * The `ZIndex` enum has been split into two separate components `ZIndex` (which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces `ZIndex::Global`). An entity can have both a `ZIndex` and `GlobalZIndex`, in comparisons `ZIndex` breaks ties if two `GlobalZIndex` values are equal. `ui_stack_system` * Instead of generating a tree of `StackingContexts`, query for nodes with a `GlobalZIndex`, add those nodes to the root nodes list and then build the `UiStack` from a walk of the existing layout tree, filtering branches by `Without<GlobalZIndex` so we don't revisit nodes. ## Migration Guide The `ZIndex` enum has been split into two separate components `ZIndex` (which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces `ZIndex::Global`). An entity can have both a `ZIndex` and `GlobalZIndex`, in comparisons `ZIndex` breaks ties if two `GlobalZindex` values are equal. --------- Co-authored-by: Gabriel Bourgeois <gabriel.bourgeoisv4si@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com> |
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f237cf2441
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Updates default Text font size to 24px (#13603)
# Objective - The default font size is too small to be useful in examples or for debug text. - Fixes #13587 ## Solution - Updated the default font size value in `TextStyle` from 12px to 24px. - Resorted to Text defaults in examples to use the default font size in most of them. ## Testing - WIP --- ## Migration Guide - The default font size has been increased to 24px from 12px. Make sure you set the font to the appropriate values in places you were using `Default` text style. |
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d59b1e71ef
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Implement percentage-closer filtering (PCF) for point lights. (#12910)
I ported the two existing PCF techniques to the cubemap domain as best I could. Generally, the technique is to create a 2D orthonormal basis using Gram-Schmidt normalization, then apply the technique over that basis. The results look fine, though the shadow bias often needs adjusting. For comparison, Unity uses a 4-tap pattern for PCF on point lights of (1, 1, 1), (-1, -1, 1), (-1, 1, -1), (1, -1, -1). I tried this but didn't like the look, so I went with the design above, which ports the 2D techniques to the 3D domain. There's surprisingly little material on point light PCF. I've gone through every example using point lights and verified that the shadow maps look fine, adjusting biases as necessary. Fixes #3628. --- ## Changelog ### Added * Shadows from point lights now support percentage-closer filtering (PCF), and as a result look less aliased. ### Changed * `ShadowFilteringMethod::Castano13` and `ShadowFilteringMethod::Jimenez14` have been renamed to `ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal` respectively. ## Migration Guide * `ShadowFilteringMethod::Castano13` and `ShadowFilteringMethod::Jimenez14` have been renamed to `ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal` respectively. |
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599e5e4e76
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Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
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de004da8d5
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Rename bevy_render::Color to LegacyColor (#12069)
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> |
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dd619a1087
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New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them. |
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dc9b486650
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Change light defaults & fix light examples (#11581)
# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0` |
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0166db33f7
|
Deprecate shapes in bevy_render::mesh::shape (#11773)
# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ``` |
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fcd7c0fc3d
|
Exposure settings (adopted) (#11347)
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com> |
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ec5b9eeba7
|
Extract examples CameraController into a module (#11338)
# Objective Unify flycam-style camera controller from the examples. `parallax_mapping` controller was kept as is. ## Solution Fixed some mouse movement & cursor grabbing related issues too. |
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a795de30b4
|
Use impl Into<A> for Assets::add (#10878)
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it. |
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ced216f59a
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Update winit dependency to 0.29 (#10702)
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one. |
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1f97717a3d
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Rename Input to ButtonInput (#10859)
# Objective - Resolves #10853 ## Solution - ~~Changed the name of `Input` struct to `PressableInput`.~~ - Changed the name of `Input` struct to `ButtonInput`. ## Migration Guide - Breaking Change: Users need to rename `Input` to `ButtonInput` in their projects. |
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15c54b5542
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shadow_biases: Support moving the light position and resetting biases (#10185)
# Objective - Make it possible to move the light position around in the `shadow_biases` example - Also support resetting the depth/normal biases to the engine defaults, or zero. ## Solution - The light position is displayed in the text overlay. - The light position can be adjusted with left/right/up/down/pgup/pgdown. - The depth/normal biases can be reset to defaults by pressing R, or to zero by pressing Z. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |
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219e2ac6e1
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shadow_biases: Support different PCF methods (#10184)
# Objective - Demonstrate the different shadow PCF methods in the `shadow_biases` example ## Solution - Cycle through the available methods when pressing the `F` key - Display which filter method is being used |
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42e6dc8987
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Refactor EventReader::iter to read (#9631)
# Objective - The current `EventReader::iter` has been determined to cause confusion among new Bevy users. It was suggested by @JoJoJet to rename the method to better clarify its usage. - Solves #9624 ## Solution - Rename `EventReader::iter` to `EventReader::read`. - Rename `EventReader::iter_with_id` to `EventReader::read_with_id`. - Rename `ManualEventReader::iter` to `ManualEventReader::read`. - Rename `ManualEventReader::iter_with_id` to `ManualEventReader::read_with_id`. --- ## Changelog - `EventReader::iter` has been renamed to `EventReader::read`. - `EventReader::iter_with_id` has been renamed to `EventReader::read_with_id`. - `ManualEventReader::iter` has been renamed to `ManualEventReader::read`. - `ManualEventReader::iter_with_id` has been renamed to `ManualEventReader::read_with_id`. - Deprecated `EventReader::iter` - Deprecated `EventReader::iter_with_id` - Deprecated `ManualEventReader::iter` - Deprecated `ManualEventReader::iter_with_id` ## Migration Guide - Existing usages of `EventReader::iter` and `EventReader::iter_with_id` will have to be changed to `EventReader::read` and `EventReader::read_with_id` respectively. - Existing usages of `ManualEventReader::iter` and `ManualEventReader::iter_with_id` will have to be changed to `ManualEventReader::read` and `ManualEventReader::read_with_id` respectively. |
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b6a2fc5d80
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Improve execution of examples in CI (#9331)
# Objective - Some examples crash in CI because of needing too many resources for the windows runner - Some examples have random results making it hard to compare screenshots ## Solution - `bloom_3d`: reduce the number of spheres - `pbr`: use simpler spheres and reuse the mesh - `tonemapping`: use simpler spheres and reuse the mesh - `shadow_biases`: reduce the number of spheres - `spotlight`: use a seeded rng, move more cubes in view while reducing the total number of cubes, and reuse meshes and materials - `external_source_external_thread`, `iter_combinations`, `parallel_query`: use a seeded rng Examples of errors encountered: ``` Caused by: In Device::create_bind_group note: label = `bloom_upsampling_bind_group` Not enough memory left ``` ``` Caused by: In Queue::write_buffer Parent device is lost ``` ``` ERROR wgpu_core::device::life: Mapping failed Device(Lost) ``` |
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13f50c7a53
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Rename keys like LAlt to AltLeft (#8792)
# Objective The [`KeyCode`](https://github.com/bevyengine/bevy/blob/main/crates/bevy_input/src/keyboard.rs#L86) enum cases `LWin` and `RWin` are too opinionated because they are also assigned meaning by non-Windows operating systems. macOS calls the keys completely different. ## Solution Match [winits approach](https://github.com/rust-windowing/winit/blob/master/src/keyboard.rs#L1635) naming convention. --- ## Migration Guide Migrate by replacing: - `LAlt` → `AltLeft` - `RAlt` → `AltRight` - `LBracket` → `BracketLeft` - `RBracket` → `BracketRight` - `LControl` → `ControlLeft` - `RControl` → `ControlRight` - `LShift` → `ShiftLeft` - `RShift` → `ShiftRight` - `LWin` → `SuperLeft` - `RWin` → `SuperRight` |
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8ec4b99a69
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standardize instructions in examples (#8478)
# Objective - Standardize on screen instructions in examples: - top left, bottom left when better - white, black when better - same margin (12px) and font size (20) ## Solution - Started with a few examples, let's reach consensus then document and open issues for the rest |
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aefe1f0739
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Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com> |
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fd1af7c8b8
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Replace multiple calls to add_system with add_systems (#8001)
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1bd390806f |
added subdivisions to shape::Plane (#7546)
# Objective There was issue #191 requesting subdivisions on the shape::Plane. I also could have used this recently. I then write the solution. Fixes #191 ## Solution I changed the shape::Plane to include subdivisions field and the code to create the subdivisions. I don't know how people are counting subdivisions so as I put in the doc comments 0 subdivisions results in the original geometry of the Plane. Greater then 0 results in the number of lines dividing the plane. I didn't know if it would be better to create a new struct that implemented this feature, say SubdivisionPlane or change Plane. I decided on changing Plane as that was what the original issue was. It would be trivial to alter this to use another struct instead of altering Plane. The issues of migration, although small, would be eliminated if a new struct was implemented. ## Changelog ### Added Added subdivisions field to shape::Plane ## Migration Guide All the examples needed to be updated to initalize the subdivisions field. Also there were two tests in tests/window that need to be updated. A user would have to update all their uses of shape::Plane to initalize the subdivisions field. |
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dcc03724a5 |
Base Sets (#7466)
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO |
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206c7ce219 |
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets. |
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c3a46822e1 |
Cascaded shadow maps. (#7064)
Co-authored-by: Robert Swain <robert.swain@gmail.com> # Objective Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps. Fixes #3629 Before  After  ## Solution Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination. --- ## Changelog Directional lights now use cascaded shadow maps for improved shadow quality. ## Migration Guide You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead. |
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db0d7698e2 |
Change From<Icosphere> to TryFrom<Icosphere> (#6484)
# Objective - Fixes #6476 ## Solution - Return error instead of panic through `TryFrom` - ~~Add `.except()` in examples~~ - Add `.unwrap()` in examples |
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01aedc8431 |
Spawn now takes a Bundle (#6054)
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%:  To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ``` |
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65252bb87a |
Consistently use PI to specify angles in examples. (#5825)
Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`. Often in odd ways and without `use`ing the constants, making it difficult to parse. * Use `PI` to specify angles. * General code-quality improvements. * Fix borked `hierarchy` example. Co-authored-by: devil-ira <justthecooldude@gmail.com> |
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4847f7e3ad |
Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`. Mainly updates the use of queries in our code, docs, and examples. ```rust // From for _ in list.iter() { for _ in list.iter_mut() { // To for _ in &list { for _ in &mut list { ``` We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library. ## Note for reviewers As you can see the additions and deletions are exactly equal. Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line. I already experienced enough pain making this PR :) Co-authored-by: devil-ira <justthecooldude@gmail.com> |
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f487407e07 |
Camera Driven Rendering (#4745)
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):  Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home. |
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1ba7429371 |
Doc/module style doc blocks for examples (#4438)
# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please. |
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b6a647cc01 |
default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually. |
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ffecb05a0a |
Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority. |