Commit Graph

1681 Commits

Author SHA1 Message Date
atlv
cb227b1e03
make optional crates for mesh, camera, and light (#19997)
# Objective

- nice bevy::camera bevy::mesh bevy::light imports
- skip bevy_light in 2d

## Solution

- add optional crates to internal
- make light only included when building pbr

## Testing

- 3d_scene
2025-07-07 07:35:32 +00:00
Connor Dalrymple
905965b842
Skip allocation of zero size meshes (#19938)
# Objective

Fixes #16525
Fixes #19710

## Solution

Not allocating a mesh if it is empty.

## Testing

I tested using the following minimum repro from #16525
```rust
use bevy::{asset::RenderAssetUsages, prelude::*, render::mesh::PrimitiveTopology};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
) {
    commands.spawn(Camera2d);

    let mesh = Mesh::new(
        PrimitiveTopology::TriangleList,
        RenderAssetUsages::default(),
    );

    commands.spawn((
        Mesh2d(meshes.add(mesh)),
        MeshMaterial2d(materials.add(Color::hsl(180.0, 0.95, 0.7))),
    ));
}
```
I was able to test on webgl2 and windows native and the issue seems to
be resolved. I am not familiar with how mesh rendering works and feel
like just skipping meshes should cause issues but I did not notice any.
2025-07-07 02:32:51 +00:00
andriyDev
2c6cf9a597
Run RenderStartup in/before extract instead of after it. (#19926)
# Objective

- Fixes #19910.

## Solution

- First, allow extraction function to be FnMut instead of Fn. FnMut is a
superset of Fn anyway, and we only ever call this function once at a
time (we would never call this in parallel for different pairs of worlds
or something).
- Run the `RenderStartup` schedule in the extract function with a flag
to only do it once.
- Remove all the `MainRender` stuff.

One sad part here is that now the `RenderStartup` blocks extraction. So
for pipelined rendering, our simulation will be blocked on the first
frame while we set up all the rendering resources. I don't see this as a
big loss though since A) that is fundamentally what we want here -
extraction **has to** run after `RenderStartup`, and the only way to do
better is to somehow run `RenderStartup` in parallel with the first
simulation frame, and B) without `RenderStartup` the **entire** app was
blocked on initializing render resources during Plugin construction - so
we're not really losing anything here.

## Testing

- I ran the `custom_post_processing` example (which was ported to use
`RenderStartup` in #19886) and it still works.
2025-07-07 01:31:40 +00:00
atlv
b6250439dd
remove fast_sqrt in favor of sqrt (#19995)
# Objective

- the fast inverse sqrt trick hasnt been useful on modern hardware for
over a decade now

## Solution

- just use sqrt, modern hardware has a dedicated instruction which will
outperform approximations both in efficiency and accuracy

## Testing

- ran `atmosphere`
2025-07-07 01:13:02 +00:00
atlv
537adcc3f7
bevy_light (#19991)
# Objective

- make lights usable without bevy_render

## Solution

- make a new crate for lights to live in

## Testing

- 3d_scene, lighting, volumetric_fog, ssr, transmission, pcss,
light_textures

Note: no breaking changes because of re-exports, except for light
textures, which were introduced this cycle so it doesn't matter anyways
2025-07-07 00:07:38 +00:00
atlv
c5fe7f0975
consistently dont use smallvec default features (#19972)
# Objective

- for smallvec some crates specify default features false, other dont.
turns out we dont need them

## Solution

- remove

## Testing

- 3d_scene
2025-07-06 04:25:26 +00:00
atlv
1b09c4051e
Move Camera3d/2d to bevy_camera (#19953)
# Objective

- define scenes without bevy_render

## Solution

- Move Camera2d/3d components out of bevy_core_pipeline

## Testing

- 3d_scene runs fine

Note: no breaking changes thanks to re-exports
2025-07-05 13:24:28 +00:00
atlv
bd5f924290
Split bevy_camera out of bevy_render (#19949)
# Objective

- get closer to being able to load gltfs without using bevy_render

## Solution

- Split bevy_camera out of bevy_render
- Builds on #19943
- Im sorry for the big diff, i tried to minimize it as much as i can by
using re-exports. This also prevents most breaking changes, but there
are still a couple.

## Testing

- 3d_scene looks good
2025-07-04 23:31:16 +00:00
atlv
58feca9b32
refactor(mesh): move Mesh3d and Mesh2d into bevy_mesh (#19943)
# Objective

- another step towards splitting out bevy_camera, this is needed by
visibility systems

## Solution

- move mesh stuff into mesh place

## Testing

- 3d_scene looks fine

No migration needed because of the re-export, that can be another PR
after i split bevy_camera
2025-07-04 16:24:21 +00:00
charlotte 🌸
852fb84aa2
Add options for selecting adapter by name and forcing fallback (#19921)
Adds support for:
- `WGPU_ADAPTER_NAME` which will attempt to select a specific adapter
with a given name.
- `WGPU_FORCE_FALLBACK_ADAPTER` which will force fallback to a fallback
(software) renderer, if available.

The first has higher specificity than the second.
2025-07-03 22:26:34 +00:00
Emerson Coskey
bbf91a6964
spec_v2: minor revisions (#19923)
- renamed `spec_v2` related modules, that commit slipped through the
other pr #17373
- revised struct and trait docs for clarity, and gave a short intro to
specialization
- turns out the derive macro was broken, fixed that too
2025-07-03 17:49:04 +00:00
charlotte 🌸
18712f31f9
Make render and compute pipeline descriptors defaultable. (#19903)
A few versions ago, wgpu made it possible to set shader entry point to
`None`, which will select the correct entry point in file where only a
single entrypoint is specified. This makes it possible to implement
`Default` for pipeline descriptors. This PR does so and attempts to
`..default()` everything possible.
2025-07-02 18:47:27 +00:00
andriyDev
f95f42b44a
Allow calling add_render_graph_node on World. (#19912)
# Objective

- This unblocks some work I am doing for #19887.

## Solution

- Rename `RenderGraphApp` to `RenderGraphExt`.
- Implement `RenderGraphExt` for `World`.
- Change `SubApp` and `App` to call the `World` impl.
2025-07-02 14:56:18 +00:00
andriyDev
d05c435848
Replace Handle::Weak with Handle::Uuid. (#19896)
# Objective

- Progress towards #19024.

## Solution

- Remove `Handle::Weak`!

If users were relying on `Handle::Weak` for some purpose, they can
almost certainly replace it with raw `AssetId` instead. If they cannot,
they can make their own enum that holds either a Handle or an AssetId.
In either case, we don't need weak handles!

Sadly we still need Uuid handles since we rely on them for "default"
assets and "invalid" assets, as well as anywhere where a component wants
to impl default with a non-defaulted asset handle. One step at a time
though!
2025-07-02 14:40:35 +00:00
Emerson Coskey
bdd3ef71b8
Composable Pipeline Specialization (#17373)
Currently, our specialization API works through a series of wrapper
structs and traits, which make things confusing to follow and difficult
to generalize.

This pr takes a different approach, where "specializers" (types that
implement `Specialize`) are composable, but "flat" rather than composed
of a series of wrappers. The key is that specializers don't *produce*
pipeline descriptors, but instead *modify* existing ones:

```rs
pub trait Specialize<T: Specializable> {
    type Key: SpecializeKey;
    
    fn specialize(
        &self, 
        key: Self::Key, 
        descriptor: &mut T::Descriptor
    ) -> Result<Canonical<Self::Key>, BevyError>;
}
```

This lets us use some derive magic to stick multiple specializers
together:

```rs
pub struct A;
pub struct B;

impl Specialize<RenderPipeline> for A { ... }
impl Specialize<RenderPipeline> for A { ... }

#[derive(Specialize)]
#[specialize(RenderPipeline)]
struct C {
    // specialization is applied in struct field order
    applied_first: A,
    applied_second: B,
}

type C::Key = (A::Key, B::Key);

```

This approach is much easier to understand, IMO, and also lets us
separate concerns better. Specializers can be placed in fully separate
crates/modules, and key computation can be shared as well.

The only real breaking change here is that since specializers only
modify descriptors, we need a "base" descriptor to work off of. This can
either be manually supplied when constructing a `Specializer` (the new
collection replacing `Specialized[Render/Compute]Pipelines`), or
supplied by implementing `HasBaseDescriptor` on a specializer. See
`examples/shader/custom_phase_item.rs` for an example implementation.

## Testing

- Did some simple manual testing of the derive macro, it seems robust.

---

## Showcase

```rs
#[derive(Specialize, HasBaseDescriptor)]
#[specialize(RenderPipeline)]
pub struct SpecializeMeshMaterial<M: Material> {
    // set mesh bind group layout and shader defs
    mesh: SpecializeMesh,
    // set view bind group layout and shader defs
    view: SpecializeView,
    // since type SpecializeMaterial::Key = (), 
    // we can hide it from the wrapper's external API
    #[key(default)]
    // defer to the GetBaseDescriptor impl of SpecializeMaterial, 
    // since it carries the vertex and fragment handles
    #[base_descriptor]
    // set material bind group layout, etc
    material: SpecializeMaterial<M>,
}

// implementation generated by the derive macro
impl <M: Material> Specialize<RenderPipeline> for SpecializeMeshMaterial<M> {
    type Key = (MeshKey, ViewKey);

    fn specialize(
        &self, 
        key: Self::Key, 
        descriptor: &mut RenderPipelineDescriptor
    ) -> Result<Canonical<Self::Key>, BevyError>  {
        let mesh_key = self.mesh.specialize(key.0, descriptor)?;
        let view_key = self.view.specialize(key.1, descriptor)?;
        let _ = self.material.specialize((), descriptor)?;
        Ok((mesh_key, view_key));
    }
}

impl <M: Material> HasBaseDescriptor<RenderPipeline> for SpecializeMeshMaterial<M> {
    fn base_descriptor(&self) -> RenderPipelineDescriptor {
        self.material.base_descriptor()
    }
}
```

---------

Co-authored-by: Tim Overbeek <158390905+Bleachfuel@users.noreply.github.com>
2025-07-01 01:32:44 +00:00
François Mockers
01eff3ea93
bevy_render: fix clippy on wasm (#19872)
# Objective

- bevy_render has unfulfilled expected clippy lints in wasm

## Solution

- Don't expect them in wasm

## Testing

`cargo clippy --target wasm32-unknown-unknown -p bevy_render --no-deps
-- -D warnings`
2025-06-29 22:09:37 +00:00
IceSentry
37aae00120
Add RenderStartup schedule to the RenderApp (#19841)
# Objective

- We sometimes want to spawn things on startup that only exist in the
RenderApp but right now there's no equivalent to the Startup schedule on
the RenderApp so we need to do all of that in the plugin build/finish
code

## Solution

- Add a RenderStartup schedule that runs on the RenderApp after the
plugins are initialized

## Testing

- I ported the custom_post_processing example to use this new schedule
and things worked as expected. I will push the change in a follow up PR
2025-06-29 18:14:10 +00:00
charlotte 🌸
e6ba9a6d18
Type erased materials (#19667)
# Objective

Closes #18075

In order to enable a number of patterns for dynamic materials in the
engine, it's necessary to decouple the renderer from the `Material`
trait.

This opens the possibility for:
- Materials that aren't coupled to `AsBindGroup`.
- 2d using the underlying 3d bindless infrastructure.
- Dynamic materials that can change their layout at runtime.
- Materials that aren't even backed by a Rust struct at all.

## Solution

In short, remove all trait bounds from render world material systems and
resources. This means moving a bunch of stuff onto `MaterialProperties`
and engaging in some hacks to make specialization work. Rather than
storing the bind group data in `MaterialBindGroupAllocator`, right now
we're storing it in a closure on `MaterialProperties`. TBD if this has
bad performance characteristics.

## Benchmarks

- `many_cubes`:
`cargo run --example many_cubes --release --features=bevy/trace_tracy --
--vary-material-data-per-instance`:
![Screenshot 2025-06-26
235426](https://github.com/user-attachments/assets/10a0ee29-9932-4f91-ab43-33518b117ac5)

- @DGriffin91's Caldera
`cargo run --release --features=bevy/trace_tracy -- --random-materials`

![image](https://github.com/user-attachments/assets/ef91ba6a-8e88-4922-a73f-acb0af5b0dbc)


- @DGriffin91's Caldera with 20 unique material types (i.e.
`MaterialPlugin<M>`) and random materials per mesh
`cargo run --release --features=bevy/trace_tracy -- --random-materials`
![Screenshot 2025-06-27
000425](https://github.com/user-attachments/assets/9561388b-881d-46cf-8c3d-b15b3e9aedc7)


### TODO

- We almost certainly lost some parallelization from removing the type
params that could be gained back from smarter iteration.
- Test all the things that could have broken.
- ~Fix meshlets~

## Showcase

See [the
example](https://github.com/bevyengine/bevy/pull/19667/files#diff-9d768cfe1c3aa81eff365d250d3cbe5a63e8df63e81dd85f64c3c3cd993f6d94)
for a custom material implemented without the use of the `Material`
trait and thus `AsBindGroup`.


![image](https://github.com/user-attachments/assets/e3fcca7c-e04e-4a4e-9d89-39d697a9e3b8)

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
2025-06-27 22:57:24 +00:00
charlotte 🌸
a0b90cd618
Resolution override (#19817)
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
2025-06-27 16:30:54 +00:00
atlv
5fabb5343d
use wgpu TextureDataOrder (#19829)
# Objective

- Fixes #19140

## Solution

- Use TextureDataOrder

## Testing

- ran some examples that use ktx2 textures, they look fine
2025-06-27 06:57:29 +00:00
atlv
b62b14c293
Add UVec to_extents helper method (#19807)
# Objective

- Simplify common usecase

## Solution

- Helper trait
2025-06-26 20:53:49 +00:00
charlotte 🌸
96dcbc5f8c
Ugrade to wgpu version 25.0 (#19563)
# Objective

Upgrade to `wgpu` version `25.0`.

Depends on https://github.com/bevyengine/naga_oil/pull/121

## Solution

### Problem

The biggest issue we face upgrading is the following requirement:
> To facilitate this change, there was an additional validation rule put
in place: if there is a binding array in a bind group, you may not use
dynamic offset buffers or uniform buffers in that bind group. This
requirement comes from vulkan rules on UpdateAfterBind descriptors.

This is a major difficulty for us, as there are a number of binding
arrays that are used in the view bind group. Note, this requirement does
not affect merely uniform buffors that use dynamic offset but the use of
*any* uniform in a bind group that also has a binding array.

### Attempted fixes

The easiest fix would be to change uniforms to be storage buffers
whenever binding arrays are in use:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#else
@group(0) @binding(0) var<storage> view: array<View>;
@group(0) @binding(1) var<storage> lights: array<types::Lights>;
#endif
```

This requires passing the view index to the shader so that we know where
to index into the buffer:

```wgsl
struct PushConstants {
    view_index: u32,
}

var<push_constant> push_constants: PushConstants;
```

Using push constants is no problem because binding arrays are only
usable on native anyway.

However, this greatly complicates the ability to access `view` in
shaders. For example:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
mesh_view_bindings::view.view_from_world[0].z
#else
mesh_view_bindings::view[mesh_view_bindings::view_index].view_from_world[0].z
#endif
```

Using this approach would work but would have the effect of polluting
our shaders with ifdef spam basically *everywhere*.

Why not use a function? Unfortunately, the following is not valid wgsl
as it returns a binding directly from a function in the uniform path.

```wgsl
fn get_view() -> View {
#if BINDING_ARRAYS_ARE_USED
    let view_index = push_constants.view_index;
    let view = views[view_index];
#endif
    return view;
}
```

This also poses problems for things like lights where we want to return
a ptr to the light data. Returning ptrs from wgsl functions isn't
allowed even if both bindings were buffers.

The next attempt was to simply use indexed buffers everywhere, in both
the binding array and non binding array path. This would be viable if
push constants were available everywhere to pass the view index, but
unfortunately they are not available on webgpu. This means either
passing the view index in a storage buffer (not ideal for such a small
amount of state) or using push constants sometimes and uniform buffers
only on webgpu. However, this kind of conditional layout infects
absolutely everything.

Even if we were to accept just using storage buffer for the view index,
there's also the additional problem that some dynamic offsets aren't
actually per-view but per-use of a setting on a camera, which would
require passing that uniform data on *every* camera regardless of
whether that rendering feature is being used, which is also gross.

As such, although it's gross, the simplest solution just to bump binding
arrays into `@group(1)` and all other bindings up one bind group. This
should still bring us under the device limit of 4 for most users.

### Next steps / looking towards the future

I'd like to avoid needing split our view bind group into multiple parts.
In the future, if `wgpu` were to add `@builtin(draw_index)`, we could
build a list of draw state in gpu processing and avoid the need for any
kind of state change at all (see
https://github.com/gfx-rs/wgpu/issues/6823). This would also provide
significantly more flexibility to handle things like offsets into other
arrays that may not be per-view.

### Testing

Tested a number of examples, there are probably more that are still
broken.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2025-06-26 19:41:47 +00:00
charlotte 🌸
92e65d5eb1
Upgrade to Rust 1.88 (#19825) 2025-06-26 19:38:19 +00:00
dependabot[bot]
c7b5bc93c3
Update derive_more requirement from 1 to 2 (#19671)
Updates the requirements on
[derive_more](https://github.com/JelteF/derive_more) to permit the
latest version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/JelteF/derive_more/releases">derive_more's
releases</a>.</em></p>
<blockquote>
<h2>2.0.1</h2>
<p><a href="https://docs.rs/derive_more/2.0.1">API docs</a>
<a
href="https://github.com/JelteF/derive_more/blob/v2.0.1/CHANGELOG.md#201---2025-02-03">Changelog</a></p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/JelteF/derive_more/blob/master/CHANGELOG.md">derive_more's
changelog</a>.</em></p>
<blockquote>
<h2>2.0.1 - 2025-02-03</h2>
<h3>Added</h3>
<ul>
<li>Add crate metadata for the Rust Playground. This makes sure that the
Rust
Playground will have all <code>derive_more</code> features available
once
<a
href="https://docs.rs/selectors/latest/selectors"><code>selectors</code></a>
crate updates its
<code>derive_more</code> version.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/445">#445</a>)</li>
</ul>
<h2>2.0.0 - 2025-02-03</h2>
<h3>Breaking changes</h3>
<ul>
<li><code>use derive_more::SomeTrait</code> now imports macro only.
Importing macro with
its trait along is possible now via <code>use
derive_more::with_trait::SomeTrait</code>.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/406">#406</a>)</li>
<li>Top-level <code>#[display(&quot;...&quot;)]</code> attribute on an
enum now has defaulting behavior
instead of replacing when no wrapping is possible (no
<code>_variant</code> placeholder).
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/395">#395</a>)</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Associated types of type parameters not being treated as generics in
<code>Debug</code>
and <code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/399">#399</a>)</li>
<li><code>unreachable_code</code> warnings on generated code when
<code>!</code> (never type) is used.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/404">#404</a>)</li>
<li>Ambiguous associated item error when deriving <code>TryFrom</code>,
<code>TryInto</code> or <code>FromStr</code>
with an associated item called <code>Error</code> or <code>Err</code>
respectively.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/410">#410</a>)</li>
<li>Top-level <code>#[display(&quot;...&quot;)]</code> attribute on an
enum being incorrectly treated
as transparent or wrapping.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/395">#395</a>)</li>
<li>Omitted raw identifiers in <code>Debug</code> and
<code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/431">#431</a>)</li>
<li>Incorrect rendering of raw identifiers as field names in
<code>Debug</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/431">#431</a>)</li>
<li>Top-level <code>#[display(&quot;...&quot;)]</code> attribute on an
enum not working transparently
for directly specified fields.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/438">#438</a>)</li>
<li>Incorrect dereferencing of unsized fields in <code>Debug</code> and
<code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/440">#440</a>)</li>
</ul>
<h2>0.99.19 - 2025-02-03</h2>
<ul>
<li>Add crate metadata for the Rust Playground.</li>
</ul>
<h2>1.0.0 - 2024-08-07</h2>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="a78d8ee41d"><code>a78d8ee</code></a>
chore: Release</li>
<li><a
href="2aeee4d1c0"><code>2aeee4d</code></a>
Update changelog (<a
href="https://redirect.github.com/JelteF/derive_more/issues/446">#446</a>)</li>
<li><a
href="5afbaa1d8e"><code>5afbaa1</code></a>
Add Rust Playground metadata (<a
href="https://redirect.github.com/JelteF/derive_more/issues/445">#445</a>)</li>
<li><a
href="d6c3315f12"><code>d6c3315</code></a>
Prepare 2.0.0 release (<a
href="https://redirect.github.com/JelteF/derive_more/issues/444">#444</a>)</li>
<li><a
href="c5e5e82c0a"><code>c5e5e82</code></a>
Fix unsized fields usage in <code>Display</code>/<code>Debug</code>
derives (<a
href="https://redirect.github.com/JelteF/derive_more/issues/440">#440</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/432">#432</a>)</li>
<li><a
href="d391493a3c"><code>d391493</code></a>
Fix field transparency for top-level shared attribute in
<code>Display</code> (<a
href="https://redirect.github.com/JelteF/derive_more/issues/438">#438</a>)</li>
<li><a
href="f14c7a759a"><code>f14c7a7</code></a>
Fix raw identifiers usage in <code>Display</code>/<code>Debug</code>
derives (<a
href="https://redirect.github.com/JelteF/derive_more/issues/434">#434</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/431">#431</a>)</li>
<li><a
href="7b23de3d53"><code>7b23de3</code></a>
Update <code>convert_case</code> crate from 0.6 to 0.7 version (<a
href="https://redirect.github.com/JelteF/derive_more/issues/436">#436</a>)</li>
<li><a
href="cc9957e9cd"><code>cc9957e</code></a>
Fix <code>compile_fail</code> tests and make Clippy happy for 1.84 Rust
(<a
href="https://redirect.github.com/JelteF/derive_more/issues/435">#435</a>)</li>
<li><a
href="17d61c3118"><code>17d61c3</code></a>
Fix transparency and behavior of shared formatting on enums (<a
href="https://redirect.github.com/JelteF/derive_more/issues/395">#395</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/377">#377</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/411">#411</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/JelteF/derive_more/compare/v1.0.0...v2.0.1">compare
view</a></li>
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2025-06-24 11:13:04 +00:00
charlotte 🌸
7b5e4e3be0
Allow images to be resized on the GPU without losing data (#19462)
# Objective

#19410 added support for resizing images "in place" meaning that their
data was copied into the new texture allocation on the CPU. However,
there are some scenarios where an image may be created and populated
entirely on the GPU. Using this method would cause data to disappear, as
it wouldn't be copied into the new texture.

## Solution

When an image is resized in place, if it has no data in it's asset,
we'll opt into a new flag `copy_on_resize` which will issue a
`copy_texture_to_texture` command on the old allocation.

To support this, we require passing the old asset to all `RenderAsset`
implementations. This will be generally useful in the future for
reducing things like buffer re-allocations.

## Testing

Tested using the example in the issue.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-24 06:22:50 +00:00
atlv
8b6fe34570
remove unneeded dependency from bevy_render (#19794)
# Objective

- yeet cruft

## Solution

- yeet cruft

## Testing

- cargo clippy
2025-06-24 06:21:24 +00:00
Aevyrie
3cefe82aff
Projection Improvements (#18458)
# Objective

- Remove a component impl footgun
- Make projection code slightly nicer, and remove the need to import the
projection trait when using the methods on `Projection`.

## Solution

- Do the things.
2025-06-24 03:26:38 +00:00
atlv
82d62e606c
Split overloaded basis-universal feature into compressed_image_saver (#19789)
# Objective

- basis-universal feature is overloaded, you might not want the
compressed_image_saver but you may want basis-universal

## Solution

- split out compressed_image_saver

## Testing

- cargo clippy
2025-06-24 03:09:28 +00:00
IceSentry
596eb48d8a
Add write_buffer_range to RawBufferVec and BufferVec (#19775)
# Objective

- Sometimes you only want to write parts of a buffer to the gpu instead
of reuploading the entire buffer. For example when doing data streaming.
- wgpu already supports this and you can do it manually from the user
side but it would be nice if it was built in.

## Solution

- Add `write_buffer_range()` to `RawBufferVec` and `BufferVec` that will
only upload the data contained in the specified range

## Testing

- I did not test it in bevy, but this implementation is copied from
something I used and tested at work
2025-06-24 00:33:41 +00:00
Jan Hohenheim
7aed3e411d
Implement serializable mesh (#19743)
# Objective

- Alternative to and closes #19545  
- Resolves #9790 by providing an alternative
- `Mesh` is meant as format optimized for the renderer. There are no
guarantees about how it looks, and breaking changes are expected
- This makes it not feasible to implement `Reflect` for all its fields
or `Serialize` it.
- However, (de)serializing a mesh has an important use case: send a mesh
over BRP to another process, like an editor!
- In my case, I'm making a navmesh editor and need to copy the level
that is running in the game into the editor process
  - Assets don't solve this because
    - They don't work over BRP #19709 and 
    - The meshes may be procedural
- So, we need a way to (de)serialize a mesh for short-term
transmissions.

## Solution

- Like `SerializedAnimationGraph` before, let's make a `SerializedMesh`!
- This type's fields are all `private` because we want to keep the
internals of `Mesh` hidden, and exposing them
  through this secondary struct would be counter-productive to that
- All this struct can do is be serialized, be deserialized, and be
converted to and from a mesh
- It's not a lossless transmission: the handle for morph targets is
ignored, and things like the render usages make no sense to be
transmitted imo

## Future Work

The same song and dance needs to happen for `Image`, but I can live with
completely white meshes for the moment lol

## Testing

- Added a simple test

---------

Co-authored-by: atlv <email@atlasdostal.com>
2025-06-24 00:32:34 +00:00
JMS55
0518eda2ad
bevy_solari: RIS for Direct Lighting (#19620)
# Objective

- Start the realtime direct lighting work for bevy solari

## Solution

- Setup all the CPU-side code for the realtime lighting path (minus some
parts for the temporal reuse I haven't written yet)
- Implement RIS with 32 samples to choose a good random light
- Don't sample a disk for the directional light, just treat it as a
single point. This is faster and not much worse quality.

## Future
- Spatiotemporal reuse (ReSTIR DI)
- Denoiser (DLSS-RR)
- Light tile optimization for faster light selection 
- Indirect lighting (ReSTIR GI)

## Testing
- Run the solari example to see realtime
- Run the solari example with `-- --pathtracer` to see the existing
pathtracer

---

## Showcase

1 frame direct lighting:

![image](https://github.com/user-attachments/assets/b70b968d-9c73-4983-9b6b-b60cace9b47a)

Accumulated pathtracer output:

![image](https://github.com/user-attachments/assets/d681bded-ef53-4dbe-bcca-96997c58c3be)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-23 00:47:10 +00:00
theotherphil
7645ce91ed
Add newlines before impl blocks (#19746)
# Objective

Fix https://github.com/bevyengine/bevy/issues/19617 

# Solution

Add newlines before all impl blocks.

I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
2025-06-22 23:07:02 +00:00
github-actions[bot]
a466084167
Bump Version after Release (#19774)
Bump version after release
This PR has been auto-generated

Fixes #19766

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-06-22 23:06:43 +00:00
Chris Russell
d0550f58ae
Remove 's lifetime from WorldQuery::Fetch (#19720)
# Objective

Unblock #18162.

#15396 added the `'s` lifetime to `QueryData::Item` to make it possible
for query items to borrow from the state. The state isn't passed
directly to `QueryData::fetch()`, so it also added the `'s` lifetime to
`WorldQuery::Fetch` so that we can pass the borrows through there.

Unfortunately, having `WorldQuery::Fetch` borrow from the state makes it
impossible to have owned state, because we store the state and the
`Fetch` in the same `struct` during iteration.

## Solution

Undo the change to add the `'s` lifetime to `WorldQuery::Fetch`.

Instead, add a `&'s Self::State` parameter to `QueryData::fetch()` and
`QueryFilter::filter_fetch()` so that borrows from the state can be
passed directly to query items.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Emerson Coskey <emerson@coskey.dev>
2025-06-19 00:58:21 +00:00
atlv
2915a3b903
rename GlobalTransform::compute_matrix to to_matrix (#19643)
# Objective

- compute_matrix doesn't compute anything, it just puts an Affine3A into
a Mat4. the name is inaccurate

## Solution

- rename it to conform with to_isometry (which, ironically, does compute
a decomposition which is rather expensive)

## Testing

- Its a rename. If it compiles, its good to go

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-17 18:37:26 +00:00
Chris Russell
f7e112a3c9
Let query items borrow from query state to avoid needing to clone (#15396)
# Objective

Improve the performance of `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.

`FilteredEntityRef` needs an `Access<ComponentId>` to determine what
components it can access. There is one stored in the query state, but
query items cannot borrow from the state, so it has to `clone()` the
access for each row. Cloning the access involves memory allocations and
can be expensive.


## Solution

Let query items borrow from their query state.  

Add an `'s` lifetime to `WorldQuery::Item` and `WorldQuery::Fetch`,
similar to the one in `SystemParam`, and provide `&'s Self::State` to
the fetch so that it can borrow from the state.

Unfortunately, there are a few cases where we currently return query
items from temporary query states: the sorted iteration methods create a
temporary state to query the sort keys, and the
`EntityRef::components<Q>()` methods create a temporary state for their
query.

To allow these to continue to work with most `QueryData`
implementations, introduce a new subtrait `ReleaseStateQueryData` that
converts a `QueryItem<'w, 's>` to `QueryItem<'w, 'static>`, and is
implemented for everything except `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.

`#[derive(QueryData)]` will generate `ReleaseStateQueryData`
implementations that apply when all of the subqueries implement
`ReleaseStateQueryData`.

This PR does not actually change the implementation of
`FilteredEntity(Ref|Mut)` or `Entity(Ref|Mut)Except`! That will be done
as a follow-up PR so that the changes are easier to review. I have
pushed the changes as chescock/bevy#5.

## Testing

I ran performance traces of many_foxes, both against main and against
chescock/bevy#5, both including #15282. These changes do appear to make
generalized animation a bit faster:

(Red is main, yellow is chescock/bevy#5)

![image](https://github.com/user-attachments/assets/de900117-0c6a-431d-ab62-c013834f97a9)


## Migration Guide

The `WorldQuery::Item` and `WorldQuery::Fetch` associated types and the
`QueryItem` and `ROQueryItem` type aliases now have an additional
lifetime parameter corresponding to the `'s` lifetime in `Query`. Manual
implementations of `WorldQuery` will need to update the method
signatures to include the new lifetimes. Other uses of the types will
need to be updated to include a lifetime parameter, although it can
usually be passed as `'_`. In particular, `ROQueryItem` is used when
implementing `RenderCommand`.

Before: 

```rust
fn render<'w>(
    item: &P,
    view: ROQueryItem<'w, Self::ViewQuery>,
    entity: Option<ROQueryItem<'w, Self::ItemQuery>>,
    param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```

After: 

```rust
fn render<'w>(
    item: &P,
    view: ROQueryItem<'w, '_, Self::ViewQuery>,
    entity: Option<ROQueryItem<'w, '_, Self::ItemQuery>>,
    param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```

---

Methods on `QueryState` that take `&mut self` may now result in
conflicting borrows if the query items capture the lifetime of the
mutable reference. This affects `get()`, `iter()`, and others. To fix
the errors, first call `QueryState::update_archetypes()`, and then
replace a call `state.foo(world, param)` with
`state.query_manual(world).foo_inner(param)`. Alternately, you may be
able to restructure the code to call `state.query(world)` once and then
make multiple calls using the `Query`.

Before:
```rust
let mut state: QueryState<_, _> = ...;
let d1 = state.get(world, e1);
let d2 = state.get(world, e2); // Error: cannot borrow `state` as mutable more than once at a time
println!("{d1:?}");
println!("{d2:?}");
```

After: 
```rust
let mut state: QueryState<_, _> = ...;

state.update_archetypes(world);
let d1 = state.get_manual(world, e1);
let d2 = state.get_manual(world, e2);
// OR
state.update_archetypes(world);
let d1 = state.query(world).get_inner(e1);
let d2 = state.query(world).get_inner(e2);
// OR
let query = state.query(world);
let d1 = query.get_inner(e1);
let d1 = query.get_inner(e2);

println!("{d1:?}");
println!("{d2:?}");
```
2025-06-16 21:05:41 +00:00
Joona Aalto
38c3423693
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective

Closes #19564.

The current `Event` trait looks like this:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.

However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:

- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.

There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:

|              | Push            | Pull                        |
| ------------ | --------------- | --------------------------- |
| **Global**   | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | -                           |

There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:

- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs

This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.

## `Event`, `EntityEvent`, and `BufferedEvent`

`Event` is now a very simple trait shared by all events.

```rust
pub trait Event: Send + Sync + 'static {
    // Required for observer APIs
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

You can call `trigger` for *any* event, and use a global observer for
listening to the event.

```rust
#[derive(Event)]
struct Speak {
    message: String,
}

// ...

app.add_observer(|trigger: On<Speak>| {
    println!("{}", trigger.message);
});

// ...

commands.trigger(Speak {
    message: "Y'all like these reworked events?".to_string(),
});
```

To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:

```rust
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:

```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
    amount: f32,
}

// ...

let enemy = commands.spawn((Enemy, Health(100.0))).id();

// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
    .spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
    .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
        // Note: `On::target` only exists because this is an `EntityEvent`.
        let mut health = query.get(trigger.target()).unwrap();
        health.0 -= trigger.amount();
    });

commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```

> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.

To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:

```rust
pub trait BufferedEvent: Event {}
```

The event can then be used with `EventReader`/`EventWriter`:

```rust
#[derive(Event, BufferedEvent)]
struct Message(String);

fn write_hello(mut writer: EventWriter<Message>) {
    writer.write(Message("I hope these examples are alright".to_string()));
}

fn read_messages(mut reader: EventReader<Message>) {
    // Process all buffered events of type `Message`.
    for Message(message) in reader.read() {
        println!("{message}");
    }
}
```

In summary:

- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!

## Alternatives

I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P

<details>

<summary>Expand this to see alternatives</summary>

### 1. Unified `Event` Trait

One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    const BUFFERED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.

This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?

### 2. `Event` and `Trigger`

Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.

If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.

For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.

```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}

// For observers
pub trait Trigger: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.

So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)

### 3. `GlobalEvent` + `TargetedEvent`

What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?

```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}

// For targeted observer events
pub trait TargetedEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.

However, there's a few problems:

- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal

### 4. `Event` and `EntityEvent`

We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:

```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For targeted observer events
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.

</details>

## Conclusion

The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".

### Why I Like This

- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.

In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.

### Problems?

- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.

## Related Work

There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:

```rust
// Truncated for brevity
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
2025-06-15 16:46:34 +00:00
Chris Russell
bb4ea9c28b
Stop storing access for all systems (#19477)
# Objective

Reduce memory usage by storing fewer copies of
`FilteredAccessSet<ComponentId>`.

Currently, the `System` trait exposes the `component_access_set` for the
system, which is used by the multi-threaded executor to determine which
systems can run concurrently. But because it is available on the trait,
it needs to be stored for *every* system, even ones that are not run by
the executor! In particular, it is never needed for observers, or for
the inner systems in a `PipeSystem` or `CombinatorSystem`.


## Solution

Instead of exposing the access from a method on `System`, return it from
`System::initialize`. Since it is still needed during scheduling, store
the access alongside the boxed system in the schedule.

That's not quite enough for systems built using `SystemParamBuilder`s,
though. Those calculate the access in `SystemParamBuilder::build`, which
happens earlier than `System::initialize`. To handle those, we separate
`SystemParam::init_state` into `init_state`, which creates the state
value, and `init_access`, which calculates the access. This lets
`System::initialize` call `init_access` on a state that was provided by
the builder.

An additional benefit of that separation is that it removes the need to
duplicate access checks between `SystemParamBuilder::build` and
`SystemParam::init_state`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-13 17:56:09 +00:00
Erick Z
8203e5c4e0
Fixing running ci locally in MacOS (#19619)
# Objective

- Running `cargo run --package ci` in MacOS does not currently work in
`main`.
- It shows a `error: this lint expectation is unfulfilled`.
- Fixes #19583

## Solution

- Remove an unnecessary `#[expect(clippy::large_enum_variant)]` on a
function.

## Testing

- `cargo run --package ci`: 👍
2025-06-13 14:51:28 +00:00
JMS55
bab31e3777
Initial raytraced lighting progress (bevy_solari) (#19058)
# Bevy Solari 
<img
src="https://github.com/user-attachments/assets/94061fc8-01cf-4208-b72a-8eecad610d76"
width="100" />

## Preface
- See release notes.
- Please talk to me in #rendering-dev on discord or open a github
discussion if you have questions about the long term plan, and keep
discussion in this PR limited to the contents of the PR :)

## Connections
- Works towards #639, #16408.
- Spawned https://github.com/bevyengine/bevy/issues/18993.
- Need to fix RT stuff in naga_oil first
https://github.com/bevyengine/naga_oil/pull/116.

## This PR

After nearly two years, I've revived the raytraced lighting effort I
first started in https://github.com/bevyengine/bevy/pull/10000.

Unlike that PR, which has realtime techniques, I've limited this PR to:
* `RaytracingScenePlugin` - BLAS and TLAS building, geometry and texture
binding, sampling functions.
* `PathtracingPlugin` - A non-realtime path tracer intended to serve as
a testbed and reference.

## What's implemented?

![image](https://github.com/user-attachments/assets/06522007-c205-46eb-8178-823f19917def)

* BLAS building on mesh load
* Emissive lights
* Directional lights with soft shadows
* Diffuse (lambert, not Bevy's diffuse BRDF) and emissive materials
* A reference path tracer with:
  * Antialiasing
  * Direct light sampling (next event estimation) with 0/1 MIS weights
  * Importance-sampled BRDF bounces
  * Russian roulette 

## What's _not_ implemented?
* Anything realtime, including a real-time denoiser
* Integration with Bevy's rasterized gbuffer
* Specular materials
* Non-opaque geometry
* Any sort of CPU or GPU optimizations
* BLAS compaction, proper bindless, and further RT APIs are things that
we need wgpu to add
* PointLights, SpotLights, or skyboxes / environment lighting 
* Support for materials other than StandardMaterial (and only a subset
of properties are supported)
* Skinned/morphed or otherwise animating/deformed meshes
* Mipmaps
* Adaptive self-intersection ray bias
* A good way for developers to detect whether the user's GPU supports RT
or not, and fallback to baked lighting.
* Documentation and actual finalized APIs (literally everything is
subject to change)

## End-user Usage
* Have a GPU that supports RT with inline ray queries
* Add `SolariPlugin` to your app
* Ensure any `Mesh` asset you want to use for raytracing has
`enable_raytracing: true` (defaults to true), and that it uses the
standard uncompressed position/normal/uv_0/tangent vertex attribute set,
triangle list topology, and 32-bit indices.
* If you don't want to build a BLAS and use the mesh for RT, set
enable_raytracing to false.
* Add the `RaytracingMesh3d` component to your entity (separate from
`Mesh3d` or `MeshletMesh3d`).

## Testing

- Did you test these changes? If so, how? 
  - Ran the solari example.
- Are there any parts that need more testing?
  - Other test scenes probably. Normal mapping would be good to test.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - See the solari.rs example for how to setup raytracing.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - Windows 11, NVIDIA RTX 3080.

---------

Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2025-06-12 21:26:10 +00:00
Joona Aalto
e5dc177b4b
Rename Trigger to On (#19596)
# Objective

Currently, the observer API looks like this:

```rust
app.add_observer(|trigger: Trigger<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):

```rust
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.

By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:

```rust
app.add_observer(|trigger: On<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

```rust
trigger: On<(
    Add<Pressed>,
    Remove<Pressed>,
    Add<InteractionDisabled>,
    Remove<InteractionDisabled>,
    Insert<Hovered>,
)>,
```

Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).

For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.

## Solution

Steal from `bevy_event_listener` by @aevyrie and use `On`.

- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`

## Discussion

### Naming Conflicts??

Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.

- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.

For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.

You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.

### Documentation

This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".

You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
2025-06-12 18:22:33 +00:00
Alice Cecile
030edbf3fe
Rename bevy_ecs::world::Entry to ComponentEntry (#19517)
# Objective

As discussed in #19285, some of our names conflict. `Entry` in bevy_ecs
is one of those overly general names.

## Solution

Rename this type (and the related types) to `ComponentEntry`.

---------

Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
2025-06-10 01:12:40 +00:00
Alice Cecile
6ddd0f16a8
Component lifecycle reorganization and documentation (#19543)
# Objective

I set out with one simple goal: clearly document the differences between
each of the component lifecycle events via module docs.

Unfortunately, no such module existed: the various lifecycle code was
scattered to the wind.
Without a unified module, it's very hard to discover the related types,
and there's nowhere good to put my shiny new documentation.

## Solution

1. Unify the assorted types into a single
`bevy_ecs::component_lifecycle` module.
2. Write docs.
3. Write a migration guide.

## Testing

Thanks CI!

## Follow-up

1. The lifecycle event names are pretty confusing, especially
`OnReplace`. We should consider renaming those. No bikeshedding in my PR
though!
2. Observers need real module docs too :(
3. Any additional functional changes should be done elsewhere; this is a
simple docs and re-org PR.

---------

Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
2025-06-10 00:59:16 +00:00
JMS55
476e644a7d
Add extra buffer usages field to MeshAllocator (#19546)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 20:03:57 +00:00
SpecificProtagonist
437c4d5b25
Minor clear color doc improvements (#19514) 2025-06-09 19:56:58 +00:00
Eagster
064e5e48b4
Remove entity placeholder from observers (#19440)
# Objective

`Entity::PLACEHOLDER` acts as a magic number that will *probably* never
really exist, but it certainly could. And, `Entity` has a niche, so the
only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit`
that trades safety risks for logic risks.

As a result, bevy has generally advised against using `PLACEHOLDER`, but
we still use if for a lot internally. This pr starts removing internal
uses of it, starting from observers.

## Solution

Change all trigger target related types from `Entity` to
`Option<Entity>`

Small migration guide to come.

## Testing

CI

## Future Work

This turned a lot of code from 

```rust
trigger.target()
```

to 

```rust
trigger.target().unwrap()
```

The extra panic is no worse than before; it's just earlier than
panicking after passing the placeholder to something else.

But this is kinda annoying. 

I would like to add a `TriggerMode` or something to `Event` that would
restrict what kinds of targets can be used for that event. Many events
like `Removed` etc, are always triggered with a target. We can make
those have a way to assume Some, etc. But I wanted to save that for a
future pr.
2025-06-09 19:37:56 +00:00
JMS55
bf8868b7b7
Require naga_oil 0.17.1 (#19550)
Split off from https://github.com/bevyengine/bevy/pull/19058

The patch should've been picked up anyways, but now it's required.
2025-06-09 04:54:29 +00:00
JMS55
16440be327
Add CameraMainTextureUsages helper method (#19549)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 04:54:14 +00:00
JMS55
ec307bcb9f
Add more wgpu helpers/types (#19548)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 04:54:02 +00:00
Carter Anderson
7e9d6d852b
bevyengine.org -> bevy.org (#19503)
We have acquired [bevy.org](https://bevy.org) and the migration has
finished! Meaning we can now update all of the references in this repo.
2025-06-05 23:09:28 +00:00