Commit Graph

5 Commits

Author SHA1 Message Date
AlephCubed
3aed85a88b
Rename send_event and similar methods to write_event (#20017)
Fixes: #18963
Follows up on: #17977
Adopts: #18966

In 0.16, `EventWriter::send` was renamed to `EventWriter::write`, but
many methods were missed (sorry about that). This completes that
refactor by renaming all `send` methods and internals.

| Old | New |

|-------------------------------------|--------------------------------------|
| `World::send_event` | `World::write_event` |
| `World::send_event_default` | `World::write_event_default` |
| `World::send_event_batch` | `World::write_event_batch` |
| `DeferredWorld::send_event` | `DeferredWorld::write_event` |
| `DeferredWorld::send_event_default` |
`DeferredWorld::write_event_default` |
| `DeferredWorld::send_event_batch` | `DeferredWorld::write_event_batch`
|
| `Commands::send_event` | `Commmands::write_event` |
| `Events::send` | `Events::write` |
| `Events::send_default` | `Events::write_default` |
| `Events::send_batch` | `Events::write_batch` |
| `RemovedComponentEvents::send` | `RemovedComponentEvents::write` |
| `command::send_event` | `commmand::write_event` |
| `SendBatchIds` | `WriteBatchIds` |

---------

Co-authored-by: shwwwa <shwwwa.dev@gmail.com>
2025-07-07 22:05:16 +00:00
François Mockers
e42d386625
set required-features for example light_textures & clustered_decals (#19913)
# Objective

- Example `light_textures` exit if feature `pbr_light_textures` is not
enabled. this is checked in code instead of using `required-features`
- Same for `clustered_decals` and `par_clustered_decals`
- Those examples are also using `eprintln`
- Those examples are using `process:exit` to exit

## Solution

- Use `required-features`
- Use logs
- Use `AppExit`
2025-07-02 14:54:10 +00:00
robtfm
a2992fcffd
Light Textures (#18031)
# Objective

add support for light textures (also known as light cookies, light
functions, and light projectors)


![image](https://github.com/user-attachments/assets/afdb23e2-b35f-4bf0-bf92-f883cd7db771)

## Solution

- add components:

```rs
/// Add to a [`PointLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct PointLightTexture {
    /// The texture image. Only the R channel is read.
    pub image: Handle<Image>,
    /// The cubemap layout. The image should be a packed cubemap in one of the formats described by the [`CubemapLayout`] enum.
    pub cubemap_layout: CubemapLayout,
}

/// Add to a [`SpotLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct SpotLightTexture {
    /// The texture image. Only the R channel is read.
    /// Note the border of the image should be entirely black to avoid leaking light.
    pub image: Handle<Image>,
}

/// Add to a [`DirectionalLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct DirectionalLightTexture {
    /// The texture image. Only the R channel is read.
    pub image: Handle<Image>,
    /// Whether to tile the image infinitely, or use only a single tile centered at the light's translation
    pub tiled: bool,
}
```

- store images to the `RenderClusteredDecals` buffer
- read the image and modulate the lights
- add `light_textures` example to showcase the new features

## Testing

see light_textures example
2025-06-30 21:56:17 +00:00
Patrick Walton
7aeb1c51a6
Disable clustered decals on Metal. (#17554)
Unfortunately, Apple platforms don't have enough texture bindings to
properly support clustered decals. This should be fixed once `wgpu` has
first-class bindless texture support. In the meantime, we disable them.

Closes #17553.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-27 05:39:07 +00:00
Patrick Walton
fc831c390d
Implement basic clustered decal projectors. (#17315)
This commit adds support for *decal projectors* to Bevy, allowing for
textures to be projected on top of geometry. Decal projectors are
clusterable objects, just as punctual lights and light probes are. This
means that decals are only evaluated for objects within the conservative
bounds of the projector, and they don't require a second pass.

These clustered decals require support for bindless textures and as such
currently don't work on WebGL 2, WebGPU, macOS, or iOS. For an
alternative that doesn't require bindless, see PR #16600. I believe that
both contact projective decals in #16600 and clustered decals are
desirable to have in Bevy. Contact projective decals offer broader
hardware and driver support, while clustered decals don't require the
creation of bounding geometry.

A new example, `decal_projectors`, has been added, which demonstrates
multiple decals on a rotating object. The decal projectors can be scaled
and rotated with the mouse.

There are several limitations of this initial patch that can be
addressed in follow-ups:

1. There's no way to specify the Z-index of decals. That is, the order
in which multiple decals are blended on top of one another is arbitrary.
A follow-up could introduce some sort of Z-index field so that artists
can specify that some decals should be blended on top of others.

2. Decals don't take the normal of the surface they're projected onto
into account. Most decal implementations in other engines have a feature
whereby the angle between the decal projector and the normal of the
surface must be within some threshold for the decal to appear. Often,
artists can specify a fade-off range for a smooth transition between
oblique surfaces and aligned surfaces.

3. There's no distance-based fadeoff toward the end of the projector
range. Many decal implementations have this.

This addresses #2401.
 
## Showcase

![Screenshot 2025-01-11
052913](https://github.com/user-attachments/assets/8fabbafc-60fb-461d-b715-d7977e10fe1f)
2025-01-26 20:13:39 +00:00