Commit Graph

2362 Commits

Author SHA1 Message Date
UkoeHB
16b43ceae4
Merge 23736a557b into 877d278785 2025-07-18 15:21:13 +02:00
Carter Anderson
877d278785
Remove unnecessary + use<> (#20180)
# Objective

Including `use<>` where it is not needed is abhorrent to my
sensibilities

## Solution

Begone foul demon!
2025-07-17 21:36:24 +00:00
Conner Petzold
ebf6bf6ea9
TilemapChunk single quad; TileData (color/visibility) (#19924)
# Objective

- Use a single quad to render a TilemapChunk
- Add support for tile color and visibility

## Testing

- Tested using example -- there doesn't appear to be any visual tile
bleeding or rounding issues. Open to ideas on further testing
2025-07-17 19:37:40 +00:00
robtfm
d28d18e2ff
fix crash in light textures example (#20161)
# Objective

scaling the point light to zero caused a crash

## Solution

clamp the scale for all the lights
2025-07-16 16:42:40 +00:00
Tyler Critchlow
3fc49f00c1
Preconvert colors before sending to shader (#20074)
# Objective

- Fixes #20008 - Preconvert colors before sending them to the UI
gradients shader for better performance

  ## Solution

- Modified `prepare_gradient` in `gradient.rs` to convert colors from
`LinearRgba` to `Srgba` on the CPU before sending to the GPU
- Updated the gradient shader to remove per-pixel color space
conversions since colors are now pre-converted
  - Added documentation to clarify that vertex colors are in sRGB space

This optimization reduces the number of power operations per pixel from
3 to 1:
- **Before**: Convert start color to sRGB, convert end color to sRGB,
mix, convert back to linear (3 pow operations per pixel)
- **After**: Colors pre-converted on CPU, mix in sRGB space, convert
back to linear (1 pow operation per pixel)

  ## Testing

- Verified that the UI gradient examples (`cargo run --example
gradients`) compile and render correctly
- The visual output should remain identical while performance improves,
especially for large gradient areas
- Changes maintain the same color interpolation behavior (mixing in sRGB
space)

  To test:
1. Run `cargo run --example gradients` or `cargo run --example
stacked_gradients`
  2. Verify gradients render correctly

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2025-07-16 16:06:45 +00:00
ickshonpe
d195116426
Improved UI scrolling support and bug fixes (#20093)
# Objective

#### Goals
* Stop layout updates from overwriting `ScrollPosition`.
* Make `ScrollPosition` respect scale factor.
* Automatically allocate space for a scrollbar on an axis when
`OverflowAxis::Scroll` is set.
 
#### Non-Goals
* Overflow-auto support (I was certain Taffy had this already, but
apparently I was hallucinating).
* Implement any sort of scrollbar widgets.
* Stability (not needed because no overflow-auto support).
* Maybe in the future we could make a `ScrollbarWidth` enum to more
closely match the CSS API with its auto/narrow/none options. For now
`scrollbar_width` is just an `f32` which matches Taffy's API.

## Solution

* Layout updates no longer overwrite `ScrollPosition`'s value.
* Added the field `scrollbar_width: f32` to `Node`. This is sent to
`Taffy` which will automatically allocate space for scrollbars with this
width in the layout as needed.
* Added the fields `scrollbar_width: f32` and `scroll_position: Vec2` to
`ComputedNode`. These are updated automatically during layout.
* `ScrollPosition` now respects scale factor.
* `ScrollPosition` is no longer automatically added to every UI node
entity by `ui_layout_system`. If every node needs it, it should just be
required by (or be a field on) `Node`. Not sure if that's necessary or
not.

## Testing
For testing you can look at:
* The `scrollbars` example, which should work as before.
* The new example `drag_to_scroll`.
* The `scroll` example which automatically allocates space for
scrollbars on the left hand scrolling list. Did not implement actual
scrollbars so you'll just see a gap atm.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-15 17:33:04 +00:00
ickshonpe
f774d6b7ed
Text2d bounding box fix (#20148)
# Objective

`calculate_bounds_text2d` generates `Aabb`s with the wrong size and
position for `Text2d` entities with `TextBounds`, which breaks culling.

## Solution

Calculate the correct bounds.

Fixes #20145

## Testing

```
cargo run --example testbed_2d
```

#### main
<img width="661" height="469" alt="text2daabb"
src="https://github.com/user-attachments/assets/c10b64ed-6e0d-4c4e-a81d-6ae2248d752a"
/>

#### This PR

<img width="441" height="308" alt="fixed-text2d-aabbs"
src="https://github.com/user-attachments/assets/bc715bf0-b77f-4149-9c6d-a5a8c1982780"
/>
2025-07-15 17:14:49 +00:00
Tim
57086d4416
Remove the need to derive Event when deriving EntityEvent (#20104)
# Objective
Since we are planning to remove the need to derive both `Event` and
`EntityEvent` in 0.17 either way, I'm choosing to do the easy thing in
this PR so we can get the churn out of the way early.

Context from
[discord](https://discordapp.com/channels/691052431525675048/1383928409784193024/1393463673137401946).
Related to, and will conflict slightly with #20101.

## Solution

- Derive `Event` as part of the `EntityEvent` derive
- Remove any `Event` derives that were made unnecessary
- Update release notes
2025-07-15 16:45:38 +00:00
andriyDev
2824bd5f6e
Use RenderStartup in bevy_sprite. (#20147)
# Objective

- Progress towards #19887.

## Solution

- Convert FromWorld implementations into systems.
- Move any resource "manipulation" from `Plugin::finish` to systems.
- Add `after` dependencies to any uses of these resources (basically all
`SpritePipeline`).

## Testing

- Ran the `sprite`, and `mesh2d_manual` example and it worked.
2025-07-15 06:30:34 +00:00
ickshonpe
2cb8450fa4
Rename the InterpolationColorSpace variants to match Color. (#20142)
# Objective

The names of the variants of `InterpolationColorSpace` don't match the
corresponding `Color` variants, which could be potentially confusing.
For instance, `Color` has an `Oklaba` variant, in
`InterpolationColorSpace` it's called `OkLab`.

## Solution

Rename variants of `InterpolationColorSpace` to mirror the variants of
Color.
2025-07-14 22:30:43 +00:00
andriyDev
2a5e9c1150
Switch most examples to use RenderStartup instead of finish and FromWorld. (#20124)
# Objective

- Progress towards #19887.
- I am avoiding dealing with the `occlusion_culling` example since it is
kinda annoying to resolve nicely (I will do so in another PR).

## Solution

- Rewrite these examples to replace FromWorld implementations with
systems and other resource changes with systems as well.

## Testing

- All the changed examples have been tested and still work.
2025-07-14 21:56:03 +00:00
Tim
4e9e78c31e
Split BufferedEvent from Event (#20101)
# Objective

> I think we should axe the shared `Event` trait entirely
It doesn't serve any functional purpose, and I don't think it's useful
pedagogically
@alice-i-cecile on discord

## Solution

- Remove `Event` as a supertrait of `BufferedEvent`
- Remove any `Event` derives that were made unnecessary
- Update release notes

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2025-07-14 21:31:48 +00:00
Tim
ec6dd7e451
Refactor 2d_viewport_to_world example with let chains (#20090)
# Objective

Make use of let chains to reduce LoC where we previously used let else
to cut down on indentation. Best of both worlds.
Hmm, déjà vu?
2025-07-14 21:21:44 +00:00
Jan Hohenheim
36fb83fa42
Port the physics in fixed timestep example to 3D (#20089)
# Objective

Since I originally wrote this example, many people on Discord have asked
me specifically how to handle camera movement in and around fixed
timesteps. I had to write that information up maaaany times, so I
believe this is an area where the example falls short of.

## Solution

Let's port the example to 3D, where we can better showcase how to handle
the camera. The knowledge is trivially transferable to 2D :)
Also, we don't need to average out continuous input. Just using the last
one is fine in practice. Still, we need to keep around the
`AccumulatedInput` resource for things like jumping.

## Testing


https://github.com/user-attachments/assets/c1306d36-1f94-43b6-b8f6-af1cbb622698

## Notes

- The current implementation is extremely faithful to how it will look
like in practice when writing a 3D game using e.g. Avian. With the
exception that Avian does the part with the actual physics of course
- I'd love to showcase how to map sequences of inputs to fixed updates,
but winit does not export timestamps
- I'd also like to showcase instantaneous inputs like activating a boost
or shooting a laser, but that would make the example even bigger
- Not locking the cursor because doing so correctly on Wasm in the
current Bevy version is not trivial at all

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2025-07-14 21:20:19 +00:00
Sven Niederberger
3ce2f46ae5
GpuReadbackPlugin: Allow reading only a part of a buffer (#20133)
# Objective

- So far only full buffer reads were supported. This adds the ability to
read a part of a buffer.

## Solution

- Allow passing in a start offset and a number of bytes to read when
creating the `Readback` component.
- I also removed the unused `src_start` and `dst_start` fields from
`ReadbackSource` as they were always 0.

## Testing

- Did you test these changes? If so, how?

I extended the example to also demonstrate partial reads.

- Are there any parts that need more testing?

Can't think of any.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

Run the `gpu_readback` example. It now also reads and prints a partially
read buffer.

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

Only tested on Linux.

---

## Showcase

Example output:

<details>
  <summary>Click to view showcase</summary>

```
2025-07-14T14:05:15.614876Z  INFO gpu_readback: Buffer [257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271, 272]
2025-07-14T14:05:15.614921Z  INFO gpu_readback: Buffer range [261, 262, 263, 264, 265, 266, 267, 268]
2025-07-14T14:05:15.614937Z  INFO gpu_readback: Image [257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271, 272, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
```

</details>
2025-07-14 21:01:16 +00:00
Tim
9ba643d7ba
Robust Scrolling Example (#19586)
# Objective

A more robust scrolling example that doesn't require `Pickable {
should_block_lower: false, .. }` or `Pickable::IGNORE`, and properly
handles nested scrolling nodes.

The current example shows nested scrolling, but this is only functional
because the parent scrolls along a different axis than the children.

## Solution

Instead of only scrolling the top node that is found in the `HoverMap`
we trigger the `OnScroll` event on it.
This event then propagates up the hierarchy until any scrolling node
that has room to scroll along that axis consumes the event.

The now redundant `Pickable` components were removed from the example.
The “Nested Scrolling Lists” portion was adjusted to show the new
reliable nested scrolling.

## Testing

Check out the example. It should work just as it did before.
2025-07-14 20:24:15 +00:00
Talin
ace0114bdd
Changing the notification protocol for core_widgets. (#20086)
Notifications now include the source entity. This is useful for
callbacks that are responsible for more than one widget.

Part of #19236 

This is an incremental change only: I have not altered the fundamental
nature of callbacks, as this is still in discussion. The only change
here is to include the source entity id with the notification.

The existing examples don't leverage this new field, but that will
change when I work on the color sliders PR.

I have been careful not to use the word "events" in describing the
notification message structs because they are not capital-E `Events` at
this time. That may change depending on the outcome of discussions.

@alice-i-cecile
2025-07-13 17:25:11 +00:00
onbjerg
1525dff7ad
Add max_history_length to EntityCountDiagnosticsPlugin (#20085)
# Objective

I was building out a diagnostics panel in egui when I noticed that I
could specify the max history length for the
`FrameTimeDiagnosticsPlugin`, but not for the
`EntityCountDiagnosticsPlugin`. The objective was to harmonize the two,
making the diagnostic history length configurable for both.

## Solution

I added a `EntityCountDiagnosticsPlugin::new`, and a `Default` impl that
matches `FrameTimeDiagnosticsPlugin`.

This is a breaking change, given the plugin had no fields previously.

## Testing

I did not test this.
2025-07-12 23:00:38 +00:00
Tim
cb64a4aa8a
Refactor 3d_viewport_to_world example with let chains (#20071)
# Objective

Make use of let chains to reduce LoC where we previously used let else
to cut down on indentation. Best of both worlds.
2025-07-10 02:37:56 +00:00
Talin
f2d25355c3
SliderPrecision component (#20032)
This PR adds a `SliderPrecision` component that lets you control the
rounding when dragging a slider.

Part of #19236
2025-07-09 20:06:58 +00:00
JMS55
1a3b26d433
Use PluginGroup for SolariPlugins (#20044) 2025-07-09 18:31:39 +00:00
Daniel Skates
d45ae74286
Add frame_time graph to fps_overlay v2 (#19277)
# Objective

- Rebase of https://github.com/bevyengine/bevy/pull/12561 , note that
this is blocked on "up-streaming
[iyes_perf_ui](https://crates.io/crates/iyes_perf_ui)" , but that work
seems to also be stalled

> Frame time is often more important to know than FPS but because of the
temporal nature of it, just seeing a number is not enough. Seeing a
graph that shows the history makes it easier to reason about
performance.

## Solution

> This PR adds a bar graph of the frame time history.
> 
> Each bar is scaled based on the frame time where a bigger frame time
will give a taller and wider bar.
> 
> The color also scales with that frame time where red is at or bellow
the minimum target fps and green is at or above the target maximum frame
rate. Anything between those 2 values will be interpolated between green
and red based on the frame time.
> 
> The algorithm is highly inspired by this article:
https://asawicki.info/news_1758_an_idea_for_visualization_of_frame_times

## Testing

- Ran `cargo run --example fps_overlay --features="bevy_dev_tools"`

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-09 16:59:21 +00:00
Talin
aa87581cce
Change CoreWidgets plugin to plugin group. (#20036)
What it says on the tin. :)
2025-07-09 01:07:49 +00:00
andriyDev
09ccedd244
Clean up several miscellaneous uses of weak_handle. (#19408)
# Objective

- Related to #19024.

## Solution

- This is a mix of several ways to get rid of weak handles. The primary
strategy is putting strong asset handles in resources that the rendering
code clones into its pipelines (or whatever).
- This does not handle every remaining case, but we are slowly clearing
them out.

## Testing

- `anti_aliasing` example still works.
- `fog_volumes` example still works.
2025-07-08 06:45:40 +00:00
ickshonpe
5e3927ba48
UI gradients long hue paths fix (#20010)
# Objective

The false and true arguments for the select statement in `lerp_hue_long`
are misordered, resulting in it taking the wrong hue path:


![oklch-long-wrong-path](https://github.com/user-attachments/assets/68b733ab-be4b-4280-9346-4fdfccdb053a)

## Solution

Swap the arguments around.

Also fixed another case I found during testing. The hue was interpolated
even when it is undefined for one of the endpoints (for example in a
gradient from black to yellow). In those cases it shouldn't interpolate,
instead it should return the hue of the other end point.

## Testing

I added a `linear_gradient` module to the testbed `ui` example, run
with:
```
cargo run --example testbed_ui
```

In the linear gradients screen (press space to switch) it shows a column
of red to yellow linear gradients. The last gradient in the column uses
the OKLCH long path, which should look like this:


![okchlong-red-yellow](https://github.com/user-attachments/assets/23537ff4-f01a-4a03-8473-9df57b2bfaf1)

matching the same gradient in CSS:

https://jsfiddle.net/fevshkdy/14/

if the correct hue path is chosen.
2025-07-07 22:19:24 +00:00
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
ickshonpe
5ea0e4004f
HSL and HSV interpolation for UI gradients (#19992)
# Objective

Add interpolation in HSL and HSV colour spaces for UI gradients.

## Solution
Added new variants to `InterpolationColorSpace`: `Hsl`, `HslLong`,
`Hsv`, and `HsvLong`, along with mix functions to the `gradients` shader
for each of them.

#### Limitations
* Didn't include increasing and decreasing path support, it's not
essential and can be done in a follow up if someone feels like it.

* The colour conversions should really be performed before the colours
are sent to the shader but it would need more changes and performance is
good enough for now.

## Testing

```cargo run --example gradients```
2025-07-07 20:08:51 +00:00
Fallible Things
3ad7a75781
Explanation for the '3d shapes' example (#19295)
[Explanation](https://bevyengine.org/learn/contribute/helping-out/explaining-examples/)
for the 3d shapes example.

This shares a lot of detail with the [2d
shapes](https://github.com/bevyengine/bevy/pull/19211) example, so it's
similar in structure. The explanation for why asset handles are not
components has been copied over for now with minor adjustment, I'll do
another editing pass on this to make it match the surrounding context
and focus before taking it out of drafts.

---------

Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
Co-authored-by: Carter Weinberg <weinbergcarter@gmail.com>
2025-07-07 19:47:19 +00:00
Gilles Henaux
ca25a67d0d
Fix the extended_material example on WebGL2 (#18812)
# Objective

- Fixes #13872 (also mentioned in #17167)

## Solution

- Added conditional padding fields to the shader uniform

## Alternatives

### 1- Use a UVec4

Replace the `u32` field in `MyExtension` by a `UVec4` and only use the
`x` coordinate.

(This was the original approach, but for consistency with the rest of
the codebase, separate padding fields seem to be preferred)

### 2- Don't fix it, unlist it

While the fix is quite simple, it does muddy the waters a tiny bit due
to `quantize_steps` now being a UVec4 instead of a simple u32. We could
simply remove this example from the examples that support WebGL2.

## Testing

- Ran the example locally on WebGL2 (and native Vulkan) successfully
2025-07-07 19:34:12 +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
Joe Buehler
d16d216083
Add support for returning all Component and values to query method in the Bevy Remote Protocol (#19857)
# Objective

We should have an API with filtering to allow BRP clients to retrieve
all relevant data from the world state. Currently working on adding
examples - but reviews are appreciated! Still semi-WIP while I get my
head around bevy’s reflection and implementation :)

## Solution

This change adds support to query all entities in the world, and returns
all of their Reflected Components with corresponding values. For custom
`Components` it's important to still implement `Reflect` so that this
endpoint returns these. This will be useful for the
`bevy_entity_inspector` so that we can easily get the current world
state. We have modified the existing query API
so that clients can now pass in an empty `components[]` on the JSON
request.

## Testing

Updated example to showcase how to use the new endpoint to get all data:
```rust
/// Create a query_all request to send to the remote Bevy app.
/// This request will return all entities in the app, their components, and their
/// component values.
fn run_query_all_components_and_entities(url: String) -> Result<(), anyhow::Error> {
    let query_all_req = BrpRequest {
        jsonrpc: String::from("2.0"),
        method: String::from(BRP_QUERY_METHOD),
        id: Some(serde_json::to_value(1)?),
        params: None,
    };
    println!("query_all req: {:#?}", query_all_req);
    let query_all_res = ureq::post(&url)
        .send_json(query_all_req)?
        .body_mut()
        .read_json::<serde_json::Value>()?;
    println!("{query_all_res:#}");
    Ok(())
}
```

---

## Showcase
In the `client.rs` example, we can clearly see (assuming the `server.rs`
is running) a query hit for all entities and components:
```text
query_all req: BrpRequest {
    jsonrpc: "2.0",
    method: "bevy/query",
    id: Some(
        Number(1),
    ),
    params: Some(
        Object {
            "data": Object {
                "components": Array [],
                "has": Array [],
                "option": Array [],
            },
            "filter": Object {
                "with": Array [],
                "without": Array [],
            },
            "strict": Bool(false),
        },
    ),
}
```

And in the massive response:
```text
.....
{
      "components": {
        "bevy_window::monitor::Monitor": {
          "name": "\\\\.\\DISPLAY1",
          "physical_height": 1080,
          "physical_position": [
            -1920,
            0
          ],
          "physical_width": 1920,
          "refresh_rate_millihertz": 240000,
          "scale_factor": 1.25,
          "video_modes": [
            {
              "bit_depth": 32,
              "physical_size": [
                1920,
                1080
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1680,
                1050
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1600,
                900
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1440,
                900
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1400,
                1050
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1366,
                768
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1360,
                768
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                1024
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                960
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                800
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                768
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                720
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                600
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1152,
                864
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1024,
                768
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                800,
                600
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                640,
                480
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                640,
                400
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                512,
                384
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                400,
                300
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                320,
                240
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                320,
                200
              ],
              "refresh_rate_millihertz": 240000
            }
          ]
        }
      },
      "entity": 4294967267
    },
....
```

What's also really cool about this and `bevy_reflect` is that we also
get custom components returned as well (see below for `"server::Cube":
1.0` as the custom reflected struct specified in `server.rs`:

```text
{
      "components": {
        "bevy_render::primitives::Aabb": {
          "center": [
            0.0,
            0.0,
            0.0
          ],
          "half_extents": [
            0.5,
            0.5,
            0.5
          ]
        },
        "bevy_render::view::visibility::InheritedVisibility": true,
        "bevy_render::view::visibility::ViewVisibility": true,
        "bevy_render::view::visibility::Visibility": "Inherited",
        "bevy_transform::components::global_transform::GlobalTransform": [
          1.0,
          0.0,
          0.0,
          0.0,
          1.0,
          0.0,
          0.0,
          0.0,
          1.0,
          0.0,
          2.4572744369506836,
          0.0
        ],
        "bevy_transform::components::transform::Transform": {
          "rotation": [
            0.0,
            0.0,
            0.0,
            1.0
          ],
          "scale": [
            1.0,
            1.0,
            1.0
          ],
          "translation": [
            0.0,
            2.4572744369506836,
            0.0
          ]
        },
        "bevy_transform::components::transform::TransformTreeChanged": null,
        "server::Cube": 1.0
      },
```

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2025-07-03 18:51:32 +00:00
Christian Hughes
ebf87f56ef
Use SlotMaps to store systems and system sets in Schedules (#19352)
# Objective

- First step towards #279

## Solution

Makes the necessary internal data structure changes in order to allow
system removal to be added in a future PR: `Vec`s storing systems and
system sets in `ScheduleGraph` have been replaced with `SlotMap`s.

See the included migration guide for the required changes.

## Testing

Internal changes only and no new features *should* mean no new tests are
requried.
2025-07-03 18:50:54 +00:00
Talin
870490808d
Feathers toggle switches. (#19928)
# Objective

This is the Feathers toggle switch widget (without animation).

Part of #19236 

### Showcase

<img width="143" alt="toggles"
src="https://github.com/user-attachments/assets/c04afc06-5a57-4bc6-8181-99efbd1bebef"
/>
2025-07-03 01:09:31 +00:00
Jordan Halase
0adbacd4c2
Set checkbox and radio fill color to gray when disabled in core widgets example (#19792)
Simple color change to the core widgets example. This sets the fill
colors of the elements to gray if they are selected but disabled. It was
hard to notice if they were disabled when they were still green.


![disabled_gray](https://github.com/user-attachments/assets/299f0700-9fab-4aa4-9076-f17859a60a5e)
2025-07-02 23:55:58 +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
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
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
ickshonpe
a949867a1c
UI z-ordering fix (#19691)
# Objective

During the migration to required components a lot of things were changed
around and somehow the draw order for some UI elements ended up
depending on the system ordering in `RenderSystems::Queue`, which can
sometimes result in the elements being drawn in the wrong order.

Fixes #19674

## Solution

* Added some more `stack_z_offsets` constants and used them to enforce
an explicit ordering.
* Removed the `stack_index: u32` field from `ExtractedUiNodes` and
replaced it with a `z_order: f32` field.

These changes should fix all the ordering problems. 

## Testing

I added a nine-patched bordered node with a navy background color to the
slice section of the `testbed_ui` example.
The border should always be drawn above the background color.
2025-07-01 19:20:07 +00:00
ickshonpe
5e8aa7986b
Newtyped ScrollPosition (#19881)
# Objective

Change `ScrollPosition` to newtype `Vec2`. It's easier to work with a
`Vec2` wrapper than individual fields.

I'm not sure why this wasn't newtyped to start with. Maybe the intent
was to support responsive coordinates eventually but that probably isn't
very useful or straightforward to implement. And even if we do want to
support responsive coords in the future, it can newtype `Val2`.

## Solution

Change `ScrollPosition` to newtype `Vec2`. 

Also added some extra details to the doc comments.

## Testing

Try the `scroll` example.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-01 17:41:48 +00:00
Talin
b980d4ac22
Feathers checkbox (#19900)
Adds checkbox and radio buttons to feathers.

Showcase:

<img width="378" alt="feathers-checkbox-radio"
src="https://github.com/user-attachments/assets/76d35589-6400-49dd-bf98-aeca2f39a472"
/>
2025-07-01 06:59:14 +00:00
Talin
7b6c5f4431
Change core widgets to use callback enum instead of option (#19855)
# Objective

Because we want to be able to support more notification options in the
future (in addition to just using registered one-shot systems), the
`Option<SystemId>` notifications have been changed to a new enum,
`Callback`.

@alice-i-cecile
2025-07-01 03:23:38 +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
IceSentry
735eb88db9
Use RenderStartup in custom_post_processing example (#19886)
# Objective

- This example uses a FromWorld impl to initialize a resource on startup
- #19887

## Solution

- Use RenderStartup instead

## Testing

- The example still works as expected
2025-06-30 23:54:05 +00:00
Maxime Mulder
55c7766716
Update bevy website link in newer code (#19874)
# Objective

I was lurking and noticed that some links to the Bevy website were not
updated in newer code (`bevyengine.org` -> `bevy.org`).

## Solution

- Look for `bevyengine.org` occurrences in the current code, replace
them with `bevy.org`.

## Testing

- Did you test these changes? If so, how? I visited the Bevy website!
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

## Longer term

- Maybe add a lint to flag references to the old website but I don't
know how to do that. But not sure it's needed as the more time will pass
the less it will be relevant.
2025-06-30 23:24:36 +00:00
Talin
9be1c36391
CoreScrollbar widget. (#19803)
# Objective

Part of #19236 


## Demo


![image](https://github.com/user-attachments/assets/8607f672-de8f-4339-bdfc-817b39f32e3e)


https://discord.com/channels/691052431525675048/743663673393938453/1387110701386039317

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2025-06-30 23:02:03 +00:00
krunchington
70902413b2
Update log_layers_ecs example for children macro (#18293)
# Objective

Contributes to #18238 
Updates the `log_layers_ecs`, example to use the `children!` macro.

Note that I did not use a macro, nor `Children::spawn` for the outer
layer. Since the `EventReader` is borrowed mutably, any `.map` I did on
`events.read()` was going to have the reference outlive the function
body. I believe this scope of change is correct for the PR.

## Solution

Updates examples to use the Improved Spawning API merged in
https://github.com/bevyengine/bevy/pull/17521

## Testing

- Did you test these changes? If so, how?
- Opened the examples before and after and verified the same behavior
was observed. I did this on Ubuntu 24.04.2 LTS using `--features
wayland`.
- Are there any parts that need more testing?
- Other OS's and features can't hurt, but this is such a small change it
shouldn't be a problem.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the examples yourself with and without these changes.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - see above

---

## Showcase

n/a

## Migration Guide

n/a

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-30 23:01:44 +00:00
andriyDev
2ea8f779c3
Prevent AnimationGraph from serializing AssetIds. (#19615)
# Objective

- A step towards #19024.
- `AnimationGraph` can serialize raw `AssetId`s. However for normal
handles, this is a runtime ID. This means it is unlikely that the
`AssetId` will correspond to the same asset after deserializing -
effectively breaking the graph.

## Solution

- Stop allowing `AssetId` to be serialized by `AnimationGraph`.
Serializing a handle with no path is now an error.
- Add `MigrationSerializedAnimationClip`. This is an untagged enum for
serde, meaning that it will take the first variant that deserializes. So
it will first try the "modern" version, then it will fallback to the
legacy version.
- Add some logging/error messages to explain what users should do.

Note: one limitation here is that this removes the ability to serialize
and deserialize UUIDs. In theory, someone could be using this to have a
"default" animation. If someone inserts an empty `AnimationClip` into
the `Handle::default()`, this **might** produce a T-pose. It might also
do nothing though. Unclear! I think this is worth the risk for
simplicity as it seems unlikely that people are sticking UUIDs in here
(or that you want a default animation in **any** AnimationGraph).

## Testing

- Ran `cargo r --example animation_graph -- --save` on main, then ran
`cargo r --example animation_graph` on this PR. The PR was able to load
the old data (after #19631).
2025-06-30 22:26:05 +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
ickshonpe
8d70649e7d
core_widgets example slider fix (#19810)
# Objective

When dragging the slider thumb the thumb is only highlighted while the
pointer is hovering the widget. If the pointer moves off the widget
during a drag the thumb reverts to its normal unhovered colour.

## Solution

Query for `CoreSliderDragState` in the slider update systems and set the
lighter color if the thumb is dragged or hovered.
2025-06-29 17:41:41 +00:00