Commit Graph

133 Commits

Author SHA1 Message Date
Pnoenix
f964ee1e3a
Expand MergeMeshError to include IncompatiblePrimitiveTopology variant (#18561)
# Objective

Fix #18546 by adding a variant to `MergeMeshError`, for incompatible
primitive topologies.

## Solution

Made `MergeMeshError` into an enum with two variants;
`IncompatibleVertexAttributes` and `IncompatiblePrimitiveTopology`.
Added an if statement in `Mesh::merge` to check if the
`primitive_topology` field of `self` matches `other`.
Also renamed `MergeMeshError` to `MeshMergeError` to align with the two
other `MeshSomethingError`'s.

## Testing

Didn't do any.
2025-07-16 20:37:58 +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
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
2bddbdfd7c
Use RenderStartup for all basic cases in bevy_core_pipeline. (#20002)
# Objective

- Progress towards #19887.

## Solution

- Convert `FromWorld` impls into systems.
- Run those systems in `RenderStartup`.

## Testing

- Ran `bloom_3d`, `auto_exposure`, `depth_of_field`, `motion_blur`,
`skybox`, `post_processing`, and `tonemapping` examples and they all
work :)
2025-07-15 07:10:43 +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
Christian Hughes
2be3bc5310
Improve node encapsulation in ScheduleGraph (#20119)
# Objective

- Part of #20115

We want to encapsulate each part of `ScheduleGraph` into its own
specific struct to make parts of it easier to reuse and maintain.

## Solution

- Pulled `ScheduleGraph::systems` and `ScheduleGraph::system_conditions`
into a `Systems` struct and added a field for this new struct to
`ScheduleGraph`
- Broke up `ScheduleGraph::uninit` into `Systems::uninit` and
`SystemSets::uninit` to eliminate `ScheduleGraph`'s direct field access
of these types
- Removed node and condition accessors from `ScheduleGraph`; the same
operations are now available on `Systems` and `SystemSets` instead
(accessible via their `pub` fields on `ScheduleGraph`)
- Moved `Systems`, `SystemSets`, `SystemNode`, `SystemWithAccess`, and
`ConditionWithAccess` into a separate file.

## Testing

Added two new tests covering the API surface of `Systems` and
`SystemSets`, respectively.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-07-15 06:29:52 +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
atlv
e0383a0b96
Add zstd release note (#20053)
# Objective

- Add a release note for the new zstd backend.
- Doing so, I realized it was really cumbersome to enable this feature
because we default-enable ruzstd AND make it take precedence if both are
enabled. We can improve ux a bit by making the optional feature take
precedence when both are enabled. This still doesnt remove the unneeded
dependency, but oh well.

Note: it would be nice to have a way to make zstd_c not do anything when
building wasm, but im not sure theres a way to do that, as it seems like
it would need negative features.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2025-07-14 20:53:26 +00:00
atlv
1e057d8419
Add release note for light textures (#20023)
# Objective

- Fixes #19982

## Solution

- add note

## Testing

- left as an exercise for the reader
2025-07-14 20:47:45 +00:00
andriyDev
6e3739ac96
Use RenderStartup for bevy_pbr for some basic cases. (#19999)
# Objective

- Progress towards #19887.

## Solution

- For cases that don't need to conditionally add systems, we can just
replace FromWorld impls with systems and then add those systems to
`RenderStartup`.

## Testing

- I ran the `lightmaps`, `reflection_probes`, `deferred_rendering`,
`volumetric_fog`, and `wireframe` examples.
2025-07-14 20:28:03 +00:00
JMS55
84936cad55
Fix visibility (re)use in Solari DI (#20113)
# Objective
Fixes the re(use) of visibility in Solari's ReSTIR DI. 

The paper I based things off of didn't (seem) to use visibility in their
resampling
https://yusuketokuyoshi.com/papers/2024/Efficient_Visibility_Reuse_for_Real-time_ReSTIR_(Supplementary_Document).pdf,
only shading, but factoring it into the resampling improves things a
lot.

---

## Showcase
Before:
<img width="2564" height="1500" alt="image"
src="https://github.com/user-attachments/assets/15fa7941-ab68-47bc-9bbc-42ca55359046"
/>

After: 
<img width="2564" height="1500" alt="image"
src="https://github.com/user-attachments/assets/6fe52ed0-7832-41c1-b1cd-e8c8d9825e51"
/>
2025-07-13 19:33:09 +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
JMS55
e5aa94132c
Solari initial GI (#20020)
# Objective
- Add 1-bounce RT GI

## Solution

- Implement a very very basic version of ReSTIR GI
https://d1qx31qr3h6wln.cloudfront.net/publications/ReSTIR%20GI.pdf
- Pretty much a copy of the ReSTIR DI code, but adjusted for GI. 
- Didn't implement add more spatial samples, or do anything needed for
better quality.
- Didn't try to improve perf at all yet (it's actually faster than DI
though, unfortunately 😅)
- Didn't spend any time cleaning up the shared abstractions between
DI/GI

---

## Showcase
<img width="2564" height="1500" alt="image"
src="https://github.com/user-attachments/assets/1ff7be1c-7d7d-4e53-8aa6-bcec1553db3f"
/>
2025-07-13 17:23:38 +00:00
atlv
cfb679a752
Add a release note for scene types refactor (#20051)
Its really barebones but I'm not sure what else to write.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2025-07-11 07:34:06 +00:00
andriyDev
c9c8964857
Add release notes and a migration guide for RenderStartup. (#20024)
# Objective

- Document #19887 changes.

## Solution

- Just some writing for Mwriting Monday!

---------

Co-authored-by: atlv <email@atlasdostal.com>
2025-07-09 23:40:42 +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
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
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
eugineerd
3b6d01972b
Unify filtering by id in EntityClonerBuilder (#19977)
# Objective
#19649 introduced new `*_if_new` and `*_by_bundle_id_*` variations to
`EntityClonerBuilder` filtering functionality, which resulted in
increase in method permutations - there are now 8 allow variants to
support various id types and 2 different insert modes.

## Solution
This PR introduces a new trait `FilterableIds` to unify all id types and
their `IntoIterator` implementations, which is somewhat similar to
`WorldEntityFetch`. It supports `TypeId`, `ComponentId` and `BundleId`,
allowing us to reduce the number of `allow` methods to 4: `allow`,
`allow_if_new`, `allow_by_ids`, `allow_by_ids_if_new`. The function
signature is a bit less readable now, but the docs mention types that
can be passed in.

## Testing
All existing tests pass, performance is unchanged.

---------

Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
2025-07-07 20:00:37 +00:00
Lucas Franca
80b059c815
Extract members of PickingPlugin and PointerInputPlugin into new types (#19078)
# Objective

`PickingPlugin` and `PointerInputPlugin` were kinda weird being both a
plugin and a resource.

## Solution

Extract the resource functionality of `PickingPlugin` and
`PointerInputPlugin` into new resources

## Testing

`mesh_picking` and `sprite_picking`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2025-07-07 19:40:25 +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
1579256709
Rename light visibility class (#19986)
# Objective

- prepare bevy_light for split
- make struct named better
- put it where it belongs

## Solution

- do those things

## Testing

- 3d_scene, lighting

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-06 19:04:30 +00:00
Giacomo Stevanato
8e89511e47
Remove Bundle::register_required_components (#19967)
# Objective

- `Bundle::register_required_components` is not used anywhere, let's
remove it
2025-07-06 18:15:28 +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
Daniel Skates
560429ebd9
Observer trigger refactor (#19935)
# Objective

- The usage of ComponentId is quite confusing: events are not
components. By newtyping this, we can prevent stupid mistakes, avoid
leaking internal details and make the code clearer for users and engine
devs reading it.
- Adopts https://github.com/bevyengine/bevy/pull/19755

---------

Co-authored-by: oscar-benderstone <oscarbenderstone@gmail.com>
Co-authored-by: Oscar Bender-Stone <88625129+oscar-benderstone@users.noreply.github.com>
2025-07-04 16:27:21 +00:00
ickshonpe
b01de70bdd
bevy_ui_render crate (#18703)
# Objective

Move Bevy UI's rendering into a dedicated crate.

Motivations:
* Allow the UI renderer to be used with other UI frameworks than
`bevy_ui`.
* Allow for using alternative renderers like Vello with `bevy_ui`.
* It's difficult for rendering contributors to make changes and
improvements to the UI renderer as it requires in-depth knowledge of the
UI implementation.

## Solution

Move the `render` and `ui_material` modules from `bevy_ui` into a new
crate `bevy_ui_render`.

## Testing

Important examples to check are `testbed_ui`, `testbed_full_ui`,
`ui_material`, `viewport_node` and `gradients`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-03 23:36:35 +00:00
Chris Russell
6e918f56d8
Have System::run_unsafe return Result. (#19145)
# Objective

Allow combinator and pipe systems to delay validation of the second
system, while still allowing the second system to be skipped.

Fixes #18796

Allow fallible systems to be used as one-shot systems, reporting errors
to the error handler when used through commands.

Fixes #19722

Allow fallible systems to be used as run conditions, including when used
with combinators. Alternative to #19580.

Always validate parameters when calling the safe
`run_without_applying_deferred`, `run`, and `run_readonly` methods on a
`System`.

## Solution

Have `System::run_unsafe` return a `Result`.  

We want pipe systems to run the first system before validating the
second, since the first system may affect whether the second system has
valid parameters. But if the second system skips then we have no output
value to return! So, pipe systems must return a `Result` that indicates
whether the second system ran.

But if we just make pipe systems have `Out = Result<B::Out>`, then
chaining `a.pipe(b).pipe(c)` becomes difficult. `c` would need to accept
the `Result` from `a.pipe(b)`, which means it would likely need to
return `Result` itself, giving `Result<Result<Out>>`!

Instead, we make *all* systems return a `Result`! We move the handling
of fallible systems from `IntoScheduleConfigs` and `IntoObserverSystem`
to `SystemParamFunction` and `ExclusiveSystemParamFunction`, so that an
infallible system can be wrapped before being passed to a combinator.

As a side effect, this enables fallible systems to be used as run
conditions and one-shot systems.

Now that the safe `run_without_applying_deferred`, `run`, and
`run_readonly` methods return a `Result`, we can have them perform
parameter validation themselves instead of requiring each caller to
remember to call them. `run_unsafe` will continue to not validate
parameters, since it is used in the multi-threaded executor when we want
to validate and run in separate tasks.

Note that this makes type inference a little more brittle. A function
that returns `Result<T>` can be considered either a fallible system
returning `T` or an infallible system returning `Result<T>` (and this is
important to continue supporting `pipe`-based error handling)! So there
are some cases where the output type of a system can no longer be
inferred. It will work fine when directly adding to a schedule, since
then the output type is fixed to `()` (or `bool` for run conditions).
And it will work fine when `pipe`ing to a system with a typed input
parameter.

I used a dedicated `RunSystemError` for the error type instead of plain
`BevyError` so that skipping a system does not box an error or capture a
backtrace.
2025-07-03 21:48:09 +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
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
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
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
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
JMS55
56710df934
bevy_solari ReSTIR DI (#19790)
# Objective

- Add temporal and spatial resampling to bevy_solari.

# Showcase
ReSTIR:

![image](https://github.com/user-attachments/assets/9b563713-d0cb-4f33-b402-dfa5a13ef3e2)

Previous RIS: 

![455750793-b70b968d-9c73-4983-9b6b-b60cace9b47a](https://github.com/user-attachments/assets/e62c852b-1f2c-4e86-ab35-a8058e9339d6)
2025-06-29 19:01:32 +00:00
ickshonpe
e9daac4f11
Move TextShadow to text widget module (#19579)
# Objective

It's odd that `TextShadow` is accessible by importing `bevy::ui::*` but
`Text` isn't.

Move the `TextShadow` component to `text` widget module and move its
type registration to the `build_text_interop` function.
2025-06-29 17:37:04 +00:00
Talin
65bddbd3e4
Bevy Feathers: an opinionated widget toolkit for building Bevy tooling (#19730)
# Objective

This PR introduces Bevy Feathers, an opinionated widget toolkit and
theming system intended for use by the Bevy Editor, World Inspector, and
other tools.

The `bevy_feathers` crate is incomplete and hidden behind an
experimental feature flag. The API is going to change significantly
before release.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-28 19:52:13 +00:00
Jan Hohenheim
fb2bbb043c
Nudge users into migrating to new default glTF coordinate conversion (#19816)
# Objective

*Step towards https://github.com/bevyengine/bevy/issues/19686*

We now have all the infrastructure in place to migrate Bevy's default
behavior when loading glTF files to respect their coordinate system.
Let's start migrating! For motivation, see the issue linked above

## Solution

- Introduce a feature flag called `gltf_convert_coordinates_default`
- Currently,`GltfPlugin::convert_coordinates` defaults to `false`
- If `gltf_convert_coordinates_default` is enabled,
`GltfPlugin::convert_coordinates` will default to `true`
- If `gltf_convert_coordinates_default` is not enabled *and*
`GltfPlugin::convert_coordinates` is false, we assume the user is
implicitly using the old behavior. Print a warning *once* in that case,
but only when a glTF was actually loaded
- A user can opt into the new behavior either
- Globally, by enabling `gltf_convert_coordinates_default` in their
`Cargo.toml`
  - Globally, by enabling `GltfPlugin::convert_coordinates`
  - Per asset, by enabling `GltfLoaderSettings::convert_coordinates`
- A user can explicitly opt out of the new behavior and silence the
warning by
- Enabling `gltf_convert_coordinates_default` in their `Cargo.toml` and
disabling `GltfPlugin::convert_coordinates`
- This PR also moves the existing release note into a migration guide
 
Note that I'm very open to change any features, mechanisms, warning
texts, etc. as needed :)

## Future Work

- This PR leaves all examples fully functional by not enabling this flag
internally yet. A followup PR will enable it as a `dev-dependency` and
migrate all of our examples involving glTFs to the new behavior.
- After 0.17 (and the RC before) lands, we'll gather feedback to see if
anything breaks or the suggested migration is inconvenient in some way
- If all goes well, we'll kill this flag and change the default of
`GltfPlugin::convert_coordinates` to `true` in 0.18


## Testing

- Ran examples with and without the flag

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: AlephCubed <76791009+AlephCubed@users.noreply.github.com>
2025-06-28 18:35:41 +00:00
atlv
30800401b4
add native zstd support (#19793)
# Objective

- add support for alternate zstd backend through `zstd` for faster
decompression

## Solution

- make existing `zstd` feature only specify that support is required,
disambiguate which backend to use via two other features `zstd_native`
and `zstd_rust`.
- Similar to the approach taken by #18411, but we keep current behavior
by defaulting to the rust implementation because its safer, and isolate
this change.

NOTE: the default feature-set may seem to not currently require `zstd`,
but it does, it is enabled transitively by the `tonemapping_luts`
feature, which is a default feature. Thus this does not add default
features.

## Testing

- Cargo clippy on both feature combinations
2025-06-26 20:53:54 +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
Alix Bott
dd4479ed30
Fix PartialReflect::apply for maps, remove get_at/_mut from Map trait (#19802)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14328
- `DynamicMap::drain` was broken (indices weren't cleared, causing a
panic when reading later)
- `PartialReflect::apply` was broken for maps and sets, because they
don't remove entries from the `self` map that aren't in the applied map.
- I discovered this bug when implementing MapEntities on a Component
containing a `HashMap<Entity, _>`. Because `apply` is used to reapply
the changes to the reflected map, the map ended up littered with a ton
of outdated entries.

## Solution

- Remove the separate `Vec` in `DynamicMap` and use the `HashTable`
directly, like it is in `DynamicSet`.
- Replace `MapIter` by `Box<dyn Iterator>` (like for `DynamicSet`), and
`Map::get_at` and `Map::get_at_mut` which are now unused.
- Now assume `DynamicMap` types are unordered and adjust documentation
accordingly.
- Fix documentation of `DynamicSet` (ordered -> unordered)
- Added `Map::retain` and `Set::retain`, and use them to remove excess
entries in `PartialReflect::apply` implementations.

## Testing

- Added `map::tests::apply` and `set::tests::apply` to validate
`<DynamicMap as PartialReflect>::apply` and `<DynamicSet as
PartialReflect>::apply`
2025-06-25 15:42:01 +00:00
atlv
bd4258bf5c
add forgotten migration guide (#19800)
# Objective

- Forgot to add a migration guide on #19789

## Solution

- Add one
2025-06-24 11:19:20 +00:00
Talin
9f551bb1e2
Core radio button and radio group (#19778)
# Objective

Core Radio Button and Radio Group widgets. Part of #19236
2025-06-24 00:38:31 +00:00