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>
*Occlusion culling* allows the GPU to skip the vertex and fragment
shading overhead for objects that can be quickly proved to be invisible
because they're behind other geometry. A depth prepass already
eliminates most fragment shading overhead for occluded objects, but the
vertex shading overhead, as well as the cost of testing and rejecting
fragments against the Z-buffer, is presently unavoidable for standard
meshes. We currently perform occlusion culling only for meshlets. But
other meshes, such as skinned meshes, can benefit from occlusion culling
too in order to avoid the transform and skinning overhead for unseen
meshes.
This commit adapts the same [*two-phase occlusion culling*] technique
that meshlets use to Bevy's standard 3D mesh pipeline when the new
`OcclusionCulling` component, as well as the `DepthPrepass` component,
are present on the camera. It has these steps:
1. *Early depth prepass*: We use the hierarchical Z-buffer from the
previous frame to cull meshes for the initial depth prepass, effectively
rendering only the meshes that were visible in the last frame.
2. *Early depth downsample*: We downsample the depth buffer to create
another hierarchical Z-buffer, this time with the current view
transform.
3. *Late depth prepass*: We use the new hierarchical Z-buffer to test
all meshes that weren't rendered in the early depth prepass. Any meshes
that pass this check are rendered.
4. *Late depth downsample*: Again, we downsample the depth buffer to
create a hierarchical Z-buffer in preparation for the early depth
prepass of the next frame. This step is done after all the rendering, in
order to account for custom phase items that might write to the depth
buffer.
Note that this patch has no effect on the per-mesh CPU overhead for
occluded objects, which remains high for a GPU-driven renderer due to
the lack of `cold-specialization` and retained bins. If
`cold-specialization` and retained bins weren't on the horizon, then a
more traditional approach like potentially visible sets (PVS) or low-res
CPU rendering would probably be more efficient than the GPU-driven
approach that this patch implements for most scenes. However, at this
point the amount of effort required to implement a PVS baking tool or a
low-res CPU renderer would probably be greater than landing
`cold-specialization` and retained bins, and the GPU driven approach is
the more modern one anyway. It does mean that the performance
improvements from occlusion culling as implemented in this patch *today*
are likely to be limited, because of the high CPU overhead for occluded
meshes.
Note also that this patch currently doesn't implement occlusion culling
for 2D objects or shadow maps. Those can be addressed in a follow-up.
Additionally, note that the techniques in this patch require compute
shaders, which excludes support for WebGL 2.
This PR is marked experimental because of known precision issues with
the downsampling approach when applied to non-power-of-two framebuffer
sizes (i.e. most of them). These precision issues can, in rare cases,
cause objects to be judged occluded that in fact are not. (I've never
seen this in practice, but I know it's possible; it tends to be likelier
to happen with small meshes.) As a follow-up to this patch, we desire to
switch to the [SPD-based hi-Z buffer shader from the Granite engine],
which doesn't suffer from these problems, at which point we should be
able to graduate this feature from experimental status. I opted not to
include that rewrite in this patch for two reasons: (1) @JMS55 is
planning on doing the rewrite to coincide with the new availability of
image atomic operations in Naga; (2) to reduce the scope of this patch.
A new example, `occlusion_culling`, has been added. It demonstrates
objects becoming quickly occluded and disoccluded by dynamic geometry
and shows the number of objects that are actually being rendered. Also,
a new `--occlusion-culling` switch has been added to `scene_viewer`, in
order to make it easy to test this patch with large scenes like Bistro.
[*two-phase occlusion culling*]:
https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501
[Aaltonen SIGGRAPH 2015]:
https://www.advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
[Some literature]:
https://gist.github.com/reduz/c5769d0e705d8ab7ac187d63be0099b5?permalink_comment_id=5040452#gistcomment-5040452
[SPD-based hi-Z buffer shader from the Granite engine]:
https://github.com/Themaister/Granite/blob/master/assets/shaders/post/hiz.comp
## Migration guide
* When enqueuing a custom mesh pipeline, work item buffers are now
created with
`bevy::render::batching::gpu_preprocessing::get_or_create_work_item_buffer`,
not `PreprocessWorkItemBuffers::new`. See the
`specialized_mesh_pipeline` example.
## Showcase
Occlusion culling example:

Bistro zoomed out, before occlusion culling:

Bistro zoomed out, after occlusion culling:

In this scene, occlusion culling reduces the number of meshes Bevy has
to render from 1591 to 585.
This commit allows specular highlights to be tinted with a color and for
the reflectance and color tint values to vary across a model via a pair
of maps. The implementation follows the [`KHR_materials_specular`] glTF
extension. In order to reduce the number of samplers and textures in the
default `StandardMaterial` configuration, the maps are gated behind the
`pbr_specular_textures` Cargo feature.
Specular tinting is currently unsupported in the deferred renderer,
because I didn't want to bloat the deferred G-buffers. A possible fix
for this in the future would be to make the G-buffer layout more
configurable, so that specular tints could be supported on an opt-in
basis. As an alternative, Bevy could force meshes with specular tints to
render in forward mode. Both of these solutions require some more
design, so I consider them out of scope for now.
Note that the map is a *specular* map, not a *reflectance* map. In Bevy
and Filament terms, the reflectance values in the specular map range
from [0.0, 0.5], rather than [0.0, 1.0]. This is an unfortunate
[`KHR_materials_specular`] specification requirement that stems from the
fact that glTF is specified in terms of a specular strength model, not
the reflectance model that Filament and Bevy use. A workaround, which is
noted in the `StandardMaterial` documentation, is to set the
`reflectance` value to 2.0, which spreads the specular map range from
[0.0, 1.0] as normal.
The glTF loader has been updated to parse the [`KHR_materials_specular`]
extension. Note that, unless the non-default `pbr_specular_textures` is
supplied, the maps are ignored. The `specularFactor` value is applied as
usual. Note that, as with the specular map, the glTF `specularFactor` is
twice Bevy's `reflectance` value.
This PR adds a new example, `specular_tint`, which demonstrates the
specular tint and map features. Note that this example requires the
[`KHR_materials_specular`] Cargo feature.
[`KHR_materials_specular`]:
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_specular
## Changelog
### Added
* Specular highlights can now be tinted with the `specular_tint` field
in `StandardMaterial`.
* Specular maps are now available in `StandardMaterial`, gated behind
the `pbr_specular_textures` Cargo feature.
* The `KHR_materials_specular` glTF extension is now supported, allowing
for customization of specular reflectance and specular maps. Note that
the latter are gated behind the `pbr_specular_textures` Cargo feature.
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

Implement procedural atmospheric scattering from [Sebastien Hillaire's
2020 paper](https://sebh.github.io/publications/egsr2020.pdf). This
approach should scale well even down to mobile hardware, and is
physically accurate.
## Co-author: @mate-h
He helped massively with getting this over the finish line, ensuring
everything was physically correct, correcting several places where I had
misunderstood or misapplied the paper, and improving the performance in
several places as well. Thanks!
## Credits
@aevyrie: helped find numerous bugs and improve the example to best show
off this feature :)
Built off of @mtsr's original branch, which handled the transmittance
lut (arguably the most important part)
## Showcase:


## For followup
- Integrate with pcwalton's volumetrics code
- refactor/reorganize for better integration with other effects
- have atmosphere transmittance affect directional lights
- add support for generating skybox/environment map
---------
Co-authored-by: Emerson Coskey <56370779+EmersonCoskey@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Emerson Coskey <coskey@emerlabs.net>
Co-authored-by: Máté Homolya <mate.homolya@gmail.com>
# Objective
- Contributes to #16877
## Solution
- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.
## Testing
- CI
---
## Migration Guide
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
- `FixedState`
- `DefaultHasher`
- `RandomState`
- `FixedHasher`
- `Hashed`
- `PassHash`
- `PassHasher`
- `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
- `HashMap`
- `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.
## Notes
- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
Fixes#17412
## Objective
`Parent` uses the "has a X" naming convention. There is increasing
sentiment that we should use the "is a X" naming convention for
relationships (following #17398). This leaves `Children` as-is because
there is prevailing sentiment that `Children` is clearer than `ParentOf`
in many cases (especially when treating it like a collection).
This renames `Parent` to `ChildOf`.
This is just the implementation PR. To discuss the path forward, do so
in #17412.
## Migration Guide
- The `Parent` component has been renamed to `ChildOf`.
# Objective
It's not immediately obvious that `TargetCamera` only works with UI node
entities. It's natural to assume from looking at something like the
`multiple_windows` example that it will work with everything.
## Solution
Rename `TargetCamera` to `UiTargetCamera`.
## Migration Guide
`TargetCamera` has been renamed to `UiTargetCamera`.
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").
Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:
1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.
**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._
## Built on top of what we have
Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.
## Why focus on one-to-many non-fragmenting first?
1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.
## The changes
This PR does the following:
1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.
## Using Relationships
The `Relationship` trait looks like this:
```rust
pub trait Relationship: Component + Sized {
type RelationshipSources: RelationshipSources<Relationship = Self>;
fn get(&self) -> Entity;
fn from(entity: Entity) -> Self;
}
```
A relationship is a component that:
1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.
For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).
In practice, the Parent/Children relationship looks like this:
```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```
The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).
The most direct way to add relationships is to spawn entities with
relationship components:
```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();
assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```
There are also convenience APIs for spawning more than one entity with
the same relationship:
```rust
world.spawn_empty().with_related::<Children>(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.
```rust
world.spawn_empty().with_children(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
There are also other relationship APIs, such as `add_related` and
`despawn_related`.
## Automatic recursive despawn via the new on_despawn hook
`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:
```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```
This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.
To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:
```rust
entity
.remove::<Children>()
.despawn()
```
This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).
## Relationships are the source of truth
`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).
As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.
## Followup Work
* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.
Fixes#3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes#17301Fixes#12235Fixes#15299Fixes#15308
## Migration Guide
* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Added an external assets section to .gitignore. This prevents
contributors from accidentally adding or committing them.
I believe currently the only externel asset is the meshlet bunny.
# Objective
- Closes https://github.com/bevyengine/bevy/issues/14322.
## Solution
- Implement fast 4-sample bicubic filtering based on this shader toy
https://www.shadertoy.com/view/4df3Dn, with a small speedup from a ghost
of tushima presentation.
## Testing
- Did you test these changes? If so, how?
- Ran on lightmapped example. Practically no difference in that scene.
- Are there any parts that need more testing?
- Lightmapping a better scene.
## Changelog
- Lightmaps now have a higher quality bicubic sampling method (off by
default).
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
# Objective
PR #17225 allowed for sprite picking to be opt-in. After some
discussion, it was agreed that `PickingBehavior` should be used to
opt-in to sprite picking behavior for entities. This leads to
`PickingBehavior` having two purposes: mark an entity for use in a
backend, and describe how it should be picked. Discussion led to the
name `Pickable`making more sense (also: this is what the component was
named before upstreaming).
A follow-up pass will be made after this PR to unify backends.
## Solution
Replace all instances of `PickingBehavior` and `picking_behavior` with
`Pickable` and `pickable`, respectively.
## Testing
CI
## Migration Guide
Change all instances of `PickingBehavior` to `Pickable`.
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.
## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
# Objective
I never realized `clippy::type_complexity` was an allowed lint - I've
been assuming it'd generate a warning when performing my linting PRs.
## Solution
Removes any instances of `#[allow(clippy::type_complexity)]` and
`#[expect(clippy::type_complexity)]`
## Testing
`cargo clippy` ran without errors or warnings.
# Objective
Improve DAG building for virtual geometry
## Solution
- Use METIS to group triangles into meshlets which lets us minimize
locked vertices which improves simplification, instead of using meshopt
which prioritizes culling efficiency. Also some other minor tweaks.
- Currently most meshlets have 126 triangles, and not 128. Fixing this
might involve calling METIS recursively ourselves to manually bisect the
graph, not sure. Not going to attempt to fix this in this PR.
## Testing
- Did you test these changes? If so, how?
- Tested on bunny.glb and cliff.glb
- Are there any parts that need more testing?
- No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Download the new bunny asset, run the meshlet example.
---
## Showcase
New

Old

---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
After a recent fix for a panic in the pbr example (#16976), the code
contains the following comment:
```rust
// This system relies on system parameters that are not available at start
// Ignore parameter failures so that it will run when possible
.add_systems(Update, environment_map_load_finish.never_param_warn())
```
However, this explanation is incorrect. `EnvironmentMapLabel` is
available at start. The real issue is that it is no longer available
once it has been removed by `environment_map_load_finish`.
## Solution
- Remove confusing/incorrect comment and `never_param_warn()`.
- Make `Single<Entity, With<EnvironmentMapLabel>>` optional in
`environment_map_load_finish`, and check that the entity has not yet
been despawned.
Since it is expected that an entity is no longer there once it has been
despawned, it seems better to me to handle this case in
`environment_map_load_finish`.
## Testing
Ran `cargo run --example pbr`.
# Objective
- Fixes#16959
- The `pbr.rs` example in the 3d section panicked because of the changes
in #16638, that was not supposed to happen
## Solution
- For now it's sufficient to introduce a `never_param_warn` call when
adding the fallible system into the app
## Testing
- Tested on my machine via `cargo r --example pbr`, it built and ran
successfully
---------
Co-authored-by: Freya Pines <freya@Freyas-MacBook-Air.local>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
A previous PR, #14599, attempted to enable lightmaps in deferred mode,
but it still used the `OpaqueNoLightmap3dBinKey`, which meant that it
would be broken if multiple lightmaps were used. This commit fixes that
issue, and allows bindless lightmaps to work with deferred rendering as
well.
This PR adds support for *mixed lighting* to Bevy, whereby some parts of
the scene are lightmapped, while others take part in real-time lighting.
(Here *real-time lighting* means lighting at runtime via the PBR shader,
as opposed to precomputed light using lightmaps.) It does so by adding a
new field, `affects_lightmapped_meshes` to `IrradianceVolume` and
`AmbientLight`, and a corresponding field
`affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`,
`SpotLight`, and `EnvironmentMapLight`. By default, this value is set to
true; when set to false, the light contributes nothing to the diffuse
irradiance component to meshes with lightmaps.
Note that specular light is unaffected. This is because the correct way
to bake specular lighting is *directional lightmaps*, which we have no
support for yet.
There are two general ways I expect this field to be used:
1. When diffuse indirect light is baked into lightmaps, irradiance
volumes and reflection probes shouldn't contribute any diffuse light to
the static geometry that has a lightmap. That's because the baking tool
should have already accounted for it, and in a higher-quality fashion,
as lightmaps typically offer a higher effective texture resolution than
the light probe does.
2. When direct diffuse light is baked into a lightmap, punctual lights
shouldn't contribute any diffuse light to static geometry with a
lightmap, to avoid double-counting. It may seem odd to bake *direct*
light into a lightmap, as opposed to indirect light. But there is a use
case: in a scene with many lights, avoiding light leaks requires shadow
mapping, which quickly becomes prohibitive when many lights are
involved. Baking lightmaps allows light leaks to be eliminated on static
geometry.
A new example, `mixed_lighting`, has been added. It demonstrates a sofa
(model from the [glTF Sample Assets]) that has been lightmapped offline
using [Bakery]. It has four modes:
1. In *baked* mode, all objects are locked in place, and all the diffuse
direct and indirect light has been calculated ahead of time. Note that
the bottom of the sphere has a red tint from the sofa, illustrating that
the baking tool captured indirect light for it.
2. In *mixed direct* mode, lightmaps capturing diffuse direct and
indirect light have been pre-calculated for the static objects, but the
dynamic sphere has real-time lighting. Note that, because the diffuse
lighting has been entirely pre-calculated for the scenery, the dynamic
sphere casts no shadow. In a real app, you would typically use real-time
lighting for the most important light so that dynamic objects can shadow
the scenery and relegate baked lighting to the less important lights for
which shadows aren't as important. Also note that there is no red tint
on the sphere, because there is no global illumination applied to it. In
an actual game, you could fix this problem by supplementing the
lightmapped objects with an irradiance volume.
3. In *mixed indirect* mode, all direct light is calculated in
real-time, and the static objects have pre-calculated indirect lighting.
This corresponds to the mode that most applications are expected to use.
Because direct light on the scenery is computed dynamically, shadows are
fully supported. As in mixed direct mode, there is no global
illumination on the sphere; in a real application, irradiance volumes
could be used to supplement the lightmaps.
4. In *real-time* mode, no lightmaps are used at all, and all punctual
lights are rendered in real-time. No global illumination exists.
In the example, you can click around to move the sphere, unless you're
in baked mode, in which case the sphere must be locked in place to be
lit correctly.
## Showcase
Baked mode:

Mixed direct mode:

Mixed indirect mode (default):

Real-time mode:

## Migration guide
* The `AmbientLight` resource, the `IrradianceVolume` component, and the
`EnvironmentMapLight` component now have `affects_lightmapped_meshes`
fields. If you don't need to use that field (for example, if you aren't
using lightmaps), you can safely set the field to true.
* `DirectionalLight`, `PointLight`, and `SpotLight` now have
`affects_lightmapped_mesh_diffuse` fields. If you don't need to use that
field (for example, if you aren't using lightmaps), you can safely set
the field to true.
[glTF Sample Assets]:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main
[Bakery]:
https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper
Updating dependencies; adopted version of #15696. (Supercedes #15696.)
Long answer: hashbrown is no longer using ahash by default, meaning that
we can't use the default-hasher methods with ahasher. So, we have to use
the longer-winded versions instead. This takes the opportunity to also
switch our default hasher as well, but without actually enabling the
default-hasher feature for hashbrown, meaning that we'll be able to
change our hasher more easily at the cost of all of these method calls
being obnoxious forever.
One large change from 0.15 is that `insert_unique_unchecked` is now
`unsafe`, and for cases where unsafe code was denied at the crate level,
I replaced it with `insert`.
## Migration Guide
`bevy_utils` has updated its version of `hashbrown` to 0.15 and now
defaults to `foldhash` instead of `ahash`. This means that if you've
hard-coded your hasher to `bevy_utils::AHasher` or separately used the
`ahash` crate in your code, you may need to switch to `foldhash` to
ensure that everything works like it does in Bevy.
# Objective
The `RayCastSettings` type is only used in the context of ray casts with
the `MeshRayCast` system parameter. The current name is somewhat
inconsistent with other existing types, like `MeshRayCast` and
`MeshPickingSettings`, but more importantly, it easily conflicts with
physics, and forces those crates to opt for some other name like
`RayCastConfig` or `RayCastOptions`.
We should rename `RayCastSettings` to `MeshRayCastSettings` to avoid
naming conflicts and improve consistency.
## Solution
Rename `RayCastSettings` to `MeshRayCastSettings`.
---
## Migration Guide
`RayCastSettings` has been renamed to `MeshRayCastSettings` to avoid
naming conflicts with other ray casting backends and types.
# Objective
Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337
## Solution
I used https://github.com/crate-ci/typos to find them.
I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.
I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific
## Testing
- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
(kept in case I include the `reparameterize` change here)
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
## Questions
- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)
This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
Currently, the prepass has no support for visibility ranges, so
artifacts appear when using dithering visibility ranges in conjunction
with a prepass. This patch fixes that problem.
Note that this patch changes the prepass to use sparse bind group
indices instead of sequential ones. I figured this is cleaner, because
it allows for greater sharing of WGSL code between the forward pipeline
and the prepass pipeline.
The `visibility_range` example has been updated to allow the prepass to
be toggled on and off.
PR #15164 made Bevy consider the center of the mesh to be the center of
the axis-aligned bounding box (AABB). Unfortunately, this breaks
crossfading in many cases. LODs may have different AABBs and so the
center of the AABB may differ for different LODs of the same mesh. The
crossfading, however, relies on all LODs having *precisely* the same
position.
To address this problem, this PR adds a new field, `use_aabb`, to
`VisibilityRange`, which makes the AABB center point behavior opt-in.
@BenjaminBrienen first noticed this issue when reviewing PR #16286. That
PR contains a video showing the effects of this regression on the
`visibility_range` example. This commit fixes that example.
## Migration Guide
* The `VisibilityRange` component now has an extra field, `use_aabb`.
Generally, you can safely set it to false.
# Objective
Fixes#15940
## Solution
Remove the `pub use` and fix the compile errors.
Make `bevy_image` available as `bevy::image`.
## Testing
Feature Frenzy would be good here! Maybe I'll learn how to use it if I
have some time this weekend, or maybe a reviewer can use it.
## Migration Guide
Use `bevy_image` instead of `bevy_render::texture` items.
---------
Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Choose LOD based on normal simplification error in addition to
position error
- Update meshoptimizer to 0.22, which has a bunch of simplifier
improvements
## Testing
- Did you test these changes? If so, how?
- Visualize normals, and compare LOD changes before and after. Normals
no longer visibly change as the LOD cut changes.
- Are there any parts that need more testing?
- No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the meshlet example in this PR and on main and move around to
change the LOD cut. Before running each example, in
meshlet_mesh_material.wgsl, replace `let color = vec3(rand_f(&rng),
rand_f(&rng), rand_f(&rng));` with `let color =
(vertex_output.world_normal + 1.0) / 2.0;`. Make sure to download the
appropriate bunny asset for each branch!
# Objective
clean up example get_single method, make code clean;
## Solution
- replace `Query` with `Single` Query
- remove `get_single` or `get_single_mut` condition block
# Objective
This example is really confusing to look at and tell at a glance whether
it's broken or not.
It's displaying a strange shape -- a cube with two vertices stretched in
a couple dimensions at an odd angle, and doing its vertex position
modification in a way where the intent isn't obvious.
## Solution
- Change the gltf geometry so that the object is a recognizable regular
shape
- Change the vertex modification so that the entire cube top is being
"lifted" from the cube
- Adjust colors, lighting, and camera location so we can see what's
going on
- Also remove some irrelevant shadow and environment map setup
## Before

## After
<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/59cab60d-efbc-47c3-8688-e4544b462421">
Take a bunch more improvements from @zeux's nanite.cpp code.
* Use position-only vertices (discard other attributes) to determine
meshlet connectivity for grouping
* Rather than using the lock borders flag when simplifying meshlet
groups, provide the locked vertices ourselves. The lock borders flag
locks the entire border of the meshlet group, but really we only want to
lock the edges between meshlet groups - outwards facing edges are fine
to unlock. This gives a really significant increase to the DAG quality.
* Add back stuck meshlets (group has only a single meshlet,
simplification failed) to the simplification queue to allow them to get
used later on and have another attempt at simplifying
* Target 8 meshlets per group instead of 4 (second biggest improvement
after manual locks)
* Provide a seed to metis for deterministic meshlet building
* Misc other improvements
We can remove the usage of unsafe after the next upstream meshopt
release, but for now we need to use the ffi function directly. I'll do
another round of improvements later, mainly attribute-aware
simplification and using spatial weights for meshlet grouping.
Need to merge https://github.com/bevyengine/bevy/pull/15846 first.
# Objective
Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.
While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.
## Solution
Switch to `en-us` locale in the `typos` config and run `typos -w`
## Migration Guide
The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.
- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
# Objective
Fixes#15976
## Solution
I haven't been following the recent camera changes but on a whim I
inverted the scale and it restored the old behavior.
It seems that a similar inversion was done when migrating the
`pixel_grid_snap` example in #15976.
## Testing
`cargo run --example pbr`
# Objective
Fixes#15791.
As raised in #11022, scaling orthographic cameras is confusing! In Bevy
0.14, there were multiple completely redundant ways to do this, and no
clear guidance on which to use.
As a result, #15075 removed the `scale` field from
`OrthographicProjection` completely, solving the redundancy issue.
However, this resulted in an unintuitive API and a painful migration, as
discussed in #15791. Users simply want to change a single parameter to
zoom, rather than deal with the irrelevant details of how the camera is
being scaled.
## Solution
This PR reverts #15075, and takes an alternate, more nuanced approach to
the redundancy problem. `ScalingMode::WindowSize` was by far the biggest
offender. This was the default variant, and stored a float that was
*fully* redundant to setting `scale`.
All of the other variants contained meaningful semantic information and
had an intuitive scale. I could have made these unitless, storing an
aspect ratio, but this would have been a worse API and resulted in a
pointlessly painful migration.
In the course of this work I've also:
- improved the documentation to explain that you should just set `scale`
to zoom cameras
- swapped to named fields for all of the variants in `ScalingMode` for
more clarity about the parameter meanings
- substantially improved the `projection_zoom` example
- removed the footgunny `Mul` and `Div` impls for `ScalingMode`,
especially since these no longer have the intended effect on
`ScalingMode::WindowSize`.
- removed a rounding step because this is now redundant 🎉
## Testing
I've tested these changes as part of my work in the `projection_zoom`
example, and things seem to work fine.
## Migration Guide
`ScalingMode` has been refactored for clarity, especially on how to zoom
orthographic cameras and their projections:
- `ScalingMode::WindowSize` no longer stores a float, and acts as if its
value was 1. Divide your camera's scale by any previous value to achieve
identical results.
- `ScalingMode::FixedVertical` and `FixedHorizontal` now use named
fields.
---------
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
# Objective
Adjust instruction text in some newer examples to match the [example
visual
guidelines](https://bevyengine.org/learn/contribute/helping-out/creating-examples/#visual-guidelines).
## Solution
Move text 12px from edge of screen
## Testing
```
cargo run --example alter_mesh
cargo run --example alter_sprite
cargo run --example camera_orbit
cargo run --example projection_zoom
cargo run --example irradiance_volumes
cargo run --example log_layers_ecs
cargo run --example multi_asset_sync
cargo run --example multiple_windows
cargo run --example order_independent_transparency
```
## Additional information
This isn't comprehensive, just the most trivial cases. I'll double check
my notes and probably follow up with an issue to look into visual
guidelines for a few other examples.
Fixes#15834
## Migration Guide
The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for
consistency with each other and the standard library's `Duration` type.
The following methods have been renamed:
- `Stowatch::paused` -> `Stopwatch::is_paused`
- `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and
`_wrapped` variants)
# Objective
Cleanup naming and docs, add missing migration guide after #15591
All text root nodes now use `Text` (UI) / `Text2d`.
All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer`
convention.
---
## Migration Guide
Doubles as #15591 migration guide.
Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of
`Text` and `Text2d`.
Shared configuration fields were replaced with `TextLayout`, `TextFont`
and `TextColor` components.
Just `TextBundle`'s additional field turned into `TextNodeFlags`
component,
while `Text2dBundle`'s additional fields turned into `TextBounds` and
`Anchor` components.
Text sections were removed in favor of hierarchy-based approach.
For root text entities with `Text` or `Text2d` components, child
entities with `TextSpan` will act as additional text sections.
To still access text spans by index, use the new `TextUiReader`,
`Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
# Objective
The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is
problematic due to the fact that the `AssetLoaderError` and
`AddAsyncError` variants lie in their impls: they will return `true` for
any `Box<dyn Error>` with the same `TypeId`, even if the actual value is
different. This can lead to subtle bugs if a user relies on the equality
comparison to ensure that two values are equal.
The same is true for `DependencyLoadState`,
`RecursiveDependencyLoadState`.
More generally, it is an anti-pattern for large error types involving
dynamic dispatch, such as `AssetLoadError`, to have equality
comparisons. Directly comparing two errors for equality is usually not
desired -- if some logic needs to branch based on the value of an error,
it is usually more correct to check for specific variants and inspect
their fields.
As far as I can tell, the only reason these errors have equality
comparisons is because the `LoadState` enum wraps `AssetLoadError` for
its `Failed` variant. This equality comparison is only used to check for
`== LoadState::Loaded`, which we can easily replace with an `is_loaded`
method.
## Solution
Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to
remove it from the error types.
## Migration Guide
The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no
longer support equality comparisons. If you need to check for an asset's
load state, consider checking for a specific variant using
`LoadState::is_loaded` or the `matches!` macro. Similarly, consider
using the `matches!` macro to check for specific variants of the
`AssetLoadError` type if you need to inspect the value of an asset load
error in your code.
`DependencyLoadState` and `RecursiveDependencyLoadState` are not
released yet, so no migration needed,
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>