4673fb3e57
1453 Commits
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320ac65a9e
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Replace DiagnosticId by DiagnosticPath (#9266)
# Objective Implements #9216 ## Solution - Replace `DiagnosticId` by `DiagnosticPath`. It's pre-hashed using `const-fnv1a-hash` crate, so it's possible to create path in const contexts. --- ## Changelog - Replaced `DiagnosticId` by `DiagnosticPath` - Set default history length to 120 measurements (2 seconds on 60 fps). I've noticed hardcoded constant 20 everywhere and decided to change it to `DEFAULT_MAX_HISTORY_LENGTH` , which is set to new diagnostics by default. To override it, use `with_max_history_length`. ## Migration Guide ```diff - const UNIQUE_DIAG_ID: DiagnosticId = DiagnosticId::from_u128(42); + const UNIQUE_DIAG_PATH: DiagnosticPath = DiagnosticPath::const_new("foo/bar"); - Diagnostic::new(UNIQUE_DIAG_ID, "example", 10) + Diagnostic::new(UNIQUE_DIAG_PATH).with_max_history_length(10) - diagnostics.add_measurement(UNIQUE_DIAG_ID, || 42); + diagnostics.add_measurement(&UNIQUE_DIAG_ID, || 42); ``` |
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eff96e20a0
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Add ReflectFromWorld and replace the FromWorld requirement on ReflectComponent and ReflectBundle with FromReflect (#9623)
# Objective
- `FromType<T>` for `ReflectComponent` and `ReflectBundle` currently
require `T: FromWorld` for two reasons:
- they include a `from_world` method;
- they create dummy `T`s using `FromWorld` and then `apply` a `&dyn
Reflect` to it to simulate `FromReflect`.
- However `FromWorld`/`Default` may be difficult/weird/impractical to
implement, while `FromReflect` is easier and also more natural for the
job.
- See also
https://discord.com/channels/691052431525675048/1146022009554337792
## Solution
- Split `from_world` from `ReflectComponent` and `ReflectBundle` into
its own `ReflectFromWorld` struct.
- Replace the requirement on `FromWorld` in `ReflectComponent` and
`ReflectBundle` with `FromReflect`
---
## Changelog
- `ReflectComponent` and `ReflectBundle` no longer offer a `from_world`
method.
- `ReflectComponent` and `ReflectBundle`'s `FromType<T>` implementation
no longer requires `T: FromWorld`, but now requires `FromReflect`.
- `ReflectComponent::insert`, `ReflectComponent::apply_or_insert` and
`ReflectComponent::copy` now take an extra `&TypeRegistry` parameter.
- There is now a new `ReflectFromWorld` struct.
## Migration Guide
- Existing uses of `ReflectComponent::from_world` and
`ReflectBundle::from_world` will have to be changed to
`ReflectFromWorld::from_world`.
- Users of `#[reflect(Component)]` and `#[reflect(Bundle)]` will need to
also implement/derive `FromReflect`.
- Users of `#[reflect(Component)]` and `#[reflect(Bundle)]` may now want
to also add `FromWorld` to the list of reflected traits in case their
`FromReflect` implementation may fail.
- Users of `ReflectComponent` will now need to pass a `&TypeRegistry` to
its `insert`, `apply_or_insert` and `copy` methods.
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83d6600267
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Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366)
This pull request re-submits #10057, which was backed out for breaking macOS, iOS, and Android. I've tested this version on macOS and Android and on the iOS simulator. # Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler |
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a00c71ee5b
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Cleanup deterministic example (#11416)
# Objective - Example `deterministic` crashes on CI on Windows because it uses too much memory ## Solution - Reduce the number of planes displayed while still having the issue - While there, add a small margin to the text so that it's prettier |
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f6b40a6e43
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Multiple Configurations for Gizmos (#10342)
# Objective This PR aims to implement multiple configs for gizmos as discussed in #9187. ## Solution Configs for the new `GizmoConfigGroup`s are stored in a `GizmoConfigStore` resource and can be accesses using a type based key or iterated over. This type based key doubles as a standardized location where plugin authors can put their own configuration not covered by the standard `GizmoConfig` struct. For example the `AabbGizmoGroup` has a default color and toggle to show all AABBs. New configs can be registered using `app.init_gizmo_group::<T>()` during startup. When requesting the `Gizmos<T>` system parameter the generic type determines which config is used. The config structs are available through the `Gizmos` system parameter allowing for easy access while drawing your gizmos. Internally, resources and systems used for rendering (up to an including the extract system) are generic over the type based key and inserted on registering a new config. ## Alternatives The configs could be stored as components on entities with markers which would make better use of the ECS. I also implemented this approach ([here](https://github.com/jeliag/bevy/tree/gizmo-multiconf-comp)) and believe that the ergonomic benefits of a central config store outweigh the decreased use of the ECS. ## Unsafe Code Implementing system parameter by hand is unsafe but seems to be required to access the config store once and not on every gizmo draw function call. This is critical for performance. ~Is there a better way to do this?~ ## Future Work New gizmos (such as #10038, and ideas from #9400) will require custom configuration structs. Should there be a new custom config for every gizmo type, or should we group them together in a common configuration? (for example `EditorGizmoConfig`, or something more fine-grained) ## Changelog - Added `GizmoConfigStore` resource and `GizmoConfigGroup` trait - Added `init_gizmo_group` to `App` - Added early returns to gizmo drawing increasing performance when gizmos are disabled - Changed `GizmoConfig` and aabb gizmos to use new `GizmoConfigStore` - Changed `Gizmos` system parameter to use type based key to retrieve config - Changed resources and systems used for gizmo rendering to be generic over type based key - Changed examples (3d_gizmos, 2d_gizmos) to showcase new API ## Migration Guide - `GizmoConfig` is no longer a resource and has to be accessed through `GizmoConfigStore` resource. The default config group is `DefaultGizmoGroup`, but consider using your own custom config group if applicable. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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9abf565138
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Restore brightness in the remaining three examples after exposure PR (#11389)
# Objective Fixes #11376 During the development of the exposure settings PR (#11347) all examples with lighting had to be adjusted, but three were missed or simply didn't exist yet at the time. This PR restores the brightness in those examples again: render_ui_to_texture asset_loading hot_asset_reloading All of them are a bit brighter now compared to before the exposure PR, but it looks better IMO. |
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ea42d14344
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Dynamic queries and builder API (#9774)
# Objective Expand the existing `Query` API to support more dynamic use cases i.e. scripting. ## Prior Art - #6390 - #8308 - #10037 ## Solution - Create a `QueryBuilder` with runtime methods to define the set of component accesses for a built query. - Create new `WorldQueryData` implementations `FilteredEntityMut` and `FilteredEntityRef` as variants of `EntityMut` and `EntityRef` that provide run time checked access to the components included in a given query. - Add new methods to `Query` to create "query lens" with a subset of the access of the initial query. ### Query Builder The `QueryBuilder` API allows you to define a query at runtime. At it's most basic use it will simply create a query with the corresponding type signature: ```rust let query = QueryBuilder::<Entity, With<A>>::new(&mut world).build(); // is equivalent to let query = QueryState::<Entity, With<A>>::new(&mut world); ``` Before calling `.build()` you also have the opportunity to add additional accesses and filters. Here is a simple example where we add additional filter terms: ```rust let entity_a = world.spawn((A(0), B(0))).id(); let entity_b = world.spawn((A(0), C(0))).id(); let mut query_a = QueryBuilder::<Entity>::new(&mut world) .with::<A>() .without::<C>() .build(); assert_eq!(entity_a, query_a.single(&world)); ``` This alone is useful in that allows you to decide which archetypes your query will match at runtime. However it is also very limited, consider a case like the following: ```rust let query_a = QueryBuilder::<&A>::new(&mut world) // Add an additional access .data::<&B>() .build(); ``` This will grant the query an additional read access to component B however we have no way of accessing the data while iterating as the type signature still only includes &A. For an even more concrete example of this consider dynamic components: ```rust let query_a = QueryBuilder::<Entity>::new(&mut world) // Adding a filter is easy since it doesn't need be read later .with_id(component_id_a) // How do I access the data of this component? .ref_id(component_id_b) .build(); ``` With this in mind the `QueryBuilder` API seems somewhat incomplete by itself, we need some way method of accessing the components dynamically. So here's one: ### Query Transmutation If the problem is not having the component in the type signature why not just add it? This PR also adds transmute methods to `QueryBuilder` and `QueryState`. Here's a simple example: ```rust world.spawn(A(0)); world.spawn((A(1), B(0))); let mut query = QueryBuilder::<()>::new(&mut world) .with::<B>() .transmute::<&A>() .build(); query.iter(&world).for_each(|a| assert_eq!(a.0, 1)); ``` The `QueryState` and `QueryBuilder` transmute methods look quite similar but are different in one respect. Transmuting a builder will always succeed as it will just add the additional accesses needed for the new terms if they weren't already included. Transmuting a `QueryState` will panic in the case that the new type signature would give it access it didn't already have, for example: ```rust let query = QueryState::<&A, Option<&B>>::new(&mut world); /// This is fine, the access for Option<&A> is less restrictive than &A query.transmute::<Option<&A>>(&world); /// Oh no, this would allow access to &B on entities that might not have it, so it panics query.transmute::<&B>(&world); /// This is right out query.transmute::<&C>(&world); ``` This is quite an appealing API to also have available on `Query` however it does pose one additional wrinkle: In order to to change the iterator we need to create a new `QueryState` to back it. `Query` doesn't own it's own state though, it just borrows it, so we need a place to borrow it from. This is why `QueryLens` exists, it is a place to store the new state so it can be borrowed when you call `.query()` leaving you with an API like this: ```rust fn function_that_takes_a_query(query: &Query<&A>) { // ... } fn system(query: Query<(&A, &B)>) { let lens = query.transmute_lens::<&A>(); let q = lens.query(); function_that_takes_a_query(&q); } ``` Now you may be thinking: Hey, wait a second, you introduced the problem with dynamic components and then described a solution that only works for static components! Ok, you got me, I guess we need a bit more: ### Filtered Entity References Currently the only way you can access dynamic components on entities through a query is with either `EntityMut` or `EntityRef`, however these can access all components and so conflict with all other accesses. This PR introduces `FilteredEntityMut` and `FilteredEntityRef` as alternatives that have additional runtime checking to prevent accessing components that you shouldn't. This way you can build a query with a `QueryBuilder` and actually access the components you asked for: ```rust let mut query = QueryBuilder::<FilteredEntityRef>::new(&mut world) .ref_id(component_id_a) .with(component_id_b) .build(); let entity_ref = query.single(&world); // Returns Some(Ptr) as we have that component and are allowed to read it let a = entity_ref.get_by_id(component_id_a); // Will return None even though the entity does have the component, as we are not allowed to read it let b = entity_ref.get_by_id(component_id_b); ``` For the most part these new structs have the exact same methods as their non-filtered equivalents. Putting all of this together we can do some truly dynamic ECS queries, check out the `dynamic` example to see it in action: ``` Commands: comp, c Create new components spawn, s Spawn entities query, q Query for entities Enter a command with no parameters for usage. > c A, B, C, Data 4 Component A created with id: 0 Component B created with id: 1 Component C created with id: 2 Component Data created with id: 3 > s A, B, Data 1 Entity spawned with id: 0v0 > s A, C, Data 0 Entity spawned with id: 1v0 > q &Data 0v0: Data: [1, 0, 0, 0] 1v0: Data: [0, 0, 0, 0] > q B, &mut Data 0v0: Data: [2, 1, 1, 1] > q B || C, &Data 0v0: Data: [2, 1, 1, 1] 1v0: Data: [0, 0, 0, 0] ``` ## Changelog - Add new `transmute_lens` methods to `Query`. - Add new types `QueryBuilder`, `FilteredEntityMut`, `FilteredEntityRef` and `QueryLens` - `update_archetype_component_access` has been removed, archetype component accesses are now determined by the accesses set in `update_component_access` - Added method `set_access` to `WorldQuery`, this is called before `update_component_access` for queries that have a restricted set of accesses, such as those built by `QueryBuilder` or `QueryLens`. This is primarily used by the `FilteredEntity*` variants and has an empty trait implementation. - Added method `get_state` to `WorldQuery` as a fallible version of `init_state` when you don't have `&mut World` access. ## Future Work Improve performance of `FilteredEntityMut` and `FilteredEntityRef`, currently they have to determine the accesses a query has in a given archetype during iteration which is far from ideal, especially since we already did the work when matching the archetype in the first place. To avoid making more internal API changes I have left it out of this PR. --------- Co-authored-by: Mike Hsu <mike.hsu@gmail.com> |
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fcd7c0fc3d
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Exposure settings (adopted) (#11347)
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com> |
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135c7240f1
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Texture Atlas rework (#5103)
# Objective > Old MR: #5072 > ~~Associated UI MR: #5070~~ > Adresses #1618 Unify sprite management ## Solution - Remove the `Handle<Image>` field in `TextureAtlas` which is the main cause for all the boilerplate - Remove the redundant `TextureAtlasSprite` component - Renamed `TextureAtlas` asset to `TextureAtlasLayout` ([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844)) - Add a `TextureAtlas` component, containing the atlas layout handle and the section index The difference between this solution and #5072 is that instead of the `enum` approach is that we can more easily manipulate texture sheets without any breaking changes for classic `SpriteBundle`s (@mockersf [comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139)) Also, this approach is more *data oriented* extracting the `Handle<Image>` and avoiding complex texture atlas manipulations to retrieve the texture in both applicative and engine code. With this method, the only difference between a `SpriteBundle` and a `SpriteSheetBundle` is an **additional** component storing the atlas handle and the index. ~~This solution can be applied to `bevy_ui` as well (see #5070).~~ EDIT: I also applied this solution to Bevy UI ## Changelog - (**BREAKING**) Removed `TextureAtlasSprite` - (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout` - (**BREAKING**) `SpriteSheetBundle`: - Uses a `Sprite` instead of a `TextureAtlasSprite` component - Has a `texture` field containing a `Handle<Image>` like the `SpriteBundle` - Has a new `TextureAtlas` component instead of a `Handle<TextureAtlasLayout>` - (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an additional `&Handle<Image>` parameter - (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a `Handle<Image>` parameter - (**BREAKING**) `TextureAtlasBuilder::finish` now returns a `Result<(TextureAtlasLayout, Handle<Image>), _>` - `bevy_text`: - `GlyphAtlasInfo` stores the texture `Handle<Image>` - `FontAtlas` stores the texture `Handle<Image>` - `bevy_ui`: - (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now identical to the `ImageBundle` with an additional `TextureAtlas` ## Migration Guide * Sprites ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(SpriteSheetBundle { - sprite: TextureAtlasSprite::new(0), - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + texture: texture_handle, ..Default::default() }); } ``` * UI ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(AtlasImageBundle { - texture_atlas_image: UiTextureAtlasImage { - index: 0, - flip_x: false, - flip_y: false, - }, - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + image: UiImage { + texture: texture_handle, + flip_x: false, + flip_y: false, + }, ..Default::default() }); } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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eb9db21113
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Camera-driven UI (#10559)
# Objective Add support for presenting each UI tree on a specific window and viewport, while making as few breaking changes as possible. This PR is meant to resolve the following issues at once, since they're all related. - Fixes #5622 - Fixes #5570 - Fixes #5621 Adopted #5892 , but started over since the current codebase diverged significantly from the original PR branch. Also, I made a decision to propagate component to children instead of recursively iterating over nodes in search for the root. ## Solution Add a new optional component that can be inserted to UI root nodes and propagate to children to specify which camera it should render onto. This is then used to get the render target and the viewport for that UI tree. Since this component is optional, the default behavior should be to render onto the single camera (if only one exist) and warn of ambiguity if multiple cameras exist. This reduces the complexity for users with just one camera, while giving control in contexts where it matters. ## Changelog - Adds `TargetCamera(Entity)` component to specify which camera should a node tree be rendered into. If only one camera exists, this component is optional. - Adds an example of rendering UI to a texture and using it as a material in a 3D world. - Fixes recalculation of physical viewport size when target scale factor changes. This can happen when the window is moved between displays with different DPI. - Changes examples to demonstrate assigning UI to different viewports and windows and make interactions in an offset viewport testable. - Removes `UiCameraConfig`. UI visibility now can be controlled via combination of explicit `TargetCamera` and `Visibility` on the root nodes. --------- Co-authored-by: davier <bricedavier@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> |
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01139b3472
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Sprite slicing and tiling (#10588)
> Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling:  Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> |
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8c6d9b8103
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Add support for updating the tracing subscriber in LogPlugin (#10822)
# Objective This PR is heavily inspired by https://github.com/bevyengine/bevy/pull/7682 It aims to solve the same problem: allowing the user to extend the tracing subscriber with extra layers. (in my case, I'd like to use `use metrics_tracing_context::{MetricsLayer, TracingContextLayer};`) ## Solution I'm proposing a different api where the user has the opportunity to take the existing `subscriber` and apply any transformations on it. --- ## Changelog - Added a `update_subscriber` option on the `LogPlugin` that lets the user modify the `subscriber` (for example to extend it with more tracing `Layers` ## Migration Guide > This section is optional. If there are no breaking changes, you can delete this section. - Added a new field `update_subscriber` in the `LogPlugin` --------- Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com> |
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ec5b9eeba7
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Extract examples CameraController into a module (#11338)
# Objective Unify flycam-style camera controller from the examples. `parallax_mapping` controller was kept as is. ## Solution Fixed some mouse movement & cursor grabbing related issues too. |
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e2fd63104d
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Simplify conditions (#11316)
# Objective - Conditions don't have to be closures unless they have state or mutate. ## Solution - Simplify conditions when possible. --- ## Changelog The following run conditions are now regular systems: - resource_exists<T> - resource_added<T> - resource_changed<T> - resource_exists_and_changed<T> - state_exists<S: States> - state_changed<S: States> - any_with_component<T: Component> ## Migration Guide - resource_exists<T>() -> resource_exists<T> - resource_added<T>() -> resource_added<T> - resource_changed<T>() -> resource_changed<T> - resource_exists_and_changed<T>() -> resource_exists_and_changed<T> - state_exists<S: States>() -> state_exists<S: States> - state_changed<S: States>() -> state_changed<S: States> - any_with_component<T: Component>() -> any_with_component<T: Component> |
||
|
|
3d996639a0
|
Revert "Implement minimal reflection probes. (#10057)" (#11307)
# Objective - Fix working on macOS, iOS, Android on main - Fixes #11281 - Fixes #11282 - Fixes #11283 - Fixes #11299 ## Solution - Revert #10057 |
||
|
|
ce5bae55f6
|
Fixed typo in generate_custom_mesh.rs example (#11293)
# Objective - Fix a typo in the "Generate Custom Mesh" example ## Solution - Fixed small typo |
||
|
|
06bf928927
|
Option to enable deterministic rendering (#11248)
# Objective Issue #10243: rendering multiple triangles in the same place results in flickering. ## Solution Considered these alternatives: - `depth_bias` may not work, because of high number of entities, so creating a material per entity is practically not possible - rendering at slightly different positions does not work, because when camera is far, float rounding causes the same issues (edit: assuming we have to use the same `depth_bias`) - considered implementing deterministic operation like `query.par_iter().flat_map(...).collect()` to be used in `check_visibility` system (which would solve the issue since query is deterministic), and could not figure out how to make it as cheap as current approach with thread-local collectors (#11249) So adding an option to sort entities after `check_visibility` system run. Should not be too bad, because after visibility check, only a handful entities remain. This is probably not the only source of non-determinism in Bevy, but this is one I could find so far. At least it fixes the repro example. ## Changelog - `DeterministicRenderingConfig` option to enable deterministic rendering ## Test <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/28969/c735bce1-3a71-44cd-8677-c19f6c0ee6bd"> --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
||
|
|
9c972f037e
|
Fix missed explicit conversions in examples (#11261)
# Objective A few of these were missed in #10878 ## Solution Fix em |
||
|
|
ec14e946b8
|
Update glam, encase and hexasphere (#11082)
Update to `glam` 0.25, `encase` 0.7 and `hexasphere` to 10.0 ## Changelog Added the `FloatExt` trait to the `bevy_math` prelude which adds `lerp`, `inverse_lerp` and `remap` methods to the `f32` and `f64` types. |
||
|
|
42e990861c
|
Remove apply_deferred example (#11142)
# Objective Re this comment: https://github.com/bevyengine/bevy/pull/11141#issuecomment-1872455313 Since https://github.com/bevyengine/bevy/pull/9822, Bevy automatically inserts `apply_deferred` between systems with dependencies where needed, so manually inserted `apply_deferred` doesn't to anything useful, and in current state this example does more harm than good. ## Solution The example can be modified with removal of automatic `apply_deferred` insertion, but that would immediately upgrade this example from beginner level, to upper intermediate. Most users don't need to disable automatic sync point insertion, and remaining few who do probably already know how it works. CC @hymm |
||
|
|
1260b7bcf1
|
StateTransitionEvent (#11089)
# Objective
- Make it possible to react to arbitrary state changes
- this will be useful regardless of the other changes to states
currently being discussed
## Solution
- added `StateTransitionEvent<S>` struct
- previously, this would have been impossible:
```rs
#[derive(States, Eq, PartialEq, Hash, Copy, Clone, Default)]
enum MyState {
#[default]
Foo,
Bar(MySubState),
}
enum MySubState {
Spam,
Eggs,
}
app.add_system(Update, on_enter_bar);
fn on_enter_bar(trans: EventReader<StateTransition<MyState>>){
for (befoare, after) in trans.read() {
match before, after {
MyState::Foo, MyState::Bar(_) => info!("detected transition foo => bar");
_, _ => ();
}
}
}
```
---
## Changelog
- Added
- `StateTransitionEvent<S>` - Fired on state changes of `S`
## Migration Guide
N/A no breaking changes
---------
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
|
||
|
|
a795de30b4
|
Use impl Into<A> for Assets::add (#10878)
# Motivation
When spawning entities into a scene, it is very common to create assets
like meshes and materials and to add them via asset handles. A common
setup might look like this:
```rust
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
..default()
});
}
```
Let's take a closer look at the part that adds the assets using `add`.
```rust
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
```
Here, "mesh" and "material" are both repeated three times. It's very
explicit, but I find it to be a bit verbose. In addition to being more
code to read and write, the extra characters can sometimes also lead to
the code being formatted to span multiple lines even though the core
task, adding e.g. a primitive mesh, is extremely simple.
A way to address this is by using `.into()`:
```rust
mesh: meshes.add(shape::Cube { size: 1.0 }.into()),
material: materials.add(Color::RED.into()),
```
This is fine, but from the names and the type of `meshes`, we already
know what the type should be. It's very clear that `Cube` should be
turned into a `Mesh` because of the context it's used in. `.into()` is
just seven characters, but it's so common that it quickly adds up and
gets annoying.
It would be nice if you could skip all of the conversion and let Bevy
handle it for you:
```rust
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
```
# Objective
Make adding assets more ergonomic by making `Assets::add` take an `impl
Into<A>` instead of `A`.
## Solution
`Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this
works:
```rust
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
..default()
});
```
I also changed all examples to use this API, which increases consistency
as well because `Mesh::from` and `into` were being used arbitrarily even
in the same file. This also gets rid of some lines of code because
formatting is nicer.
---
## Changelog
- `Assets::add` now takes an `impl Into<A>` instead of `A`
- Examples don't use `T::from(K)` or `K.into()` when adding assets
## Migration Guide
Some `into` calls that worked previously might now be broken because of
the new trait bounds. You need to either remove `into` or perform the
conversion explicitly with `from`:
```rust
// Doesn't compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()),
// These compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }),
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
```
## Concerns
I believe the primary concerns might be:
1. Is this too implicit?
2. Does this increase codegen bloat?
Previously, the two APIs were using `into` or `from`, and now it's
"nothing" or `from`. You could argue that `into` is slightly more
explicit than "nothing" in cases like the earlier examples where a
`Color` gets converted to e.g. a `StandardMaterial`, but I personally
don't think `into` adds much value even in this case, and you could
still see the actual type from the asset type.
As for codegen bloat, I doubt it adds that much, but I'm not very
familiar with the details of codegen. I personally value the user-facing
code reduction and ergonomics improvements that these changes would
provide, but it might be worth checking the other effects in more
detail.
Another slight concern is migration pain; apps might have a ton of
`into` calls that would need to be removed, and it did take me a while
to do so for Bevy itself (maybe around 20-40 minutes). However, I think
the fact that there *are* so many `into` calls just highlights that the
API could be made nicer, and I'd gladly migrate my own projects for it.
|
||
|
|
54a943d232
|
Implement minimal reflection probes. (#10057)
# Objective This pull request implements *reflection probes*, which generalize environment maps to allow for multiple environment maps in the same scene, each of which has an axis-aligned bounding box. This is a standard feature of physically-based renderers and was inspired by [the corresponding feature in Blender's Eevee renderer]. ## Solution This is a minimal implementation of reflection probes that allows artists to define cuboid bounding regions associated with environment maps. For every view, on every frame, a system builds up a list of the nearest 4 reflection probes that are within the view's frustum and supplies that list to the shader. The PBR fragment shader searches through the list, finds the first containing reflection probe, and uses it for indirect lighting, falling back to the view's environment map if none is found. Both forward and deferred renderers are fully supported. A reflection probe is an entity with a pair of components, *LightProbe* and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to position it in the world). The *LightProbe* component (along with the *Transform*) defines the bounding region, while the *EnvironmentMapLight* component specifies the associated diffuse and specular cubemaps. A frequent question is "why two components instead of just one?" The advantages of this setup are: 1. It's readily extensible to other types of light probes, in particular *irradiance volumes* (also known as ambient cubes or voxel global illumination), which use the same approach of bounding cuboids. With a single component that applies to both reflection probes and irradiance volumes, we can share the logic that implements falloff and blending between multiple light probes between both of those features. 2. It reduces duplication between the existing *EnvironmentMapLight* and these new reflection probes. Systems can treat environment maps attached to cameras the same way they treat environment maps applied to reflection probes if they wish. Internally, we gather up all environment maps in the scene and place them in a cubemap array. At present, this means that all environment maps must have the same size, mipmap count, and texture format. A warning is emitted if this restriction is violated. We could potentially relax this in the future as part of the automatic mipmap generation work, which could easily do texture format conversion as part of its preprocessing. An easy way to generate reflection probe cubemaps is to bake them in Blender and use the `export-blender-gi` tool that's part of the [`bevy-baked-gi`] project. This tool takes a `.blend` file containing baked cubemaps as input and exports cubemap images, pre-filtered with an embedded fork of the [glTF IBL Sampler], alongside a corresponding `.scn.ron` file that the scene spawner can use to recreate the reflection probes. Note that this is intentionally a minimal implementation, to aid reviewability. Known issues are: * Reflection probes are basically unsupported on WebGL 2, because WebGL 2 has no cubemap arrays. (Strictly speaking, you can have precisely one reflection probe in the scene if you have no other cubemaps anywhere, but this isn't very useful.) * Reflection probes have no falloff, so reflections will abruptly change when objects move from one bounding region to another. * As mentioned before, all cubemaps in the world of a given type (diffuse or specular) must have the same size, format, and mipmap count. Future work includes: * Blending between multiple reflection probes. * A falloff/fade-out region so that reflected objects disappear gradually instead of vanishing all at once. * Irradiance volumes for voxel-based global illumination. This should reuse much of the reflection probe logic, as they're both GI techniques based on cuboid bounding regions. * Support for WebGL 2, by breaking batches when reflection probes are used. These issues notwithstanding, I think it's best to land this with roughly the current set of functionality, because this patch is useful as is and adding everything above would make the pull request significantly larger and harder to review. --- ## Changelog ### Added * A new *LightProbe* component is available that specifies a bounding region that an *EnvironmentMapLight* applies to. The combination of a *LightProbe* and an *EnvironmentMapLight* offers *reflection probe* functionality similar to that available in other engines. [the corresponding feature in Blender's Eevee renderer]: https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler |
||
|
|
99c43fabdf
|
Usability methods for RenderTargets and image handles (#10736)
# Objective In my code I use a lot of images as render targets. I'd like some convenience methods for working with this type. ## Solution - Allow `.into()` to construct a `RenderTarget` - Add `.as_image()` --- ## Changelog ### Added - `RenderTarget` can be constructed via `.into()` on a `Handle<Image>` - `RenderTarget` new method: `as_image` --------- Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com> Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com> |
||
|
|
44424391fe
|
Unload render assets from RAM (#10520)
# Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`. |
||
|
|
dd14f3a477
|
Implement lightmaps. (#10231)
 # Objective Lightmaps, textures that store baked global illumination, have been a mainstay of real-time graphics for decades. Bevy currently has no support for them, so this pull request implements them. ## Solution The new `Lightmap` component can be attached to any entity that contains a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be applied in the PBR shader. Because multiple lightmaps are frequently packed into atlases, each lightmap may have its own UV boundaries within its texture. An `exposure` field is also provided, to control the brightness of the lightmap. Note that this PR doesn't provide any way to bake the lightmaps. That can be done with [The Lightmapper] or another solution, such as Unity's Bakery. --- ## Changelog ### Added * A new component, `Lightmap`, is available, for baked global illumination. If your mesh has a second UV channel (UV1), and you attach this component to the entity with that mesh, Bevy will apply the texture referenced in the lightmap. [The Lightmapper]: https://github.com/Naxela/The_Lightmapper --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
||
|
|
0f71dcbf1a
|
Simplify examples/3d/orthographic (#11045)
Current example may mislead into thinking both parameters are mandatory to make orthographic projection work. |
||
|
|
d8d8bcfb21
|
Add ability to panic to logs example (#11171)
# Objective To debug issues like https://github.com/bevyengine/bevy/pull/11169. ## Solution When P is pressed in logs example, call `panic!()`. <img width="1392" alt="Screenshot 2024-01-02 at 01 10 16" src="https://github.com/bevyengine/bevy/assets/28969/a788737e-d23c-43a3-bc68-d6c5b0ab88ad"> |
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|
|
189ceaf0d3
|
Replace or document ignored doctests (#11040)
# Objective There are a lot of doctests that are `ignore`d for no documented reason. And that should be fixed. ## Solution I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to find all `ignore`d doctests. For each one of the `ignore`d doctests, I did the following steps: 1. Attempt to remove the `ignored` attribute while still passing the test. I did this by adding hidden dummy structs and imports. 2. If step 1 doesn't work, attempt to replace the `ignored` attribute with the `no_run` attribute while still passing the test. 3. If step 2 doesn't work, keep the `ignored` attribute but add documentation for why the `ignored` attribute was added. --------- Co-authored-by: François <mockersf@gmail.com> |
||
|
|
71adb77a2e
|
support all types of animation interpolation from gltf (#10755)
# Objective - Support step and cubic spline interpolation from gltf ## Solution - Support step and cubic spline interpolation from gltf Tested with https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/InterpolationTest expected:  result:  --- ## Migration Guide When manually specifying an animation `VariableCurve`, the interpolation type must be specified: - Bevy 0.12 ```rust VariableCurve { keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0], keyframes: Keyframes::Rotation(vec![ Quat::IDENTITY, Quat::from_axis_angle(Vec3::Y, PI / 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.), Quat::IDENTITY, ]), }, ``` - Bevy 0.13 ```rust VariableCurve { keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0], keyframes: Keyframes::Rotation(vec![ Quat::IDENTITY, Quat::from_axis_angle(Vec3::Y, PI / 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.), Quat::IDENTITY, ]), interpolation: Interpolation::Linear, }, ``` |
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|
|
70b0eacc3b
|
Keep track of when a texture is first cleared (#10325)
# Objective - Custom render passes, or future passes in the engine (such as https://github.com/bevyengine/bevy/pull/10164) need a better way to know and indicate to the core passes whether the view color/depth/prepass attachments have been cleared or not yet this frame, to know if they should clear it themselves or load it. ## Solution - For all render targets (depth textures, shadow textures, prepass textures, main textures) use an atomic bool to track whether or not each texture has been cleared this frame. Abstracted away in the new ColorAttachment and DepthAttachment wrappers. --- ## Changelog - Changed `ViewTarget::get_color_attachment()`, removed arguments. - Changed `ViewTarget::get_unsampled_color_attachment()`, removed arguments. - Removed `Camera3d::clear_color`. - Removed `Camera2d::clear_color`. - Added `Camera::clear_color`. - Added `ExtractedCamera::clear_color`. - Added `ColorAttachment` and `DepthAttachment` wrappers. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - Core render passes now track when a texture is first bound as an attachment in order to decide whether to clear or load it. ## Migration Guide - Remove arguments to `ViewTarget::get_color_attachment()` and `ViewTarget::get_unsampled_color_attachment()`. - Configure clear color on `Camera` instead of on `Camera3d` and `Camera2d`. - Moved `ClearColor` and `ClearColorConfig` from `bevy::core_pipeline::clear_color` to `bevy::render::camera`. - `ViewDepthTexture` must now be created via the `new()` method --------- Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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|
|
786abbf3f5
|
Fix ci xvfb (#11143)
# Objective Fix ci hang, so we can merge pr's again. ## Solution - switch ppa action to use mesa stable versions https://launchpad.net/~kisak/+archive/ubuntu/turtle - use commit from #11123 --------- Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com> |
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|
|
8067e46049
|
Add example for pixel-perfect grid snapping in 2D (#8112)
# Objective Provide an example of how to achieve pixel-perfect "grid snapping" in 2D via rendering to a texture. This is a common use case in retro pixel art game development. ## Solution Render sprites to a canvas via a Camera, then use another (scaled up) Camera to render the resulting canvas to the screen. This example is based on the `3d/render_to_texture.rs` example. Furthermore, this example demonstrates mixing retro-style graphics with high-resolution graphics, as well as pixel-snapped rendering of a `MaterialMesh2dBundle`. |
||
|
|
1568d4a415
|
Reorder impl to be the same as the trait (#11076)
# Objective - Make the implementation order consistent between all sources to fit the order in the trait. ## Solution - Change the implementation order. |
||
|
|
7b8305e5b4
|
Remove unnecessary parens (#11075)
# Objective - Increase readability. ## Solution - Remove unnecessary parens. |
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|
|
80f15e0dbb
|
Remove CanvasParentResizePlugin (#11057)
Improves #11052 # Changelog - Remove `Window::fit_canvas_to_parent`, as its resizing on wasm now respects its CSS configuration. ## Migration Guide - Remove uses of `Window::fit_canvas_to_parent` in favor of CSS properties, for example: ```css canvas { width: 100%; height: 100%; } ``` |
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|
|
ba0f8f996f
|
Add insert_state to App. (#11043)
# Objective Fix #10731. ## Solution Rename `App::add_state<T>(&mut self)` to `init_state`, and add `App::insert_state<T>(&mut self, state: T)`. I decided on these names because they are more similar to `init_resource` and `insert_resource`. I also removed the `States` trait's requirement for `Default`. Instead, `init_state` requires `FromWorld`. --- ## Changelog - Renamed `App::add_state` to `init_state`. - Added `App::insert_state`. - Removed the `States` trait's requirement for `Default`. ## Migration Guide - Renamed `App::add_state` to `init_state`. |
||
|
|
ced216f59a
|
Update winit dependency to 0.29 (#10702)
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one. |
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746361bdfd
|
Add html tags required for accessibility (#10989)
# Objective - Make example comply with accessibility standards. ## Solution - Add missing tags. |
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ca1874e6c6
|
Update texture_atlas example with different padding and sampling (#10073)
# Objective - Expand the texture_atlas example with padding and show how it can resolve sprite bleeding for different types of sampling. - Fixes #9522 ## Solution Updated the texture_atlas example by adding 4 different texture atlases: 1. linear, no padding 2. linear, padding 3. nearest neighbor, no padding 4. nearest neighbor, padding Now renders one padded and one unpadded texture atlas, and the same upscaled sprite from each of the new texture atlases. See the screenshot below (taken on 1080p monitor).  **From left->right:** linear no padding, nearest no padding, linear padding, nearest padding. --- --------- Co-authored-by: davidasberg <david.aasberg@gmail.com> |
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720d6dab82
|
Change Window scale factor to f32 (adopted) (#10897)
# Objective - Finish the work done in #8942 . ## Solution - Rebase the changes made in #8942 and fix the issues stopping it from being merged earlier --------- Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com> |
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70a592f31a
|
Update to wgpu 0.18 (#10266)
# Objective Keep up to date with wgpu. ## Solution Update the wgpu version. Currently blocked on naga_oil updating to naga 0.14 and releasing a new version. 3d scenes (or maybe any scene with lighting?) currently don't render anything due to ``` error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required ``` I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?) Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first. ## Known issues Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though). --- ## Changelog Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11. - Windows desktop GL should now be less painful as it no longer requires Angle. - You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html) ## Migration Guide - `RenderPassDescriptor` `color_attachments` (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored. - `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`. - `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now. - See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details |
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5af2f022d8
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Rename WorldQueryData & WorldQueryFilter to QueryData & QueryFilter (#10779)
# Rename `WorldQueryData` & `WorldQueryFilter` to `QueryData` & `QueryFilter` Fixes #10776 ## Solution Traits `WorldQueryData` & `WorldQueryFilter` were renamed to `QueryData` and `QueryFilter`, respectively. Related Trait types were also renamed. --- ## Changelog - Trait `WorldQueryData` has been renamed to `QueryData`. Derive macro's `QueryData` attribute `world_query_data` has been renamed to `query_data`. - Trait `WorldQueryFilter` has been renamed to `QueryFilter`. Derive macro's `QueryFilter` attribute `world_query_filter` has been renamed to `query_filter`. - Trait's `ExtractComponent` type `Query` has been renamed to `Data`. - Trait's `GetBatchData` types `Query` & `QueryFilter` has been renamed to `Data` & `Filter`, respectively. - Trait's `ExtractInstance` type `Query` has been renamed to `Data`. - Trait's `ViewNode` type `ViewQuery` has been renamed to `ViewData`. - Trait's `RenderCommand` types `ViewWorldQuery` & `ItemWorldQuery` has been renamed to `ViewData` & `ItemData`, respectively. ## Migration Guide Note: if merged before 0.13 is released, this should instead modify the migration guide of #10776 with the updated names. - Rename `WorldQueryData` & `WorldQueryFilter` trait usages to `QueryData` & `QueryFilter` and their respective derive macro attributes `world_query_data` & `world_query_filter` to `query_data` & `query_filter`. - Rename the following trait type usages: - Trait's `ExtractComponent` type `Query` to `Data`. - Trait's `GetBatchData` type `Query` to `Data`. - Trait's `ExtractInstance` type `Query` to `Data`. - Trait's `ViewNode` type `ViewQuery` to `ViewData`' - Trait's `RenderCommand` types `ViewWolrdQuery` & `ItemWorldQuery` to `ViewData` & `ItemData`, respectively. ```rust // Before #[derive(WorldQueryData)] #[world_query_data(derive(Debug))] struct EmptyQuery { empty: (), } // After #[derive(QueryData)] #[query_data(derive(Debug))] struct EmptyQuery { empty: (), } // Before #[derive(WorldQueryFilter)] struct CustomQueryFilter<T: Component, P: Component> { _c: With<ComponentC>, _d: With<ComponentD>, _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>, _generic_tuple: (With<T>, With<P>), } // After #[derive(QueryFilter)] struct CustomQueryFilter<T: Component, P: Component> { _c: With<ComponentC>, _d: With<ComponentD>, _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>, _generic_tuple: (With<T>, With<P>), } // Before impl ExtractComponent for ContrastAdaptiveSharpeningSettings { type Query = &'static Self; type Filter = With<Camera>; type Out = (DenoiseCAS, CASUniform); fn extract_component(item: QueryItem<Self::Query>) -> Option<Self::Out> { //... } } // After impl ExtractComponent for ContrastAdaptiveSharpeningSettings { type Data = &'static Self; type Filter = With<Camera>; type Out = (DenoiseCAS, CASUniform); fn extract_component(item: QueryItem<Self::Data>) -> Option<Self::Out> { //... } } // Before impl GetBatchData for MeshPipeline { type Param = SRes<RenderMeshInstances>; type Query = Entity; type QueryFilter = With<Mesh3d>; type CompareData = (MaterialBindGroupId, AssetId<Mesh>); type BufferData = MeshUniform; fn get_batch_data( mesh_instances: &SystemParamItem<Self::Param>, entity: &QueryItem<Self::Query>, ) -> (Self::BufferData, Option<Self::CompareData>) { // .... } } // After impl GetBatchData for MeshPipeline { type Param = SRes<RenderMeshInstances>; type Data = Entity; type Filter = With<Mesh3d>; type CompareData = (MaterialBindGroupId, AssetId<Mesh>); type BufferData = MeshUniform; fn get_batch_data( mesh_instances: &SystemParamItem<Self::Param>, entity: &QueryItem<Self::Data>, ) -> (Self::BufferData, Option<Self::CompareData>) { // .... } } // Before impl<A> ExtractInstance for AssetId<A> where A: Asset, { type Query = Read<Handle<A>>; type Filter = (); fn extract(item: QueryItem<'_, Self::Query>) -> Option<Self> { Some(item.id()) } } // After impl<A> ExtractInstance for AssetId<A> where A: Asset, { type Data = Read<Handle<A>>; type Filter = (); fn extract(item: QueryItem<'_, Self::Data>) -> Option<Self> { Some(item.id()) } } // Before impl ViewNode for PostProcessNode { type ViewQuery = ( &'static ViewTarget, &'static PostProcessSettings, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (view_target, _post_process_settings): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { // ... } } // After impl ViewNode for PostProcessNode { type ViewData = ( &'static ViewTarget, &'static PostProcessSettings, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (view_target, _post_process_settings): QueryItem<Self::ViewData>, world: &World, ) -> Result<(), NodeRunError> { // ... } } // Before impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline { type Param = SRes<PipelineCache>; type ViewWorldQuery = (); type ItemWorldQuery = (); #[inline] fn render<'w>( item: &P, _view: (), _entity: (), pipeline_cache: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { // ... } } // After impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline { type Param = SRes<PipelineCache>; type ViewData = (); type ItemData = (); #[inline] fn render<'w>( item: &P, _view: (), _entity: (), pipeline_cache: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { // ... } } ``` |
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67d92e9b85
|
light renderlayers (#10742)
# Objective add `RenderLayers` awareness to lights. lights default to `RenderLayers::layer(0)`, and must intersect the camera entity's `RenderLayers` in order to affect the camera's output. note that lights already use renderlayers to filter meshes for shadow casting. this adds filtering lights per view based on intersection of camera layers and light layers. fixes #3462 ## Solution PointLights and SpotLights are assigned to individual views in `assign_lights_to_clusters`, so we simply cull the lights which don't match the view layers in that function. DirectionalLights are global, so we - add the light layers to the `DirectionalLight` struct - add the view layers to the `ViewUniform` struct - check for intersection before processing the light in `apply_pbr_lighting` potential issue: when mesh/light layers are smaller than the view layers weird results can occur. e.g: camera = layers 1+2 light = layers 1 mesh = layers 2 the mesh does not cast shadows wrt the light as (1 & 2) == 0. the light affects the view as (1+2 & 1) != 0. the view renders the mesh as (1+2 & 2) != 0. so the mesh is rendered and lit, but does not cast a shadow. this could be fixed (so that the light would not affect the mesh in that view) by adding the light layers to the point and spot light structs, but i think the setup is pretty unusual, and space is at a premium in those structs (adding 4 bytes more would reduce the webgl point+spot light max count to 240 from 256). I think typical usage is for cameras to have a single layer, and meshes/lights to maybe have multiple layers to render to e.g. minimaps as well as primary views. if there is a good use case for the above setup and we should support it, please let me know. --- ## Migration Guide Lights no longer affect all `RenderLayers` by default, now like cameras and meshes they default to `RenderLayers::layer(0)`. To recover the previous behaviour and have all lights affect all views, add a `RenderLayers::all()` component to the light entity. |
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1f97717a3d
|
Rename Input to ButtonInput (#10859)
# Objective - Resolves #10853 ## Solution - ~~Changed the name of `Input` struct to `PressableInput`.~~ - Changed the name of `Input` struct to `ButtonInput`. ## Migration Guide - Breaking Change: Users need to rename `Input` to `ButtonInput` in their projects. |
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d9aac887b5
|
Split Ray into Ray2d and Ray3d and simplify plane construction (#10856)
# Objective A better alternative version of #10843. Currently, Bevy has a single `Ray` struct for 3D. To allow better interoperability with Bevy's primitive shapes (#10572) and some third party crates (that handle e.g. spatial queries), it would be very useful to have separate versions for 2D and 3D respectively. ## Solution Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take advantage of the new primitives by using `Direction2d`/`Direction3d` for the direction: ```rust pub struct Ray2d { pub origin: Vec2, pub direction: Direction2d, } pub struct Ray3d { pub origin: Vec3, pub direction: Direction3d, } ``` and by using `Plane2d`/`Plane3d` in `intersect_plane`: ```rust impl Ray2d { // ... pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> { // ... } } ``` --- ## Changelog ### Added - `Ray2d` and `Ray3d` - `Ray2d::new` and `Ray3d::new` constructors - `Plane2d::new` and `Plane3d::new` constructors ### Removed - Removed `Ray` in favor of `Ray3d` ### Changed - `direction` is now a `Direction2d`/`Direction3d` instead of a vector, which provides guaranteed normalization - `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a vector for the plane normal - `Direction2d` and `Direction3d` now derive `Serialize` and `Deserialize` to preserve ray (de)serialization ## Migration Guide `Ray` has been renamed to `Ray3d`. ### Ray creation Before: ```rust Ray { origin: Vec3::ZERO, direction: Vec3::new(0.5, 0.6, 0.2).normalize(), } ``` After: ```rust // Option 1: Ray3d { origin: Vec3::ZERO, direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(), } // Option 2: Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2)) ``` ### Plane intersections Before: ```rust let result = ray.intersect_plane(Vec2::X, Vec2::Y); ``` After: ```rust let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y)); ``` |
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f90248b052
|
Remove unnecessary ResMut in examples (#10879)
# Objective - Examples containing `ResMut`s that are never mutated can be confusing for readers. ## Solution - Changes them to `Res`. |
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166686e0f2
|
Rename TextAlignment to JustifyText. (#10854)
# Objective The name `TextAlignment` is really deceptive and almost every new user gets confused about the differences between aligning text with `TextAlignment`, aligning text with `Style` and aligning text with anchor (when using `Text2d`). ## Solution * Rename `TextAlignment` to `JustifyText`. The associated helper methods are also renamed. * Improve the doc comments for text explaining explicitly how the `JustifyText` component affects the arrangement of text. * Add some extra cases to the `text_debug` example that demonstate the differences between alignment using `JustifyText` and alignment using `Style`. <img width="757" alt="text_debug_2" src="https://github.com/bevyengine/bevy/assets/27962798/9d53e647-93f9-4bc7-8a20-0d9f783304d2"> --- ## Changelog * `TextAlignment` has been renamed to `JustifyText` * `TextBundle::with_text_alignment` has been renamed to `TextBundle::with_text_justify` * `Text::with_alignment` has been renamed to `Text::with_justify` * The `text_alignment` field of `TextMeasureInfo` has been renamed to `justification` ## Migration Guide * `TextAlignment` has been renamed to `JustifyText` * `TextBundle::with_text_alignment` has been renamed to `TextBundle::with_text_justify` * `Text::with_alignment` has been renamed to `Text::with_justify` * The `text_alignment` field of `TextMeasureInfo` has been renamed to `justification` |
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18ac125997
|
Add helper macro's for logging only once (#10808)
# Objective Fixes #10291 This adds a way to easily log messages once within system which are called every frame. ## Solution Opted for a macro-based approach. The fact that the 'once' call is tracked per call site makes the `log_once!()` macro very versatile and easy-to-use. I suspect it will be very handy for all of us, but especially beginners, to get some initial feedback from systems without spamming up the place! I've made the macro's return its internal `has_fired` state, for situations in which that might be useful to know (trigger something else alongside the log, for example). Please let me know if I placed the macro's in the right location, and if you would like me to do something more clever with the macro's themselves, since its looking quite copy-pastey at the moment. I've tried ways to replace 5 with 1 macro's, but no success yet. One downside of this approach is: Say you wish to warn the user if a resource is invalid. In this situation, the `resource.is_valid()` check would still be performed every frame: ```rust fn my_system(my_res: Res<MyResource>) { if !my_res.is_valid() { warn_once!("resource is invalid!"); } } ``` If you want to prevent that, you would still need to introduce a local boolean. I don't think this is a very big deal, as expensive checks shouldn't be called every frame in any case. ## Changelog Added: `trace_once!()`, `debug_once!()`, `info_once!()`, `warn_once!()`, and `error_once!()` log macros which fire only once per call site. |
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0400ef059b
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Substitute get(0) with first() (#10847)
Substitute calls to `get(0)` with `first()`, improving readability. |
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2148518758
|
Override QueryIter::fold to port Query::for_each perf gains to select Iterator combinators (#6773)
# Objective After #6547, `Query::for_each` has been capable of automatic vectorization on certain queries, which is seeing a notable (>50% CPU time improvements) for iteration. However, `Query::for_each` isn't idiomatic Rust, and lacks the flexibility of iterator combinators. Ideally, `Query::iter` and friends should be able to achieve the same results. However, this does seem to blocked upstream (rust-lang/rust#104914) by Rust's loop optimizations. ## Solution This is an intermediate solution and refactor. This moves the `Query::for_each` implementation onto the `Iterator::fold` implementation for `QueryIter` instead. This should result in the same automatic vectorization optimization on all `Iterator` functions that internally use fold, including `Iterator::for_each`, `Iterator::count`, etc. With this, it should close the gap between the two completely. Internally, this PR changes `Query::for_each` to use `query.iter().for_each(..)` instead of the duplicated implementation. Separately, the duplicate implementations of internal iteration (i.e. `Query::par_for_each`) now use portions of the current `Query::for_each` implementation factored out into their own functions. This also massively cleans up our internal fragmentation of internal iteration options, deduplicating the iteration code used in `for_each` and `par_iter().for_each()`. --- ## Changelog Changed: `Query::for_each`, `Query::for_each_mut`, `Query::for_each`, and `Query::for_each_mut` have been moved to `QueryIter`'s `Iterator::for_each` implementation, and still retains their performance improvements over normal iteration. These APIs are deprecated in 0.13 and will be removed in 0.14. --------- Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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e581d74f7d
|
Mention DynamicSceneBuilder in scene example (#10441)
# Objective Make ```DynamicSceneBuilder``` more visible to new bevy learners! ```DynamicSceneBuilder``` is likely to be the most appropriate tool to use when creating dynamic scenes in all but the simplest scenarios. However, it's not mentioned in the scene example. This PR aims to fix this. ## Solution I've modified the comment above where the ```DynamicScene``` is created to note that ```DynamicSceneBuilder``` can also be used to create the scene. I believe this is the best approach to introduce ```DynamicSceneBuilder``` without adding additional complexity to the example. |
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fd308571c4
|
Remove unnecessary path prefixes (#10749)
# Objective - Shorten paths by removing unnecessary prefixes ## Solution - Remove the prefixes from many paths which do not need them. Finding the paths was done automatically using built-in refactoring tools in Jetbrains RustRover. |
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4bf20e7d27
|
Swap material and mesh bind groups (#10485)
# Objective - Materials should be a more frequent rebind then meshes (due to being able to use a single vertex buffer, such as in #10164) and therefore should be in a higher bind group. --- ## Changelog - For 2d and 3d mesh/material setups (but not UI materials, or other rendering setups such as gizmos, sprites, or text), mesh data is now in bind group 1, and material data is now in bind group 2, which is swapped from how they were before. ## Migration Guide - Custom 2d and 3d mesh/material shaders should now use bind group 2 `@group(2) @binding(x)` for their bound resources, instead of bind group 1. - Many internal pieces of rendering code have changed so that mesh data is now in bind group 1, and material data is now in bind group 2. Semi-custom rendering setups (that don't use the Material or Material2d APIs) should adapt to these changes. |
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0e9f6e92ea
|
Add clippy::manual_let_else at warn level to lints (#10684)
# Objective Related to #10612. Enable the [`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else) lint as a warning. The `let else` form seems more idiomatic to me than a `match`/`if else` that either match a pattern or diverge, and from the clippy doc, the lint doesn't seem to have any possible false positive. ## Solution Add the lint as warning in `Cargo.toml`, refactor places where the lint triggers. |
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6d0c11a28f
|
Bind group layout entries (#10224)
# Objective
- Follow up to #9694
## Solution
- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.
Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("post_process_bind_group_layout"),
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: bevy::render::render_resource::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(PostProcessSettings::min_size()),
},
count: None,
},
],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
"post_process_bind_group_layout"),
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d_f32(),
sampler(SamplerBindingType::Filtering),
uniform_buffer(false, Some(PostProcessSettings::min_size())),
),
),
);
```
Here's a more extreme example in bevy_solari:
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f0a8994f55
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Split WorldQuery into WorldQueryData and WorldQueryFilter (#9918)
# Objective - Fixes #7680 - This is an updated for https://github.com/bevyengine/bevy/pull/8899 which had the same objective but fell a long way behind the latest changes ## Solution The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter : WorldQuery` have been added and some of the types and functions from `WorldQuery` has been moved into them. `ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`. `WorldQueryFilter` is safe (as long as `WorldQuery` is implemented safely). `WorldQueryData` is unsafe - safely implementing it requires that `Self::ReadOnly` is a readonly version of `Self` (this used to be a safety requirement of `WorldQuery`) The type parameters `Q` and `F` of `Query` must now implement `WorldQueryData` and `WorldQueryFilter` respectively. This makes it impossible to accidentally use a filter in the data position or vice versa which was something that could lead to bugs. ~~Compile failure tests have been added to check this.~~ It was previously sometimes useful to use `Option<With<T>>` in the data position. Use `Has<T>` instead in these cases. The `WorldQuery` derive macro has been split into separate derive macros for `WorldQueryData` and `WorldQueryFilter`. Previously it was possible to derive both `WorldQuery` for a struct that had a mixture of data and filter items. This would not work correctly in some cases but could be a useful pattern in others. *This is no longer possible.* --- ## Notes - The changes outside of `bevy_ecs` are all changing type parameters to the new types, updating the macro use, or replacing `Option<With<T>>` with `Has<T>`. - All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL` so I moved it to `WorldQueryFilter` and replaced all calls to it with `true`. That should be the only logic change outside of the macro generation code. - `Changed<T>` and `Added<T>` were being generated by a macro that I have expanded. Happy to revert that if desired. - The two derive macros share some functions for implementing `WorldQuery` but the tidiest way I could find to implement them was to give them a ton of arguments and ask clippy to ignore that. ## Changelog ### Changed - Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which now have separate derive macros. It is not possible to derive both for the same type. - `Query` now requires that the first type argument implements `WorldQueryData` and the second implements `WorldQueryFilter` ## Migration Guide - Update derives ```rust // old #[derive(WorldQuery)] #[world_query(mutable, derive(Debug))] struct CustomQuery { entity: Entity, a: &'static mut ComponentA } #[derive(WorldQuery)] struct QueryFilter { _c: With<ComponentC> } // new #[derive(WorldQueryData)] #[world_query_data(mutable, derive(Debug))] struct CustomQuery { entity: Entity, a: &'static mut ComponentA, } #[derive(WorldQueryFilter)] struct QueryFilter { _c: With<ComponentC> } ``` - Replace `Option<With<T>>` with `Has<T>` ```rust /// old fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>) { for (entity, has_a_option) in query.iter(){ let has_a:bool = has_a_option.is_some(); //todo!() } } /// new fn my_system(query: Query<(Entity, Has<ComponentA>)>) { for (entity, has_a) in query.iter(){ //todo!() } } ``` - Fix queries which had filters in the data position or vice versa. ```rust // old fn my_system(query: Query<(Entity, With<ComponentA>)>) { for (entity, _) in query.iter(){ //todo!() } } // new fn my_system(query: Query<Entity, With<ComponentA>>) { for entity in query.iter(){ //todo!() } } // old fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>) { for (entity, _) in query.iter(){ //todo!() } } // new fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>) { for entity in query.iter(){ //todo!() } } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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73bb310304
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impl From<Color> for ClearColorConfig (#10734)
# Objective I tried setting `ClearColorConfig` in my app via `Color::FOO.into()` expecting it to work, but the impl was missing. ## Solution - Add `impl From<Color> for ClearColorConfig` - Change examples to use this impl ## Changelog ### Added - `ClearColorConfig` can be constructed via `.into()` on a `Color` --------- Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com> Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com> |
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91b64df96b
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Fix non-functional nondeterministic_system_order example (#10719)
# Objective The `nondeterministic_system_order` example doesn't actually detect and log its deliberate order ambiguities! It should, tho. ## Solution Update the schedule label, and explain in a comment that you can't turn it on for the whole `Main` schedule in one go (alas, that would be nice, but it makes sense that it doesn't work that way). |
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bca057d7ec
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Make clipped areas of UI nodes non-interactive (#10454)
# Objective Problems: * The clipped, non-visible regions of UI nodes are interactive. * `RelativeCursorPostion` is set relative to the visible part of the node. It should be relative to the whole node. * The `RelativeCursorPostion::mouse_over` method returns `true` when the mouse is over a clipped part of a node. fixes #10470 ## Solution Intersect a node's bounding rect with its clipping rect before checking if it contains the cursor. Added the field `normalized_visible_node_rect` to `RelativeCursorPosition`. This is set to the bounds of the unclipped area of the node rect by `ui_focus_system` expressed in normalized coordinates relative to the entire node. Instead of checking if the normalized cursor position lies within a unit square, it instead checks if it is contained by `normalized_visible_node_rect`. Added outlines to the `overflow` example that appear when the cursor is over the visible part of the images, but not the clipped area. --- ## Changelog * `ui_focus_system` intersects a node's bounding rect with its clipping rect before checking if mouse over. * Added the field `normalized_visible_node_rect` to `RelativeCursorPosition`. This is set to the bounds of the unclipped area of the node rect by `ui_focus_system` expressed in normalized coordinates relative to the entire node. * `RelativeCursorPostion` is calculated relative to the whole node's position and size, not only the visible part. * `RelativeCursorPosition::mouse_over` only returns true when the mouse is over an unclipped region of the UI node. * Removed the `Deref` and `DerefMut` derives from `RelativeCursorPosition` as it is no longer a single field struct. * Added some outlines to the `overflow` example that respond to `Interaction` changes. ## Migration Guide The clipped areas of UI nodes are no longer interactive. `RelativeCursorPostion` is now calculated relative to the whole node's position and size, not only the visible part. Its `mouse_over` method only returns true when the cursor is over an unclipped part of the node. `RelativeCursorPosition` no longer implements `Deref` and `DerefMut`. |
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208ecb53dc
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Append commands (#10400)
# Objective - I've been experimenting with different patterns to try and make async tasks more convenient. One of the better ones I've found is to return a command queue to allow for deferred &mut World access. It can be convenient to check for task completion in a normal system, but it is hard to do something with the command queue after getting it back. This pr adds a `append` to Commands. This allows appending the returned command queue onto the system's commands. ## Solution - I edited the async compute example to use the new `append`, but not sure if I should keep the example changed as this might be too opinionated. ## Future Work - It would be very easy to pull the pattern used in the example out into a plugin or a external crate, so users wouldn't have to add the checking system. --- ## Changelog - add `append` to `Commands` and `CommandQueue` |
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3578eec351
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Re-export futures_lite in bevy_tasks (#10670)
# Objective - Fixes #10664 ## Solution - `pub use futures_lite as future` :) --- ## Changelog - Made `futures_lite` available as `future` in the `bevy_tasks` module. ## Migration Guide - Remove `futures_lite` from `Cargo.toml`. ```diff [dependencies] bevy = "0.12.0" - futures-lite = "1.4.0" ``` - Replace `futures_lite` imports with `bevy::tasks::future`. ```diff - use futures_lite::poll_once; + use bevy::tasks::future::poll_once; ``` |
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83a358bf33
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Improve shader_material example (#10547)
# Objective - The current shader code is misleading since it makes it look like a struct is passed to the bind group 0 but in reality only the color is passed. They just happen to have the exact same memory layout so wgsl doesn't complain and it works. - The struct is defined after the `impl Material` block which is backwards from pretty much every other usage of the `impl` block in bevy. ## Solution - Remove the unnecessary struct in the shader - move the impl block |
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951c9bb1a2
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Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective - Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796 ## Solution - Use the new [lints] table that will land in 1.74 (https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints) - inherit lint to the workspace, crates and examples. ``` [lints] workspace = true ``` ## Changelog - Bump rust version to 1.74 - Enable lints table for the workspace ```toml [workspace.lints.clippy] type_complexity = "allow" ``` - Allow type complexity for all crates and examples ```toml [lints] workspace = true ``` --------- Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com> |
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46b8e904f4
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Added Method to Allow Pipelined Asset Loading (#10565)
# Objective - Fixes #10518 ## Solution I've added a method to `LoadContext`, `load_direct_with_reader`, which mirrors the behaviour of `load_direct` with a single key difference: it is provided with the `Reader` by the caller, rather than getting it from the contained `AssetServer`. This allows for an `AssetLoader` to process its `Reader` stream, and then directly hand the results off to the `LoadContext` to handle further loading. The outer `AssetLoader` can control how the `Reader` is interpreted by providing a relevant `AssetPath`. For example, a Gzip decompression loader could process the asset `images/my_image.png.gz` by decompressing the bytes, then handing the decompressed result to the `LoadContext` with the new path `images/my_image.png.gz/my_image.png`. This intuitively reflects the nature of contained assets, whilst avoiding unintended behaviour, since the generated path cannot be a real file path (a file and folder of the same name cannot coexist in most file-systems). ```rust #[derive(Asset, TypePath)] pub struct GzAsset { pub uncompressed: ErasedLoadedAsset, } #[derive(Default)] pub struct GzAssetLoader; impl AssetLoader for GzAssetLoader { type Asset = GzAsset; type Settings = (); type Error = GzAssetLoaderError; fn load<'a>( &'a self, reader: &'a mut Reader, _settings: &'a (), load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> { Box::pin(async move { let compressed_path = load_context.path(); let file_name = compressed_path .file_name() .ok_or(GzAssetLoaderError::IndeterminateFilePath)? .to_string_lossy(); let uncompressed_file_name = file_name .strip_suffix(".gz") .ok_or(GzAssetLoaderError::IndeterminateFilePath)?; let contained_path = compressed_path.join(uncompressed_file_name); let mut bytes_compressed = Vec::new(); reader.read_to_end(&mut bytes_compressed).await?; let mut decoder = GzDecoder::new(bytes_compressed.as_slice()); let mut bytes_uncompressed = Vec::new(); decoder.read_to_end(&mut bytes_uncompressed)?; // Now that we have decompressed the asset, let's pass it back to the // context to continue loading let mut reader = VecReader::new(bytes_uncompressed); let uncompressed = load_context .load_direct_with_reader(&mut reader, contained_path) .await?; Ok(GzAsset { uncompressed }) }) } fn extensions(&self) -> &[&str] { &["gz"] } } ``` Because this example is so prudent, I've included an `asset_decompression` example which implements this exact behaviour: ```rust fn main() { App::new() .add_plugins(DefaultPlugins) .init_asset::<GzAsset>() .init_asset_loader::<GzAssetLoader>() .add_systems(Startup, setup) .add_systems(Update, decompress::<Image>) .run(); } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { commands.spawn(Camera2dBundle::default()); commands.spawn(( Compressed::<Image> { compressed: asset_server.load("data/compressed_image.png.gz"), ..default() }, Sprite::default(), TransformBundle::default(), VisibilityBundle::default(), )); } fn decompress<A: Asset>( mut commands: Commands, asset_server: Res<AssetServer>, mut compressed_assets: ResMut<Assets<GzAsset>>, query: Query<(Entity, &Compressed<A>)>, ) { for (entity, Compressed { compressed, .. }) in query.iter() { let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else { continue; }; let uncompressed = uncompressed.take::<A>().unwrap(); commands .entity(entity) .remove::<Compressed<A>>() .insert(asset_server.add(uncompressed)); } } ``` A key limitation to this design is how to type the internally loaded asset, since the example `GzAssetLoader` is unaware of the internal asset type `A`. As such, in this example I store the contained asset as an `ErasedLoadedAsset`, and leave it up to the consumer of the `GzAsset` to handle typing the final result, which is the purpose of the `decompress` system. This limitation can be worked around by providing type information to the `GzAssetLoader`, such as `GzAssetLoader<Image, ImageAssetLoader>`, but this would require registering the asset loader for every possible decompression target. Aside from this limitation, nested asset containerisation works as an end user would expect; if the user registers a `TarAssetLoader`, and a `GzAssetLoader`, then they can load assets with compound containerisation, such as `images.tar.gz`. --- ## Changelog - Added `LoadContext::load_direct_with_reader` - Added `asset_decompression` example ## Notes - While I believe my implementation of a Gzip asset loader is reasonable, I haven't included it as a public feature of `bevy_asset` to keep the scope of this PR as focussed as possible. - I have included `flate2` as a `dev-dependency` for the example; it is not included in the main dependency graph. |
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3c689b9ca8
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Update Event send methods to return EventId (#10551)
# Objective - Fixes #10532 ## Solution I've updated the various `Event` send methods to return the sent `EventId`(s). Since these methods previously returned nothing, and this information is cheap to copy, there should be minimal negative consequences to providing this additional information. In the case of `send_batch`, an iterator is returned built from `Range` and `Map`, which only consumes 16 bytes on the stack with no heap allocations for all batch sizes. As such, the cost of this information is negligible. These changes are reflected for `EventWriter` and `World`. For `World`, the return types are optional to account for the possible lack of an `Events` resource. Again, these methods previously returned no information, so its inclusion should only be a benefit. ## Usage Now when sending events, the IDs of those events is available for immediate use: ```rust // Example of a request-response system where the requester can track handled requests. /// A system which can make and track requests fn requester( mut requests: EventWriter<Request>, mut handled: EventReader<Handled>, mut pending: Local<HashSet<EventId<Request>>>, ) { // Check status of previous requests for Handled(id) in handled.read() { pending.remove(&id); } if !pending.is_empty() { error!("Not all my requests were handled on the previous frame!"); pending.clear(); } // Send a new request and remember its ID for later let request_id = requests.send(Request::MyRequest { /* ... */ }); pending.insert(request_id); } /// A system which handles requests fn responder( mut requests: EventReader<Request>, mut handled: EventWriter<Handled>, ) { for (request, id) in requests.read_with_id() { if handle(request).is_ok() { handled.send(Handled(id)); } } } ``` In the above example, a `requester` system can send request events, and keep track of which ones are currently pending by `EventId`. Then, a `responder` system can act on that event, providing the ID as a reference that the `requester` can use. Before this PR, it was not trivial for a system sending events to keep track of events by ID. This is unfortunate, since for a system reading events, it is trivial to access the ID of a event. --- ## Changelog - Updated `Events`: - Added `send_batch` - Modified `send` to return the sent `EventId` - Modified `send_default` to return the sent `EventId` - Updated `EventWriter` - Modified `send_batch` to return all sent `EventId`s - Modified `send` to return the sent `EventId` - Modified `send_default` to return the sent `EventId` - Updated `World` - Modified `send_event` to return the sent `EventId` if sent, otherwise `None`. - Modified `send_event_default` to return the sent `EventId` if sent, otherwise `None`. - Modified `send_event_batch` to return all sent `EventId`s if sent, otherwise `None`. - Added unit test `test_send_events_ids` to ensure returned `EventId`s match the sent `Event`s - Updated uses of modified methods. ## Migration Guide ### `send` / `send_default` / `send_batch` For the following methods: - `Events::send` - `Events::send_default` - `Events::send_batch` - `EventWriter::send` - `EventWriter::send_default` - `EventWriter::send_batch` - `World::send_event` - `World::send_event_default` - `World::send_event_batch` Ensure calls to these methods either handle the returned value, or suppress the result with `;`. ```rust // Now fails to compile due to mismatched return type fn send_my_event(mut events: EventWriter<MyEvent>) { events.send_default() } // Fix fn send_my_event(mut events: EventWriter<MyEvent>) { events.send_default(); } ``` This will most likely be noticed within `match` statements: ```rust // Before match is_pressed { true => events.send(PlayerAction::Fire), // ^--^ No longer returns () false => {} } // After match is_pressed { true => { events.send(PlayerAction::Fire); }, false => {} } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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ce60027db7
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fix example custom_asset_reader on wasm (#10574)
# Objective - Example `custom_asset_reader` fails to build in wasm ``` $ cargo build --profile release --target wasm32-unknown-unknown --example custom_asset_reader Compiling bevy v0.12.0 (/Users/runner/work/bevy-website/bevy-website) error[E0432]: unresolved import `bevy::asset::io::file` --> examples/asset/custom_asset_reader.rs:7:9 | 7 | file::FileAssetReader, AssetReader, AssetReaderError, AssetSource, AssetSourceId, | ``` ## Solution - Wrap the platform default asset reader instead of the `FileAssetReader` |
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cbcd826612
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Explicit color conversion methods (#10321)
# Objective Closes #10319 ## Changelog * Added a new `Color::rgba_from_array([f32; 4]) -> Color` method. * Added a new `Color::rgb_from_array([f32; 3]) -> Color` method. * Added a new `Color::rgba_linear_from_array([f32; 4]) -> Color` method. * Added a new `Color::rgb_linear_from_array([f32; 3]) -> Color` method. * Added a new `Color::hsla_from_array([f32; 4]) -> Color` method. * Added a new `Color::hsl_from_array([f32; 3]) -> Color` method. * Added a new `Color::lcha_from_array([f32; 4]) -> Color` method. * Added a new `Color::lch_from_array([f32; 3]) -> Color` method. * Added a new `Color::rgba_to_vec4(&self) -> Vec4` method. * Added a new `Color::rgba_to_array(&self) -> [f32; 4]` method. * Added a new `Color::rgb_to_vec3(&self) -> Vec3` method. * Added a new `Color::rgb_to_array(&self) -> [f32; 3]` method. * Added a new `Color::rgba_linear_to_vec4(&self) -> Vec4` method. * Added a new `Color::rgba_linear_to_array(&self) -> [f32; 4]` method. * Added a new `Color::rgb_linear_to_vec3(&self) -> Vec3` method. * Added a new `Color::rgb_linear_to_array(&self) -> [f32; 3]` method. * Added a new `Color::hsla_to_vec4(&self) -> Vec4` method. * Added a new `Color::hsla_to_array(&self) -> [f32; 4]` method. * Added a new `Color::hsl_to_vec3(&self) -> Vec3` method. * Added a new `Color::hsl_to_array(&self) -> [f32; 3]` method. * Added a new `Color::lcha_to_vec4(&self) -> Vec4` method. * Added a new `Color::lcha_to_array(&self) -> [f32; 4]` method. * Added a new `Color::lch_to_vec3(&self) -> Vec3` method. * Added a new `Color::lch_to_array(&self) -> [f32; 3]` method. ## Migration Guide `Color::from(Vec4)` is now `Color::rgba_from_array(impl Into<[f32; 4]>)` `Vec4::from(Color)` is now `Color::rgba_to_vec4(&self)` Before: ```rust let color_vec4 = Vec4::new(0.5, 0.5, 0.5); let color_from_vec4 = Color::from(color_vec4); let color_array = [0.5, 0.5, 0.5]; let color_from_array = Color::from(color_array); ``` After: ```rust let color_vec4 = Vec4::new(0.5, 0.5, 0.5); let color_from_vec4 = Color::rgba_from_array(color_vec4); let color_array = [0.5, 0.5, 0.5]; let color_from_array = Color::rgba_from_array(color_array); ``` |
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dcfae72386
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Re-export ron in bevy_scene (#10529)
# Objective Close #10504. Improve the development experience for working with scenes by not requiring the user to specify a matching version of `ron` in their `Cargo.toml` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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ab300d0ed9
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Gizmo Arrows (#10550)
## Objective - Add an arrow gizmo as suggested by #9400 ## Solution (excuse my Protomen music) https://github.com/bevyengine/bevy/assets/14184826/192adf24-079f-4a4b-a17b-091e892974ec Wasn't horribly hard when i remembered i can change coordinate systems whenever I want. Gave them four tips (as suggested by @alice-i-cecile in discord) instead of trying to decide what direction the tips should point. Made the tip length default to 1/10 of the arrow's length, which looked good enough to me. Hard-coded the angle from the body to the tips to 45 degrees. ## Still TODO - [x] actual doc comments - [x] doctests - [x] `ArrowBuilder.with_tip_length()` --- ## Changelog - Added `gizmos.arrow()` and `gizmos.arrow_2d()` - Added arrows to `2d_gizmos` and `3d_gizmos` examples ## Migration Guide N/A --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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bad55c1ad8
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Ensure ExtendedMaterial works with reflection (to enable bevy_egui_inspector integration) (#10548)
# Objective - Ensure ExtendedMaterial can be referenced in bevy_egui_inspector correctly ## Solution Add a more manual `TypePath` implementation to work around bugs in the derive macro. |
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b1fd9eddbb
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Fix post processing example to only run effect on camera with settings component (#10560)
# Objective - The example says it will only run on a camera with the `PostProcessingSettings` component but the node never filters it. ## Solution - Add the component to the `ViewQuery` closes: https://github.com/bevyengine/bevy/issues/10541 |
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b1aa74d511
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Add shader_material_2d example (#10542)
# Objective - 2d materials have subtle differences with 3d materials that aren't obvious to beginners ## Solution - Add an example that shows how to make a 2d material |
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fe25fc6992
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Fix minor issues with custom_asset example (#10337)
# Objective - Use bevy's re-exported `AsyncReadExt` so users don't think they need to depend on `futures-lite`. - Fix a funky error text |
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18d001d27c
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Rename Timer::{percent,percent_left} to Timer::{fraction,fraction_remaining} (#10442)
# Objective Fixes #10439 `Timer::percent()` and `Timer::percent_left()` return values in the range of 0.0 to 1.0, even though their names contain "percent". These functions should be renamed for clarity. ## Solution - Rename `Timer::percent()` to `Timer::fraction()` - Rename `Timer::percent_left()` to `Timer::fraction_remaining()` --- ## Changelog ### Changed - Renamed `Timer::percent()` to `Timer::fraction()` - Renamed `Timer::percent_left()` to `Timer::fraction_remaining()` ## Migration Guide - `Timer::percent()` has been renamed to `Timer::fraction()` - `Timer::percent_left()` has been renamed to `Timer::fraction_remaining()` |
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cbadc31d19
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Use a consistent scale factor and resolution in stress tests (#10474)
# Objective Related to #10472. Not having a hardcoded scale factor makes comparing results from these stress tests difficult. Contributors using high dpi screens may be rendering 4x as many pixels as others (or more). Stress tests may have different behavior when moved from one monitor in a dual setup to another. At very high resolutions, different parts of the engine / hardware are being stressed. 1080p is also a far more common resolution for gaming. ## Solution Use a consistent 1080p with `scale_factor_override: 1.0` everywhere. In #9903, this sort of change was added specifically to `bevymark` and `many_cubes` but it makes sense to do it everywhere. ## Discussion - Maybe we should have a command line option, environment variable, or `CI_TESTING_CONFIG` option for 1080p / 1440p / 4k. - Will these look odd (small text?) when screenshotted and shown in the example showcase? The aspect ratio is the same, but they will be downscaled from 1080p instead of ~720p. - Maybe there are other window properties that should be consistent across stress tests. e.g. `resizable: false`. - Should we add a `stress_test_window(title)` helper or something? - Bevymark (pre-10472) was intentionally 800x600 to match "bunnymark", I believe. I don't personally think this is very important. |
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fe7e31ea76
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Fix intra-doc link warnings (#10445)
When `cargo doc -Zunstable-options -Zrustdoc-scrape-examples` (trying to figure out why it doesn't work with bevy), I had the following warnings: ``` warning: unresolved link to `Quad` --> examples/2d/mesh2d.rs:1:66 | 1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene. | ^^^^ no item named `Quad` in scope | = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]` = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default warning: `bevy` (example "mesh2d") generated 1 warning warning: unresolved link to `update_weights` --> examples/animation/morph_targets.rs:6:17 | 6 | //! See the [`update_weights`] system for details. | ^^^^^^^^^^^^^^ no item named `update_weights` in scope | = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]` = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default warning: public documentation for `morph_targets` links to private item `name_morphs` --> examples/animation/morph_targets.rs:7:43 | 7 | //! - How to read morph target names in [`name_morphs`]. | ^^^^^^^^^^^ this item is private | = note: this link will resolve properly if you pass `--document-private-items` = note: `#[warn(rustdoc::private_intra_doc_links)]` on by default warning: public documentation for `morph_targets` links to private item `setup_animations` --> examples/animation/morph_targets.rs:8:48 | 8 | //! - How to play morph target animations in [`setup_animations`]. | ^^^^^^^^^^^^^^^^ this item is private | = note: this link will resolve properly if you pass `--document-private-items` warning: `bevy` (example "morph_targets") generated 3 warnings warning: unresolved link to `Quad` --> examples/2d/mesh2d_vertex_color_texture.rs:1:66 | 1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene. | ^^^^ no item named `Quad` in scope | = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]` = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default warning: `bevy` (example "mesh2d_vertex_color_texture") generated 1 warning warning: unresolved link to `UIScale` --> examples/ui/ui_scaling.rs:1:36 | 1 | //! This example illustrates the [`UIScale`] resource from `bevy_ui`. | ^^^^^^^ no item named `UIScale` in scope | = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]` = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default warning: `bevy` (example "ui_scaling") generated 1 warning warning: unresolved link to `dependencies` --> examples/app/headless.rs:5:6 | 5 | //! [dependencies] | ^^^^^^^^^^^^ no item named `dependencies` in scope | = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]` = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default warning: `bevy` (example "headless") generated 1 warning warning: unresolved link to `Material2d` --> examples/2d/mesh2d_manual.rs:3:26 | 3 | //! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include verte... | ^^^^^^^^^^ no item named `Material2d` in scope | = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]` = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default warning: `bevy` (example "mesh2d_manual") generated 1 warning ``` |
||
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1d8d78ef0e
|
Update color and naming for consistency (#10367)
The `ClearColor` PR was merged before I was quite finished. This fixes a few errors, and addresses Cart's feedback about the pixel perfect example by updating the sprite colors to match the existing bevy bird branding colors.  |
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|
fd232ad360
|
Add UI Materials (#9506)
# Objective - Add Ui Materials so that UI can render more complex and animated widgets. - Fixes #5607 ## Solution - Create a UiMaterial trait for specifying a Shader Asset and Bind Group Layout/Data. - Create a pipeline for rendering these Materials inside the Ui layout/tree. - Create a MaterialNodeBundle for simple spawning. ## Changelog - Created a `UiMaterial` trait for specifying a Shader asset and Bind Group. - Created a `UiMaterialPipeline` for rendering said Materials. - Added Example [`ui_material` ](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs) for example usage. - Created [`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl) export as VertexData for shaders. - Created [`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl) shader as default for both Vertex and Fragment shaders. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: François <mockersf@gmail.com> |
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|
1918608b02
|
Update default ClearColor to better match Bevy's branding (#10339)
# Objective - Changes the default clear color to match the code block color on Bevy's website. ## Solution - Changed the clear color, updated text in examples to ensure adequate contrast. Inconsistent usage of white text color set to use the default color instead, which is already white. - Additionally, updated the `3d_scene` example to make it look a bit better, and use bevy's branding colors.  |
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44928e0df4
|
StandardMaterial Light Transmission (#8015)
# Objective
<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">
This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:
- Glass; (Including frosted glass)
- Transparent and translucent plastics;
- Various liquids and gels;
- Gemstones;
- Marble;
- Wax;
- Paper;
- Leaves;
- Porcelain.
Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.
## Solution
- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.
## To Do
- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
|
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|
0c2c52a0cd
|
Derive Error for more error types (#10240)
# Objective Align all error-like types to implement `Error`. Fixes #10176 ## Solution - Derive `Error` on more types - Refactor instances of manual implementations that could be derived This adds thiserror as a dependency to bevy_transform, which might increase compilation time -- but I don't know of any situation where you might only use that but not any other crate that pulls in bevy_utils. The `contributors` example has a `LoadContributorsError` type, but as it's an example I have not updated it. Doing that would mean either having a `use bevy_internal::utils::thiserror::Error;` in an example file, or adding `thiserror` as a dev-dependency to the main `bevy` crate. --- ## Changelog - All `…Error` types now implement the `Error` trait |
||
|
|
5d44d2a648
|
make deferred_rendering simpler to render for CI (#10150)
# Objective - Example `deferred_rendering` sometimes fail to render in CI - Make it easier to render ## Solution - Reduce the complexity of the sphere used |
||
|
|
08248126f0
|
Example time api (#10204)
# Objective - Fixes #10133 ## Solution - Add a new example that focuses on using `Virtual` time ## Changelog ### Added - new `virtual_time` example ### Changed - moved `time` & `timers` examples to the new `examples/time` folder |
||
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|
7ca0a307f6
|
Fix outdated comment referencing CoreSet (#10294)
# Objective Fix a comment that is referencing `CoreSet::UpdateFlush` which no longer exists. ## Solution Delete some words. Write some new words. |
||
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|
134750d18e
|
Image Sampler Improvements (#10254)
# Objective - Build on the changes in https://github.com/bevyengine/bevy/pull/9982 - Use `ImageSamplerDescriptor` as the "public image sampler descriptor" interface in all places (for consistency) - Make it possible to configure textures to use the "default" sampler (as configured in the `DefaultImageSampler` resource) - Fix a bug introduced in #9982 that prevents configured samplers from being used in Basis, KTX2, and DDS textures --- ## Migration Guide - When using the `Image` API, use `ImageSamplerDescriptor` instead of `wgpu::SamplerDescriptor` - If writing custom wgpu renderer features that work with `Image`, call `&image_sampler.as_wgpu()` to convert to a wgpu descriptor. |
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|
317903f42a
|
Reduce noise in asset processing example (#10262)
# Objective - Reduce noise to allow users to see previous asset changes and other logs like from asset reloading - The example file is named differently than the example ## Solution - Only print the asset content if there are asset events - Rename the example file to `asset_processing` |
||
|
|
6c74c8a311
|
fix deferred example fog values (#10249)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/10248 ## Solution - Update fog color values matching the update to the values for [atmospheric_fog.rs](https://github.com/bevyengine/bevy/pull/10226/files#diff-d43c34c9cf52e7ee72b56f8c4fc99ed86e9a1ec2f83642b839c4e75e1dd24f87) in https://github.com/bevyengine/bevy/pull/10226 After this update:  |
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|
afe8b5f20d
|
Replace all usages of texture_descritor.size.* with the helper methods (#10227)
# Objective A follow-up PR for https://github.com/bevyengine/bevy/pull/10221 ## Changelog Replaced usages of texture_descriptor.size with the helper methods of `Image` through the entire engine codebase |
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|
7d504b89c3
|
Application lifetime events (suspend audio on Android) (#10158)
# Objective - Handle pausing audio when Android app is suspended ## Solution - This is the start of application lifetime events. They are mostly useful on mobile - Next version of winit should add a few more - When application is suspended, send an event to notify the application, and run the schedule one last time before actually suspending the app - Audio is now suspended too 🎉 https://github.com/bevyengine/bevy/assets/8672791/d74e2e09-ee29-4f40-adf2-36a0c064f94e --------- Co-authored-by: Marco Buono <418473+coreh@users.noreply.github.com> |
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51c70bc98c
|
Fix fog color being inaccurate (#10226)
# Objective Fog color was passed to shaders without conversion from sRGB to linear color space. Because shaders expect colors in linear space this resulted in wrong color being used. This is most noticeable in open scenes with dark fog color and clear color set to the same color. In such case background/clear color (which is properly processed) is going to be darker than very far objects. Example:  [bevy-fog-color-bug.zip](https://github.com/bevyengine/bevy/files/13063718/bevy-fog-color-bug.zip) ## Solution Add missing conversion of fog color to linear color space. --- ## Changelog * Fixed conversion of fog color ## Migration Guide - Colors in `FogSettings` struct (`color` and `directional_light_color`) are now sent to the GPU in linear space. If you were using `Color::rgb()`/`Color::rgba()` and would like to retain the previous colors, you can quickly fix it by switching to `Color::rgb_linear()`/`Color::rgba_linear()`. |
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|
8efcbf3e4f
|
Add convenient methods for Image (#10221)
# Objective
To get the width or height of an image you do:
```rust
self.texture_descriptor.size.{width, height}
```
that is quite verbose.
This PR adds some convenient methods for Image to reduce verbosity.
## Changelog
* Add a `width()` method for getting the width of an image.
* Add a `height()` method for getting the height of an image.
* Rename the `size()` method to `size_f32()`.
* Add a `size()` method for getting the size of an image as u32.
* Renamed the `aspect_2d()` method to `aspect_ratio()`.
## Migration Guide
Replace calls to the `Image::size()` method with `size_f32()`.
Replace calls to the `Image::aspect_2d()` method with `aspect_ratio()`.
|
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|
c3627248f5
|
Fix alignment on ios simulator (#10178)
# Objective - Fix #10165 - On iOS simulator on apple silicon Macs, shader validation is going through the host, but device limits are reported for the device. They sometimes differ, and cause the validation to crash on something that should work ``` -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5775: failed assertion `Draw Errors Validation Fragment Function(fragment_): the offset into the buffer _naga_oil_mod_MJSXM6K7OBRHEOR2NVSXG2C7OZUWK527MJUW4ZDJNZTXG_memberfog that is bound at buffer index 6 must be a multiple of 256 but was set to 448. ``` ## Solution - Add a custom flag when building for the simulator and override the buffer alignment |
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6f2a5cb862
|
Bind group entries (#9694)
# Objective Simplify bind group creation code. alternative to (and based on) #9476 ## Solution - Add a `BindGroupEntries` struct that can transparently be used where `&[BindGroupEntry<'b>]` is required in BindGroupDescriptors. Allows constructing the descriptor's entries as: ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::with_indexes(( (2, &my_sampler), (3, my_uniform), )), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 2, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 3, resource: my_uniform, }, ], ); ``` or ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &BindGroupEntries::sequential((&my_sampler, my_uniform)), ); ``` instead of ```rust render_device.create_bind_group( "my_bind_group", &my_layout, &[ BindGroupEntry { binding: 0, resource: BindingResource::Sampler(&my_sampler), }, BindGroupEntry { binding: 1, resource: my_uniform, }, ], ); ``` the structs has no user facing macros, is tuple-type-based so stack allocated, and has no noticeable impact on compile time. - Also adds a `DynamicBindGroupEntries` struct with a similar api that uses a `Vec` under the hood and allows extending the entries. - Modifies `RenderDevice::create_bind_group` to take separate arguments `label`, `layout` and `entries` instead of a `BindGroupDescriptor` struct. The struct can't be stored due to the internal references, and with only 3 members arguably does not add enough context to justify itself. - Modify the codebase to use the new api and the `BindGroupEntries` / `DynamicBindGroupEntries` structs where appropriate (whenever the entries slice contains more than 1 member). ## Migration Guide - Calls to `RenderDevice::create_bind_group({BindGroupDescriptor { label, layout, entries })` must be amended to `RenderDevice::create_bind_group(label, layout, entries)`. - If `label`s have been specified as `"bind_group_name".into()`, they need to change to just `"bind_group_name"`. `Some("bind_group_name")` and `None` will still work, but `Some("bind_group_name")` can optionally be simplified to just `"bind_group_name"`. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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|
61bad4eb57
|
update shader imports (#10180)
# Objective
- bump naga_oil to 0.10
- update shader imports to use rusty syntax
## Migration Guide
naga_oil 0.10 reworks the import mechanism to support more syntax to
make it more rusty, and test for item use before importing to determine
which imports are modules and which are items, which allows:
- use rust-style imports
```
#import bevy_pbr::{
pbr_functions::{alpha_discard as discard, apply_pbr_lighting},
mesh_bindings,
}
```
- import partial paths:
```
#import part::of::path
...
path::remainder::function();
```
which will call to `part::of::path::remainder::function`
- use fully qualified paths without importing:
```
// #import bevy_pbr::pbr_functions
bevy_pbr::pbr_functions::pbr()
```
- use imported items without qualifying
```
#import bevy_pbr::pbr_functions::pbr
// for backwards compatibility the old style is still supported:
// #import bevy_pbr::pbr_functions pbr
...
pbr()
```
- allows most imported items to end with `_` and numbers (naga_oil#30).
still doesn't allow struct members to end with `_` or numbers but it's
progress.
- the vast majority of existing shader code will work without changes,
but will emit "deprecated" warnings for old-style imports. these can be
suppressed with the `allow-deprecated` feature.
- partly breaks overrides (as far as i'm aware nobody uses these yet) -
now overrides will only be applied if the overriding module is added as
an additional import in the arguments to `Composer::make_naga_module` or
`Composer::add_composable_module`. this is necessary to support
determining whether imports are modules or items.
|
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|
6f27e0e35f
|
Add asset_processor feature and remove AssetMode::ProcessedDev (#10194)
# Objective Users shouldn't need to change their source code between "development workflows" and "releasing". Currently, Bevy Asset V2 has two "processed" asset modes `Processed` (assumes assets are already processed) and `ProcessedDev` (starts an asset processor and processes assets). This means that the mode must be changed _in code_ when switching from "app dev" to "release". Very suboptimal. We have already removed "runtime opt-in" for hot-reloading. Enabling the `file_watcher` feature _automatically_ enables file watching in code. This means deploying a game (without hot reloading enabled) just means calling `cargo build --release` instead of `cargo run --features bevy/file_watcher`. We should adopt this pattern for asset processing. ## Solution This adds the `asset_processor` feature, which will start the `AssetProcessor` when an `AssetPlugin` runs in `AssetMode::Processed`. The "asset processing workflow" is now: 1. Enable `AssetMode::Processed` on `AssetPlugin` 2. When developing, run with the `asset_processor` and `file_watcher` features 3. When releasing, build without these features. The `AssetMode::ProcessedDev` mode has been removed. |
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|
15c54b5542
|
shadow_biases: Support moving the light position and resetting biases (#10185)
# Objective - Make it possible to move the light position around in the `shadow_biases` example - Also support resetting the depth/normal biases to the engine defaults, or zero. ## Solution - The light position is displayed in the text overlay. - The light position can be adjusted with left/right/up/down/pgup/pgdown. - The depth/normal biases can be reset to defaults by pressing R, or to zero by pressing Z. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |
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|
219e2ac6e1
|
shadow_biases: Support different PCF methods (#10184)
# Objective - Demonstrate the different shadow PCF methods in the `shadow_biases` example ## Solution - Cycle through the available methods when pressing the `F` key - Display which filter method is being used |
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0dc7e60d0e
|
Improve WebGPU unstable flags docs (#10163)
# Objective - Fixes #9382 ## Solution - Added a few extra notes in regards to WebGPU experimental state and the need of enabling unstable APIs through certain attribute flags in `cargo_features.md` and the examples `README.md` files. |
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|
c99351f7c2
|
allow extensions to StandardMaterial (#7820)
# Objective allow extending `Material`s (including the built in `StandardMaterial`) with custom vertex/fragment shaders and additional data, to easily get pbr lighting with custom modifications, or otherwise extend a base material. # Solution - added `ExtendedMaterial<B: Material, E: MaterialExtension>` which contains a base material and a user-defined extension. - added example `extended_material` showing how to use it - modified AsBindGroup to have "unprepared" functions that return raw resources / layout entries so that the extended material can combine them note: doesn't currently work with array resources, as i can't figure out how to make the OwnedBindingResource::get_binding() work, as wgpu requires a `&'a[&'a TextureView]` and i have a `Vec<TextureView>`. # Migration Guide manual implementations of `AsBindGroup` will need to be adjusted, the changes are pretty straightforward and can be seen in the diff for e.g. the `texture_binding_array` example. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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34da534917
|
fix typo in time.rs example (#10152)
## Solution n -> s |
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|
88599d7fa0
|
Use chain in breakout example (#10124)
# Objective - We should encourage of the simpler to reason about chain. ## Solution - Use it in the breakout example --- ## Changelog - Switch breakout to use `chain` instead of `before` and `after` |
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3d79dc4cdc
|
Unify FixedTime and Time while fixing several problems (#8964)
# Objective Current `FixedTime` and `Time` have several problems. This pull aims to fix many of them at once. - If there is a longer pause between app updates, time will jump forward a lot at once and fixed time will iterate on `FixedUpdate` for a large number of steps. If the pause is merely seconds, then this will just mean jerkiness and possible unexpected behaviour in gameplay. If the pause is hours/days as with OS suspend, the game will appear to freeze until it has caught up with real time. - If calculating a fixed step takes longer than specified fixed step period, the game will enter a death spiral where rendering each frame takes longer and longer due to more and more fixed step updates being run per frame and the game appears to freeze. - There is no way to see current fixed step elapsed time inside fixed steps. In order to track this, the game designer needs to add a custom system inside `FixedUpdate` that calculates elapsed or step count in a resource. - Access to delta time inside fixed step is `FixedStep::period` rather than `Time::delta`. This, coupled with the issue that `Time::elapsed` isn't available at all for fixed steps, makes it that time requiring systems are either implemented to be run in `FixedUpdate` or `Update`, but rarely work in both. - Fixes #8800 - Fixes #8543 - Fixes #7439 - Fixes #5692 ## Solution - Create a generic `Time<T>` clock that has no processing logic but which can be instantiated for multiple usages. This is also exposed for users to add custom clocks. - Create three standard clocks, `Time<Real>`, `Time<Virtual>` and `Time<Fixed>`, all of which contain their individual logic. - Create one "default" clock, which is just `Time` (or `Time<()>`), which will be overwritten from `Time<Virtual>` on each update, and `Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do not care specifically which time they track can work both in `Update` and `FixedUpdate` without changes and the behaviour is intuitive. - Add `max_delta` to virtual time update, which limits how much can be added to virtual time by a single update. This fixes both the behaviour after a long freeze, and also the death spiral by limiting how many fixed timestep iterations there can be per update. Possible future work could be adding `max_accumulator` to add a sort of "leaky bucket" time processing to possibly smooth out jumps in time while keeping frame rate stable. - Many minor tweaks and clarifications to the time functions and their documentation. ## Changelog - `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match `Time` API - `FixedTime` is now `Time<Fixed>` and matches `Time` API. - `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds. - `Time` inside `FixedUpdate` now reflects fixed timestep time, making systems portable between `Update ` and `FixedUpdate`. - `Time::pause()`, `Time::set_relative_speed()` and related methods must now be called as `Time<Virtual>::pause()` etc. - There is a new `max_delta` setting in `Time<Virtual>` that limits how much the clock can jump by a single update. The default value is 0.25 seconds. - Removed `on_fixed_timer()` condition as `on_timer()` does the right thing inside `FixedUpdate` now. ## Migration Guide - Change all `Res<Time>` instances that access `raw_delta()`, `raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`, `elapsed()`, etc. - Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>` and use `delta()`. - The default timestep has been changed from 60 Hz to 64 Hz. If you wish to restore the old behaviour, use `app.insert_resource(Time::<Fixed>::from_hz(60.0))`. - Change `app.insert_resource(FixedTime::new(duration))` to `app.insert_resource(Time::<Fixed>::from_duration(duration))` - Change `app.insert_resource(FixedTime::new_from_secs(secs))` to `app.insert_resource(Time::<Fixed>::from_seconds(secs))` - Change `system.on_fixed_timer(duration)` to `system.on_timer(duration)`. Timers in systems placed in `FixedUpdate` schedule automatically use the fixed time clock. - Change `ResMut<Time>` calls to `pause()`, `is_paused()`, `set_relative_speed()` and related methods to `ResMut<Time<Virtual>>` calls. The API is the same, with the exception that `relative_speed()` will return the actual last ste relative speed, while `effective_relative_speed()` returns 0.0 if the time is paused and corresponds to the speed that was set when the update for the current frame started. ## Todo - [x] Update pull name and description - [x] Top level documentation on usage - [x] Fix examples - [x] Decide on default `max_delta` value - [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed` good? - [x] Decide if the three clock inner structures should be in prelude - [x] Decide on best way to configure values at startup: is manually inserting a new clock instance okay, or should there be config struct separately? - [x] Fix links in docs - [x] Decide what should be public and what not - [x] Decide how `wrap_period` should be handled when it is changed - [x] ~~Add toggles to disable setting the clock as default?~~ No, separate pull if needed. - [x] Add tests - [x] Reformat, ensure adheres to conventions etc. - [x] Build documentation and see that it looks correct ## Contributors Huge thanks to @alice-i-cecile and @maniwani while building this pull. It was a shared effort! --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com> Co-authored-by: Jerome Humbert <djeedai@gmail.com> |
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|
35073cf7aa
|
Multiple Asset Sources (#9885)
This adds support for **Multiple Asset Sources**. You can now register a
named `AssetSource`, which you can load assets from like you normally
would:
```rust
let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl");
```
Notice that `AssetPath` now supports `some_source://` syntax. This can
now be accessed through the `asset_path.source()` accessor.
Asset source names _are not required_. If one is not specified, the
default asset source will be used:
```rust
let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl");
```
The behavior of the default asset source has not changed. Ex: the
`assets` folder is still the default.
As referenced in #9714
## Why?
**Multiple Asset Sources** enables a number of often-asked-for
scenarios:
* **Loading some assets from other locations on disk**: you could create
a `config` asset source that reads from the OS-default config folder
(not implemented in this PR)
* **Loading some assets from a remote server**: you could register a new
`remote` asset source that reads some assets from a remote http server
(not implemented in this PR)
* **Improved "Binary Embedded" Assets**: we can use this system for
"embedded-in-binary assets", which allows us to replace the old
`load_internal_asset!` approach, which couldn't support asset
processing, didn't support hot-reloading _well_, and didn't make
embedded assets accessible to the `AssetServer` (implemented in this pr)
## Adding New Asset Sources
An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`,
and `AssetWatcher` entries. You can configure new asset sources like
this:
```rust
app.register_asset_source(
"other",
AssetSource::build()
.with_reader(|| Box::new(FileAssetReader::new("other")))
)
)
```
Note that `AssetSource` construction _must_ be repeatable, which is why
a closure is accepted.
`AssetSourceBuilder` supports `with_reader`, `with_writer`,
`with_watcher`, `with_processed_reader`, `with_processed_writer`, and
`with_processed_watcher`.
Note that the "asset source" system replaces the old "asset providers"
system.
## Processing Multiple Sources
The `AssetProcessor` now supports multiple asset sources! Processed
assets can refer to assets in other sources and everything "just works".
Each `AssetSource` defines an unprocessed and processed `AssetReader` /
`AssetWriter`.
Currently this is all or nothing for a given `AssetSource`. A given
source is either processed or it is not. Later we might want to add
support for "lazy asset processing", where an `AssetSource` (such as a
remote server) can be configured to only process assets that are
directly referenced by local assets (in order to save local disk space
and avoid doing extra work).
## A new `AssetSource`: `embedded`
One of the big features motivating **Multiple Asset Sources** was
improving our "embedded-in-binary" asset loading. To prove out the
**Multiple Asset Sources** implementation, I chose to build a new
`embedded` `AssetSource`, which replaces the old `load_interal_asset!`
system.
The old `load_internal_asset!` approach had a number of issues:
* The `AssetServer` was not aware of (or capable of loading) internal
assets.
* Because internal assets weren't visible to the `AssetServer`, they
could not be processed (or used by assets that are processed). This
would prevent things "preprocessing shaders that depend on built in Bevy
shaders", which is something we desperately need to start doing.
* Each "internal asset" needed a UUID to be defined in-code to reference
it. This was very manual and toilsome.
The new `embedded` `AssetSource` enables the following pattern:
```rust
// Called in `crates/bevy_pbr/src/render/mesh.rs`
embedded_asset!(app, "mesh.wgsl");
// later in the app
let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl");
```
Notice that this always treats the crate name as the "root path", and it
trims out the `src` path for brevity. This is generally predictable, but
if you need to debug you can use the new `embedded_path!` macro to get a
`PathBuf` that matches the one used by `embedded_asset`.
You can also reference embedded assets in arbitrary assets, such as WGSL
shaders:
```rust
#import "embedded://bevy_pbr/render/mesh.wgsl"
```
This also makes `embedded` assets go through the "normal" asset
lifecycle. They are only loaded when they are actually used!
We are also discussing implicitly converting asset paths to/from shader
modules, so in the future (not in this PR) you might be able to load it
like this:
```rust
#import bevy_pbr::render::mesh::Vertex
```
Compare that to the old system!
```rust
pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450);
load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
// The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer.
```
## Hot Reloading `embedded`
You can enable `embedded` hot reloading by enabling the
`embedded_watcher` cargo feature:
```
cargo run --features=embedded_watcher
```
## Improved Hot Reloading Workflow
First: the `filesystem_watcher` cargo feature has been renamed to
`file_watcher` for brevity (and to match the `FileAssetReader` naming
convention).
More importantly, hot asset reloading is no longer configured in-code by
default. If you enable any asset watcher feature (such as `file_watcher`
or `rust_source_watcher`), asset watching will be automatically enabled.
This removes the need to _also_ enable hot reloading in your app code.
That means you can replace this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
```
with this:
```rust
app.add_plugins(DefaultPlugins)
```
If you want to hot reload assets in your app during development, just
run your app like this:
```
cargo run --features=file_watcher
```
This means you can use the same code for development and deployment! To
deploy an app, just don't include the watcher feature
```
cargo build --release
```
My intent is to move to this approach for pretty much all dev workflows.
In a future PR I would like to replace `AssetMode::ProcessedDev` with a
`runtime-processor` cargo feature. We could then group all common "dev"
cargo features under a single `dev` feature:
```sh
# this would enable file_watcher, embedded_watcher, runtime-processor, and more
cargo run --features=dev
```
## AssetMode
`AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and
`AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field
on `AssetPlugin`.
```rust
// before
app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ })
// after
app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() })
```
This aligns `AssetPlugin` with our other struct-like plugins. The old
"source" and "destination" `AssetProvider` fields in the enum variants
have been replaced by the "asset source" system. You no longer need to
configure the AssetPlugin to "point" to custom asset providers.
## AssetServerMode
To improve the implementation of **Multiple Asset Sources**,
`AssetServer` was made aware of whether or not it is using "processed"
or "unprocessed" assets. You can check that like this:
```rust
if asset_server.mode() == AssetServerMode::Processed {
/* do something */
}
```
Note that this refactor should also prepare the way for building "one to
many processed output files", as it makes the server aware of whether it
is loading from processed or unprocessed sources. Meaning we can store
and read processed and unprocessed assets differently!
## AssetPath can now refer to folders
The "file only" restriction has been removed from `AssetPath`. The
`AssetServer::load_folder` API now accepts an `AssetPath` instead of a
`Path`, meaning you can load folders from other asset sources!
## Improved AssetPath Parsing
AssetPath parsing was reworked to support sources, improve error
messages, and to enable parsing with a single pass over the string.
`AssetPath::new` was replaced by `AssetPath::parse` and
`AssetPath::try_parse`.
## AssetWatcher broken out from AssetReader
`AssetReader` is no longer responsible for constructing `AssetWatcher`.
This has been moved to `AssetSourceBuilder`.
## Duplicate Event Debouncing
Asset V2 already debounced duplicate filesystem events, but this was
_input_ events. Multiple input event types can produce the same _output_
`AssetSourceEvent`. Now that we have `embedded_watcher`, which does
expensive file io on events, it made sense to debounce output events
too, so I added that! This will also benefit the AssetProcessor by
preventing integrity checks for duplicate events (and helps keep the
noise down in trace logs).
## Next Steps
* **Port Built-in Shaders**: Currently the primary (and essentially
only) user of `load_interal_asset` in Bevy's source code is "built-in
shaders". I chose not to do that in this PR for a few reasons:
1. We need to add the ability to pass shader defs in to shaders via meta
files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def
values in that are defined in code.
2. We need to revisit the current shader module naming system. I think
we _probably_ want to imply modules from source structure (at least by
default). Ideally in a way that can losslessly convert asset paths
to/from shader modules (to enable the asset system to resolve modules
using the asset server).
3. I want to keep this change set minimal / get this merged first.
* **Deprecate `load_internal_asset`**: we can't do that until we do (1)
and (2)
* **Relative Asset Paths**: This PR significantly increases the need for
relative asset paths (which was already pretty high). Currently when
loading dependencies, it is assumed to be an absolute path, which means
if in an `AssetLoader` you call `context.load("some/path/image.png")` it
will assume that is the "default" asset source, _even if the current
asset is in a different asset source_. This will cause breakage for
AssetLoaders that are not designed to add the current source to whatever
paths are being used. AssetLoaders should generally not need to be aware
of the name of their current asset source, or need to think about the
"current asset source" generally. We should build apis that support
relative asset paths and then encourage using relative paths as much as
possible (both via api design and docs). Relative paths are also
important because they will allow developers to move folders around
(even across providers) without reprocessing, provided there is no path
breakage.
|
||
|
|
068e42a01f
|
Configurable colors for wireframe (#5303)
# Objective - Make the wireframe colors configurable at the global level and the single mesh level - Based on https://github.com/bevyengine/bevy/pull/5314 This video shows what happens when playing with various settings from the example https://github.com/bevyengine/bevy/assets/8348954/1ee9aee0-fab7-4da8-bc5d-8d0562bb34e6 ## Solution - Add a `color` field to the `WireframeMaterial` - Use a `WireframeColor` component to configure the color per entity - Add a `default_color` field to `WireframeConfig` for global wireframes or wireframes with no specified color. ## Notes - Most of the docs and the general idea for `WireframeColor` came from [UberLambda](https://github.com/UberLambda) in #3677 but the code ended up completely different so I created a separate branch. ~~I'm not sure how to correctly credit them on this PR.~~ (I re-created the commit but I added them as co-author in the commit message) ~~Closes https://github.com/bevyengine/bevy/pull/3677~~ ~~Closes https://github.com/bevyengine/bevy/pull/5301~~ ~~https://github.com/bevyengine/bevy/pull/5314 should be merged before this PR.~~ |
||
|
|
a15d152635
|
Deferred Renderer (#9258)
# Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer]( |
||
|
|
e05a9f9315
|
use Material for wireframes (#5314)
# Objective - Use the `Material` abstraction for the Wireframes - Right now this doesn't have many benefits other than simplifying some of the rendering code - We can reuse the default vertex shader and avoid rendering inconsistencies - The goal is to have a material with a color on each mesh so this approach will make it easier to implement - Originally done in https://github.com/bevyengine/bevy/pull/5303 but I decided to split the Material part to it's own PR and then adding per-entity colors and globally configurable colors will be a much simpler diff. ## Solution - Use the new `Material` abstraction for the Wireframes ## Notes It's possible this isn't ideal since this adds a `Handle<WireframeMaterial>` to all the meshes compared to the original approach that didn't need anything. I didn't notice any performance impact on my machine. This might be a surprising usage of `Material` at first, because intuitively you only have one material per mesh, but the way it's implemented you can have as many different types of materials as you want on a mesh. ## Migration Guide `WireframePipeline` was removed. If you were using it directly, please create an issue explaining your use case. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
||
|
|
a52ca170ac
|
foxes shouldn't march in sync (#10070)
# Objective - All foxes in `many_foxes` are running in sync - It's scary - It can also be a source of optimisation that won't be useful in a general case ## Solution - Advance the animation of each fox so that they are not synced anymore by default - Add a cli arg to enable them running in sync |
||
|
|
12a2f83edd
|
Add consuming builder methods for more ergonomic Mesh creation (#10056)
# Objective
- This PR aims to make creating meshes a little bit more ergonomic,
specifically by removing the need for intermediate mutable variables.
## Solution
- We add methods that consume the `Mesh` and return a mesh with the
specified changes, so that meshes can be entirely constructed via
builder-style calls, without intermediate variables;
- Methods are flagged with `#[must_use]` to ensure proper use;
- Examples are updated to use the new methods where applicable. Some
examples are kept with the mutating methods so that users can still
easily discover them, and also where the new methods wouldn't really be
an improvement.
## Examples
Before:
```rust
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts);
mesh.set_indices(Some(Indices::U32(tris)));
mesh
```
After:
```rust
Mesh::new(PrimitiveTopology::TriangleList)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs)
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns)
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts)
.with_indices(Some(Indices::U32(tris)))
```
Before:
```rust
let mut cube = Mesh::from(shape::Cube { size: 1.0 });
cube.generate_tangents().unwrap();
PbrBundle {
mesh: meshes.add(cube),
..default()
}
```
After:
```rust
PbrBundle {
mesh: meshes.add(
Mesh::from(shape::Cube { size: 1.0 })
.with_generated_tangents()
.unwrap(),
),
..default()
}
```
---
## Changelog
- Added consuming builder methods for more ergonomic `Mesh` creation:
`with_inserted_attribute()`, `with_removed_attribute()`,
`with_indices()`, `with_duplicated_vertices()`,
`with_computed_flat_normals()`, `with_generated_tangents()`,
`with_morph_targets()`, `with_morph_target_names()`.
|
||
|
|
39c68e3f92
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
|
||
|
|
262846e702
|
reflect: TypePath part 2 (#8768)
# Objective
- Followup to #7184.
- ~Deprecate `TypeUuid` and remove its internal references.~ No longer
part of this PR.
- Use `TypePath` for the type registry, and (de)serialisation instead of
`std::any::type_name`.
- Allow accessing type path information behind proxies.
## Solution
- Introduce methods on `TypeInfo` and friends for dynamically querying
type path. These methods supersede the old `type_name` methods.
- Remove `Reflect::type_name` in favor of `DynamicTypePath::type_path`
and `TypeInfo::type_path_table`.
- Switch all uses of `std::any::type_name` in reflection, non-debugging
contexts to use `TypePath`.
---
## Changelog
- Added `TypePathTable` for dynamically accessing methods on `TypePath`
through `TypeInfo` and the type registry.
- Removed `type_name` from all `TypeInfo`-like structs.
- Added `type_path` and `type_path_table` methods to all `TypeInfo`-like
structs.
- Removed `Reflect::type_name` in favor of
`DynamicTypePath::reflect_type_path` and `TypeInfo::type_path`.
- Changed the signature of all `DynamicTypePath` methods to return
strings with a static lifetime.
## Migration Guide
- Rely on `TypePath` instead of `std::any::type_name` for all stability
guarantees and for use in all reflection contexts, this is used through
with one of the following APIs:
- `TypePath::type_path` if you have a concrete type and not a value.
- `DynamicTypePath::reflect_type_path` if you have an `dyn Reflect`
value without a concrete type.
- `TypeInfo::type_path` for use through the registry or if you want to
work with the represented type of a `DynamicFoo`.
- Remove `type_name` from manual `Reflect` implementations.
- Use `type_path` and `type_path_table` in place of `type_name` on
`TypeInfo`-like structs.
- Use `get_with_type_path(_mut)` over `get_with_type_name(_mut)`.
## Note to reviewers
I think if anything we were a little overzealous in merging #7184 and we
should take that extra care here.
In my mind, this is the "point of no return" for `TypePath` and while I
think we all agree on the design, we should carefully consider if the
finer details and current implementations are actually how we want them
moving forward.
For example [this incorrect `TypePath` implementation for
`String`](
|
||
|
|
46f3b26724
|
Improve selection of iOS device in mobile example (#9282)
# Objective - Make sure that users can "just run" the mobile example - Device descriptions like `iPhone SE (3rd generation) (F647334F-D7C1-4BD6-9B5F-0E3D9713C02B) (Shutdown)` currently fail ([issue found](https://github.com/NiklasEi/bevy_game_template/pull/61#discussion_r1269747507) by @CleanCut) ## Solution - Improve the script that grabs the device UUID from the device list |
||
|
|
154a490445
|
fix example mesh2d_manual (#9941)
# Objective - After https://github.com/bevyengine/bevy/pull/9903, example `mesh2d_manual` doesn't render anything ## Solution - Fix the example using the new `RenderMesh2dInstances` |
||
|
|
dd46fd3aee
|
Removed anyhow (#10003)
# Objective - Fixes #8140 ## Solution - Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which were the last instances of `anyhow` in use across Bevy. --- ## Changelog - Added an associated type `Error` to `AssetLoader` and `AssetSaver` for use with the `load` and `save` methods respectively. - Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save` methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for arbitrary `Error` types from the non-erased trait variants. Note the strict requirements match the pre-existing requirements around `anyhow::Error`. ## Migration Guide - `anyhow` is no longer exported by `bevy_asset`; Add it to your own project (if required). - `AssetLoader` and `AssetSaver` have an associated type `Error`; Define an appropriate error type (e.g., using `thiserror`), or use a pre-made error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a drop-in replacement. - `AssetLoaderError` has been removed; Define a new error type, or use an alternative (e.g., `anyhow::Error`) - All the first-party `AssetLoader`'s and `AssetSaver`'s now return relevant (and narrow) error types instead of a single ambiguous type; Match over the specific error type, or encapsulate (`Box<dyn>`, `thiserror`, `anyhow`, etc.) ## Notes A simpler PR to resolve this issue would simply define a Bevy `Error` type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`, but I think this type of error handling should be discouraged when possible. Since only 2 traits required the use of `anyhow`, it isn't a substantive body of work to solidify these error types, and remove `anyhow` entirely. End users are still encouraged to use `anyhow` if that is their preferred error handling style. Arguably, adding the `Error` associated type gives more freedom to end-users to decide whether they want more or less explicit error handling (`anyhow` vs `thiserror`). As an aside, I didn't perform any testing on Android or WASM. CI passed locally, but there may be mistakes for those platforms I missed. |
||
|
|
a962240866
|
Alternate wireframe override api (#10023)
# Objective https://github.com/bevyengine/bevy/pull/7328 introduced an API to override the global wireframe config. I believe it is flawed for a few reasons. This PR uses a non-breaking API. Instead of making the `Wireframe` an enum I introduced the `NeverRenderWireframe` component. Here's the reason why I think this is better: - Easier to migrate since it doesn't change the old behaviour. Essentially nothing to migrate. Right now this PR is a breaking change but I don't think it has to be. - It's similar to other "per mesh" rendering features like NotShadowCaster/NotShadowReceiver - It doesn't force new users to also think about global vs not global if all they want is to render a wireframe - This would also let you filter at the query definition level instead of filtering when running the query ## Solution - Introduce a `NeverRenderWireframe` component that ignores the global config --- ## Changelog - Added a `NeverRenderWireframe` component that ignores the global `WireframeConfig` |
||
|
|
2e887b856f
|
UI node outlines (#9931)
# Objective Add support for drawing outlines outside the borders of UI nodes. ## Solution Add a new `Outline` component with `width`, `offset` and `color` fields. Added `outline_width` and `outline_offset` fields to `Node`. This is set after layout recomputation by the `resolve_outlines_system`. Properties of outlines: * Unlike borders, outlines have to be the same width on each edge. * Outlines do not occupy any space in the layout. * The `Outline` component won't be added to any of the UI node bundles, it needs to be inserted separately. * Outlines are drawn outside the node's border, so they are clipped using the clipping rect of their entity's parent UI node (if it exists). * `Val::Percent` outline widths are resolved based on the width of the outlined UI node. * The offset of the `Outline` adds space between an outline and the edge of its node. I was leaning towards adding an `outline` field to `Style` but a separate component seems more efficient for queries and change detection. The `Outline` component isn't added to bundles for the same reason. --- ## Examples * This image is from the `borders` example from the Bevy UI examples but modified to include outlines. The UI nodes are the dark red rectangles, the bright red rectangles are borders and the white lines offset from each node are the outlines. The yellow rectangles are separate nodes contained with the dark red nodes: <img width="406" alt="outlines" src="https://github.com/bevyengine/bevy/assets/27962798/4e6f315a-019f-42a4-94ee-cca8e684d64a"> * This is from the same example but using a branch that implements border-radius. Here the the outlines are in orange and there is no offset applied. I broke the borders implementation somehow during the merge, which is why some of the borders from the first screenshot are missing 😅. The outlines work nicely though (as long as you can forgive the lack of anti-aliasing):  --- ## Notes As I explained above, I don't think the `Outline` component should be added to UI node bundles. We can have helper functions though, perhaps something as simple as: ```rust impl NodeBundle { pub fn with_outline(self, outline: Outline) -> (Self, Outline) { (self, outline) } } ``` I didn't include anything like this as I wanted to keep the PR's scope as narrow as possible. Maybe `with_outline` should be in a trait that we implement for each UI node bundle. --- ## Changelog Added support for outlines to Bevy UI. * The `Outline` component adds an outline to a UI node. * The `outline_width` field added to `Node` holds the resolved width of the outline, which is set by the `resolve_outlines_system` after layout recomputation. * Outlines are drawn by the system `extract_uinode_outlines`. |
||
|
|
7541bf862c
|
Fix some warnings shown in nightly (#10012)
# Objective
Fix warnings:
- #[warn(clippy::needless_pass_by_ref_mut)]
- #[warn(elided_lifetimes_in_associated_constant)]
## Solution
- Remove mut
- add &'static
## Errors
```rust
warning: this argument is a mutable reference, but not used mutably
--> crates/bevy_hierarchy/src/child_builder.rs:672:31
|
672 | fn assert_children(world: &mut World, parent: Entity, children: Option<&[Entity]>) {
| ^^^^^^^^^^ help: consider changing to: `&World`
|
= note: this is cfg-gated and may require further changes
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#needless_pass_by_ref_mut
= note: `#[warn(clippy::needless_pass_by_ref_mut)]` on by default
```
```rust
warning: `&` without an explicit lifetime name cannot be used here
--> examples/shader/post_processing.rs:120:21
|
120 | pub const NAME: &str = "post_process";
| ^
|
= warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!
= note: for more information, see issue #115010 <https://github.com/rust-lang/rust/issues/115010>
= note: `#[warn(elided_lifetimes_in_associated_constant)]` on by default
help: use the `'static` lifetime
|
120 | pub const NAME: &'static str = "post_process";
| +++++++
```
|
||
|
|
f9e50e767b
|
Allow overriding global wireframe setting. (#7328)
# Objective Allow the user to choose between "Add wireframes to these specific entities" or "Add wireframes to everything _except_ these specific entities". Fixes #7309 # Solution Make the `Wireframe` component act like an override to the global configuration. Having `global` set to `false`, and adding a `Wireframe` with `enable: true` acts exactly as before. But now the opposite is also possible: Set `global` to `true` and add a `Wireframe` with `enable: false` will draw wireframes for everything _except_ that entity. Updated the example to show how overriding the global config works. |
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9a798aa100
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Allow clippy::type_complexity in more places. (#9796)
# Objective - See fewer warnings when running `cargo clippy` locally. ## Solution - allow `clippy::type_complexity` in more places, which also signals to users they should do the same. |
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857fb9c724
|
Remove monkey.gltf (#9974)
# Objective - Fixes #9967 ## Solution - Remove `monkey.gltf` - Added `torus.gltf`, which is two torus meshes joined together, to replace `monkey.gltf` in the examples ## Examples I made `torus.gltf` mainly so that the multiple_windows example clearly shows the different camera angles ### asset_loading  ### hot_asset_reloading  ### multiple_windows:   |
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483f2464a8
|
Fix typos (#9965)
# Objective - There were a few typos in the project. - This PR fixes these typos. ## Solution - Fixing the typos. Signed-off-by: SADIK KUZU <sadikkuzu@hotmail.com> |
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418405046a
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text_wrap_debug scale factor commandline args (#9951)
# Objective Add commandline arguments to `text_wrap_debug` to set the window and UI scale factors. |
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b6ead2be95
|
Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903)
# Objective - Improve rendering performance, particularly by avoiding the large system commands costs of using the ECS in the way that the render world does. ## Solution - Define `EntityHasher` that calculates a hash from the `Entity.to_bits()` by `i | (i.wrapping_mul(0x517cc1b727220a95) << 32)`. `0x517cc1b727220a95` is something like `u64::MAX / N` for N that gives a value close to π and that works well for hashing. Thanks for @SkiFire13 for the suggestion and to @nicopap for alternative suggestions and discussion. This approach comes from `rustc-hash` (a.k.a. `FxHasher`) with some tweaks for the case of hashing an `Entity`. `FxHasher` and `SeaHasher` were also tested but were significantly slower. - Define `EntityHashMap` type that uses the `EntityHashser` - Use `EntityHashMap<Entity, T>` for render world entity storage, including: - `RenderMaterialInstances` - contains the `AssetId<M>` of the material associated with the entity. Also for 2D. - `RenderMeshInstances` - contains mesh transforms, flags and properties about mesh entities. Also for 2D. - `SkinIndices` and `MorphIndices` - contains the skin and morph index for an entity, respectively - `ExtractedSprites` - `ExtractedUiNodes` ## Benchmarks All benchmarks have been conducted on an M1 Max connected to AC power. The tests are run for 1500 frames. The 1000th frame is captured for comparison to check for visual regressions. There were none. ### 2D Meshes `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d` #### `--ordered-z` This test spawns the 2D meshes with z incrementing back to front, which is the ideal arrangement allocation order as it matches the sorted render order which means lookups have a high cache hit rate. <img width="1112" alt="Screenshot 2023-09-27 at 07 50 45" src="https://github.com/bevyengine/bevy/assets/302146/e140bc98-7091-4a3b-8ae1-ab75d16d2ccb"> -39.1% median frame time. #### Random This test spawns the 2D meshes with random z. This not only makes the batching and transparent 2D pass lookups get a lot of cache misses, it also currently means that the meshes are almost certain to not be batchable. <img width="1108" alt="Screenshot 2023-09-27 at 07 51 28" src="https://github.com/bevyengine/bevy/assets/302146/29c2e813-645a-43ce-982a-55df4bf7d8c4"> -7.2% median frame time. ### 3D Meshes `many_cubes --benchmark` <img width="1112" alt="Screenshot 2023-09-27 at 07 51 57" src="https://github.com/bevyengine/bevy/assets/302146/1a729673-3254-4e2a-9072-55e27c69f0fc"> -7.7% median frame time. ### Sprites **NOTE: On `main` sprites are using `SparseSet<Entity, T>`!** `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite` #### `--ordered-z` This test spawns the sprites with z incrementing back to front, which is the ideal arrangement allocation order as it matches the sorted render order which means lookups have a high cache hit rate. <img width="1116" alt="Screenshot 2023-09-27 at 07 52 31" src="https://github.com/bevyengine/bevy/assets/302146/bc8eab90-e375-4d31-b5cd-f55f6f59ab67"> +13.0% median frame time. #### Random This test spawns the sprites with random z. This makes the batching and transparent 2D pass lookups get a lot of cache misses. <img width="1109" alt="Screenshot 2023-09-27 at 07 53 01" src="https://github.com/bevyengine/bevy/assets/302146/22073f5d-99a7-49b0-9584-d3ac3eac3033"> +0.6% median frame time. ### UI **NOTE: On `main` UI is using `SparseSet<Entity, T>`!** `many_buttons` <img width="1111" alt="Screenshot 2023-09-27 at 07 53 26" src="https://github.com/bevyengine/bevy/assets/302146/66afd56d-cbe4-49e7-8b64-2f28f6043d85"> +15.1% median frame time. ## Alternatives - Cart originally suggested trying out `SparseSet<Entity, T>` and indeed that is slightly faster under ideal conditions. However, `PassHashMap<Entity, T>` has better worst case performance when data is randomly distributed, rather than in sorted render order, and does not have the worst case memory usage that `SparseSet`'s dense `Vec<usize>` that maps from the `Entity` index to sparse index into `Vec<T>`. This dense `Vec` has to be as large as the largest Entity index used with the `SparseSet`. - I also tested `PassHashMap<u32, T>`, intending to use `Entity.index()` as the key, but this proved to sometimes be slower and mostly no different. - The only outstanding approach that has not been implemented and tested is to _not_ clear the render world of its entities each frame. That has its own problems, though they could perhaps be solved. - Performance-wise, if the entities and their component data were not cleared, then they would incur table moves on spawn, and should not thereafter, rather just their component data would be overwritten. Ideally we would have a neat way of either updating data in-place via `&mut T` queries, or inserting components if not present. This would likely be quite cumbersome to have to remember to do everywhere, but perhaps it only needs to be done in the more performance-sensitive systems. - The main problem to solve however is that we want to both maintain a mapping between main world entities and render world entities, be able to run the render app and world in parallel with the main app and world for pipelined rendering, and at the same time be able to spawn entities in the render world in such a way that those Entity ids do not collide with those spawned in the main world. This is potentially quite solvable, but could well be a lot of ECS work to do it in a way that makes sense. --- ## Changelog - Changed: Component data for entities to be drawn are no longer stored on entities in the render world. Instead, data is stored in a `EntityHashMap<Entity, T>` in various resources. This brings significant performance benefits due to the way the render app clears entities every frame. Resources of most interest are `RenderMeshInstances` and `RenderMaterialInstances`, and their 2D counterparts. ## Migration Guide Previously the render app extracted mesh entities and their component data from the main world and stored them as entities and components in the render world. Now they are extracted into essentially `EntityHashMap<Entity, T>` where `T` are structs containing an appropriate group of data. This means that while extract set systems will continue to run extract queries against the main world they will store their data in hash maps. Also, systems in later sets will either need to look up entities in the available resources such as `RenderMeshInstances`, or maintain their own `EntityHashMap<Entity, T>` for their own data. Before: ```rust fn queue_custom( material_meshes: Query<(Entity, &MeshTransforms, &Handle<Mesh>), With<InstanceMaterialData>>, ) { ... for (entity, mesh_transforms, mesh_handle) in &material_meshes { ... } } ``` After: ```rust fn queue_custom( render_mesh_instances: Res<RenderMeshInstances>, instance_entities: Query<Entity, With<InstanceMaterialData>>, ) { ... for entity in &instance_entities { let Some(mesh_instance) = render_mesh_instances.get(&entity) else { continue; }; // The mesh handle in `AssetId<Mesh>` form, and the `MeshTransforms` can now // be found in `mesh_instance` which is a `RenderMeshInstance` ... } } ``` --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |
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7063c86ed4
|
Fix some typos (#9934)
# Objective To celebrate the turning of the seasons, I took a small walk through the codebase guided by the "[code spell checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)" VS Code extension and fixed a few typos. |
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bc88f33e48
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Allow other plugins to create renderer resources (#9925)
This is a duplicate of #9632, it was created since I forgot to make a new branch when I first made this PR, so I was having trouble resolving merge conflicts, meaning I had to rebuild my PR. # Objective - Allow other plugins to create the renderer resources. An example of where this would be required is my [OpenXR plugin](https://github.com/awtterpip/bevy_openxr) ## Solution - Changed the bevy RenderPlugin to optionally take precreated render resources instead of a configuration. ## Migration Guide The `RenderPlugin` now takes a `RenderCreation` enum instead of `WgpuSettings`. `RenderSettings::default()` returns `RenderSettings::Automatic(WgpuSettings::default())`. `RenderSettings` also implements `From<WgpuSettings>`. ```rust // before RenderPlugin { wgpu_settings: WgpuSettings { ... }, } // now RenderPlugin { render_creation: RenderCreation::Automatic(WgpuSettings { ... }), } // or RenderPlugin { render_creation: WgpuSettings { ... }.into(), } ``` --------- Co-authored-by: Malek <pocmalek@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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503b861e3a
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Allow using async_io::block_on in bevy_tasks (#9626)
# Objective Fixes #9625 ## Solution Adds `async-io` as an optional dependency of `bevy_tasks`. When enabled, this causes calls to `futures_lite::future::block_on` to be replaced with calls to `async_io::block_on`. --- ## Changelog - Added a new `async-io` feature to `bevy_tasks`. When enabled, this causes `bevy_tasks` to use `async-io`'s implemention of `block_on` instead of `futures-lite`'s implementation. You should enable this if you use `async-io` in your application. |
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5c884c5a15
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Automatic batching/instancing of draw commands (#9685)
# Objective - Implement the foundations of automatic batching/instancing of draw commands as the next step from #89 - NOTE: More performance improvements will come when more data is managed and bound in ways that do not require rebinding such as mesh, material, and texture data. ## Solution - The core idea for batching of draw commands is to check whether any of the information that has to be passed when encoding a draw command changes between two things that are being drawn according to the sorted render phase order. These should be things like the pipeline, bind groups and their dynamic offsets, index/vertex buffers, and so on. - The following assumptions have been made: - Only entities with prepared assets (pipelines, materials, meshes) are queued to phases - View bindings are constant across a phase for a given draw function as phases are per-view - `batch_and_prepare_render_phase` is the only system that performs this batching and has sole responsibility for preparing the per-object data. As such the mesh binding and dynamic offsets are assumed to only vary as a result of the `batch_and_prepare_render_phase` system, e.g. due to having to split data across separate uniform bindings within the same buffer due to the maximum uniform buffer binding size. - Implement `GpuArrayBuffer` for `Mesh2dUniform` to store Mesh2dUniform in arrays in GPU buffers rather than each one being at a dynamic offset in a uniform buffer. This is the same optimisation that was made for 3D not long ago. - Change batch size for a range in `PhaseItem`, adding API for getting or mutating the range. This is more flexible than a size as the length of the range can be used in place of the size, but the start and end can be otherwise whatever is needed. - Add an optional mesh bind group dynamic offset to `PhaseItem`. This avoids having to do a massive table move just to insert `GpuArrayBufferIndex` components. ## Benchmarks All tests have been run on an M1 Max on AC power. `bevymark` and `many_cubes` were modified to use 1920x1080 with a scale factor of 1. I run a script that runs a separate Tracy capture process, and then runs the bevy example with `--features bevy_ci_testing,trace_tracy` and `CI_TESTING_CONFIG=../benchmark.ron` with the contents of `../benchmark.ron`: ```rust ( exit_after: Some(1500) ) ``` ...in order to run each test for 1500 frames. The recent changes to `many_cubes` and `bevymark` added reproducible random number generation so that with the same settings, the same rng will occur. They also added benchmark modes that use a fixed delta time for animations. Combined this means that the same frames should be rendered both on main and on the branch. The graphs compare main (yellow) to this PR (red). ### 3D Mesh `many_cubes --benchmark` <img width="1411" alt="Screenshot 2023-09-03 at 23 42 10" src="https://github.com/bevyengine/bevy/assets/302146/2088716a-c918-486c-8129-090b26fd2bc4"> The mesh and material are the same for all instances. This is basically the best case for the initial batching implementation as it results in 1 draw for the ~11.7k visible meshes. It gives a ~30% reduction in median frame time. The 1000th frame is identical using the flip tool:  ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4615 seconds ``` ### 3D Mesh `many_cubes --benchmark --material-texture-count 10` <img width="1404" alt="Screenshot 2023-09-03 at 23 45 18" src="https://github.com/bevyengine/bevy/assets/302146/5ee9c447-5bd2-45c6-9706-ac5ff8916daf"> This run uses 10 different materials by varying their textures. The materials are randomly selected, and there is no sorting by material bind group for opaque 3D so any batching is 'random'. The PR produces a ~5% reduction in median frame time. If we were to sort the opaque phase by the material bind group, then this should be a lot faster. This produces about 10.5k draws for the 11.7k visible entities. This makes sense as randomly selecting from 10 materials gives a chance that two adjacent entities randomly select the same material and can be batched. The 1000th frame is identical in flip:  ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4537 seconds ``` ### 3D Mesh `many_cubes --benchmark --vary-per-instance` <img width="1394" alt="Screenshot 2023-09-03 at 23 48 44" src="https://github.com/bevyengine/bevy/assets/302146/f02a816b-a444-4c18-a96a-63b5436f3b7f"> This run varies the material data per instance by randomly-generating its colour. This is the worst case for batching and that it performs about the same as `main` is a good thing as it demonstrates that the batching has minimal overhead when dealing with ~11k visible mesh entities. The 1000th frame is identical according to flip:  ``` Mean: 0.000000 Weighted median: 0.000000 1st weighted quartile: 0.000000 3rd weighted quartile: 0.000000 Min: 0.000000 Max: 0.000000 Evaluation time: 0.4568 seconds ``` ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d` <img width="1412" alt="Screenshot 2023-09-03 at 23 59 56" src="https://github.com/bevyengine/bevy/assets/302146/cb02ae07-237b-4646-ae9f-fda4dafcbad4"> This spawns 160 waves of 1000 quad meshes that are shaded with ColorMaterial. Each wave has a different material so 160 waves currently should result in 160 batches. This results in a 50% reduction in median frame time. Capturing a screenshot of the 1000th frame main vs PR gives:  ``` Mean: 0.001222 Weighted median: 0.750432 1st weighted quartile: 0.453494 3rd weighted quartile: 0.969758 Min: 0.000000 Max: 0.990296 Evaluation time: 0.4255 seconds ``` So they seem to produce the same results. I also double-checked the number of draws. `main` does 160000 draws, and the PR does 160, as expected. ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d --material-texture-count 10` <img width="1392" alt="Screenshot 2023-09-04 at 00 09 22" src="https://github.com/bevyengine/bevy/assets/302146/4358da2e-ce32-4134-82df-3ab74c40849c"> This generates 10 textures and generates materials for each of those and then selects one material per wave. The median frame time is reduced by 50%. Similar to the plain run above, this produces 160 draws on the PR and 160000 on `main` and the 1000th frame is identical (ignoring the fps counter text overlay).  ``` Mean: 0.002877 Weighted median: 0.964980 1st weighted quartile: 0.668871 3rd weighted quartile: 0.982749 Min: 0.000000 Max: 0.992377 Evaluation time: 0.4301 seconds ``` ### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d --vary-per-instance` <img width="1396" alt="Screenshot 2023-09-04 at 00 13 53" src="https://github.com/bevyengine/bevy/assets/302146/b2198b18-3439-47ad-919a-cdabe190facb"> This creates unique materials per instance by randomly-generating the material's colour. This is the worst case for 2D batching. Somehow, this PR manages a 7% reduction in median frame time. Both main and this PR issue 160000 draws. The 1000th frame is the same:  ``` Mean: 0.001214 Weighted median: 0.937499 1st weighted quartile: 0.635467 3rd weighted quartile: 0.979085 Min: 0.000000 Max: 0.988971 Evaluation time: 0.4462 seconds ``` ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite` <img width="1396" alt="Screenshot 2023-09-04 at 12 21 12" src="https://github.com/bevyengine/bevy/assets/302146/8b31e915-d6be-4cac-abf5-c6a4da9c3d43"> This just spawns 160 waves of 1000 sprites. There should be and is no notable difference between main and the PR. ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite --material-texture-count 10` <img width="1389" alt="Screenshot 2023-09-04 at 12 36 08" src="https://github.com/bevyengine/bevy/assets/302146/45fe8d6d-c901-4062-a349-3693dd044413"> This spawns the sprites selecting a texture at random per instance from the 10 generated textures. This has no significant change vs main and shouldn't. ### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite --vary-per-instance` <img width="1401" alt="Screenshot 2023-09-04 at 12 29 52" src="https://github.com/bevyengine/bevy/assets/302146/762c5c60-352e-471f-8dbe-bbf10e24ebd6"> This sets the sprite colour as being unique per instance. This can still all be drawn using one batch. There should be no difference but the PR produces median frame times that are 4% higher. Investigation showed no clear sources of cost, rather a mix of give and take that should not happen. It seems like noise in the results. ### Summary | Benchmark | % change in median frame time | | ------------- | ------------- | | many_cubes | 🟩 -30% | | many_cubes 10 materials | 🟩 -5% | | many_cubes unique materials | 🟩 ~0% | | bevymark mesh2d | 🟩 -50% | | bevymark mesh2d 10 materials | 🟩 -50% | | bevymark mesh2d unique materials | 🟩 -7% | | bevymark sprite | 🟥 2% | | bevymark sprite 10 materials | 🟥 0.6% | | bevymark sprite unique materials | 🟥 4.1% | --- ## Changelog - Added: 2D and 3D mesh entities that share the same mesh and material (same textures, same data) are now batched into the same draw command for better performance. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Nicola Papale <nico@nicopap.ch> |
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bdb063497d
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Use radsort for Transparent2d PhaseItem sorting (#9882)
# Objective Fix a performance regression in the "[bevy vs pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark. This benchmark seems to have a slightly pathological distribution of `z` values -- Sprites are spawned with a random `z` value with a child sprite at `f32::EPSILON` relative to the parent. See discussion here: https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633 ## Solution Use `radsort` for sorting `Transparent2d` `PhaseItem`s. Use random `z` values in bevymark to stress the phase sort. Add an `--ordered-z` option to `bevymark` that uses the old behavior. ## Benchmarks mac m1 max | benchmark | fps before | fps after | diff | | - | - | - | - | | bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩 +11.6% | | bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 | 10.24 | 🟩 +6.2% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥 -1.5% | | bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% | ## Discussion It's possible that `TransparentUi` should also change. We could probably use `slice::sort_unstable_by_key` with the current sort key though, as its items are always sorted and unique. I'd prefer to follow up later to look into that. Here's a survey of sorts used by other `PhaseItem`s #### slice::sort_by_key `Transparent2d`, `TransparentUi` #### radsort `Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`, `AlphaMask3dPrepass`, `Shadow` I also tried `slice::sort_unstable_by_key` with a compound sort key including `Entity`, but it didn't seem as promising and I didn't test it as thoroughly. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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7163aabf29
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Use a single line for of large binding lists (#9849)
# Objective - When adding/removing bindings in large binding lists, git would generate very difficult-to-read diffs ## Solution - Move the `@group(X) @binding(Y)` into the same line as the binding type declaration |
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e4b368721d
|
One Shot Systems (#8963)
I'm adopting this ~~child~~ PR. # Objective - Working with exclusive world access is not always easy: in many cases, a standard system or three is more ergonomic to write, and more modularly maintainable. - For small, one-off tasks (commonly handled with scripting), running an event-reader system incurs a small but flat overhead cost and muddies the schedule. - Certain forms of logic (e.g. turn-based games) want very fine-grained linear and/or branching control over logic. - SystemState is not automatically cached, and so performance can suffer and change detection breaks. - Fixes https://github.com/bevyengine/bevy/issues/2192. - Partial workaround for https://github.com/bevyengine/bevy/issues/279. ## Solution - Adds a SystemRegistry resource to the World, which stores initialized systems keyed by their SystemSet. - Allows users to call world.run_system(my_system) and commands.run_system(my_system), without re-initializing or losing state (essential for change detection). - Add a Callback type to enable convenient use of dynamic one shot systems and reduce the mental overhead of working with Box<dyn SystemSet>. - Allow users to run systems based on their SystemSet, enabling more complex user-made abstractions. ## Future work - Parameterized one-shot systems would improve reusability and bring them closer to events and commands. The API could be something like run_system_with_input(my_system, my_input) and use the In SystemParam. - We should evaluate the unification of commands and one-shot systems since they are two different ways to run logic on demand over a World. ### Prior attempts - https://github.com/bevyengine/bevy/pull/2234 - https://github.com/bevyengine/bevy/pull/2417 - https://github.com/bevyengine/bevy/pull/4090 - https://github.com/bevyengine/bevy/pull/7999 This PR continues the work done in https://github.com/bevyengine/bevy/pull/7999. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Federico Rinaldi <gisquerin@gmail.com> Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com> Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Alejandro Pascual Pozo <alejandro.pascual.pozo@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Dmytro Banin <banind@cs.washington.edu> Co-authored-by: James Liu <contact@jamessliu.com> |
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b995827013
|
Have a separate implicit viewport node per root node + make viewport node Display::Grid (#9637)
# Objective Make `bevy_ui` "root" nodes more intuitive to use/style by: - Removing the implicit flexbox styling (such as stretch alignment) that is applied to them, and replacing it with more intuitive CSS Grid styling (notably with stretch alignment disabled in both axes). - Making root nodes layout independently of each other. Instead of there being a single implicit "viewport" node that all root nodes are children of, there is now an implicit "viewport" node *per root node*. And layout of each tree is computed separately. ## Solution - Remove the global implicit viewport node, and instead create an implicit viewport node for each user-specified root node. - Keep track of both the user-specified root nodes and the implicit viewport nodes in a separate `Vec`. - Use the window's size as the `available_space` parameter to `Taffy.compute_layout` rather than setting it on the implicit viewport node (and set the viewport to `height: 100%; width: 100%` to make this "just work"). --- ## Changelog - Bevy UI now lays out root nodes independently of each other in separate layout contexts. - The implicit viewport node (which contains each user-specified root node) is now `Display::Grid` with `align_items` and `justify_items` both set to `Start`. ## Migration Guide - Bevy UI now lays out root nodes independently of each other in separate layout contexts. If you were relying on your root nodes being able to affect each other's layouts, then you may need to wrap them in a single root node. - The implicit viewport node (which contains each user-specified root node) is now `Display::Grid` with `align_items` and `justify_items` both set to `Start`. You may need to add `height: Val::Percent(100.)` to your root nodes if you were previously relying on being implicitly set. |
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73e06e33da
|
Use a seeded rng for custom_skinned_mesh example (#9846)
# Objective Make the output of this example repeatable so it can be utilized by automated screenshot diffing. ## Solution - Use a seeded RNG for the random colors - Offset the meshes slightly in z so they don't intersect each other at the extents of their animations. |
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d3f612c376
|
Fix ambiguities in transform example (#9845)
# Objective
Fix these
```
-- rotate_cube and move_cube
conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"]
-- rotate_cube and scale_down_sphere_proportional_to_cube_travel_distance
conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"]
-- move_cube and scale_down_sphere_proportional_to_cube_travel_distance
conflict on: ["bevy_transform::components::transform::Transform", "transform::CubeState"]
```
The three systems in this example depend on the results of the others.
This leads to minor but detectable differences in output between runs by
automated screenshot diffing depending on the order of the schedule.
We don't necessarily need to be able to do this for **every** example,
but I think this is a case where fixing it is easy / maybe the right
thing to do anyway.
## Solution
Chain the three systems
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26359f9b37
|
Remove some old references to CoreSet (#9833)
# Objective Remove some references to `CoreSet` which was removed in #8079. |
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9ee9d627d7
|
Rename RemovedComponents::iter/iter_with_id to read/read_with_id (#9778)
# Objective Rename RemovedComponents::iter/iter_with_id to read/read_with_id to make it clear that it consume the data Fixes #9755. (It's my first pull request, if i've made any mistake, please let me know) ## Solution Refactor RemovedComponents::iter/iter_with_id to read/read_with_id ## Changelog Refactor RemovedComponents::iter/iter_with_id to read/read_with_id Deprecate RemovedComponents::iter/iter_with_id Remove IntoIterator implementation Update removal_detection example accordingly --- ## Migration Guide Rename calls of RemovedComponents::iter/iter_with_id to read/read_with_id Replace IntoIterator iteration (&mut <RemovedComponents>) with .read() --------- Co-authored-by: denshi_ika <mojang2824@gmail.com> |
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8681d1cb04
|
Fix animate_scale scaling z value in text2d example (#9769)
# Objective I noticed this while testing #9733. It's not causing any problems, but we shouldn't teach users to scale 2d stuff in z. ## Solution Only scale in x and y. |
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5eb6889832
|
examples: Remove unused doc comments. (#9795)
# Objective - Compile all targets without warnings about unused doc comments. ## Solution - Turn unused doc comments into regular comments. Doc comments aren't supported on expressions, so they can just be regular comments. |
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1a7fc57a8c
|
Fix comment in scene example FromResources (#9743)
Comment references non existent `FromResources` instead of `FromWorld` --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> |
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027ff9f378
|
Wait before making window visible (#9692)
# Objective - The current example still has one white frame before it starts rendering. ## Solution - Wait 3 frames before toggling visibility |
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625d386940
|
impl From<String> and From<&str> for TextSection (#8856)
# Objective
Implement `From<String>` and `From<&str>` for `TextSection`
Example from something I was working on earlier:
```rust
parent.spawn(TextBundle::from_sections([
TextSection::new("press ".to_string(), TextStyle::default()),
TextSection::new("space".to_string(), TextStyle { color: Color::YELLOW, ..default() }),
TextSection::new(" to advance frames".to_string(), TextStyle::default()),
]));
```
After an `impl From<&str> for TextSection` :
```rust
parent.spawn(TextBundle::from_sections([
"press ".into(),
TextSection::new("space".to_string(), TextStyle { color: Color::YELLOW, ..default() }),
" to advance frames".into(),
]));
```
* Potentially unhelpful without a default font, so behind the
`default_font` feature.
Co-authored-by: [hate](https://github.com/hate)
---------
Co-authored-by: hate <15314665+hate@users.noreply.github.com>
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f3ab38a802
|
Add example for Camera::viewport_to_world (#7179)
Fixes #7177 --------- Co-authored-by: Rob Parrett <robparrett@gmail.com> |
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17edf4f7c7
|
Copy on Write AssetPaths (#9729)
# Objective The `AssetServer` and `AssetProcessor` do a lot of `AssetPath` cloning (across many threads). To store the path on the handle, to store paths in dependency lists, to pass an owned path to the offloaded thread, to pass a path to the LoadContext, etc , etc. Cloning multiple string allocations multiple times like this will add up. It is worth optimizing this. Referenced in #9714 ## Solution Added a new `CowArc<T>` type to `bevy_util`, which behaves a lot like `Cow<T>`, but the Owned variant is an `Arc<T>`. Use this in place of `Cow<str>` and `Cow<Path>` on `AssetPath`. --- ## Changelog - `AssetPath` now internally uses `CowArc`, making clone operations much cheaper - `AssetPath` now serializes as `AssetPath("some_path.extension#Label")` instead of as `AssetPath { path: "some_path.extension", label: Some("Label) }` ## Migration Guide ```rust // Old AssetPath::new("logo.png", None); // New AssetPath::new("logo.png"); // Old AssetPath::new("scene.gltf", Some("Mesh0"); // New AssetPath::new("scene.gltf").with_label("Mesh0"); ``` `AssetPath` now serializes as `AssetPath("some_path.extension#Label")` instead of as `AssetPath { path: "some_path.extension", label: Some("Label) }` --------- Co-authored-by: Pascal Hertleif <killercup@gmail.com> |
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8eb6ccdd87
|
Remove useless single tuples and trailing commas (#9720)
# Objective Title |
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|
73447b6d72
|
many_buttons enhancements (#9712)
# Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com> |
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5eb292dc10
|
Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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04885eb49c
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Fix doc link in transparent_window example (#9697)
# Objective This link became invalid after #5589. ## Solution The docs that were being linked to still exist, but they're on `Window` now. This PR just updates that link. |
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e9b3aeb38f
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Enhance bevymark (#9674)
# Objective - In preparation for an initial 2D/3D mesh batching/instancing PR, enhance `bevymark` to support some different test modes that enable comparison and optimisation of performance ## Solution - Use `argh` for command line interface options - Use seeded `StdRng` for reproducible random number generation - Add a mode for testing 2D meshes that includes an option to uniquely vary the data of each material by setting a random flat colour on the `ColorMaterial`. - Add a way of specifying the number of different textures to use for sprites or meshes. These are generated at the same resolution as the Bevy bird icon, but are just random flat colours for testing. - Add a benchmark mode that spawns all entities during setup, and animates the entities using a fixed delta time for reproducible animation. The initially-spawned entities are still spawned in waves and animated as they would have been had they spawned at intervals. --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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870d46ec2e
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Use default resolution for viewport_debug example (#9666)
# Objective The `viewport_debug` example opens a window that is physically very large. Probably larger than the screen for the majority of machines. ## Solution Remove the custom resolution and adjust the pixel coordinates so that everything lines up. At the default resolution, everything is still whole numbers even without adjusting the viewport coordinates. |
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40c6b3b91e
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Enhance many_cubes stress test use cases (#9596)
# Objective - Make `many_cubes` suitable for testing various parts of the upcoming batching work. ## Solution - Use `argh` for CLI. - Default to the sphere layout as it is more useful for benchmarking. - Add a benchmark mode that advances the camera by a fixed step to render the same frames across runs. - Add an option to vary the material data per-instance. The color is randomized. - Add an option to generate a number of textures and randomly choose one per instance. - Use seeded `StdRng` for deterministic random numbers. |
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02b520b4e8
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Split ComputedVisibility into two components to allow for accurate change detection and speed up visibility propagation (#9497)
# Objective Fix #8267. Fixes half of #7840. The `ComputedVisibility` component contains two flags: hierarchy visibility, and view visibility (whether its visible to any cameras). Due to the modular and open-ended way that view visibility is computed, it triggers change detection every single frame, even when the value does not change. Since hierarchy visibility is stored in the same component as view visibility, this means that change detection for inherited visibility is completely broken. At the company I work for, this has become a real issue. We are using change detection to only re-render scenes when necessary. The broken state of change detection for computed visibility means that we have to to rely on the non-inherited `Visibility` component for now. This is workable in the early stages of our project, but since we will inevitably want to use the hierarchy, we will have to either: 1. Roll our own solution for computed visibility. 2. Fix the issue for everyone. ## Solution Split the `ComputedVisibility` component into two: `InheritedVisibilty` and `ViewVisibility`. This allows change detection to behave properly for `InheritedVisibility`. View visiblity is still erratic, although it is less useful to be able to detect changes for this flavor of visibility. Overall, this actually simplifies the API. Since the visibility system consists of self-explaining components, it is much easier to document the behavior and usage. This approach is more modular and "ECS-like" -- one could strip out the `ViewVisibility` component entirely if it's not needed, and rely only on inherited visibility. --- ## Changelog - `ComputedVisibility` has been removed in favor of: `InheritedVisibility` and `ViewVisiblity`. ## Migration Guide The `ComputedVisibilty` component has been split into `InheritedVisiblity` and `ViewVisibility`. Replace any usages of `ComputedVisibility::is_visible_in_hierarchy` with `InheritedVisibility::get`, and replace `ComputedVisibility::is_visible_in_view` with `ViewVisibility::get`. ```rust // Before: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, computed_visibility: ComputedVisibility::default(), }); // After: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, inherited_visibility: InheritedVisibility::default(), view_visibility: ViewVisibility::default(), }); ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_hierarchy() { // After: fn my_system(q: Query<&InheritedVisibility>) { for inherited_visibility in &q { if inherited_visibility.get() { ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_view() { // After: fn my_system(q: Query<&ViewVisibility>) { for view_visibility in &q { if view_visibility.get() { ``` ```rust // Before: fn my_system(mut q: Query<&mut ComputedVisibilty>) { for vis in &mut q { vis.set_visible_in_view(); // After: fn my_system(mut q: Query<&mut ViewVisibility>) { for view_visibility in &mut q { view_visibility.set(); ``` --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> |