Commit Graph

531 Commits

Author SHA1 Message Date
Benjamin Brienen
7112d5594e
Remove all deprecated code (#16338)
# Objective

Release cycle things

## Solution

Delete items deprecated in 0.15 and migrate bevy itself.

## Testing

CI
2025-01-05 20:33:39 +00:00
Rob Parrett
8898c9e142
Use radsort for sprite picking (#17174)
# Objective

Optimization for sprite picking

## Solution

Use `radsort` for the sort.

We already have `radsort` in tree for sorting various phase items
(including `Transparent2d` / sprites). It's a stable parallel radix
sort.

## Testing

Tested on an M1 Max.

`cargo run --example sprite_picking`

`cargo run --example bevymark --release --features=trace,trace_tracy --
--waves 100 --per-wave 1000 --benchmark`

<img width="983" alt="image"
src="https://github.com/user-attachments/assets/0f7a8c3a-006b-4323-a2ed-03788918dffa"
/>
2025-01-05 20:28:11 +00:00
AlephCubed
cf6c65522f
Derived Default for all public unit components. (#17139)
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.

Fixes #17052.
2025-01-05 02:45:09 +00:00
Rob Parrett
859c2d77f9
Revert "Fix sprite performance regression since retained render world (#17078)" (#17123)
# Objective

Fixes #17098

It seems that it's not totally obvious how to fix this, but that
reverting might be part of the solution anyway.

Let's get the repo back into a working state.

## Solution

Revert the [recent
optimization](https://github.com/bevyengine/bevy/pull/17078) that broke
"many-to-one main->render world entities" for 2d.

## Testing

`cargo run --example text2d`
`cargo run --example sprite_slice`
2025-01-04 00:22:18 +00:00
Rob Parrett
651b22f31f
Update typos (#17126)
# Objective

Use the latest version of `typos` and fix the typos that it now detects

# Additional Info

By the way, `typos` has a "low priority typo suggestions issue" where we
can throw typos we find that `typos` doesn't catch.

(This link may go stale) https://github.com/crate-ci/typos/issues/1200
2025-01-03 17:44:26 +00:00
Aevyrie
bed9ddf3ce
Refactor and simplify custom projections (#17063)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807

## Solution

- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.

## Testing

- Added a custom projection example

---

## Showcase

- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.

## Migration Guide

- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
2025-01-01 20:44:24 +00:00
Robert Swain
fd330c834f
Fix sprite performance regression since retained render world (#17078)
# Objective

- Fix sprite rendering performance regression since retained render
world changes
- The retained render world changes moved `ExtractedSprites` from using
the highly-optimised `EntityHasher` with an `Entity` to using
`FixedHasher` with `(Entity, MainEntity)`. This was enough to regress
framerate in bevymark by 25%.

## Solution

- Move the render world entity into a member of `ExtractedSprite` and
change `ExtractedSprites` to use `MainEntityHashMap` for its storage
- Disable sprite picking in bevymark

## Testing

M4 Max. `bevymark --waves 100 --per-wave 1000 --benchmark`. main in
yellow vs PR in red:

<img width="590" alt="Screenshot 2025-01-01 at 16 36 22"
src="https://github.com/user-attachments/assets/1e4ed6ec-3811-4abf-8b30-336153737f89"
/>

20.2% median frame time reduction.

<img width="594" alt="Screenshot 2025-01-01 at 16 38 37"
src="https://github.com/user-attachments/assets/157c2022-cda6-4cf2-bc63-d0bc40528cf0"
/>

49.7% median extract_sprites execution time reduction.

Comparing 0.14.2 yellow vs PR red:
<img width="593" alt="Screenshot 2025-01-01 at 16 40 06"
src="https://github.com/user-attachments/assets/abd59b6f-290a-4eb6-8835-ed110af995f3"
/>

~6.1% median frame time reduction.

---

## Migration Guide

- `ExtractedSprites` is now using `MainEntityHashMap` for storage, which
is keyed on `MainEntity`.
- The render world entity corresponding to an `ExtractedSprite` is now
stored in the `render_entity` member of it.
2025-01-01 18:40:11 +00:00
ickshonpe
7a5a734452
Replace map + unwrap_or(false) with is_some_and (#17067)
# Objective

The `my_option.map(|inner| inner.is_whatever).unwrap_or(false)` pattern
is fragile and ugly.

Replace it with `is_some_and` everywhere.
2024-12-31 20:28:02 +00:00
ickshonpe
c73daea341
Replace map + unwrap_or(true) with is_none_or (#17070)
# Objective

Reduce all varieties of `my_maybe.map(|x| x.is_true).unwrap_or(true)`
using `is_none_or`.
2024-12-31 20:17:03 +00:00
ickshonpe
1e9f647b33
prepare_sprite_image_bind_groups refactor (#17045)
# Objective

In `prepare_sprite_image_bind_groups` the `batch_image_changed`
condition is checked twice but the second if-block seems unnecessary.

# Solution

Queue new `SpriteBatch`es inside the first if-block and remove the
second if-block.
2024-12-30 22:54:04 +00:00
Patrick Walton
7767a8d161
Refactor batch_and_prepare_binned_render_phase in preparation for bin retention. (#16922)
This commit makes the following changes:

* `IndirectParametersBuffer` has been changed from a `BufferVec` to a
`RawBufferVec`. This won about 20us or so on Bistro by avoiding `encase`
overhead.

* The methods on the `GetFullBatchData` trait no longer have the
`entity` parameter, as it was unused.

* `PreprocessWorkItem`, which specifies a transform-and-cull operation,
now supplies the mesh instance uniform output index directly instead of
having the shader look it up from the indirect draw parameters.
Accordingly, the responsibility of writing the output index to the
indirect draw parameters has been moved from the CPU to the GPU. This is
in preparation for retained indirect instance draw commands, where the
mesh instance uniform output index may change from frame to frame, while
the indirect instance draw commands will be cached. We won't want the
CPU to have to upload the same indirect draw parameters again and again
if a batch didn't change from frame to frame.

* `batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` now allocate indirect draw
commands for an entire batch set at a time when possible, instead of one
batch at a time. This change will allow us to retain the indirect draw
commands for whole batch sets.

* `GetFullBatchData::get_batch_indirect_parameters_index` has been
replaced with `GetFullBatchData::write_batch_indirect_parameters`, which
takes an offset and writes into it instead of allocating. This is
necessary in order to use the optimization mentioned in the previous
point.

* At the WGSL level, `IndirectParameters` has been factored out into
`mesh_preprocess_types.wgsl`. This is because we'll need a new compute
shader that zeroes out the instance counts in preparation for a new
frame. That shader will need to access `IndirectParameters`, so it was
moved to a separate file.

* Bins are no longer raw vectors but are instances of a separate type,
`RenderBin`. This is so that the bin can eventually contain its retained
batches.
2024-12-30 20:11:31 +00:00
Benjamin Brienen
0362abd4f4
Make extract_mesh_materials and MaterialBindGroupAllocator public (#16982)
# Objective

Fixes #16730

## Solution

Make the relevant functions public. (`MaterialBindGroupAllocator` itself
was already `pub`)
2024-12-30 05:57:11 +00:00
Rob Parrett
150eec7535
Fix Text2d performance regression (#16991)
# Objective

Probably fixes #16972

## Solution

With 100k text2d, tracy was showing most time being spent in
`extract_components<bevy_sprite::SpriteSource>`.


![image](https://github.com/user-attachments/assets/e82d5d4e-bb39-4d7e-ab7f-47a5466cb74f)

Browsing Bevy's code, this `SpriteSource` component is seemingly not
even used in the render world. So I just ~~deleted the code that was
extracting it~~ it.

## Testing

`cargo run --example text2d` still seems to work.

The example from [my
comment](https://github.com/bevyengine/bevy/issues/16972#issuecomment-2562680876)
in the linked issue shows a ~50x speedup.
2024-12-29 23:14:33 +00:00
mgi388
124f8031e3
Remove unnecessary cast in DynamicTextureAtlasBuilder (#16937)
# Summary 

- I started experimenting if `TextureAtlas` and friends can be moved to
`bevy_image`. See
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1320176054911897642)
thread.
- While doing that, and moving `DynamicTextureAtlasBuilder` to
`bevy_image`, it revealed that `DynamicTextureAtlasBuilder` depends on
`bevy_render::GpuImage`, but we can't have `bevy_image` depend on
`bevy_render`.
- The reason for the dependency is an assertion introduced in [this
PR](https://github.com/bevyengine/bevy/pull/12827/files?show-viewed-files=true&file-filters%5B%5D=#diff-d9afd2170466f4aae340b244bdaa2a80aef58e979268c003878ca6c95860eb37R59).
- [It doesn't seem like there was a specific reason for that
change](https://discord.com/channels/691052431525675048/743663924229963868/1320506862067650580),
so should be safe to change it.
- So instead of the cast, just look up `asset_usage` directly on the
concrete `Image` type.
- Also update the message which referred to a non-existent variable
`atlas_texture_handle` (it was renamed during a subsequent refactor PR).

# Testing

- Checked on Discord if there was any known reason this had to stay like
this.
- CI builds it.
2024-12-24 17:14:06 +00:00
noxmore
73d68d60bb
Change GpuImage::size from UVec2 to Extent3d (#16815)
# Objective

When preparing `GpuImage`s, we currently discard the
`depth_or_array_layers` of the `Image`'s size by converting it into a
`UVec2`.

Fixes #16715.

## Solution

Change `GpuImage::size` to `Extent3d`, and just pass that through when
creating `GpuImage`s.
Also copy the `aspect_ratio`, and `size` (now `size_2d` for
disambiguation from the field) functions from `Image` to `GpuImage` for
ease of use with 2D textures.
I originally copied all size-related functions (like `width`, and
`height`), but i think they are unnecessary considering how visible the
`size` field on `GpuImage` is compared to `Image`.

## Testing

Tested via `cargo r -p ci` for everything except docs, when generating
docs it keeps spitting out a ton of
```
error[E0554]: `#![feature]` may not be used on the stable release channel
 --> crates/bevy_dylib/src/lib.rs:1:21
  |
1 | #![cfg_attr(docsrs, feature(doc_auto_cfg))]
  | 
```
Not sure why this is happening, but it also happens without my changes,
so it's almost certainly some strange issue specific to my machine.

## Migration Guide

- `GpuImage::size` is now an `Extent3d`. To easily get 2D size, use
`size_2d()`.
2024-12-17 19:08:09 +00:00
Patrick Walton
40df1ea4b6
Remove the type parameter from check_visibility, and only invoke it once. (#16812)
Currently, `check_visibility` is parameterized over a query filter that
specifies the type of potentially-visible object. This has the
unfortunate side effect that we need a separate system,
`mark_view_visibility_as_changed_if_necessary`, to trigger view
visibility change detection. That system is quite slow because it must
iterate sequentially over all entities in the scene.

This PR moves the query filter from `check_visibility` to a new
component, `VisibilityClass`. `VisibilityClass` stores a list of type
IDs, each corresponding to one of the query filters we used to use.
Because `check_visibility` is no longer specialized to the query filter
at the type level, Bevy now only needs to invoke it once, leading to
better performance as `check_visibility` can do change detection on the
fly rather than delegating it to a separate system.

This commit also has ergonomic improvements, as there's no need for
applications that want to add their own custom renderable components to
add specializations of the `check_visibility` system to the schedule.
Instead, they only need to ensure that the `ViewVisibility` component is
properly kept up to date. The recommended way to do this, and the way
that's demonstrated in the `custom_phase_item` and
`specialized_mesh_pipeline` examples, is to make `ViewVisibility` a
required component and to add the type ID to it in a component add hook.
This patch does this for `Mesh3d`, `Mesh2d`, `Sprite`, `Light`, and
`Node`, which means that most app code doesn't need to change at all.

Note that, although this patch has a large impact on the performance of
visibility determination, it doesn't actually improve the end-to-end
frame time of `many_cubes`. That's because the render world was already
effectively hiding the latency from
`mark_view_visibility_as_changed_if_necessary`. This patch is, however,
necessary for *further* improvements to `many_cubes` performance.

`many_cubes` trace before:
![Screenshot 2024-12-13
015318](https://github.com/user-attachments/assets/d0b1881b-fb75-4a39-b05d-1a16eabfa2c5)

`many_cubes` trace after:
![Screenshot 2024-12-13
145735](https://github.com/user-attachments/assets/0a364289-e942-41bb-9cc2-b05d07e3722d)

## Migration Guide

* `check_visibility` no longer takes a `QueryFilter`, and there's no
need to add it manually to your app schedule anymore for custom
rendering items. Instead, entities with custom renderable components
should add the appropriate type IDs to `VisibilityClass`. See
`custom_phase_item` for an example.
2024-12-17 04:43:45 +00:00
Rich Churcher
f2719f5470
Rust 1.83, allow -> expect (missing_docs) (#16561)
# Objective

We were waiting for 1.83 to address most of these, due to a bug with
`missing_docs` and `expect`. Relates to, but does not entirely complete,
#15059.

## Solution

- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
2024-12-16 23:27:57 +00:00
ickshonpe
f4800c24ba
BorderRect maintenance (#16727)
# Objective

The doc comments and function namings for `BorderRect` feel imprecise to
me. Particularly the `square` function which is used to define a uniform
`BorderRect` with equal widths on each edge. But this is potentially
confusing since this "square" border could be around an oblong shape.

Using "padding" to refer to the border extents seems undesirable too
since "padding" is typically used to refer to the area between border
and content, not the border itself.

## Solution
* Rename `square` to `all` (this matches the name of the similar method
on `UiRect`).
* Rename `rectangle` to `axes` (this matches the name of the similar
method on `UiRect`).
* Update doc comments. 

## Migration Guide
The `square` and `rectangle` functions belonging to `BorderRect` have
been renamed to `all` and `axes`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-12 04:33:44 +00:00
Clar Fon
711246aa34
Update hashbrown to 0.15 (#15801)
Updating dependencies; adopted version of #15696. (Supercedes #15696.)

Long answer: hashbrown is no longer using ahash by default, meaning that
we can't use the default-hasher methods with ahasher. So, we have to use
the longer-winded versions instead. This takes the opportunity to also
switch our default hasher as well, but without actually enabling the
default-hasher feature for hashbrown, meaning that we'll be able to
change our hasher more easily at the cost of all of these method calls
being obnoxious forever.

One large change from 0.15 is that `insert_unique_unchecked` is now
`unsafe`, and for cases where unsafe code was denied at the crate level,
I replaced it with `insert`.

## Migration Guide

`bevy_utils` has updated its version of `hashbrown` to 0.15 and now
defaults to `foldhash` instead of `ahash`. This means that if you've
hard-coded your hasher to `bevy_utils::AHasher` or separately used the
`ahash` crate in your code, you may need to switch to `foldhash` to
ensure that everything works like it does in Bevy.
2024-12-10 19:45:50 +00:00
homersimpsons
0707c0717b
✏️ Fix typos across bevy (#16702)
# Objective

Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337

## Solution

I used https://github.com/crate-ci/typos to find them.

I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.

I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific

## Testing

- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

---

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

(kept in case I include the `reparameterize` change here)

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.

## Questions

- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)

This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
2024-12-08 01:18:39 +00:00
Patrick Walton
f5de3f08fb
Use multidraw for opaque meshes when GPU culling is in use. (#16427)
This commit adds support for *multidraw*, which is a feature that allows
multiple meshes to be drawn in a single drawcall. `wgpu` currently
implements multidraw on Vulkan, so this feature is only enabled there.
Multiple meshes can be drawn at once if they're in the same vertex and
index buffers and are otherwise placed in the same bin. (Thus, for
example, at present the materials and textures must be identical, but
see #16368.) Multidraw is a significant performance improvement during
the draw phase because it reduces the number of rebindings, as well as
the number of drawcalls.

This feature is currently only enabled when GPU culling is used: i.e.
when `GpuCulling` is present on a camera. Therefore, if you run for
example `scene_viewer`, you will not see any performance improvements,
because `scene_viewer` doesn't add the `GpuCulling` component to its
camera.

Additionally, the multidraw feature is only implemented for opaque 3D
meshes and not for shadows or 2D meshes. I plan to make GPU culling the
default and to extend the feature to shadows in the future. Also, in the
future I suspect that polyfilling multidraw on APIs that don't support
it will be fruitful, as even without driver-level support use of
multidraw allows us to avoid expensive `wgpu` rebindings.
2024-12-06 17:22:03 +00:00
Zachary Harrold
a6adced9ed
Deny derive_more error feature and replace it with thiserror (#16684)
# Objective

- Remove `derive_more`'s error derivation and replace it with
`thiserror`

## Solution

- Added `derive_more`'s `error` feature to `deny.toml` to prevent it
sneaking back in.
- Reverted to `thiserror` error derivation

## Notes

Merge conflicts were too numerous to revert the individual changes, so
this reversion was done manually. Please scrutinise carefully during
review.
2024-12-06 17:03:55 +00:00
SpecificProtagonist
d92fc1e456
Move required components doc to type doc (#16575)
# Objective

Make documentation of a component's required components more visible by
moving it to the type's docs

## Solution

Change `#[require]` from a derive macro helper to an attribute macro.

Disadvantages:
- this silences any unused code warnings on the component, as it is used
by the macro!
- need to import `require` if not using the ecs prelude (I have not
included this in the migration guilde as Rust tooling already suggests
the fix)

---

## Showcase
![Documentation of
Camera](https://github.com/user-attachments/assets/3329511b-747a-4c8d-a43e-57f7c9c71a3c)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-12-03 19:45:20 +00:00
Michael Walter Van Der Velden
93dc596d2e
Add optional transparency passthrough for sprite backend with bevy_picking (#16388)
# Objective

- Allow bevy_sprite_picking backend to pass through transparent sections
of the sprite.
- Fixes #14929

## Solution

- After sprite picking detects the cursor is within a sprites rect,
check the pixel at that location on the texture and check that it meets
an optional transparency cutoff. Change originally created for
mod_picking on bevy 0.14
(https://github.com/aevyrie/bevy_mod_picking/pull/373)

## Testing

- Ran Sprite Picking example to check it was working both with
transparency enabled and disabled
- ModPicking version is currently in use in my own isometric game where
this has been an extremely noticeable issue

## Showcase

![Sprite Picking
Text](https://github.com/user-attachments/assets/76568c0d-c359-422b-942d-17c84d3d3009)

## Migration Guide

Sprite picking now ignores transparent regions (with an alpha value less
than or equal to 0.1). To configure this, modify the
`SpriteBackendSettings` resource.

---------

Co-authored-by: andriyDev <andriydzikh@gmail.com>
2024-12-03 19:32:52 +00:00
Patrick Walton
5adf831b42
Add a bindless mode to AsBindGroup. (#16368)
This patch adds the infrastructure necessary for Bevy to support
*bindless resources*, by adding a new `#[bindless]` attribute to
`AsBindGroup`.

Classically, only a single texture (or sampler, or buffer) can be
attached to each shader binding. This means that switching materials
requires breaking a batch and issuing a new drawcall, even if the mesh
is otherwise identical. This adds significant overhead not only in the
driver but also in `wgpu`, as switching bind groups increases the amount
of validation work that `wgpu` must do.

*Bindless resources* are the typical solution to this problem. Instead
of switching bindings between each texture, the renderer instead
supplies a large *array* of all textures in the scene up front, and the
material contains an index into that array. This pattern is repeated for
buffers and samplers as well. The renderer now no longer needs to switch
binding descriptor sets while drawing the scene.

Unfortunately, as things currently stand, this approach won't quite work
for Bevy. Two aspects of `wgpu` conspire to make this ideal approach
unacceptably slow:

1. In the DX12 backend, all binding arrays (bindless resources) must
have a constant size declared in the shader, and all textures in an
array must be bound to actual textures. Changing the size requires a
recompile.

2. Changing even one texture incurs revalidation of all textures, a
process that takes time that's linear in the total size of the binding
array.

This means that declaring a large array of textures big enough to
encompass the entire scene is presently unacceptably slow. For example,
if you declare 4096 textures, then `wgpu` will have to revalidate all
4096 textures if even a single one changes. This process can take
multiple frames.

To work around this problem, this PR groups bindless resources into
small *slabs* and maintains a free list for each. The size of each slab
for the bindless arrays associated with a material is specified via the
`#[bindless(N)]` attribute. For instance, consider the following
declaration:

```rust
#[derive(AsBindGroup)]
#[bindless(16)]
struct MyMaterial {
    #[buffer(0)]
    color: Vec4,
    #[texture(1)]
    #[sampler(2)]
    diffuse: Handle<Image>,
}
```

The `#[bindless(N)]` attribute specifies that, if bindless arrays are
supported on the current platform, each resource becomes a binding array
of N instances of that resource. So, for `MyMaterial` above, the `color`
attribute is exposed to the shader as `binding_array<vec4<f32>, 16>`,
the `diffuse` texture is exposed to the shader as
`binding_array<texture_2d<f32>, 16>`, and the `diffuse` sampler is
exposed to the shader as `binding_array<sampler, 16>`. Inside the
material's vertex and fragment shaders, the applicable index is
available via the `material_bind_group_slot` field of the `Mesh`
structure. So, for instance, you can access the current color like so:

```wgsl
// `uniform` binding arrays are a non-sequitur, so `uniform` is automatically promoted
// to `storage` in bindless mode.
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
    let color = material_color[mesh[in.instance_index].material_bind_group_slot];
    ...
}
```

Note that portable shader code can't guarantee that the current platform
supports bindless textures. Indeed, bindless mode is only available in
Vulkan and DX12. The `BINDLESS` shader definition is available for your
use to determine whether you're on a bindless platform or not. Thus a
portable version of the shader above would look like:

```wgsl
#ifdef BINDLESS
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
#else // BINDLESS
@group(2) @binding(0) var<uniform> material_color: Color;
#endif // BINDLESS
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
#ifdef BINDLESS
    let color = material_color[mesh[in.instance_index].material_bind_group_slot];
#else // BINDLESS
    let color = material_color;
#endif // BINDLESS
    ...
}
```

Importantly, this PR *doesn't* update `StandardMaterial` to be bindless.
So, for example, `scene_viewer` will currently not run any faster. I
intend to update `StandardMaterial` to use bindless mode in a follow-up
patch.

A new example, `shaders/shader_material_bindless`, has been added to
demonstrate how to use this new feature.

Here's a Tracy profile of `submit_graph_commands` of this patch and an
additional patch (not submitted yet) that makes `StandardMaterial` use
bindless. Red is those patches; yellow is `main`. The scene was Bistro
Exterior with a hack that forces all textures to opaque. You can see a
1.47x mean speedup.
![Screenshot 2024-11-12
161713](https://github.com/user-attachments/assets/4334b362-42c8-4d64-9cfb-6835f019b95c)

## Migration Guide

* `RenderAssets::prepare_asset` now takes an `AssetId` parameter.
* Bin keys now have Bevy-specific material bind group indices instead of
`wgpu` material bind group IDs, as part of the bindless change. Use the
new `MaterialBindGroupAllocator` to map from bind group index to bind
group ID.
2024-12-03 18:00:34 +00:00
andriyDev
2fea36c1ad
Add flags to SpritePlugin and UiPlugin to allow disabling their picking backend (without needing to disable features). (#16473)
# Objective

- Fixes #16472.

## Solution

- Add flags to `SpritePlugin` and `UiPlugin` to disable their picking
backends.

## Testing

- The change is pretty trivial, so not much to test!

---

## Migration Guide

- `UiPlugin` now contains an extra `add_picking` field if
`bevy_ui_picking_backend` is enabled.
- `SpritePlugin` is no longer a unit struct, and has one field if
`bevy_sprite_picking_backend` is enabled (otherwise no fields).
2024-11-22 18:16:34 +00:00
andriyDev
b1e4512648
Fix the picking backend features not actually disabling the features (#16470)
# Objective

- Fixes #16469.

## Solution

- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.

## Testing

- The mesh and sprite picking examples still work correctly.
2024-11-22 18:14:16 +00:00
andriyDev
4eaebd4608
Fix sprite picking backend not considering the viewport of the camera. (#16386)
# Objective

- When picking sprites, the pointer is offset from the mouse, causing
you to pick sprites you're not mousing over!

## Solution

- Shift over the cursor by the minimum of the viewport.

## Testing

- I was already using the bevy_mod_picking PR for my project, so it
seems to work!
- I tested this on the sprite_example (making the camera only render to
part of the viewport), and it also works there.

## Notes

- This is just https://github.com/aevyrie/bevy_mod_picking/pull/365 but
in Bevy form.
- We don't need to renormalize the viewport in any way since the
viewport is specified in pixels, so all that matters is that the origin
is correct.

Co-authored-by: johanhelsing <johanhelsing@gmail.com>
2024-11-14 13:04:52 +00:00
Benjamin Brienen
40640fdf42
Don't reëxport bevy_image from bevy_render (#16163)
# Objective

Fixes #15940

## Solution

Remove the `pub use` and fix the compile errors.
Make `bevy_image` available as `bevy::image`.

## Testing

Feature Frenzy would be good here! Maybe I'll learn how to use it if I
have some time this weekend, or maybe a reviewer can use it.

## Migration Guide

Use `bevy_image` instead of `bevy_render::texture` items.

---------

Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-10 06:54:38 +00:00
atlv
c29e67153b
Expose Pipeline Compilation Zero Initialize Workgroup Memory Option (#16301)
# Objective

- wgpu 0.20 made workgroup vars stop being zero-init by default. this
broke some applications (cough foresight cough) and now we workaround
it. wgpu exposes a compilation option that zero initializes workgroup
memory by default, but bevy does not expose it.

## Solution

- expose the compilation option wgpu gives us

## Testing

- ran examples: 3d_scene, compute_shader_game_of_life, gpu_readback,
lines, specialized_mesh_pipeline. they all work
- confirmed fix for our own problems

---

</details>

## Migration Guide

- add `zero_initialize_workgroup_memory: false,` to
`ComputePipelineDescriptor` or `RenderPipelineDescriptor` structs to
preserve 0.14 functionality, add `zero_initialize_workgroup_memory:
true,` to restore bevy 0.13 functionality.
2024-11-08 21:42:37 +00:00
ickshonpe
4e02d3cdb9
Improved UiImage and Sprite scaling and slicing APIs (#16088)
# Objective

1. UI texture slicing chops and scales an image to fit the size of a
node and isn't meant to place any constraints on the size of the node
itself, but because the required components changes required `ImageSize`
and `ContentSize` for nodes with `UiImage`, texture sliced nodes are
laid out using an `ImageMeasure`.

2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would
display an image stretched to fill the UI node's bounds ignoring the
image's instrinsic size. Now that `UiImage` requires `ContentSize`,
there's no option to display an image without its size placing
constrains on the UI layout (unless you force the `Node` to a fixed
size, but that's not a solution).

3. It's desirable that the `Sprite` and `UiImage` share similar APIs.

Fixes #16109

## Solution

* Remove the `Component` impl from `ImageScaleMode`.
* Add a `Stretch` variant to `ImageScaleMode`.
* Add a field `scale_mode: ImageScaleMode` to `Sprite`.
* Add a field `mode: UiImageMode` to `UiImage`. 
* Add an enum `UiImageMode` similar to `ImageScaleMode` but with
additional UI specific variants.
* Remove the queries for `ImageScaleMode` from Sprite and UI extraction,
and refer to the new fields instead.
* Change `ui_layout_system` to update measure funcs on any change to
`ContentSize`s to enable manual clearing without removing the component.
* Don't add a measure unless `UiImageMode::Auto` is set in
`update_image_content_size_system`. Mutably deref the `Mut<ContentSize>`
if the `UiImage` is changed to force removal of any existing measure
func.

## Testing
Remove all the constraints from the ui_texture_slice example:

```rust
//! This example illustrates how to create buttons with their textures sliced
//! and kept in proportion instead of being stretched by the button dimensions

use bevy::{
    color::palettes::css::{GOLD, ORANGE},
    prelude::*,
    winit::WinitSettings,
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, button_system)
        .run();
}

fn button_system(
    mut interaction_query: Query<
        (&Interaction, &Children, &mut UiImage),
        (Changed<Interaction>, With<Button>),
    >,
    mut text_query: Query<&mut Text>,
) {
    for (interaction, children, mut image) in &mut interaction_query {
        let mut text = text_query.get_mut(children[0]).unwrap();
        match *interaction {
            Interaction::Pressed => {
                **text = "Press".to_string();
                image.color = GOLD.into();
            }
            Interaction::Hovered => {
                **text = "Hover".to_string();
                image.color = ORANGE.into();
            }
            Interaction::None => {
                **text = "Button".to_string();
                image.color = Color::WHITE;
            }
        }
    }
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");

    let slicer = TextureSlicer {
        border: BorderRect::square(22.0),
        center_scale_mode: SliceScaleMode::Stretch,
        sides_scale_mode: SliceScaleMode::Stretch,
        max_corner_scale: 1.0,
    };
    // ui camera
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            ..default()
        })
        .with_children(|parent| {
            for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
                parent
                    .spawn((
                        Button,
                        Node {
                            // width: Val::Px(w),
                            // height: Val::Px(h),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            margin: UiRect::all(Val::Px(20.0)),
                            ..default()
                        },
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
                    ))
                    .with_children(|parent| {
                        // parent.spawn((
                        //     Text::new("Button"),
                        //     TextFont {
                        //         font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                        //         font_size: 33.0,
                        //         ..default()
                        //     },
                        //     TextColor(Color::srgb(0.9, 0.9, 0.9)),
                        // ));
                    });
            }
        });
}
```

This should result in a blank window, since without any constraints the
texture slice image nodes should be zero-sized. But in main the image
nodes are given the size of the underlying unsliced source image
`textures/fantasy_ui_borders/panel-border-010.png`:

<img width="321" alt="slicing"
src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee">

For this PR need to change the lines:
```
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
```
to
```
                        UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()),
```
and then nothing should be rendered, as desired.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-04 15:14:03 +00:00
BD103
7c593179e3
Fix bevy_picking plugin suffixes (#16082)
# Objective

- `MeshPickingBackend` and `SpritePickingBackend` do not have the
`Plugin` suffix
- `DefaultPickingPlugins` is masquerading as a `Plugin` when in reality
it should be a `PluginGroup`
- Fixes #16081.

## Solution

- Rename some structures:

|Original Name|New Name|
|-|-|
|`MeshPickingBackend`|`MeshPickingPlugin`|
|`MeshPickingBackendSettings`|`MeshPickingSettings`|
|`SpritePickingBackend`|`SpritePickingPlugin`|
|`UiPickingBackendPlugin`|`UiPickingPlugin`|

- Make `DefaultPickingPlugins` a `PluginGroup`.
- Because `DefaultPickingPlugins` is within the `DefaultPlugins` plugin
group, I also added support for nested plugin groups to the
`plugin_group!` macro.

## Testing

- I used ripgrep to ensure all references were properly renamed.
- For the `plugin_group!` macro, I used `cargo expand` to manually
inspect the expansion of `DefaultPlugins`.

---

## Migration Guide

> [!NOTE]
>
> All 3 of the changed structures were added after 0.14, so this does
not need to be included in the 0.14 to 0.15 migration guide.

- `MeshPickingBackend` is now named `MeshPickingPlugin`.
- `MeshPickingBackendSettings` is now named `MeshPickingSettings`.
- `SpritePickingBackend` is now named `SpritePickingPlugin`.
- `UiPickingBackendPlugin` is now named `UiPickingPlugin`.
- `DefaultPickingPlugins` is now a a `PluginGroup` instead of a
`Plugin`.
2024-10-25 20:11:51 +00:00
Carter Anderson
9274bfed27
Move TextureAtlas into UiImage and remove impl Component for TextureAtlas (#16072)
# Objective

Fixes #16064

## Solution

- Add TextureAtlas to `UiImage::texture_atlas`
- Add `TextureAtlas::from_atlas_image` for parity with `Sprite`
- Rename `UiImage::texture` to `UiImage::image` for parity with `Sprite`
- Port relevant implementations and uses
- Remove `derive(Component)` for `TextureAtlas`

---

## Migration Guide

Before:
```rust
commands.spawn((
  UiImage::new(image),
  TextureAtlas { index, layout },
));
```

After:
```rust
commands.spawn(UiImage::from_atlas_image(image, TextureAtlas { index, layout }));
```

Before:
```rust
commands.spawn(UiImage {
    texture: some_image,
    ..default()
})
```

After:
```rust
commands.spawn(UiImage {
    image: some_image,
    ..default()
})
```
2024-10-23 23:24:17 +00:00
Rob Parrett
30d84519a2
Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00
Joona Aalto
c1a4b82762
Revert default mesh materials (#15930)
# Objective

Closes #15799.

Many rendering people and maintainers are in favor of reverting default
mesh materials added in #15524, especially as the migration to required
component is already large and heavily breaking.

## Solution

Revert default mesh materials, and adjust docs accordingly.

- Remove `extract_default_materials`
- Remove `clear_material_instances`, and move the logic back into
`extract_mesh_materials`
- Remove `HasMaterial2d` and `HasMaterial3d`
- Change default material handles back to pink instead of white
- 2D uses `Color::srgb(1.0, 0.0, 1.0)`, while 3D uses `Color::srgb(1.0,
0.0, 0.5)`. Not sure if this is intended.

There is now no indication at all about missing materials for `Mesh2d`
and `Mesh3d`. Having a mesh without a material renders nothing.

## Testing

I ran `2d_shapes`, `mesh2d_manual`, and `3d_shapes`, with and without
mesh material components.
2024-10-15 19:47:40 +00:00
Alice Cecile
a7e9330af9
Implement WorldQuery for MainWorld and RenderWorld components (#15745)
# Objective

#15320 is a particularly painful breaking change, and the new
`RenderEntity` in particular is very noisy, with a lot of `let entity =
entity.id()` spam.

## Solution

Implement `WorldQuery`, `QueryData` and `ReadOnlyQueryData` for
`RenderEntity` and `WorldEntity`.

These work the same as the `Entity` impls from a user-facing
perspective: they simply return an owned (copied) `Entity` identifier.
This dramatically reduces noise and eases migration.

Under the hood, these impls defer to the implementations for `&T` for
everything other than the "call .id() for the user" bit, as they involve
read-only access to component data. Doing it this way (as opposed to
implementing a custom fetch, as tried in the first commit) dramatically
reduces the maintenance risk of complex unsafe code outside of
`bevy_ecs`.

To make this easier (and encourage users to do this themselves!), I've
made `ReadFetch` and `WriteFetch` slightly more public: they're no
longer `doc(hidden)`. This is a good change, since trying to vendor the
logic is much worse than just deferring to the existing tested impls.

## Testing

I've run a handful of rendering examples (breakout, alien_cake_addict,
auto_exposure, fog_volumes, box_shadow) and nothing broke.

## Follow-up

We should lint for the uses of `&RenderEntity` and `&MainEntity` in
queries: this is just less nice for no reason.

---------

Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
2024-10-13 20:58:46 +00:00
charlotte
da211ee314
Fix broken mesh2d (#15838)
Forgot to clean this up when I was still trying to figure out what was
broken.

Closes #15835.
2024-10-10 21:28:45 +00:00
akimakinai
922a25d295
Picking: Filter out invisible sprites early (#15819)
# Objective

- We don't have to `collect` and `sort` invisible sprites in
`sprite_picking` system.

## Solution

- Filter by `ViewVisibility::get()` earlier

## Testing

- `sprite_picking` example still works.
2024-10-10 18:49:23 +00:00
charlotte
dd812b3e49
Type safe retained render world (#15756)
# Objective

In the Render World, there are a number of collections that are derived
from Main World entities and are used to drive rendering. The most
notable are:
- `VisibleEntities`, which is generated in the `check_visibility` system
and contains visible entities for a view.
- `ExtractedInstances`, which maps entity ids to asset ids.

In the old model, these collections were trivially kept in sync -- any
extracted phase item could look itself up because the render entity id
was guaranteed to always match the corresponding main world id.

After #15320, this became much more complicated, and was leading to a
number of subtle bugs in the Render World. The main rendering systems,
i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a
similar pattern:

```rust
for visible_entity in visible_entities.iter::<With<Mesh2d>>() {
    let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
        continue;
    };
            
    // Look some more stuff up and specialize the pipeline...
            
    let bin_key = Opaque2dBinKey {
        pipeline: pipeline_id,
        draw_function: draw_opaque_2d,
        asset_id: mesh_instance.mesh_asset_id.into(),
        material_bind_group_id: material_2d.get_bind_group_id().0,
    };
    opaque_phase.add(
        bin_key,
        *visible_entity,
        BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching),
    );
}
```

In this case, `visible_entities` and `render_mesh_instances` are both
collections that are created and keyed by Main World entity ids, and so
this lookup happens to work by coincidence. However, there is a major
unintentional bug here: namely, because `visible_entities` is a
collection of Main World ids, the phase item being queued is created
with a Main World id rather than its correct Render World id.

This happens to not break mesh rendering because the render commands
used for drawing meshes do not access the `ItemQuery` parameter, but
demonstrates the confusion that is now possible: our UI phase items are
correctly being queued with Render World ids while our meshes aren't.

Additionally, this makes it very easy and error prone to use the wrong
entity id to look up things like assets. For example, if instead we
ignored visibility checks and queued our meshes via a query, we'd have
to be extra careful to use `&MainEntity` instead of the natural
`Entity`.

## Solution

Make all collections that are derived from Main World data use
`MainEntity` as their key, to ensure type safety and avoid accidentally
looking up data with the wrong entity id:

```rust
pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>;
```

Additionally, we make all `PhaseItem` be able to provide both their Main
and Render World ids, to allow render phase implementors maximum
flexibility as to what id should be used to look up data.

You can think of this like tracking at the type level whether something
in the Render World should use it's "primary key", i.e. entity id, or
needs to use a foreign key, i.e. `MainEntity`.

## Testing

##### TODO:

This will require extensive testing to make sure things didn't break!
Additionally, some extraction logic has become more complicated and
needs to be checked for regressions.

## Migration Guide

With the advent of the retained render world, collections that contain
references to `Entity` that are extracted into the render world have
been changed to contain `MainEntity` in order to prevent errors where a
render world entity id is used to look up an item by accident. Custom
rendering code may need to be changed to query for `&MainEntity` in
order to look up the correct item from such a collection. Additionally,
users who implement their own extraction logic for collections of main
world entity should strongly consider extracting into a different
collection that uses `MainEntity` as a key.

Additionally, render phases now require specifying both the `Entity` and
`MainEntity` for a given `PhaseItem`. Custom render phases should ensure
`MainEntity` is available when queuing a phase item.
2024-10-10 18:47:04 +00:00
Tim
3da0ef048e
Remove the Component trait implementation from Handle (#15796)
# Objective

- Closes #15716
- Closes #15718

## Solution

- Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component
- As expected there were some random things that needed fixing:
- A couple tests were storing handles just to prevent them from being
dropped I believe, which seems to have been unnecessary in some.
- The `SpriteBundle` still had a `Handle<Image>` field. I've removed
this.
- Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field
outside of the `Sprite` component.
- A few examples were still inserting `Handle`s, switched those to their
corresponding wrappers.
- 2 examples that were still querying for `Handle<Image>` were changed
to query `Sprite`

## Testing

- I've verified that the changed example work now

## Migration Guide

`Handle` can no longer be used as a `Component`. All existing Bevy types
using this pattern have been wrapped in their own semantically
meaningful type. You should do the same for any custom `Handle`
components your project needs.

The `Handle<MeshletMesh>` component is now `MeshletMesh3d`.

The `WithMeshletMesh` type alias has been removed. Use
`With<MeshletMesh3d>` instead.
2024-10-09 21:10:01 +00:00
Brandon Reinhart
88d9ead7f8
promote atlas sources texture_ids to pub visibility (#15795)
In order to create texture atlases from other systems (custom game
solutions) that are compatible with the ones generated by the bevy
builders, it would be nice to have the interface be fully public. This
field is pub(crate). Unless there's a good reason, can we promote this
to pub?

Alternatives:
- Don't do it.
2024-10-09 18:37:26 +00:00
Emerson Coskey
7d40e3ec87
Migrate bevy_sprite to required components (#15489)
# Objective

Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/

## Solution

- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`

## Testing

ran cargo tests on bevy_sprite and tested several sprite examples.

---

## Migration Guide

Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.

WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
2024-10-09 16:17:26 +00:00
Zachary Harrold
ecd04c1b72
Remove thiserror from bevy_sprite (#15763)
# Objective

- Contributes to #15460

## Solution

- Removed `thiserror` from `bevy_sprite`
2024-10-09 14:29:26 +00:00
Kristoffer Søholm
2d1b4939d2
Synchronize removed components with the render world (#15582)
# Objective

Fixes #15560
Fixes (most of) #15570

Currently a lot of examples (and presumably some user code) depend on
toggling certain render features by adding/removing a single component
to an entity, e.g. `SpotLight` to toggle a light. Because of the
retained render world this no longer works: Extract will add any new
components, but when it is removed the entity persists unchanged in the
render world.

## Solution

Add `SyncComponentPlugin<C: Component>` that registers
`SyncToRenderWorld` as a required component for `C`, and adds a
component hook that will clear all components from the render world
entity when `C` is removed. We add this plugin to
`ExtractComponentPlugin` which fixes most instances of the problem. For
custom extraction logic we can manually add `SyncComponentPlugin` for
that component.

We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a
naming convention like all the `Extract` plugins.

In this PR I also fixed a bunch of breakage related to the retained
render world, stemming from old code that assumed that `Entity` would be
the same in both worlds.

I found that using the `RenderEntity` wrapper instead of `Entity` in
data structures when referring to render world entities makes intent
much clearer, so I propose we make this an official pattern.

## Testing

Run examples like

```
cargo run --features pbr_multi_layer_material_textures --example clearcoat
cargo run --example volumetric_fog
```

and see that they work, and that toggles work correctly. But really we
should test every single example, as we might not even have caught all
the breakage yet.

---

## Migration Guide

The retained render world notes should be updated to explain this edge
case and `SyncComponentPlugin`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
2024-10-08 22:23:17 +00:00
Tim
d454db8e58
Rename the Pickable component and fix incorrect documentation (#15707)
# Objective

- Rename `Pickable` to `PickingBehavior` to counter the easily-made
assumption that the component is required. It is optional
- Fix and clarify documentation
- The docs in `crates/bevy_ui/src/picking_backend.rs` were incorrect
about the necessity of `Pickable`
- Plus two minor code quality changes in this commit
(7c2e75f48d)

Closes #15632
2024-10-07 17:09:57 +00:00
vero
4a23dc4216
Split out bevy_mesh from bevy_render (#15666)
# Objective

- bevy_render is gargantuan

## Solution

- Split out bevy_mesh

## Testing

- Ran some examples, everything looks fine

## Migration Guide

`bevy_render::mesh::morph::inherit_weights` is now
`bevy_render::mesh::inherit_weights`

if you were using `Mesh::compute_aabb`, you will need to `use
bevy_render::mesh::MeshAabb;` now

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-10-06 14:18:11 +00:00
Tim
461305b3d7
Revert "Have EntityCommands methods consume self for easier chaining" (#15523)
As discussed in #15521

- Partial revert of #14897, reverting the change to the methods to
consume `self`
- The `insert_if` method is kept

The migration guide of #14897 should be removed
Closes #15521

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-02 12:47:26 +00:00
Joona Aalto
54006b107b
Migrate meshes and materials to required components (#15524)
# Objective

A big step in the migration to required components: meshes and
materials!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):

- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:

![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)

![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)

Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.

## Testing

I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!

## Implementation Notes

- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.

---

## Migration Guide

Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.

Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.

The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.

---------

Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
Trashtalk217
56f8e526dd
The Cooler 'Retain Rendering World' (#15320)
- Adopted from #14449
- Still fixes #12144.

## Migration Guide

The retained render world is a complex change: migrating might take one
of a few different forms depending on the patterns you're using.

For every example, we specify in which world the code is run. Most of
the changes affect render world code, so for the average Bevy user who's
using Bevy's high-level rendering APIs, these changes are unlikely to
affect your code.

### Spawning entities in the render world

Previously, if you spawned an entity with `world.spawn(...)`,
`commands.spawn(...)` or some other method in the rendering world, it
would be despawned at the end of each frame. In 0.15, this is no longer
the case and so your old code could leak entities. This can be mitigated
by either re-architecting your code to no longer continuously spawn
entities (like you're used to in the main world), or by adding the
`bevy_render::world_sync::TemporaryRenderEntity` component to the entity
you're spawning. Entities tagged with `TemporaryRenderEntity` will be
removed at the end of each frame (like before).

### Extract components with `ExtractComponentPlugin`

```
// main world
app.add_plugins(ExtractComponentPlugin::<ComponentToExtract>::default());
```

`ExtractComponentPlugin` has been changed to only work with synced
entities. Entities are automatically synced if `ComponentToExtract` is
added to them. However, entities are not "unsynced" if any given
`ComponentToExtract` is removed, because an entity may have multiple
components to extract. This would cause the other components to no
longer get extracted because the entity is not synced.

So be careful when only removing extracted components from entities in
the render world, because it might leave an entity behind in the render
world. The solution here is to avoid only removing extracted components
and instead despawn the entire entity.

### Manual extraction using `Extract<Query<(Entity, ...)>>`

```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
    mut commands: Commands,
    views: Extract<Query<(Entity, &Clusters, &Camera)>>,
) {
    for (entity, clusters, camera) in &views {
        // some code
        commands.get_or_spawn(entity).insert(...);
    }
}
```
One of the primary consequences of the retained rendering world is that
there's no longer a one-to-one mapping from entity IDs in the main world
to entity IDs in the render world. Unlike in Bevy 0.14, Entity 42 in the
main world doesn't necessarily map to entity 42 in the render world.

Previous code which called `get_or_spawn(main_world_entity)` in the
render world (`Extract<Query<(Entity, ...)>>` returns main world
entities). Instead, you should use `&RenderEntity` and
`render_entity.id()` to get the correct entity in the render world. Note
that this entity does need to be synced first in order to have a
`RenderEntity`.

When performing manual abstraction, this won't happen automatically
(like with `ExtractComponentPlugin`) so add a `SyncToRenderWorld` marker
component to the entities you want to extract.

This results in the following code:
```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
    mut commands: Commands,
    views: Extract<Query<(&RenderEntity, &Clusters, &Camera)>>,
) {
    for (render_entity, clusters, camera) in &views {
        // some code
        commands.get_or_spawn(render_entity.id()).insert(...);
    }
}

// in main world, when spawning
world.spawn(Clusters::default(), Camera::default(), SyncToRenderWorld)
```

### Looking up `Entity` ids in the render world

As previously stated, there's now no correspondence between main world
and render world `Entity` identifiers.

Querying for `Entity` in the render world will return the `Entity` id in
the render world: query for `MainEntity` (and use its `id()` method) to
get the corresponding entity in the main world.

This is also a good way to tell the difference between synced and
unsynced entities in the render world, because unsynced entities won't
have a `MainEntity` component.

---------

Co-authored-by: re0312 <re0312@outlook.com>
Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com>
Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-09-30 18:51:43 +00:00
Clar Fon
af9b073b0f
Split TextureAtlasSources out of TextureAtlasLayout and make TextureAtlasLayout serializable (#15344)
# Objective

Mostly covers the first point in
https://github.com/bevyengine/bevy/issues/13713#issuecomment-2364786694

The idea here is that a lot of people want to load their own texture
atlases, and many of them do this by deserializing some custom version
of `TextureAtlasLayout`. This makes that a little easier by providing
`serde` impls for them.

## Solution

In order to make `TextureAtlasLayout` serializable, the custom texture
mappings that are added by `TextureAtlasBuilder` were separated into
their own type, `TextureAtlasSources`. The inner fields are made public
so people can create their own version of this type, although because it
embeds asset IDs, it's not as easily serializable. In particular,
atlases that are loaded directly (e.g. sprite sheets) will not have a
copy of this map, and so, don't need to construct it at all.

As an aside, since this is the very first thing in `bevy_sprite` with
`serde` impls, I've added a `serialize` feature to the crate and made
sure it gets activated when the `serialize` feature is enabled on the
parent `bevy` crate.

## Testing

I was kind of shocked that there isn't anywhere in the code besides a
single example that actually used this functionality, so, it was
relatively straightforward to do.

In #13713, among other places, folks have mentioned adding custom
serialization into their pipelines. It would be nice to hear from people
whether this change matches what they're doing in their code, and if
it's relatively seamless to adapt to. I suspect that the answer is yes,
but, that's mainly the only other kind of testing that can be added.

## Migration Guide

`TextureAtlasBuilder` no longer stores a mapping back to the original
images in `TextureAtlasLayout`; that functionality has been added to a
new struct, `TextureAtlasSources`, instead. This also means that the
signature for `TextureAtlasBuilder::finish` has changed, meaning that
calls of the form:

```rust
let (atlas_layout, image) = builder.build()?;
```

Will now change to the form:

```rust
let (atlas_layout, atlas_sources, image) = builder.build()?;
```

And instead of performing a reverse-lookup from the layout, like so:

```rust
let atlas_layout_handle = texture_atlases.add(atlas_layout.clone());
let index = atlas_layout.get_texture_index(&my_handle);
let handle = TextureAtlas {
    layout: atlas_layout_handle,
    index,
};
```

You can perform the lookup from the sources instead:

```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let index = atlas_sources.get_texture_index(&my_handle);
let handle = TextureAtlas {
    layout: atlas_layout,
    index,
};
```

Additionally, `TextureAtlasSources` also has a convenience method,
`handle`, which directly combines the index and an existing
`TextureAtlasLayout` handle into a new `TextureAtlas`:

```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let handle = atlas_sources.handle(atlas_layout, &my_handle);
```

## Extra notes

In the future, it might make sense to combine the three types returned
by `TextureAtlasBuilder` into their own struct, just so that people
don't need to assign variable names to all three parts. In particular,
when creating a version that can be loaded directly (like #11873), we
could probably use this new type.
2024-09-30 17:11:56 +00:00
s-puig
4a1645bb8a
Fix bevy_picking sprite backend panic in out of bounds atlas index (#15202)
# Objective

- Fix panic when atlas index is out of bounds
- Took the chance to clean it up a bit

## Solution

- Use texture dimensions like rendering pipeline. Dropped atlas layouts
and indexes out of bounds are shown as a sprite.

## Testing

Used sprite_picking example, drop layout and/or use indexes out of
bounds.
2024-09-30 17:03:31 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# Objective

- Fixes #6370
- Closes #6581

## Solution

- Added the following lints to the workspace:
  - `std_instead_of_core`
  - `std_instead_of_alloc`
  - `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.

## Testing

- Ran CI locally

## Migration Guide

The MSRV is now 1.81. Please update to this version or higher.

## Notes

- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-27 00:59:59 +00:00
ickshonpe
0fe33c3bba
use precomputed border values (#15163)
# Objective

Fixes #15142

## Solution

* Moved all the UI border geometry calculations that were scattered
through the UI extraction functions into `ui_layout_system`.
* Added a `border: BorderRect` field to `Node` to store the border size
computed by `ui_layout_system`.
* Use the border values returned from Taffy rather than calculate them
ourselves during extraction.
* Removed the `logical_rect` and `physical_rect` methods from `Node` the
descriptions and namings are deceptive, it's better to create the rects
manually instead.
* Added a method `outline_radius` to `Node` that calculates the border
radius of outlines.
* For border values `ExtractedUiNode` takes `BorderRect` and
`ResolvedBorderRadius` now instead of raw `[f32; 4]` values and converts
them in `prepare_uinodes`.
* Removed some unnecessary scaling and clamping of border values
(#15142).
* Added a `BorderRect::ZERO` constant.
* Added an `outlined_node_size` method to `Node`.

## Testing

Added some non-uniform borders to the border example. Everything seems
to be in order:

<img width="626" alt="nub"
src="https://github.com/user-attachments/assets/258ed8b5-1a9e-4ac5-99c2-6bf25c0ef31c">

## Migration Guide

The `logical_rect` and `physical_rect` methods have been removed from
`Node`. Use `Rect::from_center_size` with the translation and node size
instead.

The types of the fields border and border_radius of `ExtractedUiNode`
have been changed to `BorderRect` and `ResolvedBorderRadius`
respectively.

---------

Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
Co-authored-by: akimakinai <105044389+akimakinai@users.noreply.github.com>
2024-09-26 23:10:35 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
Benjamin Brienen
9386bd0114
feature gate picking backends (#15369)
# Objective

Fixes #15306

## Solution

- Add feature gate on the module and the place where each one is used
- Declare the features and make them default

## Testing

- CI
2024-09-22 19:35:15 +00:00
Rich Churcher
fd329c0426
Allow to expect (adopted) (#15301)
# Objective

> Rust 1.81 released the #[expect(...)] attribute, which works like
#[allow(...)] but throws a warning if the lint isn't raised. This is
preferred to #[allow(...)] because it tells us when it can be removed.

- Adopts the parts of #15118 that are complete, and updates the branch
so it can be merged.
- There were a few conflicts, let me know if I misjudged any of 'em.

Alice's
[recommendation](https://github.com/bevyengine/bevy/issues/15059#issuecomment-2349263900)
seems well-taken, let's do this crate by crate now that @BD103 has done
the lion's share of this!

(Relates to, but doesn't yet completely finish #15059.)

Crates this _doesn't_ cover:

- bevy_input
- bevy_gilrs
- bevy_window
- bevy_winit
- bevy_state
- bevy_render
- bevy_picking
- bevy_core_pipeline
- bevy_sprite
- bevy_text
- bevy_pbr
- bevy_ui
- bevy_gltf
- bevy_gizmos
- bevy_dev_tools
- bevy_internal
- bevy_dylib

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
Co-authored-by: Antony <antony.m.3012@gmail.com>
2024-09-20 19:16:42 +00:00
s-puig
28597e4082
Cleanup legacy code from bevy_sprite (#15304)
# Objective

- Remove legacy stuff
2024-09-19 16:06:09 +00:00
JoshValjosh
8d78c37ce9
Use FloatOrd for sprite Z comparison and ignore sprites with NaN (#15267)
# Objective

Fixes #15258

## Solution

If my understanding is correct, sprites with NaN anywhere in their
transform won't even get onto the screen, so should not generate pick
events. This PR filters sprites with NaN in their transforms before
sorting by depth, then uses `FloatOrd` to simplify the comparison. Since
we're guaranteed to not have NaN values, it's technically unnecessary,
and we could instead sort with `a.partial_cmp(&b).unwrap()`, or even
`unwrap_unchecked()`.

## Testing

I ran the picking example to ensure Z sorting was working as intended.
2024-09-17 23:27:53 +00:00
Blazepaws
07e79f3e9f
Reflect derived traits on all components and resources: bevy_sprite (#15227)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_sprite
2024-09-15 17:10:53 +00:00
charlotte
1fd478277e
Fix mesh 2d non indexed draw. (#15155)
Closes #15154. Looks like 2d was just missed in
d235d41af1.


![image](https://github.com/user-attachments/assets/1656d320-fed2-4a25-b2b0-14755e10faf7)
2024-09-12 12:38:56 +00:00
Ben Frankel
7b217a976c
Remove deprecated SpriteSheetBundle and AtlasImageBundle (#15062)
# Objective

Remove bundles that were deprecated in 0.14.

## Testing

`rg SpriteSheetBundle` and `rg AtlasImageBundle` show no results.
2024-09-09 15:36:09 +00:00
BD103
6ec6a55645
Unify crate-level preludes (#15080)
# Objective

- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!

## Solution

Format all preludes based on the following rules:

1. All preludes should have brief documentation in the format of:
   > The _name_ prelude.
   >
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)

## Testing

- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-08 17:10:57 +00:00
Chris Juchem
c620eb7833
Return Results from Camera's world/viewport conversion methods (#14989)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14593.

## Solution

- Add `ViewportConversionError` and return it from viewport conversion
methods on Camera.

## Testing

- I successfully compiled and ran all changed examples.

## Migration Guide

The following methods on `Camera` now return a `Result` instead of an
`Option` so that they can provide more information about failures:
 - `world_to_viewport`
 - `world_to_viewport_with_depth`
 - `viewport_to_world`
 - `viewport_to_world_2d`

Call `.ok()` on the `Result` to turn it back into an `Option`, or handle
the `Result` directly.

---------

Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-09-03 19:45:15 +00:00
Allen Pocket
d93b78a66e
Remove unnecessary muts in RenderSet::QueueMeshes (#14953)
# Objective

Fixes #14952
2024-08-28 11:38:38 +00:00
Shane
484721be80
Have EntityCommands methods consume self for easier chaining (#14897)
# Objective

Fixes #14883

## Solution

Pretty simple update to `EntityCommands` methods to consume `self` and
return it rather than taking `&mut self`. The things probably worth
noting:

* I added `#[allow(clippy::should_implement_trait)]` to the `add` method
because it causes a linting conflict with `std::ops::Add`.
* `despawn` and `log_components` now return `Self`. I'm not sure if
that's exactly the desired behavior so I'm happy to adjust if that seems
wrong.

## Testing

Tested with `cargo run -p ci`. I think that should be sufficient to call
things good.

## Migration Guide

The most likely migration needed is changing code from this:

```
        let mut entity = commands.get_or_spawn(entity);

        if depth_prepass {
            entity.insert(DepthPrepass);
        }
        if normal_prepass {
            entity.insert(NormalPrepass);
        }
        if motion_vector_prepass {
            entity.insert(MotionVectorPrepass);
        }
        if deferred_prepass {
            entity.insert(DeferredPrepass);
        }
```

to this:

```
        let mut entity = commands.get_or_spawn(entity);

        if depth_prepass {
            entity = entity.insert(DepthPrepass);
        }
        if normal_prepass {
            entity = entity.insert(NormalPrepass);
        }
        if motion_vector_prepass {
            entity = entity.insert(MotionVectorPrepass);
        }
        if deferred_prepass {
            entity.insert(DeferredPrepass);
        }
```

as can be seen in several of the example code updates here. There will
probably also be instances where mutable `EntityCommands` vars no longer
need to be mutable.
2024-08-26 18:24:59 +00:00
JoshValjosh
3540b87e17
Add bevy_picking sprite backend (#14757)
# Objective

Add `bevy_picking` sprite backend as part of the `bevy_mod_picking`
upstreamening (#12365).

## Solution

More or less a copy/paste from `bevy_mod_picking`, with the changes
[here](https://github.com/aevyrie/bevy_mod_picking/pull/354). I'm
putting that link here since those changes haven't yet made it through
review, so should probably be reviewed on their own.

## Testing

I couldn't find any sprite-backend-specific tests in `bevy_mod_picking`
and unfortunately I'm not familiar enough with Bevy's testing patterns
to write tests for code that relies on windowing and input. I'm willing
to break the pointer hit system into testable blocks and add some more
modular tests if that's deemed important enough to block, otherwise I
can open an issue for adding tests as follow-up.

## Follow-up work

- More docs/tests
- Ignore pick events on transparent sprite pixels with potential opt-out

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
2024-08-26 18:01:32 +00:00
charlotte
1caa64d948
Refactor AsBindGroup to use a associated SystemParam. (#14909)
# Objective

Adding more features to `AsBindGroup` proc macro means making the trait
arguments uglier. Downstream implementors of the trait without the proc
macro might want to do different things than our default arguments.

## Solution

Make `AsBindGroup` take an associated `Param` type.

## Migration Guide

`AsBindGroup` now allows the user to specify a `SystemParam` to be used
for creating bind groups.
2024-08-25 20:16:34 +00:00
Kees van Beilen
7499b74bbf
Added Sprite::sized(custom_size) (#14849)
# Objective
add a quick shorthand for creating a sprite with an custom size. This is
often desired when working with custom units or scaled sprites and
allows for a cleaner syntax in those cases/

## Solution

Implemented a `sized` function on the Sprite struct which creates a
Sprite, sets the custom size and leaves the rest at their default values

---

## Changelog

- Added `Sprite::sized(custom_size: Vec2)`
2024-08-21 12:24:16 +00:00
robtfm
6e2f96f222
check sampler type in as_bind_group derives (#12637)
# Objective

currently if we use an image with the wrong sampler type in a material,
wgpu panics with an invalid texture format. turn this into a warning and
fail more gracefully.

## Solution

the expected sampler type is specified in the AsBindGroup derive, so we
can just check the image sampler is what it should be.

i am not totally sure about the mapping of image sampler type to
#[sampler(type)], i assumed:

```
    "filtering" => [ TextureSampleType::Float { filterable: true } ],
    "non_filtering" => [
        TextureSampleType::Float { filterable: false },
        TextureSampleType::Sint,
        TextureSampleType::Uint,
    ],
    "comparison" => [ TextureSampleType::Depth ],
```
2024-08-21 01:41:31 +00:00
IceSentry
9de25ad330
Add AlphaMask2d phase (#14724)
# Objective

- Bevy now supports an opaque phase for mesh2d, but it's very common for
2d textures to have a transparent alpha channel.

## Solution

- Add an alpha mask phase identical to the one in 3d. It will do the
alpha masking in the shader before drawing the mesh.
- Uses the BinnedRenderPhase
- Since it's an opaque draw it also correctly writes to depth

## Testing

- Tested the mes2d_alpha_mode example and the bevymark example with
alpha mask mode enabled

---

## Showcase


![image](https://github.com/user-attachments/assets/9e5e4561-d0a7-4aa3-b049-d4b1247d5ed4)

The white logo on the right is rendered with alpha mask enabled.

Running the bevymark example I can get 65fps for 120k mesh2d all using
alpha mask.

## Notes

This is one more step for mesh2d improvements
https://github.com/bevyengine/bevy/issues/13265

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-08-15 14:10:37 +00:00
eckz
46e8c6b662
Consistency between Wireframe2d and Wireframe (#14720)
# Objective

- Wireframe plugins have inconsistencies between 3D and 2D versions.
This PR addresses the following
  - 2d version uses `Srgba` for colors, 3d version uses `Color`.

  
## Solution

- This PR brings consistency by doing the following change
  - `Wireframe2d` now uses `Color` instead of `Srgba`

## Testing

- `wireframe_2d` and `wireframe` examples were verified and they work as
before.

---

## Migration Guide

- `Wireframe2dConfig`.`default_color` type is now `Color` instead of
`Srgba`. Use `.into()` to convert between them.
- `Wireframe2dColor`.`color` type is now `Color` instead of `Srgba`. Use
`.into()` to convert between them.
2024-08-13 18:57:47 +00:00
IceSentry
9d6a4fbc85
Use BinnedRenderPhase for Opaque2d (#13091)
Based on top of #12982  and #13069 

# Objective

- Opaque2d was implemented with SortedRenderPhase but BinnedRenderPhase
should be much faster

## Solution

- Implement BinnedRenderPhase for Opaque2d

## Notes

While testing this PR, before the change I had ~14 fps in bevymark with
100k entities. After this change I get ~71 fps, compared to using
sprites where I only get ~63 fps. This means that after this PR mesh2d
with opaque meshes will be faster than the sprite path. This is not a 1
to 1 comparison since sprites do alpha blending.
2024-08-12 15:38:24 +00:00
IceSentry
5abc32ceda
Add 2d opaque phase with depth buffer (#13069)
This PR is based on top of #12982

# Objective

- Mesh2d currently only has an alpha blended phase. Most sprites don't
need transparency though.
- For some 2d games it can be useful to have a 2d depth buffer

## Solution

- Add an opaque phase to render Mesh2d that don't need transparency
- This phase currently uses the `SortedRenderPhase` to make it easier to
implement based on the already existing transparent phase. A follow up
PR will switch this to `BinnedRenderPhase`.
- Add a 2d depth buffer
- Use that depth buffer in the transparent phase to make sure that
sprites and transparent mesh2d are displayed correctly

## Testing

I added the mesh2d_transforms example that layers many opaque and
transparent mesh2d to make sure they all get displayed correctly. I also
confirmed it works with sprites by modifying that example locally.

---

## Changelog

- Added `AlphaMode2d`
- Added `Opaque2d` render phase
- Camera2d now have a `ViewDepthTexture` component

## Migration Guide

- `ColorMaterial` now contains `AlphaMode2d`. To keep previous
behaviour, use `AlphaMode::BLEND`. If you know your sprite is opaque,
use `AlphaMode::OPAQUE`

## Follow up PRs

- See tracking issue: #13265

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
2024-08-07 00:22:09 +00:00
JJJimbo1
56c9d4489b
fix asymmetrical 9-slicing (#14148)
# Objective

Fixes #14147.

## Solution

Modify the slicing checks and algorithm to fully allow asymmetrical
textures to work.
Some opinionated code cleanup.

## Testing

Tested using the ui_texture_slice example and a custom asymmetrical
texture.

Before:

![asymmetrical_texture_slice_before](https://github.com/bevyengine/bevy/assets/88861660/00dafce1-904a-41ac-b5d9-faaf087b0681)

After:

![asymmetrical_texture_slice_after](https://github.com/bevyengine/bevy/assets/88861660/f3d742f3-6157-4d35-b383-aee4b8f6e7d0)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-08-01 20:03:23 +00:00
Giacomo Stevanato
71c5f1e3e4
Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965)
# Objective

- Fix issue #2611

## Solution

- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes #3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.

---

## Changelog

- The source code viewer on docs.rs now includes links to the
definitions.
2024-07-29 23:10:16 +00:00
Brian Reavis
438217035d
Don’t prepare 2D view bind groups for 3D cameras (#14481)
# Objective

- Before this fix, the view query in `prepare_mesh2d_view_bind_groups`
matched all views – leading to 2D view bind groups being prepared for 3D
cameras.

## Solution

- Added `With<Camera2d>` to the views query.

## Testing

- Verified the examples still work.
2024-07-25 20:37:54 +00:00
IceSentry
3faca1e549
Don't ignore draw errors (#13240)
# Objective

- It's possible to have errors in a draw command, but these errors are
ignored

## Solution

- Return a result with the error

## Changelog

Renamed `RenderCommandResult::Failure` to `RenderCommandResult::Skip`
Added a `reason` string parameter to `RenderCommandResult::Failure`

## Migration Guide
If you were using `RenderCommandResult::Failure` to just ignore an error
and retry later, use `RenderCommandResult::Skip` instead.

This wasn't intentional, but this PR should also help with
https://github.com/bevyengine/bevy/issues/12660 since we can turn a few
unwraps into error messages now.

---------

Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
2024-07-22 19:22:30 +00:00
Coder-Joe458
8f5345573c
Remove manual --cfg docsrs (#14376)
# Objective

- Fixes #14132 

## Solution

- Remove the cfg docsrs
2024-07-22 18:58:04 +00:00
charlotte
03fd1b46ef
Move Msaa to component (#14273)
Switches `Msaa` from being a globally configured resource to a per
camera view component.

Closes #7194

# Objective

Allow individual views to describe their own MSAA settings. For example,
when rendering to different windows or to different parts of the same
view.

## Solution

Make `Msaa` a component that is required on all camera bundles.

## Testing

Ran a variety of examples to ensure that nothing broke.

TODO:
- [ ] Make sure android still works per previous comment in
`extract_windows`.

---

## Migration Guide

`Msaa` is no longer configured as a global resource, and should be
specified on each spawned camera if a non-default setting is desired.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-07-22 18:28:23 +00:00
Patrick Walton
bc34216929
Pack multiple vertex and index arrays together into growable buffers. (#14257)
This commit uses the [`offset-allocator`] crate to combine vertex and
index arrays from different meshes into single buffers. Since the
primary source of `wgpu` overhead is from validation and synchronization
when switching buffers, this significantly improves Bevy's rendering
performance on many scenes.

This patch is a more flexible version of #13218, which also used slabs.
Unlike #13218, which used slabs of a fixed size, this commit implements
slabs that start small and can grow. In addition to reducing memory
usage, supporting slab growth reduces the number of vertex and index
buffer switches that need to happen during rendering, leading to
improved performance. To prevent pathological fragmentation behavior,
slabs are capped to a maximum size, and mesh arrays that are too large
get their own dedicated slabs.

As an additional improvement over #13218, this commit allows the
application to customize all allocator heuristics. The
`MeshAllocatorSettings` resource contains values that adjust the minimum
and maximum slab sizes, the cutoff point at which meshes get their own
dedicated slabs, and the rate at which slabs grow. Hopefully-sensible
defaults have been chosen for each value.

Unfortunately, WebGL 2 doesn't support the *base vertex* feature, which
is necessary to pack vertex arrays from different meshes into the same
buffer. `wgpu` represents this restriction as the downlevel flag
`BASE_VERTEX`. This patch detects that bit and ensures that all vertex
buffers get dedicated slabs on that platform. Even on WebGL 2, though,
we can combine all *index* arrays into single buffers to reduce buffer
changes, and we do so.

The following measurements are on Bistro:

Overall frame time improves from 8.74 ms to 5.53 ms (1.58x speedup):
![Screenshot 2024-07-09
163521](https://github.com/bevyengine/bevy/assets/157897/5d83c824-c0ee-434c-bbaf-218ff7212c48)

Render system time improves from 6.57 ms to 3.54 ms (1.86x speedup):
![Screenshot 2024-07-09
163559](https://github.com/bevyengine/bevy/assets/157897/d94e2273-c3a0-496a-9f88-20d394129610)

Opaque pass time improves from 4.64 ms to 2.33 ms (1.99x speedup):
![Screenshot 2024-07-09
163536](https://github.com/bevyengine/bevy/assets/157897/e4ef6e48-d60e-44ae-9a71-b9a731c99d9a)

## Migration Guide

### Changed

* Vertex and index buffers for meshes may now be packed alongside other
buffers, for performance.
* `GpuMesh` has been renamed to `RenderMesh`, to reflect the fact that
it no longer directly stores handles to GPU objects.
* Because meshes no longer have their own vertex and index buffers, the
responsibility for the buffers has moved from `GpuMesh` (now called
`RenderMesh`) to the `MeshAllocator` resource. To access the vertex data
for a mesh, use `MeshAllocator::mesh_vertex_slice`. To access the index
data for a mesh, use `MeshAllocator::mesh_index_slice`.

[`offset-allocator`]: https://github.com/pcwalton/offset-allocator
2024-07-16 20:33:15 +00:00
github-actions[bot]
8df10d2713
Bump Version after Release (#14219)
Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-08 12:54:08 +00:00
TotalKrill
5986d5d309
Cosmic text (#10193)
# Replace ab_glyph with the more capable cosmic-text

Fixes #7616.

Cosmic-text is a more mature text-rendering library that handles scripts
and ligatures better than ab_glyph, it can also handle system fonts
which can be implemented in bevy in the future

Rebase of https://github.com/bevyengine/bevy/pull/8808

## Changelog

Replaces text renderer ab_glyph with cosmic-text

The definition of the font size has changed with the migration to cosmic
text. The behavior is now consistent with other platforms (e.g. the
web), where the font size in pixels measures the height of the font (the
distance between the top of the highest ascender and the bottom of the
lowest descender). Font sizes in your app need to be rescaled to
approximately 1.2x smaller; for example, if you were using a font size
of 60.0, you should now use a font size of 50.0.

## Migration guide

- `Text2dBounds` has been replaced with `TextBounds`, and it now accepts
`Option`s to the bounds, instead of using `f32::INFINITY` to inidicate
lack of bounds
- Textsizes should be changed, dividing the current size with 1.2 will
result in the same size as before.
- `TextSettings` struct is removed
- Feature `subpixel_alignment` has been removed since cosmic-text
already does this automatically
- TextBundles and things rendering texts requires the `CosmicBuffer`
Component on them as well

## Suggested followups:

- TextPipeline: reconstruct byte indices for keeping track of eventual
cursors in text input
- TextPipeline: (future work) split text entities into section entities
- TextPipeline: (future work) text editing
- Support line height as an option. Unitless `1.2` is the default used
in browsers (1.2x font size).
- Support System Fonts and font families
- Example showing of animated text styles. Eg. throbbing hyperlinks

---------

Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Nico Burns <nico@nicoburns.com>
Co-authored-by: sam edelsten <samedelsten1@gmail.com>
Co-authored-by: Dimchikkk <velo.app1@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-07-04 20:41:08 +00:00
Lura
856b39d821
Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective

- Lazily evaluate
[default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)~~/[or](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
values where it makes sense
  - ~~`unwrap_or(foo())` -> `unwrap_or_else(|| foo())`~~
  - `unwrap_or(Default::default())` -> `unwrap_or_default()`
  - etc.
- Avoid creating [redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure),
even for [method
calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
  - `map(|something| something.into())` -> `map(Into:into)`

## Solution

- Apply Clippy lints:
-
~~[or_fun_call](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
-
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
-
[redundant_closure_for_method_calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
([redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure)
is already enabled)

## Testing

- Tested on Windows 11 (`stable-x86_64-pc-windows-gnu`, 1.79.0)
- Bevy compiles without errors or warnings and examples seem to work as
intended
  - `cargo clippy` 
  - `cargo run -p ci -- compile` 

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 15:54:40 +00:00
Brian Reavis
e69e28fe74
Made Material2dBindGroupId instantiable (#14053)
# Objective / Solution

Make it possible to construct `Material2dBindGroupId` for custom 2D
material pipelines by making the inner field public.

---

The 3D variant (`MaterialBindGroupId`) had this done in
e79b9b62ce
2024-06-29 00:41:15 +00:00
Shane Celis
6df0e9b37d
bug: Fix 9-slice textures with asymmetric borders. (#13921)
# Objective

Fix a 9-slice asymmetric border issue that
[QueenOfSquiggles](https://blobfox.coffee/@queenofsquiggles/112639035165575222)
found. Here's the behavior before:

<img width="340" alt="the-bug"
src="https://github.com/bevyengine/bevy/assets/54390/81ff1847-b2ea-4578-9fd0-af6ee96c5438">

## Solution

Here's the behavior with the fix.

<img width="327" alt="the-fix"
src="https://github.com/bevyengine/bevy/assets/54390/33a4e3f0-b6a8-448e-9654-1197218ea11d">


## Testing

I used QueenOfSquiggles
[repo](https://github.com/QueenOfSquiggles/my-bevy-learning-project) to
exercise the code. I manually went through a number of variations of the
border and caught a few other issues after the first pass. I added some
code to create random borders and though they often looked funny there
weren't any gaps like before.

### Unit Tests

I did add some tests to `slicer.rs` mostly as an exploratory programming
exercise. So they currently act as a limited, incomplete,
"golden-file"-ish approach. Perhaps they're not worth keeping.

In order to write the tests, I did add a `PartialEq` derive for
`TextureSlice`.

I only tested these changes on macOS.

---

## Changelog

Make 9-slice textures work with asymmetric borders.
2024-06-19 17:30:18 +00:00
Jan Hohenheim
6273227e09
Fix lints introduced in Rust beta 1.80 (#13899)
Resolves #13895

Mostly just involves being more explicit about which parts of the docs
belong to a list and which begin a new paragraph.
- found a few docs that were malformed because of exactly this, so I
fixed that by introducing a paragraph
- added indentation to nearly all multiline lists
- fixed a few minor typos
- added `#[allow(dead_code)]` to types that are needed to test
annotations but are never constructed
([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514)
and
[here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523))
- verified that  `cargo +beta run -p ci -- lints` passes
- verified that `cargo +beta run -p ci -- test` passes
2024-06-17 17:22:01 +00:00
Brezak
d803adff09
Add from_color to StandardMaterial and ColorMaterial (#13791)
# Objective

Closes #13738

## Solution

Added `from_color` to materials that would support it. Didn't add
`from_color` to `WireframeMaterial` as it doesn't seem we expect users
to be constructing them themselves.

## Testing

None

---

## Changelog

### Added

- `from_color` to `StandardMaterial` so you can construct this material
from any color type.
- `from_color` to `ColorMaterial` so you can construct this material
from any color type.
2024-06-10 21:25:31 +00:00
Gagnus
298b01f10d
Adds back in way to convert color to u8 array, implemented for the two RGB color types, also renames Color::linear to Color::to_linear. (#13759)
# Objective

One thing missing from the new Color implementation in 0.14 is the
ability to easily convert to a u8 representation of the rgb color.

(note this is a redo of PR https://github.com/bevyengine/bevy/pull/13739
as I needed to move the source branch

## Solution

I have added to_u8_array and to_u8_array_no_alpha to a new trait called
ColorToPacked to mirror the f32 conversions in ColorToComponents and
implemented the new trait for Srgba and LinearRgba.
To go with those I also added matching from_u8... functions and
converted a couple of cases that used ad-hoc implementations of that
conversion to use these.
After discussion on Discord of the experience of using the API I renamed
Color::linear to Color::to_linear, as without that it looks like a
constructor (like Color::rgb).
I also added to_srgba which is the other commonly converted to type of
color (for UI and 2D) to match to_linear.
Removed a redundant extra implementation of to_f32_array for LinearColor
as it is also supplied in ColorToComponents (I'm surprised that's
allowed?)

## Testing

Ran all tests and manually tested.
Added to_and_from_u8 to linear_rgba::tests

## Changelog

visible change is Color::linear becomes Color::to_linear.

---------

Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
2024-06-10 13:03:46 +00:00
Jerome Humbert
d38d8a148a
Uncouple DynamicTextureAtlasBuilder from assets (#13717)
# Objective

Remove some unnecessary coupling between `DynamicTextureAtlasBuilder`
and `bevy_asset`.

## Solution

Remove the dependency of `DynamicTextureAtlasBuilder::add_texture` to
`bevy_asset`, by directly passing the `Image` of the atlas to mutate,
instead of passing separate `Assets<Image>` and `Handle<Image>` for the
function to do the lookup by itself. The lookup can be done from the
caller, and this allows using the builder in contexts where the `Image`
is not stored inside `Assets`.

Clean-up a bit the font atlas files by introducing a `PlacedGlyph` type
storing the `GlyphId` and its `SubpixelOffset`, which were otherwise
always both passed as function parameters and the pair used as key in
hash maps.

## Testing

There's no change in behavior.

---

## Changelog

- Added a `PlacedGlyph` type aggregating a `GlyphId` and a
`SubpixelOffset`. That type is now used as parameter in a few text atlas
APIs, instead of passing individual values.

## Migration Guide

- Replace the `glyph_id` and `subpixel_offset` of a few text atlas APIs
by a single `place_glyph: PlacedGlyph` parameter trivially combining the
two.
2024-06-08 12:38:03 +00:00
Ricky Taylor
9b9d3d81cb
Normalise matrix naming (#13489)
# Objective
- Fixes #10909
- Fixes #8492

## Solution
- Name all matrices `x_from_y`, for example `world_from_view`.

## Testing
- I've tested most of the 3D examples. The `lighting` example
particularly should hit a lot of the changes and appears to run fine.

---

## Changelog
- Renamed matrices across the engine to follow a `y_from_x` naming,
making the space conversion more obvious.

## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
s-puig
21b3666abf
More idiomatic texture atlas builder (#13238)
# Objective

- TextureAtlasBuilder has some non-idiomatic methods.

## Solution

- Refactor non-idiomatic methods

---

## Changelog

- Renamed `TextureAtlasBuilder::finish()` to
`TextureAtlasBuilder::build()`
- Builder methods return `&mut Self` instead of `Self`

## Migration Guide

```diff
- let mut texture_atlas_builder = TextureAtlasBuilder::default().padding(UVec2::default()).format(..);
+ let mut texture_atlas_builder = TextureAtlasBuilder::default();
+ texture_atlas_builder.padding(UVec2::default()).format(..);

- let (texture_atlas_layout, texture) = texture_atlas_builder.finish().unwrap();
+ let (texture_atlas_layout, texture) = texture_atlas_builder.build().unwrap();
```
2024-06-03 12:43:50 +00:00
François Mockers
ce46d52536
unload unused images that are RenderAssetUsages::RENDER_WORLD (#13609)
# Objective

- Fixes #13500
- Images that are `RenderAssetUsages::RENDER_WORLD` don't free their
memory when they are no longer used

## Solution

- Remove their bind group when the handles are unused
2024-05-31 17:13:29 +00:00
arcashka
cdc605cc48
add tonemapping LUT bindings for sprite and mesh2d pipelines (#13262)
Fixes #13118
If you use `Sprite` or `Mesh2d` and create `Camera` with
* hdr=false
* any tonemapper

You would get
```
wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `sprite_pipeline`
    Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
    Shader global ResourceBinding { group: 0, binding: 19 } is not available in the pipeline layout
    Binding is missing from the pipeline layout
```
Because of missing tonemapping LUT bindings 

## Solution
Add missing bindings for tonemapping LUT's to `SpritePipeline` &
`Mesh2dPipeline`

## Testing
I checked that
* `tonemapping`
* `color_grading`
* `sprite_animations`
* `2d_shapes`
* `meshlet`
* `deferred_rendering`
examples are still working

2d cases I checked with this code:
```
use bevy::{
    color::palettes::css::PURPLE, core_pipeline::tonemapping::Tonemapping, prelude::*,
    sprite::MaterialMesh2dBundle,
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, toggle_tonemapping_method)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
    asset_server: Res<AssetServer>,
) {
    commands.spawn(Camera2dBundle {
        camera: Camera {
            hdr: false,
            ..default()
        },
        tonemapping: Tonemapping::BlenderFilmic,
        ..default()
    });
    commands.spawn(MaterialMesh2dBundle {
        mesh: meshes.add(Rectangle::default()).into(),
        transform: Transform::default().with_scale(Vec3::splat(128.)),
        material: materials.add(Color::from(PURPLE)),
        ..default()
    });

    commands.spawn(SpriteBundle {
        texture: asset_server.load("asd.png"),
        ..default()
    });
}

fn toggle_tonemapping_method(
    keys: Res<ButtonInput<KeyCode>>,
    mut tonemapping: Query<&mut Tonemapping>,
) {
    let mut method = tonemapping.single_mut();

    if keys.just_pressed(KeyCode::Digit1) {
        *method = Tonemapping::None;
    } else if keys.just_pressed(KeyCode::Digit2) {
        *method = Tonemapping::Reinhard;
    } else if keys.just_pressed(KeyCode::Digit3) {
        *method = Tonemapping::ReinhardLuminance;
    } else if keys.just_pressed(KeyCode::Digit4) {
        *method = Tonemapping::AcesFitted;
    } else if keys.just_pressed(KeyCode::Digit5) {
        *method = Tonemapping::AgX;
    } else if keys.just_pressed(KeyCode::Digit6) {
        *method = Tonemapping::SomewhatBoringDisplayTransform;
    } else if keys.just_pressed(KeyCode::Digit7) {
        *method = Tonemapping::TonyMcMapface;
    } else if keys.just_pressed(KeyCode::Digit8) {
        *method = Tonemapping::BlenderFilmic;
    }
}
```
---

## Changelog
Fix the bug which led to the crash when user uses any tonemapper without
hdr for rendering sprites and 2d meshes.
2024-05-28 12:09:26 +00:00
Patrick Walton
9da0b2a0ec
Make render phases render world resources instead of components. (#13277)
This commit makes us stop using the render world ECS for
`BinnedRenderPhase` and `SortedRenderPhase` and instead use resources
with `EntityHashMap`s inside. There are three reasons to do this:

1. We can use `clear()` to clear out the render phase collections
instead of recreating the components from scratch, allowing us to reuse
allocations.

2. This is a prerequisite for retained bins, because components can't be
retained from frame to frame in the render world, but resources can.

3. We want to move away from storing anything in components in the
render world ECS, and this is a step in that direction.

This patch results in a small performance benefit, due to point (1)
above.

## Changelog

### Changed

* The `BinnedRenderPhase` and `SortedRenderPhase` render world
components have been replaced with `ViewBinnedRenderPhases` and
`ViewSortedRenderPhases` resources.

## Migration Guide

* The `BinnedRenderPhase` and `SortedRenderPhase` render world
components have been replaced with `ViewBinnedRenderPhases` and
`ViewSortedRenderPhases` resources. Instead of querying for the
components, look the camera entity up in the
`ViewBinnedRenderPhases`/`ViewSortedRenderPhases` tables.
2024-05-21 18:23:04 +00:00
IceSentry
64e1a7835a
Clean up 2d render phases (#12982)
# Objective

Currently, the 2d pipeline only has a transparent pass that is used for
everything. I want to have separate passes for opaque/alpha
mask/transparent meshes just like in 3d.

This PR does the basic work to start adding new phases to the 2d
pipeline and get the current setup a bit closer to 3d.

## Solution

- Use `ViewNode` for `MainTransparentPass2dNode`
- Added `Node2d::StartMainPass`, `Node2d::EndMainPass`
- Rename everything to clarify that the main pass is currently the
transparent pass

---

## Changelog

- Added `Node2d::StartMainPass`, `Node2d::EndMainPass`

## Migration Guide

If you were using `Node2d::MainPass` to order your own custom render
node. You now need to order it relative to `Node2d::StartMainPass` or
`Node2d::EndMainPass`.
2024-05-08 08:13:39 +00:00
Kristoffer Søholm
2089a28717
Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199)
This is an adoption of #12670 plus some documentation fixes. See that PR
for more details.

---

## Changelog

* Renamed `BufferVec` to `RawBufferVec` and added a new `BufferVec`
type.

## Migration Guide
`BufferVec` has been renamed to `RawBufferVec` and a new similar type
has taken the `BufferVec` name.

---------

Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-05-03 11:39:21 +00:00
BD103
e357b63448
Add README.md to all crates (#13184)
# Objective

- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.

<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">

- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.

## Solution

- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.

---

## Changelog

- Added `README.md` files to all crates missing it.
2024-05-02 18:56:00 +00:00
Patrick Walton
16531fb3e3
Implement GPU frustum culling. (#12889)
This commit implements opt-in GPU frustum culling, built on top of the
infrastructure in https://github.com/bevyengine/bevy/pull/12773. To
enable it on a camera, add the `GpuCulling` component to it. To
additionally disable CPU frustum culling, add the `NoCpuCulling`
component. Note that adding `GpuCulling` without `NoCpuCulling`
*currently* does nothing useful. The reason why `GpuCulling` doesn't
automatically imply `NoCpuCulling` is that I intend to follow this patch
up with GPU two-phase occlusion culling, and CPU frustum culling plus
GPU occlusion culling seems like a very commonly-desired mode.

Adding the `GpuCulling` component to a view puts that view into
*indirect mode*. This mode makes all drawcalls indirect, relying on the
mesh preprocessing shader to allocate instances dynamically. In indirect
mode, the `PreprocessWorkItem` `output_index` points not to a
`MeshUniform` instance slot but instead to a set of `wgpu`
`IndirectParameters`, from which it allocates an instance slot
dynamically if frustum culling succeeds. Batch building has been updated
to allocate and track indirect parameter slots, and the AABBs are now
supplied to the GPU as `MeshCullingData`.

A small amount of code relating to the frustum culling has been borrowed
from meshlets and moved into `maths.wgsl`. Note that standard Bevy
frustum culling uses AABBs, while meshlets use bounding spheres; this
means that not as much code can be shared as one might think.

This patch doesn't provide any way to perform GPU culling on shadow
maps, to avoid making this patch bigger than it already is. That can be
a followup.

## Changelog

### Added

* Frustum culling can now optionally be done on the GPU. To enable it,
add the `GpuCulling` component to a camera.
* To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note
that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
2024-04-28 12:50:00 +00:00
Andrew
d59c859a35
new example: sprite animation in response to an event (#12996)
# Objective

- animating a sprite in response to an event is a [common beginner
problem](https://www.reddit.com/r/bevy/comments/13xx4v7/sprite_animation_in_bevy/)

## Solution

- provide a simple example to show how to animate a sprite in response
to an event

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-23 21:44:03 +00:00
JMS55
17633c1f75
Remove unused push constants (#13076)
The shader code was removed in #11280, but we never cleaned up the rust
code.
2024-04-23 21:43:46 +00:00