# Objective
For most UI node entities there's a 1-to-1 mapping from the entity to
its associated Taffy node. Root UI nodes are an exception though, their
corresponding Taffy node in the Taffy tree is also given a parent that
represents the viewport. These viewport Taffy nodes are not removed when
a root UI node is despawned.
Parenting of an existing root UI node with an associated viewport Taffy
node also results in the leak of the viewport node.
These tests fail if added to the `layout` module's tests on the main
branch:
```rust
#[test]
fn no_viewport_node_leak_on_root_despawned() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_root_entity = world.spawn(Node::default()).id();
// The UI schedule synchronizes Bevy UI's internal `TaffyTree` with the
// main world's tree of `Node` entities.
ui_schedule.run(&mut world);
// Two taffy nodes are added to the internal `TaffyTree` for each root UI entity.
// An implicit taffy node representing the viewport and a taffy node corresponding to the
// root UI entity which is parented to the viewport taffy node.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
2
);
world.despawn(ui_root_entity);
// The UI schedule removes both the taffy node corresponding to `ui_root_entity` and its
// parent viewport node.
ui_schedule.run(&mut world);
// Both taffy nodes should now be removed from the internal `TaffyTree`
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
0
);
}
#[test]
fn no_viewport_node_leak_on_parented_root() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_root_entity_1 = world.spawn(Node::default()).id();
let ui_root_entity_2 = world.spawn(Node::default()).id();
ui_schedule.run(&mut world);
// There are two UI root entities. Each root taffy node is given it's own viewport node parent,
// so a total of four taffy nodes are added to the `TaffyTree` by the UI schedule.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
4
);
// Parent `ui_root_entity_2` onto `ui_root_entity_1` so now only `ui_root_entity_1` is a
// UI root entity.
world
.entity_mut(ui_root_entity_1)
.add_child(ui_root_entity_2);
// Now there is only one root node so the second viewport node is removed by
// the UI schedule.
ui_schedule.run(&mut world);
// There is only one viewport node now, so the `TaffyTree` contains 3 nodes in total.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
3
);
}
```
Fixes#17594
## Solution
Change the `UiSurface::entity_to_taffy` to map to `LayoutNode`s. A
`LayoutNode` has a `viewport_id: Option<taffy::NodeId>` field which is
the id of the corresponding implicit "viewport" node if the node is a
root UI node, otherwise it is `None`. When removing or parenting nodes
this field is checked and the implicit viewport node is removed if
present.
## Testing
There are two new tests in `bevy_ui::layout::tests` included with this
PR:
* `no_viewport_node_leak_on_root_despawned`
* `no_viewport_node_leak_on_parented_root`
# Objective
Fix this comment in `queue_sprites`:
```
// batch_range and dynamic_offset will be calculated in prepare_sprites.
```
`Transparent2d` no longer has a `dynamic_offset` field and the
`batch_range` is calculated in `prepare_sprite_image_bind_groups` now.
# Objective
Fixes#17561
## Solution
The anti-aliasing function used by the UI fragment shader is this:
```wgsl
fn antialias(distance: f32) -> f32 {
return saturate(0.5 - distance); // saturate clamps between 0 and 1
}
```
The returned value is multiplied with the alpha channel value to get the
anti-aliasing effect.
The `distance` is a signed distance value. A positive `distance` means
we are outside the shape we're drawing and a negative `distance` means
we are on the inside.
So with `distance` at `0` (on the edge of the shape):
```
antialias(0) = saturate(0.5 - 0) = saturate(0.5) = 0.5
```
but we want it to be `1` at this point, so the entire interior of the
shape is given a solid colour, and then decrease as the signed distance
increases.
So in this PR we change it to:
```wgsl
fn antialias(distance: f32) -> f32 {
return saturate(1. - distance);
}
```
Then:
```
antialias(-0.5) = saturate(1 - (-1)) = saturate(2) = 1
antialias(1) = saturate(1 - 0) = 1
antialias(0.5) = saturate(1 - 0.5) = 0.5
antialias(1) = saturate(1 - 1) = 0
```
as desired.
## Testing
```cargo run --example button```
On main:
<img width="400" alt="bleg" src="https://github.com/user-attachments/assets/314994cb-4529-479d-b179-18e5c25f75bc" />
With this PR:
<img width="400" alt="bbwhite" src="https://github.com/user-attachments/assets/072f481d-8b67-4fae-9a5f-765090d1713f" />
Modified the `button` example to draw a white background to make the bleeding more obvious.
The code added in #14343 seems to be trying to ensure that a `Handle`
for each glTF node exists by topologically sorting the directed graph of
glTF nodes containing edges from parent to child and from skin to joint.
Unfortunately, such a graph can contain cycles, as there's no guarantee
that joints are descendants of nodes with the skin. In particular, glTF
exported from Maya using the popular babylon.js export plugin create
skins attached to nodes that animate their parent nodes. This was
causing the topological sort code to enter an infinite loop.
Assuming that the intent of the topological sort is indeed to ensure
that `Handle`s exist for each glTF node before populating them, there's
a better mechanism for this: `LoadContext::get_label_handle`. This is
the documented way to obtain a handle for a node before populating it,
obviating the need for a topological sort. This patch replaces the
topological sort with a pre-pass that uses
`LoadContext::get_label_handle` to get handles for each `Node` before
populating them. This fixes the problem with Maya rigs, in addition to
making the code simpler and faster.
I realized there wasn't a test for this yet and figured it would be
trivial to add. Why not? Unless there was a test for this, and I just
missed it?
I appreciate the unique error message it gives and wanted to make sure
it doesn't get broken at some point. Or worse, endlessly recurse.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- make CI a bit faster without losing anything
## Solution
- Always disable incremental compilation. This was done in a few jobs,
just do it everywhere
- Also disable debug info. This should reduce target folder a bit,
reducing cache size and upload duration
# Objective
- Improve CI when testing rendering by having smarter testbeds
## Solution
- CI testing no longer need a config file and will run with a default
config if not found
- It is now possible to give a name to a screenshot instead of just a
frame number
- 2d and 3d testbeds are now driven from code
- a new system in testbed will watch for state changed
- on state changed, trigger a screenshot 100 frames after (so that the
scene has time to render) with the name of the scene
- when the screenshot is taken (`Captured` component has been removed),
switch scene
- this means less setup to run a testbed (no need for a config file),
screenshots have better names, and it's faster as we don't wait 100
frames for the screenshot to be taken
## Testing
- `cargo run --example testbed_2d --features bevy_ci_testing`
# Objective
- Also support `f16` values when getting and setting colors.
## Solution
- Use the `half` crate to work with `f16` until it's in stable Rust.
# Objective
#16912 turned `EntityHashMap` and `EntityHashSet` into proper newtypes
instead of type aliases. However, this removed the ability to create
these collections in const contexts; previously, you could use
`EntityHashSet::with_hasher(EntityHash)`, but it doesn't exist anymore.
## Solution
Make `EntityHashMap::new` and `EntityHashSet::new` const methods.
# Objective
Pass the correct location to triggers when despawning entities.
`EntityWorldMut::despawn_with_caller()` currently passes
`Location::caller()` to some triggers instead of the `caller` parameter
it was passed. As `despawn_with_caller()` is not `#[track_caller]`, this
means the location will always be reported as `despawn_with_caller()`
itself.
## Solution
Pass `caller` instead of `Location::caller()`.
Adding these allows using `DetectChangesMut::set_if_neq` to only update
the values when needed. Currently you need to get the inner values first
(`String` and `Color`), to do any equality checks.
---------
Signed-off-by: Jean Mertz <git@jeanmertz.com>
# Objective
Fixes#17508
`bevy_color::Color` constructors don't have docs explaining the valid
range for the values passed.
## Solution
I've mostly copied the docs from the respective underlying type's docs,
because that seemed most consistent and accurate.
# Objective
The new `DeserializeWithRegistry` trait in 0.15 was designed to be used
with reflection, and so has a `trait DeserializeWithRegistry:
PartialReflect` bound. However, this bound is not actually necessary for
the trait to function properly. And this `PartialReflect` bound already
exists on:
```rs
impl<T: PartialReflect + for<'de> DeserializeWithRegistry<'de>> FromType<T>
for ReflectDeserializeWithRegistry
```
So there is no point in constraining the trait itself with this bound as
well.
This lets me use `DeserializeWithRegistry` with non-`Reflect` types,
which I want to do to avoid making a bunch of `FooDeserializer` structs
and `impl DeserializeSeed` on them.
## Solution
Removes this unnecessary bound.
## Testing
Trivial change, does not break compilation or `bevy_reflect` tests.
## Migration Guide
`DeserializeWithRegistry` types are no longer guaranteed to be
`PartialReflect` as well. If you were relying on this type bound, you
should add it to your own bounds manually.
```diff
- impl<T: DeserializeWithRegistry> Foo for T { .. }
+ impl<T: DeserializeWithRegistry + PartialReflect> Foo for T { .. }
```
This allows you to continue chaining method calls after calling
`EntityCommands::entry`:
```rust
commands
.entity(player.entity)
.entry::<Level>()
// Modify the component if it exists
.and_modify(|mut lvl| lvl.0 += 1)
// Otherwise insert a default value
.or_insert(Level(0))
// Return the EntityCommands for the entity
.entity()
// And continue chaining method calls
.insert(Name::new("Player"));
```
---------
Signed-off-by: Jean Mertz <git@jeanmertz.com>
# Objective
Two more optimisations for UI extraction:
* We only need to query for the camera's render entity when the target
camera changes. If the target camera is the same as for the previous UI
node we can use the previous render entity.
* The cheap checks for visibility and zero size should be performed
first before the camera queries.
## Solution
Add a new system param `UiCameraMap` that resolves the correct render
camera entity and only queries when necessary.
<img width="506" alt="tracee"
src="https://github.com/user-attachments/assets/f57d1e0d-f3a7-49ee-8287-4f01ffc8ba24"
/>
I don't like the `UiCameraMap` + `UiCameraMapper` implementation very
much, maybe someone else can suggest a better construction.
This is partly motivated by #16942 which adds further indirection and
these changes would ameliorate that performance regression.
# Objective
In #16547, we added `EntitySet`s/`EntitySetIterator`s. We can know
whenever an iterator only contains unique entities, however we do not
yet have the ability to collect and reuse these without either the
unsafe `UniqueEntityIter::from_iterator_unchecked`, or the expensive
`HashSet::from_iter`.
An important piece for being able to do this is a `Vec` that maintains
the uniqueness property, can be collected into, and is itself
`EntitySet`.
A lot of entity collections are already intended to be "unique", but
have no way of expressing that when stored, other than using an
aforementioned `HashSet`. Such a type helps by limiting or even removing
the need for unsafe on the user side when not using a validated `Set`
type, and makes it easier to interface with other infrastructure like
f.e. `RelationshipSourceCollection`s.
## Solution
We implement `UniqueEntityVec`.
This is a wrapper around `Vec`, that only ever contains unique elements.
It mirrors the API of `Vec`, however restricts any mutation as to not
violate the uniqueness guarantee. Meaning:
- Any inherent method which can introduce new elements or mutate
existing ones is now unsafe, f.e.: `insert`, `retain_mut`
- Methods that are impossible to use safely are omitted, f.e.: `fill`,
`extend_from_within`
A handful of the unsafe methods can do element-wise mutation
(`retain_mut`, `dedup_by`), which can be an unwind safety hazard were
the element-wise operation to panic. For those methods, we require that
each individual execution of the operation upholds uniqueness, not just
the entire method as a whole.
To be safe for mutable usage, slicing and the associated slice methods
require a matching `UniqueEntitySlice` type , which we leave for a
follow-up PR.
Because this type will deref into the `UniqueEntitySlice` type, we also
offer the immutable `Vec` methods on this type (which only amount to a
handful). "as inner" functionality is covered by additional
`as_vec`/`as_mut_vec` methods + `AsRef`/`Borrow` trait impls.
Like `UniqueEntityIter::from_iterator_unchecked`, this type has a
`from_vec_unchecked` method as well.
The canonical way to safely obtain this type however is via
`EntitySetIterator::collect_set` or
`UniqueEntityVec::from_entity_set_iter`. Like mentioned in #17513, these
are named suboptimally until supertrait item shadowing arrives, since a
normal `collect` will still run equality checks.
# Objective
This makes the `Image::get_color_at_3d` and `Image::set_color_at_3d`
methods work with 2D images with more than one layer.
## Solution
- The Z coordinate is interpreted as the layer number.
## Testing
- Added a test: `get_set_pixel_2d_with_layers`.
# Objective
- As discussed in
https://github.com/bevyengine/bevy/issues/17276#issuecomment-2611203714,
we should transform the cursor's hotspot if the user is asking for the
image to be flipped.
- This becomes more important when a `scale` transform option exists.
It's harder for users to transform the hotspot themselves when using
`scale` because they'd need to look up the image to get its dimensions.
Instead, we let Bevy handle the hotspot transforms and make the
`hotspot` field the "original/source" hotspot.
- Refs #17276.
## Solution
- When the image needs to be transformed, also transform the hotspot. If
the image does not need to be transformed (i.e. fast path), no hotspot
transformation is applied.
## Testing
- Ran the example: `cargo run --example custom_cursor_image
--features=custom_cursor`.
- Add unit tests for the hotspot transform function.
- I also ran the example I have in my `bevy_cursor_kit` crate, which I
think is a good illustration of the reason for this PR.
- In the following videos, there is an arrow pointing up. The button
hover event fires as I move the mouse over it.
- When I press `Y`, the cursor flips.
- In the first video, on `bevy@main` **before** this PR, notice how the
hotspot is wrong after flipping and no longer hovering the button. The
arrow head and hotspot are no longer synced.
- In the second video, on the branch of **this** PR, notice how the
hotspot gets flipped as soon as I press `Y` and the cursor arrow head is
in the correct position on the screen and still hovering the button.
Speaking back to the objective listed at the start: The user originally
defined the _source_ hotspot for the arrow. Later, they decide they want
to flip the cursor vertically: It's nice that Bevy can automatically
flip the _source_ hotspot for them at the same time it flips the
_source_ image.
First video (main):
https://github.com/user-attachments/assets/1955048c-2f85-4951-bfd6-f0e7cfef0cf8
Second video (this PR):
https://github.com/user-attachments/assets/73cb9095-ecb5-4bfd-af5b-9f772e92bd16
# Objective
The bounding_2d example was originally placed in 2d_rendering because
there was no folder for bounding or math, but now that this folder exist
it makes no sense for it to be here.
## Solution
Move the example
## Testing
I ran the example
# Objective
Fixes#16628
## Solution
Matrices were being applied in the wrong order.
## Testing
Ran `skybox` example with rotations applied to the `Skybox` on the `x`,
`y`, and `z` axis (one at a time).
e.g.
```rust
Skybox {
image: skybox_handle.clone(),
brightness: 1000.0,
rotation: Quat::from_rotation_y(-45.0_f32.to_radians()),
}
```
## Showcase
[Screencast_20250121_151232.webm](https://github.com/user-attachments/assets/3df68714-f5f1-4d8c-8e08-cbab525a8bda)
# Objective
- Correct a mistake in the rustdoc for bevy_ecs::world::World.
## Solution
- The rustdoc wrongly stated that "Each component can have up to one
instance of each component type.". This sentence should presumably be
"Each *Entity* can have up to one instance of each component type.".
Applying this change makes the prior sentence "Each [`Entity`] has a set
of components." redundant.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Minor improvement to the render_resource doc comments; specifically, the
gpu buffer types
- makes them consistently reference each other
- reorders them to be alphabetical
- removes duplicated entries
## Objective
Bevy 0.15 introduced new method in `Material2d` trait- `alpha_mode`.
Before that when new material was created it had alpha blending, now it
does not.
## Solution
While I am okay with it, it could be useful to add the new trait method
implementation to one of the samples so users are more aware of it.
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
The `ArgList::push` family of methods consume `self` and return a new
`ArgList` which means they can't be used with `&mut ArgList` references.
```rust
fn foo(args: &mut ArgList) {
args.push_owned(47_i32); // doesn't work :(
}
```
It's typical for `push` methods on other existing types to take `&mut
self`.
## Solution
Renamed the existing push methods to `with_arg`, `with_ref` etc and
added new `push` methods which take `&mut self`.
## Migration Guide
Uses of the `ArgList::push` methods should be replaced with the `with`
counterpart.
<details>
| old | new |
| --- | --- |
| push_arg | with_arg |
| push_ref | with_ref |
| push_mut | with_mut |
| push_owned | with_owned |
| push_boxed | with_boxed |
</details>
# Objective
The various `Query::sort()` methods have a lot of duplicated code
between them, including some unsafe code. Reduce the duplication to make
the code easier to read and maintain.
## Solution
Extract the duplicated code to a private method, and pass in the sorting
strategy as a closure.
## Testing
I used `cargo-show-asm` to verify that the closures were inlined, but I
didn't run anything through a profiler. The `sort()` method itself even
had identical assembly before and after this change, although the others
did not.
# Objective
I wrote a box shadow UI material naively thinking I could use the border
widths attribute to hold the border radius but it
doesn't work as the border widths are automatically set in the
extraction function. Need to send border radius to the shader seperately
for it to be viable.
## Solution
Add a `border_radius` vertex attribute to the ui material.
This PR also removes the normalization of border widths for custom UI
materials. The regular UI shader doesn't do this so it's a bit confusing
and means you can't use the logic from `ui.wgsl` in your custom UI
materials.
## Testing / Showcase
Made a change to the `ui_material` example to display border radius:
```cargo run --example ui_material```
<img width="569" alt="corners" src="https://github.com/user-attachments/assets/36412736-a9ee-4042-aadd-68b9cafb17cb" />
Unfortunately, Apple platforms don't have enough texture bindings to
properly support clustered decals. This should be fixed once `wgpu` has
first-class bindless texture support. In the meantime, we disable them.
Closes#17553.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
*Occlusion culling* allows the GPU to skip the vertex and fragment
shading overhead for objects that can be quickly proved to be invisible
because they're behind other geometry. A depth prepass already
eliminates most fragment shading overhead for occluded objects, but the
vertex shading overhead, as well as the cost of testing and rejecting
fragments against the Z-buffer, is presently unavoidable for standard
meshes. We currently perform occlusion culling only for meshlets. But
other meshes, such as skinned meshes, can benefit from occlusion culling
too in order to avoid the transform and skinning overhead for unseen
meshes.
This commit adapts the same [*two-phase occlusion culling*] technique
that meshlets use to Bevy's standard 3D mesh pipeline when the new
`OcclusionCulling` component, as well as the `DepthPrepass` component,
are present on the camera. It has these steps:
1. *Early depth prepass*: We use the hierarchical Z-buffer from the
previous frame to cull meshes for the initial depth prepass, effectively
rendering only the meshes that were visible in the last frame.
2. *Early depth downsample*: We downsample the depth buffer to create
another hierarchical Z-buffer, this time with the current view
transform.
3. *Late depth prepass*: We use the new hierarchical Z-buffer to test
all meshes that weren't rendered in the early depth prepass. Any meshes
that pass this check are rendered.
4. *Late depth downsample*: Again, we downsample the depth buffer to
create a hierarchical Z-buffer in preparation for the early depth
prepass of the next frame. This step is done after all the rendering, in
order to account for custom phase items that might write to the depth
buffer.
Note that this patch has no effect on the per-mesh CPU overhead for
occluded objects, which remains high for a GPU-driven renderer due to
the lack of `cold-specialization` and retained bins. If
`cold-specialization` and retained bins weren't on the horizon, then a
more traditional approach like potentially visible sets (PVS) or low-res
CPU rendering would probably be more efficient than the GPU-driven
approach that this patch implements for most scenes. However, at this
point the amount of effort required to implement a PVS baking tool or a
low-res CPU renderer would probably be greater than landing
`cold-specialization` and retained bins, and the GPU driven approach is
the more modern one anyway. It does mean that the performance
improvements from occlusion culling as implemented in this patch *today*
are likely to be limited, because of the high CPU overhead for occluded
meshes.
Note also that this patch currently doesn't implement occlusion culling
for 2D objects or shadow maps. Those can be addressed in a follow-up.
Additionally, note that the techniques in this patch require compute
shaders, which excludes support for WebGL 2.
This PR is marked experimental because of known precision issues with
the downsampling approach when applied to non-power-of-two framebuffer
sizes (i.e. most of them). These precision issues can, in rare cases,
cause objects to be judged occluded that in fact are not. (I've never
seen this in practice, but I know it's possible; it tends to be likelier
to happen with small meshes.) As a follow-up to this patch, we desire to
switch to the [SPD-based hi-Z buffer shader from the Granite engine],
which doesn't suffer from these problems, at which point we should be
able to graduate this feature from experimental status. I opted not to
include that rewrite in this patch for two reasons: (1) @JMS55 is
planning on doing the rewrite to coincide with the new availability of
image atomic operations in Naga; (2) to reduce the scope of this patch.
A new example, `occlusion_culling`, has been added. It demonstrates
objects becoming quickly occluded and disoccluded by dynamic geometry
and shows the number of objects that are actually being rendered. Also,
a new `--occlusion-culling` switch has been added to `scene_viewer`, in
order to make it easy to test this patch with large scenes like Bistro.
[*two-phase occlusion culling*]:
https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501
[Aaltonen SIGGRAPH 2015]:
https://www.advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
[Some literature]:
https://gist.github.com/reduz/c5769d0e705d8ab7ac187d63be0099b5?permalink_comment_id=5040452#gistcomment-5040452
[SPD-based hi-Z buffer shader from the Granite engine]:
https://github.com/Themaister/Granite/blob/master/assets/shaders/post/hiz.comp
## Migration guide
* When enqueuing a custom mesh pipeline, work item buffers are now
created with
`bevy::render::batching::gpu_preprocessing::get_or_create_work_item_buffer`,
not `PreprocessWorkItemBuffers::new`. See the
`specialized_mesh_pipeline` example.
## Showcase
Occlusion culling example:

Bistro zoomed out, before occlusion culling:

Bistro zoomed out, after occlusion culling:

In this scene, occlusion culling reduces the number of meshes Bevy has
to render from 1591 to 585.
Currently, our default maximum shadow cascade distance is 1000 m, which
is quite distant compared to that of Unity (150 m), Unreal Engine 5 (200
m), and Godot (100 m). I also adjusted the default first cascade far
bound to be 10 m, which matches that of Unity (10.05 m) and Godot (10
m). Together, these changes should improve the default sharpness of
shadows of directional lights for typical scenes.
## Migration Guide
* The default shadow cascade far distance has been changed from 1000 to
150, and the default first cascade far bound has been changed from 5 to
10, in order to be similar to the defaults of other engines.
# Objective
This allows for the usage of the MouseScrollUnit as a key to a HashSet
and HashMap. I have a need for this, but this basic functionality is
currently missing.
## Solution
Add the derive Hash attribute to the MouseScrollUnit type.
## Testing
- Did you test these changes? If so, how?
No, but I did perform a `cargo build`. My laptop is failing to run
`cargo test` without crashing.
- Are there any parts that need more testing?
If someone could run a `cargo test` for completeness, that would be
great but this is a trivial change.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
They simply need to ensure that the common Hash derive macro works as
expected for the basic MouseScrollUnit type.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Ubuntu 22.04
# Objective
Implement `Eq` and `Hash` for the `BindGroup` and `BindGroupLayout`
wrappers.
## Solution
Implement based on the same assumption that the ID is unique, for
consistency with `PartialEq`.
## Testing
None; this should be straightforward. If there's an issue that would be
a design one.
This commit allows specular highlights to be tinted with a color and for
the reflectance and color tint values to vary across a model via a pair
of maps. The implementation follows the [`KHR_materials_specular`] glTF
extension. In order to reduce the number of samplers and textures in the
default `StandardMaterial` configuration, the maps are gated behind the
`pbr_specular_textures` Cargo feature.
Specular tinting is currently unsupported in the deferred renderer,
because I didn't want to bloat the deferred G-buffers. A possible fix
for this in the future would be to make the G-buffer layout more
configurable, so that specular tints could be supported on an opt-in
basis. As an alternative, Bevy could force meshes with specular tints to
render in forward mode. Both of these solutions require some more
design, so I consider them out of scope for now.
Note that the map is a *specular* map, not a *reflectance* map. In Bevy
and Filament terms, the reflectance values in the specular map range
from [0.0, 0.5], rather than [0.0, 1.0]. This is an unfortunate
[`KHR_materials_specular`] specification requirement that stems from the
fact that glTF is specified in terms of a specular strength model, not
the reflectance model that Filament and Bevy use. A workaround, which is
noted in the `StandardMaterial` documentation, is to set the
`reflectance` value to 2.0, which spreads the specular map range from
[0.0, 1.0] as normal.
The glTF loader has been updated to parse the [`KHR_materials_specular`]
extension. Note that, unless the non-default `pbr_specular_textures` is
supplied, the maps are ignored. The `specularFactor` value is applied as
usual. Note that, as with the specular map, the glTF `specularFactor` is
twice Bevy's `reflectance` value.
This PR adds a new example, `specular_tint`, which demonstrates the
specular tint and map features. Note that this example requires the
[`KHR_materials_specular`] Cargo feature.
[`KHR_materials_specular`]:
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_specular
## Changelog
### Added
* Specular highlights can now be tinted with the `specular_tint` field
in `StandardMaterial`.
* Specular maps are now available in `StandardMaterial`, gated behind
the `pbr_specular_textures` Cargo feature.
* The `KHR_materials_specular` glTF extension is now supported, allowing
for customization of specular reflectance and specular maps. Note that
the latter are gated behind the `pbr_specular_textures` Cargo feature.
This commit adds support for *decal projectors* to Bevy, allowing for
textures to be projected on top of geometry. Decal projectors are
clusterable objects, just as punctual lights and light probes are. This
means that decals are only evaluated for objects within the conservative
bounds of the projector, and they don't require a second pass.
These clustered decals require support for bindless textures and as such
currently don't work on WebGL 2, WebGPU, macOS, or iOS. For an
alternative that doesn't require bindless, see PR #16600. I believe that
both contact projective decals in #16600 and clustered decals are
desirable to have in Bevy. Contact projective decals offer broader
hardware and driver support, while clustered decals don't require the
creation of bounding geometry.
A new example, `decal_projectors`, has been added, which demonstrates
multiple decals on a rotating object. The decal projectors can be scaled
and rotated with the mouse.
There are several limitations of this initial patch that can be
addressed in follow-ups:
1. There's no way to specify the Z-index of decals. That is, the order
in which multiple decals are blended on top of one another is arbitrary.
A follow-up could introduce some sort of Z-index field so that artists
can specify that some decals should be blended on top of others.
2. Decals don't take the normal of the surface they're projected onto
into account. Most decal implementations in other engines have a feature
whereby the angle between the decal projector and the normal of the
surface must be within some threshold for the decal to appear. Often,
artists can specify a fade-off range for a smooth transition between
oblique surfaces and aligned surfaces.
3. There's no distance-based fadeoff toward the end of the projector
range. Many decal implementations have this.
This addresses #2401.
## Showcase

# Objective
Bevy sprite image mode lacks proportional scaling for the underlying
texture. In many cases, it's required. For example, if it is desired to
support a wide variety of screens with a single texture, it's okay to
cut off some portion of the original texture.
## Solution
I added scaling of the texture during the preparation step. To fill the
sprite with the original texture, I scaled UV coordinates accordingly to
the sprite size aspect ratio and texture size aspect ratio. To fit
texture in a sprite the original `quad` is scaled and then the
additional translation is applied to place the scaled quad properly.
## Testing
For testing purposes could be used `2d/sprite_scale.rs`. Also, I am
thinking that it would be nice to have some tests for a
`crates/bevy_sprite/src/render/mod.rs:sprite_scale`.
---
## Showcase
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/c2c37b96-2493-4717-825f-7810d921b4bc"
/>
# Objective
We do not have `EntityIndexMap`/`EntityIndexSet`.
Usual `HashMap`s/`HashSet`s do not guarantee any order, which can be
awkward for some use cases.
The `indexmap` versions remember insertion order, which then also
becomes their iteration order.
They can be thought of as a `HashTable` + `Vec`, which means fast
iteration and removal, indexing by index (not just key), and slicing!
Performance should otherwise be comparable.
## Solution
Because `indexmap` is structured to mirror `hashbrown`, it suffers the
same issue of not having the `Hasher` generic on their iterators. #16912
solved this issue for `EntityHashMap`/`EntityHashSet` with a wrapper
around the hashbrown version, so this PR does the same.
Hopefully these wrappers can be removed again in the future by having
`hashbrown`/`indexmap` adopt that generic in their iterators themselves!
# Objective
Fixes#17487
- Adds a new field `refresh_interval` to `FpsOverlayConfig` to allow the
user setting a minimum time before each refresh of the FPS display
## Solution
- Add `refresh_interval` to `FpsOverlayConfig`
- When updating the on screen text, check a duration of
`refresh_interval` has passed, if not, don't update the FPS counter
## Testing
- Created a new bevy project
- Included the `FpsOverlayPlugin` with the default `refresh_interval`
(100 ms)
- Included the `FpsOverlayPlugin` with an obnoxious `refresh_interval`
(2 seconds)
---
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- This PR adds a new stress test called `many_materials` to benchmark
the rendering performance of many animated materials.
- Fixes#11588
- This PR continues the work started in the previous PR #11592, which
was closed due to inactivity.
## Solution
- Created a new example (`examples/stress_tests/many_materials.rs`) that
renders a grid of cubes with animated materials.
- The size of the grid can be configured using the `-n` command-line
argument (or `--grid-size`). The default grid size is 10x10.
- The materials animate by cycling through colors in the HSL color
space.
## Testing
- I have tested these changes locally on my Linux machine.
- Reviewers can test the changes by running the example with different
grid sizes and observing the performance (FPS, frame time).
- I have not tested on other platforms (macOS, Windows, wasm), but I
expect it to work as the code uses standard Bevy features.
---
## Showcase
<details>
<summary>Click to view showcase</summary>

</details>
# Objective
- Trouble remembering the difference between `OnAdd` and `OnInsert` for
triggers. Would like a better doc for those triggers so it appears in my
editor tooltip.
## Solution
- Clarify docs for OnAdd, OnInsert, OnRemove, OnReplace. Based on
comments in the
[component_hook.rs](https://github.com/bevyengine/bevy/blob/main/examples/ecs/component_hooks.rs#L73)
example.
## Testing
- None, small doc fix.
# Objective
Some collections are more efficient to construct when we know that every
element is unique in advance.
We have `EntitySetIterator`s from #16547, but currently no API to safely
make use of them this way.
## Solution
Add `FromEntitySetIterator` as a subtrait to `FromIterator`, and
implement it for the `EntityHashSet`/`hashbrown::HashSet` types.
To match the normal `FromIterator`, we also add a
`EntitySetIterator::collect_set` method.
It'd be better if these methods could shadow `from_iter` and `collect`
completely, but https://github.com/rust-lang/rust/issues/89151 is needed
for that.
While currently only `HashSet`s implement this trait, future
`UniqueEntityVec`/`UniqueEntitySlice` functionality comes with more
implementors.
Because `HashMap`s are collected from tuples instead of singular types,
implementing this same optimization for them is more complex, and has to
be done separately.
## Showcase
This is basically a free speedup for collecting `EntityHashSet`s!
```rust
pub fn collect_milk_dippers(dippers: Query<Entity, (With<Milk>, With<Cookies>)>) {
dippers.iter().collect_set::<EntityHashSet>();
// or
EntityHashSet::from_entity_set_iter(dippers);
}
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>