Commit Graph

214 Commits

Author SHA1 Message Date
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
Alix Bott
a79df7b124
Fix overflow in RenderLayers::iter_layers (#14264)
# Objective

- Fixes overflow when calling `RenderLayers::iter_layers` on layers of
the form `k * 64 - 1`
- Causes a panic in debug mode, and an infinite iterator in release mode

## Solution

- Use `u64::checked_shr` instead of `>>=`

## Testing

- Added a test case for this: `render_layer_iter_no_overflow`
2024-07-15 15:50:36 +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
Joseph
9055fc1d68
Clarify the difference between default render layers and none render layers (#14075)
# Objective

It's not always obvious what the default value for `RenderLayers`
represents. It is documented, but since it's an implementation of a
trait method the documentation may or may not be shown depending on the
IDE.

## Solution

Add documentation to the `none` method that explicitly calls out the
difference.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 14:47:13 +00:00
Al M
ace4eaaf0e
Merge BuildWorldChildren and BuildChildren traits. (#14052)
# Objective

The `BuildChildren` and `BuildWorldChildren` traits are mostly
identical, so I decided to try and merge them. I'm not sure of the
history, maybe they were added before GATs existed.

## Solution

- Add an associated type to `BuildChildren` which reflects the prior
differences between the `BuildChildren` and `BuildWorldChildren` traits.
- Add `ChildBuild` trait that is the bounds for
`BuildChildren::Builder`, with impls for `ChildBuilder` and
`WorldChildBuilder`.
- Remove `BuildWorldChildren` trait and replace it with an impl of
`BuildChildren` for `EntityWorldMut`.

## Testing

I ran several of the examples that use entity hierarchies, mainly UI.

---

## Changelog

n/a

## Migration Guide

n/a
2024-07-01 14:29:39 +00:00
Joseph
64bc811815
Support operations for render layers and fix equality comparisons (#13310)
# Objective

Allow combining render layers with a more-ergonomic syntax than
`RenderLayers::from_iter(a.iter().chain(b.iter()))`.

## Solution

Add the `or` operation (and corresponding `const` method) to allow
computing the union of a set of render layers. While we're here, also
added `and` and `xor` operations. Someone might find them useful

## Testing

Added a simple unit test.
2024-07-01 13:55:25 +00:00
Patrick Walton
44db8b7fac
Allow phase items not associated with meshes to be binned. (#14029)
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.

To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.

Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.

This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.

Fixes #14004.

## Changelog

### Added

* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
2024-06-27 16:13:03 +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
Mincong Lu
c75610e2b2
Made some things in bevy_render Debug. (#13830)
# Objective

Some items in `bevy_render` do not implement `Debug`.

## Solution

Made them derive `Debug`.
2024-06-17 15:04:20 +00:00
charlotte
027f8e21ec
Allow mix of hdr and non-hdr cameras to same render target (#13419)
Changes:
- Track whether an output texture has been written to yet and only clear
it on the first write.
- Use `ClearColorConfig` on `CameraOutputMode` instead of a raw
`LoadOp`.
- Track whether a output texture has been seen when specializing the
upscaling pipeline and use alpha blending for extra cameras rendering to
that texture that do not specify an explicit blend mode.

Fixes #6754

## Testing

Tested against provided test case in issue:

![image](https://github.com/bevyengine/bevy/assets/10366310/d066f069-87fb-4249-a4d9-b6cb1751971b)

---

## Changelog

- Allow cameras rendering to the same output texture with mixed hdr to
work correctly.

## Migration Guide

- - Change `CameraOutputMode` to use `ClearColorConfig` instead of
`LoadOp`.
2024-06-06 20:55:05 +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
charlotte
0f03e1d46e
Fix docs for RenderLayers (#13604)
Doc fixup, closes #13598
2024-05-31 15:42:08 +00:00
charlotte
4c3b7679ec
#12502 Remove limit on RenderLayers. (#13317)
# Objective

Remove the limit of `RenderLayer` by using a growable mask using
`SmallVec`.

Changes adopted from @UkoeHB's initial PR here
https://github.com/bevyengine/bevy/pull/12502 that contained additional
changes related to propagating render layers.

Changes

## Solution

The main thing needed to unblock this is removing `RenderLayers` from
our shader code. This primarily affects `DirectionalLight`. We are now
computing a `skip` field on the CPU that is then used to skip the light
in the shader.

## Testing

Checked a variety of examples and did a quick benchmark on `many_cubes`.
There were some existing problems identified during the development of
the original pr (see:
https://discord.com/channels/691052431525675048/1220477928605749340/1221190112939872347).
This PR shouldn't change any existing behavior besides removing the
layer limit (sans the comment in migration about `all` layers no longer
being possible).

---

## Changelog

Removed the limit on `RenderLayers` by using a growable bitset that only
allocates when layers greater than 64 are used.

## Migration Guide

- `RenderLayers::all()` no longer exists. Entities expecting to be
visible on all layers, e.g. lights, should compute the active layers
that are in use.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2024-05-16 16:15:47 +00:00
charlotte
dc0fdd6ad9
Ensure clean exit (#13236)
# Objective

Fixes two issues related to #13208.

First, we ensure render resources for a window are always dropped first
to ensure that the `winit::Window` always drops on the main thread when
it is removed from `WinitWindows`. Previously, changes in #12978 caused
the window to drop in the render world, causing issues.

We accomplish this by delaying despawning the window by a frame by
inserting a marker component `ClosingWindow` that indicates the window
has been requested to close and is in the process of closing. The render
world now responds to the equivalent `WindowClosing` event rather than
`WindowCloseed` which now fires after the render resources are
guarunteed to be cleaned up.

Secondly, fixing the above caused (revealed?) that additional events
were being delivered to the the event loop handler after exit had
already been requested: in my testing `RedrawRequested` and
`LoopExiting`. This caused errors to be reported try to send an exit
event on the close channel. There are two options here:
- Guard the handler so no additional events are delivered once the app
is exiting. I ~considered this but worried it might be confusing or bug
prone if in the future someone wants to handle `LoopExiting` or some
other event to clean-up while exiting.~ We are now taking this approach.
- Only send an exit signal if we are not already exiting. ~It doesn't
appear to cause any problems to handle the extra events so this seems
safer.~
 
Fixing this also appears to have fixed #13231.

Fixes #10260.

## Testing

Tested on mac only.

---

## Changelog

### Added
- A `WindowClosing` event has been added that indicates the window will
be despawned on the next frame.

### Changed
- Windows now close a frame after their exit has been requested.

## Migration Guide
- Ensure custom exit logic does not rely on the app exiting the same
frame as a window is closed.
2024-05-12 15:56:01 +00:00
Patrick Walton
0dddfa07ab
Fix the WebGL 2 backend by giving the visibility_ranges array a fixed length. (#13210)
WebGL 2 doesn't support variable-length uniform buffer arrays. So we
arbitrarily set the length of the visibility ranges field to 64 on that
platform.

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-05-08 07:34:59 +00:00
IceSentry
a22ecede49
Only create changed buffer if it already exists (#13242)
# Objective

- `DynamicUniformBuffer` tries to create a buffer as soon as the changed
flag is set to true. This doesn't work correctly when the buffer wasn't
already created. This currently creates a crash because it's trying to
create a buffer of size 0 if the flag is set but there's no buffer yet.

## Solution

- Don't create a changed buffer until there's data that needs to be
written to a buffer.

## Testing

- run `cargo run --example scene_viewer` and see that it doesn't crash
anymore

Fixes #13235
2024-05-05 22:16:11 +00:00
Bram Buurlage
d390420093
Implement Auto Exposure plugin (#12792)
# Objective

- Add auto exposure/eye adaptation to the bevy render pipeline.
- Support features that users might expect from other engines:
  - Metering masks
  - Compensation curves
  - Smooth exposure transitions 

This PR is based on an implementation I already built for a personal
project before https://github.com/bevyengine/bevy/pull/8809 was
submitted, so I wasn't able to adopt that PR in the proper way. I've
still drawn inspiration from it, so @fintelia should be credited as
well.

## Solution

An auto exposure compute shader builds a 64 bin histogram of the scene's
luminance, and then adjusts the exposure based on that histogram. Using
a histogram allows the system to ignore outliers like shadows and
specular highlights, and it allows to give more weight to certain areas
based on a mask.

---

## Changelog

- Added: AutoExposure plugin that allows to adjust a camera's exposure
based on it's scene's luminance.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-03 17:45:17 +00:00
Patrick Walton
31835ff76d
Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916)
Implement visibility ranges, also known as hierarchical levels of detail
(HLODs).

This commit introduces a new component, `VisibilityRange`, which allows
developers to specify camera distances in which meshes are to be shown
and hidden. Hiding meshes happens early in the rendering pipeline, so
this feature can be used for level of detail optimization. Additionally,
this feature is properly evaluated per-view, so different views can show
different levels of detail.

This feature differs from proper mesh LODs, which can be implemented
later. Engines generally implement true mesh LODs later in the pipeline;
they're typically more efficient than HLODs with GPU-driven rendering.
However, mesh LODs are more limited than HLODs, because they require the
lower levels of detail to be meshes with the same vertex layout and
shader (and perhaps the same material) as the original mesh. Games often
want to use objects other than meshes to replace distant models, such as
*octahedral imposters* or *billboard imposters*.

The reason why the feature is called *hierarchical level of detail* is
that HLODs can replace multiple meshes with a single mesh when the
camera is far away. This can be useful for reducing drawcall count. Note
that `VisibilityRange` doesn't automatically propagate down to children;
it must be placed on every mesh.

Crossfading between different levels of detail is supported, using the
standard 4x4 ordered dithering pattern from [1]. The shader code to
compute the dithering patterns should be well-optimized. The dithering
code is only active when visibility ranges are in use for the mesh in
question, so that we don't lose early Z.

Cascaded shadow maps show the HLOD level of the view they're associated
with. Point light and spot light shadow maps, which have no CSMs,
display all HLOD levels that are visible in any view. To support this
efficiently and avoid doing visibility checks multiple times, we
precalculate all visible HLOD levels for each entity with a
`VisibilityRange` during the `check_visibility_range` system.

A new example, `visibility_range`, has been added to the tree, as well
as a new low-poly version of the flight helmet model to go with it. It
demonstrates use of the visibility range feature to provide levels of
detail.

[1]: https://en.wikipedia.org/wiki/Ordered_dithering#Threshold_map

[^1]: Unreal doesn't have a feature that exactly corresponds to
visibility ranges, but Unreal's HLOD system serves roughly the same
purpose.

## Changelog

### Added

* A new `VisibilityRange` component is available to conditionally enable
entity visibility at camera distances, with optional crossfade support.
This can be used to implement different levels of detail (LODs).

## Screenshots

High-poly model:
![Screenshot 2024-04-09
185541](https://github.com/bevyengine/bevy/assets/157897/7e8be017-7187-4471-8866-974e2d8f2623)

Low-poly model up close:
![Screenshot 2024-04-09
185546](https://github.com/bevyengine/bevy/assets/157897/429603fe-6bb7-4246-8b4e-b4888fd1d3a0)

Crossfading between the two:
![Screenshot 2024-04-09
185604](https://github.com/bevyengine/bevy/assets/157897/86d0d543-f8f3-49ec-8fe5-caa4d0784fd4)

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-05-03 00:11:35 +00:00
Patrick Walton
961b24deaf
Implement filmic color grading. (#13121)
This commit expands Bevy's existing tonemapping feature to a complete
set of filmic color grading tools, matching those of engines like Unity,
Unreal, and Godot. The following features are supported:

* White point adjustment. This is inspired by Unity's implementation of
the feature, but simplified and optimized. *Temperature* and *tint*
control the adjustments to the *x* and *y* chromaticity values of [CIE
1931]. Following Unity, the adjustments are made relative to the [D65
standard illuminant] in the [LMS color space].

* Hue rotation. This simply converts the RGB value to [HSV], alters the
hue, and converts back.

* Color correction. This allows the *gamma*, *gain*, and *lift* values
to be adjusted according to the standard [ASC CDL combined function].

* Separate color correction for shadows, midtones, and highlights.
Blender's source code was used as a reference for the implementation of
this. The midtone ranges can be adjusted by the user. To avoid abrupt
color changes, a small crossfade is used between the different sections
of the image, again following Blender's formulas.

A new example, `color_grading`, has been added, offering a GUI to change
all the color grading settings. It uses the same test scene as the
existing `tonemapping` example, which has been factored out into a
shared glTF scene.

[CIE 1931]: https://en.wikipedia.org/wiki/CIE_1931_color_space

[D65 standard illuminant]:
https://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D

[LMS color space]: https://en.wikipedia.org/wiki/LMS_color_space

[HSV]: https://en.wikipedia.org/wiki/HSL_and_HSV

[ASC CDL combined function]:
https://en.wikipedia.org/wiki/ASC_CDL#Combined_Function

## Changelog

### Added

* Many new filmic color grading options have been added to the
`ColorGrading` component.

## Migration Guide

* `ColorGrading::gamma` and `ColorGrading::pre_saturation` are now set
separately for the `shadows`, `midtones`, and `highlights` sections. You
can migrate code with the `ColorGrading::all_sections` and
`ColorGrading::all_sections_mut` functions, which access and/or update
all sections at once.
* `ColorGrading::post_saturation` and `ColorGrading::exposure` are now
fields of `ColorGrading::global`.

## Screenshots

![Screenshot 2024-04-27
143144](https://github.com/bevyengine/bevy/assets/157897/c1de5894-917d-4101-b5c9-e644d141a941)

![Screenshot 2024-04-27
143216](https://github.com/bevyengine/bevy/assets/157897/da393c8a-d747-42f5-b47c-6465044c788d)
2024-05-02 12:18:59 +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
Doonv
de9dc9c204
Fix CameraProjection panic and improve CameraProjectionPlugin (#11808)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11799 and improve
`CameraProjectionPlugin`

## Solution

`CameraProjectionPlugin` is now an all-in-one plugin for adding a custom
`CameraProjection`. I also added `PbrProjectionPlugin` which is like
`CameraProjectionPlugin` but for PBR.

P.S. I'd like to get this merged after
https://github.com/bevyengine/bevy/pull/11766.

---

## Changelog

- Changed `CameraProjectionPlugin` to be an all-in-one plugin for adding
a `CameraProjection`
- Removed `VisibilitySystems::{UpdateOrthographicFrusta,
UpdatePerspectiveFrusta, UpdateProjectionFrusta}`, now replaced with
`VisibilitySystems::UpdateFrusta`
- Added `PbrProjectionPlugin` for projection-specific PBR functionality.

## Migration Guide

`VisibilitySystems`'s `UpdateOrthographicFrusta`,
`UpdatePerspectiveFrusta`, and `UpdateProjectionFrusta` variants were
removed, they were replaced with `VisibilitySystems::UpdateFrusta`
2024-04-26 23:52:09 +00:00
re0312
0f27500e46
Improve par_iter and Parallel (#12904)
# Objective

- bevy usually use `Parallel::scope` to collect items from `par_iter`,
but `scope` will be called with every satifified items. it will cause a
lot of unnecessary lookup.

## Solution

- similar to Rayon ,we introduce `for_each_init` for `par_iter` which
only be invoked when spawn a task for a group of items.

---

## Changelog

- added  `for_each_init`

## Performance
`check_visibility `  in  `many_foxes ` 

![image](https://github.com/bevyengine/bevy/assets/45868716/030c41cf-0d2f-4a36-a071-35097d93e494)
 
~40% performance gain in `check_visibility`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-04-23 12:05:34 +00:00
BD103
b3d3daad5a
Fix Clippy lints on WASM (#13030)
# Objective

- Fixes #13024.

## Solution

- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
  - I recommend reviewing one commit at a time :)

---

## Changelog

- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
2024-04-20 09:15:42 +00:00
Kanabenki
1df41b79dd
Expose desired_maximum_frame_latency through window creation (#12954)
# Objective

- Closes #12930.

## Solution

- Add a corresponding optional field on `Window` and `ExtractedWindow`

---

## Changelog

### Added

- `wgpu`'s `desired_maximum_frame_latency` is exposed through window
creation. This can be used to override the default maximum number of
queued frames on the GPU (currently 2).

## Migration Guide

- The `desired_maximum_frame_latency` field must be added to instances
of `Window` and `ExtractedWindow` where all fields are explicitly
specified.
2024-04-19 23:09:30 +00:00
Brezak
f68bc01544
Run CheckVisibility after all the other visibility system sets have… (#12962)
# Objective

Make visibility system ordering explicit. Fixes #12953.

## Solution

Specify `CheckVisibility` happens after all other `VisibilitySystems`
sets have happened.

---------

Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2024-04-18 20:33:29 +00:00
Patrick Walton
5caf085dac
Divide the single VisibleEntities list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. (#12582)
This commit splits `VisibleEntities::entities` into four separate lists:
one for lights, one for 2D meshes, one for 3D meshes, and one for UI
elements. This allows `queue_material_meshes` and similar methods to
avoid examining entities that are obviously irrelevant. In particular,
this separation helps scenes with many skinned meshes, as the individual
bones are considered visible entities but have no rendered appearance.

Internally, `VisibleEntities::entities` is a `HashMap` from the `TypeId`
representing a `QueryFilter` to the appropriate `Entity` list. I had to
do this because `VisibleEntities` is located within an upstream crate
from the crates that provide lights (`bevy_pbr`) and 2D meshes
(`bevy_sprite`). As an added benefit, this setup allows apps to provide
their own types of renderable components, by simply adding a specialized
`check_visibility` to the schedule.

This provides a 16.23% end-to-end speedup on `many_foxes` with 10,000
foxes (24.06 ms/frame to 20.70 ms/frame).

## Migration guide

* `check_visibility` and `VisibleEntities` now store the four types of
renderable entities--2D meshes, 3D meshes, lights, and UI
elements--separately. If your custom rendering code examines
`VisibleEntities`, it will now need to specify which type of entity it's
interested in using the `WithMesh2d`, `WithMesh`, `WithLight`, and
`WithNode` types respectively. If your app introduces a new type of
renderable entity, you'll need to add an explicit call to
`check_visibility` to the schedule to accommodate your new component or
components.

## Analysis

`many_foxes`, 10,000 foxes: `main`:
![Screenshot 2024-03-31
114444](https://github.com/bevyengine/bevy/assets/157897/16ecb2ff-6e04-46c0-a4b0-b2fde2084bad)

`many_foxes`, 10,000 foxes, this branch:
![Screenshot 2024-03-31
114256](https://github.com/bevyengine/bevy/assets/157897/94dedae4-bd00-45b2-9aaf-dfc237004ddb)

`queue_material_meshes` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114637](https://github.com/bevyengine/bevy/assets/157897/f90912bd-45bd-42c4-bd74-57d98a0f036e)

`queue_shadows` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114607](https://github.com/bevyengine/bevy/assets/157897/6ce693e3-20c0-4234-8ec9-a6f191299e2d)
2024-04-11 20:33:20 +00:00
Robert Swain
ab7cbfa8fc
Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827)
# Objective

- Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials`
with `RenderAssets` to enable implementing changes to one thing,
`RenderAssets`, that applies to all use cases rather than duplicating
changes everywhere for multiple things that should be one thing.
- Adopts #8149 

## Solution

- Make RenderAsset generic over the destination type rather than the
source type as in #8149
- Use `RenderAssets<PreparedMaterial<M>>` etc for render materials

---

## Changelog

- Changed:
- The `RenderAsset` trait is now implemented on the destination type.
Its `SourceAsset` associated type refers to the type of the source
asset.
- `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have
been replaced by `RenderAssets<PreparedMaterial<M>>` and similar.

## Migration Guide

- `RenderAsset` is now implemented for the destination type rather that
the source asset type. The source asset type is now the `RenderAsset`
trait's `SourceAsset` associated type.
2024-04-09 13:26:34 +00:00
Jake
abd94480ab
Normalize warning messages with Nvidia drivers (#12833)
# Objective
There are currently 2 different warning messages that are logged when
resizing on Linux with Nvidia drivers (introduced in
70c69cdd51).
Fixes #12830

## Solution
Generalize both to say:
```Couldn't get swap chain texture. This often happens with the NVIDIA drivers on Linux. It can be safely ignored.```
2024-04-01 19:56:56 +00:00
François Mockers
93fd02e8ea
remove DeterministicRenderingConfig (#12811)
# Objective

- Since #12453, `DeterministicRenderingConfig` doesn't do anything

## Solution

- Remove it

---

## Migration Guide

- Removed `DeterministicRenderingConfig`. There shouldn't be any z
fighting anymore in the rendering even without setting
`stable_sort_z_fighting`
2024-04-01 09:32:47 +00:00
Cameron
01649f13e2
Refactor App and SubApp internals for better separation (#9202)
# Objective

This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).

Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.

## Solution

Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.

There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.

## Changelog

- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide

- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut`  now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
2024-03-31 03:16:10 +00:00
Eero Lehtinen
70c69cdd51
Fix crash on Linux Nvidia 550 driver (#12542)
# Objective

Fix crashing on Linux with latest stable Nvidia 550 driver when
resizing. The crash happens at startup with some setups.

Fixes #12199

I think this would be nice to get into 0.13.1

## Solution

Ignore `wgpu::SurfaceError::Outdated` always on this platform+driver.

It looks like Nvidia considered the previous behaviour of not returning
this error a bug:
"Fixed a bug where vkAcquireNextImageKHR() was not returning
VK_ERROR_OUT_OF_DATE_KHR when it should with WSI X11 swapchains"
(https://www.nvidia.com/Download/driverResults.aspx/218826/en-us/)

What I gather from this is that the surface was outdated on previous
drivers too, but they just didn't report it as an error. So behaviour
shouldn't change.

In the issue conversation we experimented with calling `continue` when
this error happens, but I found that it results in some small issues
like bevy_egui scale not updating with the window sometimes. Just doing
nothing seems to work better.

## Changelog

- Fixed crashing on Linux with Nvidia 550 driver when resizing the
window

## Migration Guide

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-30 23:10:54 +00:00
James Liu
24030d2a0c
Vectorize reset_view_visibility (#12797)
# Objective
Speed up CPU-side rendering.

## Solution
Use `QueryIter::for_each` and `Mut::bypass_change_detection` to minimize
the total amount of data being written and allow autovectorization to
speed up iteration.

## Performance
Tested against the default `many_cubes`, this results in greater than
15x speed up: 281us -> 18.4us.

![image](https://github.com/bevyengine/bevy/assets/3137680/18369285-843e-4eb6-9716-c99c6f5ea4e2)

As `ViewVisibility::HIDDEN` just wraps false, this is likely just
degenerating into `memset(0)`s on the tables.
2024-03-30 08:28:16 +00:00
Ian Kettlewell
b35974010b
Get Bevy building for WebAssembly with multithreading (#12205)
# Objective

This gets Bevy building on Wasm when the `atomics` flag is enabled. This
does not yet multithread Bevy itself, but it allows Bevy users to use a
crate like `wasm_thread` to spawn their own threads and manually
parallelize work. This is a first step towards resolving #4078 . Also
fixes #9304.

This provides a foothold so that Bevy contributors can begin to think
about multithreaded Wasm's constraints and Bevy can work towards changes
to get the engine itself multithreaded.

Some flags need to be set on the Rust compiler when compiling for Wasm
multithreading. Here's what my build script looks like, with the correct
flags set, to test out Bevy examples on web:

```bash
set -e
RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \
     cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release
 wasm-bindgen --out-name wasm_example \
   --out-dir examples/wasm/target \
   --target web target/wasm32-unknown-unknown/release/examples/breakout.wasm
 devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm
```

A few notes:

1. `cpal` crashes immediately when the `atomics` flag is set. That is
patched in https://github.com/RustAudio/cpal/pull/837, but not yet in
the latest crates.io release.

That can be temporarily worked around by patching Cpal like so:
```toml
[patch.crates-io]
cpal = { git = "https://github.com/RustAudio/cpal" }
```

2. When testing out `wasm_thread` you need to enable the `es_modules`
feature.

## Solution

The largest obstacle to compiling Bevy with `atomics` on web is that
`wgpu` types are _not_ Send and Sync. Longer term Bevy will need an
approach to handle that, but in the near term Bevy is already configured
to be single-threaded on web.

Therefor it is enough to wrap `wgpu` types in a
`send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if
accessed off the `wgpu` thread.

---

## Changelog

- `wgpu` types that are not `Send` are wrapped in
`send_wrapper::SendWrapper` on Wasm + 'atomics'
- CommandBuffers are not generated in parallel on Wasm + 'atomics'

## Questions
- Bevy should probably add CI checks to make sure this doesn't regress.
Should that go in this PR or a separate PR? **Edit:** Added checks to
build Wasm with atomics

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: François <francois.mockers@vleue.com>
2024-03-25 19:10:18 +00:00
Pablo Reinhardt
40f82b867b
Reflect default in some types on bevy_render (#12580)
# Objective

- Many types in bevy_render doesn't reflect Default even if it could.

## Solution

- Reflect it.

---

---------

Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
2024-03-19 22:50:17 +00:00
François
71486393ed
move ci testing to dev_tools (#12371)
# Objective

- Fix #12356
- better isolation of ci testing tools in dev tools instead of being in
various crates

## Solution

- Move the parts doing the work of ci testing to the dev tools
2024-03-07 22:38:21 +00:00
Mateusz Wachowiak
6533170e94
Add bevy_dev_tools crate (#11341)
# Objective

- Resolves #11309

## Solution

- Add `bevy_dev_tools` crate as a default feature.
- Add `DevToolsPlugin` and add it to an app if the `bevy_dev_tools`
feature is enabled.

`bevy_dev_tools` is reserved by @alice-i-cecile, should we wait until it
gets transferred to cart before merging?

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-03-06 20:33:05 +00:00
James Liu
5619bd09d1
Replace bevy_log's tracing reexport with bevy_utils' (#12254)
# Objective
Fixes #11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.

## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.

Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
2024-03-02 18:38:04 +00:00
François
ccae4701da
configure_surface needs to be on the main thread on iOS (#12055)
# Objective

- Bevy fails to change screen orientation on iOS
```
Main Thread Checker: UI API called on a background thread: -[UIView layer]
PID: 37669, TID: 13872050, Thread name: Compute Task Pool (1), Queue name: com.apple.root.default-qos.overcommit, QoS: 0
Backtrace:
4   bevy_mobile_example                 0x0000000102cf92b8 _ZN60_$LT$$LP$$RP$$u20$as$u20$objc..message..MessageArguments$GT$6invoke17h8944e3d8ee34f15fE + 64
5   bevy_mobile_example                 0x0000000102c46358 _ZN4objc7message8platform15send_unverified17h667844cebe2d7931E + 132
6   bevy_mobile_example                 0x0000000102bcbd6c _ZN8wgpu_hal5metal7surface100_$LT$impl$u20$wgpu_hal..Surface$LT$wgpu_hal..metal..Api$GT$$u20$for$u20$wgpu_hal..metal..Surface$GT$9configure17h8a6af0f24cec1328E + 1548
7   bevy_mobile_example                 0x000000010279be50 _ZN9wgpu_core6device6global52_$LT$impl$u20$wgpu_core..global..Global$LT$G$GT$$GT$17surface_configure17h52709bbb3b3f0ff1E + 2792
8   bevy_mobile_example                 0x000000010287aacc _ZN84_$LT$wgpu..backend..wgpu_core..ContextWgpuCore$u20$as$u20$wgpu..context..Context$GT$17surface_configure17h54077b9f040286a4E + 508
9   bevy_mobile_example                 0x00000001028904b4 _ZN47_$LT$T$u20$as$u20$wgpu..context..DynContext$GT$17surface_configure17hfd6a0ac5a67a8f02E + 256
10  bevy_mobile_example                 0x00000001028a1870 _ZN4wgpu7Surface9configure17h97bf7dbd54220473E + 148
11  bevy_mobile_example                 0x0000000101fdc7cc _ZN11bevy_render8renderer13render_device12RenderDevice17configure_surface17h6853eab840b53e07E + 56
12  bevy_mobile_example                 0x000000010228eb64 _ZN11bevy_render4view6window15prepare_windows17hf6f8b3c93ba189b8E + 3248
13  bevy_mobile_example                 0x0000000102169eb8 _ZN4core3ops8function5FnMut8call_mut17h53ae762930afec98E + 192
14  bevy_mobile_example                 0x0000000101e46a80 _ZN4core3ops8function5impls79_$LT$impl$u20$core..ops..function..FnMut$LT$A$GT$$u20$for$u20$$RF$mut$u20$F$GT$8call_mut17h5789c37c5983ce4cE + 208
15  bevy_mobile_example                 0x0000000101e936e4 _ZN152_$LT$Func$u20$as$u20$bevy_ecs..system..function_system..SystemParamFunction$LT$fn$LP$F0$C$F1$C$F2$C$F3$C$F4$C$F5$C$F6$C$F7$RP$$u20$.$GT$$u20$Out$GT$$GT$3run10call_inner17h4ea44d3456146151E + 220
16  bevy_mobile_example                 0x0000000101e4683c _ZN152_$LT$Func$u20$as$u20$bevy_ecs..system..function_system..SystemParamFunction$LT$fn$LP$F0$C$F1$C$F2$C$F3$C$F4$C$F5$C$F6$C$F7$RP$$u20$.$GT$$u20$Out$GT$$GT$3run17h6515ba9e61bb4d59E + 204
17  bevy_mobile_example                 0x0000000101e7f99c _ZN120_$LT$bevy_ecs..system..function_system..FunctionSystem$LT$Marker$C$F$GT$$u20$as$u20$bevy_ecs..system..system..System$GT$10run_unsafe17h78999ea2add1da26E + 212
18  bevy_mobile_example                 0x0000000103b4ef60 _ZN8bevy_ecs8schedule8executor14multi_threaded21MultiThreadedExecutor17spawn_system_task28_$u7b$$u7b$closure$u7d$$u7d$28_$u7b$$u7b$closure$u7d$$u7d$17hb2572f7968d8618eE + 48
19  bevy_mobile_example                 0x0000000103b5bc9c _ZN4core3ops8function6FnOnce9call_once17h4cfa9d5c488566d4E + 16
20  bevy_mobile_example                 0x0000000103b2d58c _ZN115_$LT$core..panic..unwind_safe..AssertUnwindSafe$LT$F$GT$$u20$as$u20$core..ops..function..FnOnce$LT$$LP$$RP$$GT$$GT$9call_once17he61d5557ff370a2cE + 40
21  bevy_mobile_example                 0x0000000103b34548 _ZN3std9panicking3try7do_call17hb9ad087e1a06eb39E + 72
22  bevy_mobile_example                 0x0000000103b351bc __rust_try + 32
23  bevy_mobile_example                 0x0000000103b33a30 _ZN3std9panicking3try17hdebf82084f4342b0E + 76
24  bevy_mobile_example                 0x0000000103c4aedc _ZN3std5panic12catch_unwind17h7e60b22a0a18032eE + 12
25  bevy_mobile_example                 0x0000000103b4ea78 _ZN8bevy_ecs8schedule8executor14multi_threaded21MultiThreadedExecutor17spawn_system_task28_$u7b$$u7b$closure$u7d$$u7d$17h1af950387501b795E + 148
26  bevy_mobile_example                 0x0000000103b2cfa0 _ZN100_$LT$core..panic..unwind_safe..AssertUnwindSafe$LT$F$GT$$u20$as$u20$core..future..future..Future$GT$4poll17h1258e4bf3dbe2fd8E + 48
```

## Solution

- run surface configuration on the main thread on iOS

## Migration Guide

System `need_new_surfaces` has been renamed `need_surface_configuration`
and now also configure the surfaces on window creation or resizing
2024-02-29 22:12:39 +00:00
Kanabenki
58ee3e8908
Calculate AABBs to enable text2d culling (#11663)
# Objective

- Cull 2D text outside the view frustum.
- Part of #11081.

## Solution

- Compute AABBs for entities with a `Text2DBundle` to enable culling
them.


`text2d` example with AABB gizmos on the text entities:


https://github.com/bevyengine/bevy/assets/18357657/52ed3ddc-2274-4480-835b-a7cf23338931


---

## Changelog

### Added

- 2D text outside the view are now culled with the
`calculate_bounds_text2d` system adding the necessary AABBs.
2024-02-29 16:14:31 +00:00
Alice Cecile
8ec65525ab
Port bevy_core_pipeline to LinearRgba (#12116)
# Objective

- We should move towards a consistent use of the new `bevy_color` crate.
- As discussed in #12089, splitting this work up into small pieces makes
it easier to review.

## Solution

- Port all uses of `LegacyColor` in the `bevy_core_pipeline` to
`LinearRgba`
- `LinearRgba` is the correct type to use for internal rendering types
- Added `LinearRgba::BLACK` and `WHITE` (used during migration)
- Add `LinearRgba::grey` to more easily construct balanced grey colors
(used during migration)
- Add a conversion from `LinearRgba` to `wgpu::Color`. The converse was
not done at this time, as this is typically a user error.

I did not change the field type of the clear color on the cameras: as
this is user-facing, this should be done in concert with the other
configurable fields.

## Migration Guide

`ColorAttachment` now stores a `LinearRgba` color, rather than a Bevy
0.13 `Color`.
`set_blend_constant` now takes a `LinearRgba` argument, rather than a
Bevy 0.13 `Color`.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-26 12:25:11 +00:00
Robin KAY
dc25edd0a2
Fix MSAA writeback when 3 or more cameras have the same target. (#11968)
# Objective

If multiple cameras render to the same target with MSAA enabled, only
the first and the last camera output will appear in the final output*.
This is because each camera maintains a separate flag to track the
active main texture. The first camera renders to texture A and all
subsequent cameras first write-back from A and then render into texture
B. Hence, camera 3 onwards will overwrite the work of the previous
camera.

\* This would manifest slightly differently if there were other calls to
post_process_write() in a more complex setup.

The is a functional regression from Bevy 0.12.

## Solution

The flag which tracks the active main texture should be shared between
cameras with the same `NormalizedRenderTarget`. Add the
`Arc<AtomicUsize>` to the existing per-target cache.
2024-02-20 22:16:28 +00:00
James Liu
e34fb68677
refactor: Extract parallel queue abstraction (#7348)
# Objective
There's a repeating pattern of `ThreadLocal<Cell<Vec<T>>>` which is very
useful for low overhead, low contention multithreaded queues that have
cropped up in a few places in the engine. This pattern is surprisingly
useful when building deferred mutation across multiple threads, as noted
by it's use in `ParallelCommands`.

However, `ThreadLocal<Cell<Vec<T>>>` is not only a mouthful, it's also
hard to ensure the thread-local queue is replaced after it's been
temporarily removed from the `Cell`.

## Solution
Wrap the pattern into `bevy_utils::Parallel<T>` which codifies the
entire pattern and ensures the user follows the contract. Instead of
fetching indivdual cells, removing the value, mutating it, and replacing
it, `Parallel::get` returns a `ParRef<'a, T>` which contains the
temporarily removed value and a reference back to the cell, and will
write the mutated value back to the cell upon being dropped.

I would like to use this to simplify the remaining part of #4899 that
has not been adopted/merged.

---

## Changelog
TODO

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-02-19 16:31:15 +00:00
charlotte
9505f6e6a9
Support optional clear color in ColorAttachment. (#11884)
This represents when the user has configured `ClearColorConfig::None` in
their application. If the clear color is `None`, we will always `Load`
instead of attempting to clear the attachment on the first call.

Fixes #11883.
2024-02-16 13:25:55 +00:00
Carter Anderson
dd619a1087
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# Objective

After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.

The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.

Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
 
Fixes #11577 

---

## Changelog

- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.

## Migration Guide

- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
2024-02-15 20:42:48 +00:00
BD103
bc98333d7c
Fix a few Clippy lints (#11866)
# Objective

- The current implementations for `&Visibility == Visibility` and
`Visibility == &Visibility` are ambiguous, so they raise a warning for
being unconditionally recursive.
- `TaskPool`'s `LOCAL_EXECUTOR` thread local calls a `const` constructor
in a non-`const` context.

## Solution

- Make `&Visibility == Visibility` and `Visibility == &Visibility`
implementations use `Visibility == Visibility`.
- Wrap `LocalExecutor::new` in a special `const` block supported by
[`thread_local`](https://doc.rust-lang.org/stable/std/macro.thread_local.html).

---

This lints were found by running:

```shell
$ cargo clippy --workspace
```

There are a few other warnings that were more complicated, so I chose
not to include them in this PR.

<details>
  <summary>Here they are...</summary>

```shell
warning: function cannot return without recursing
  --> crates/bevy_utils/src/cow_arc.rs:92:5
   |
92 | /     fn eq(&self, other: &Self) -> bool {
93 | |         self.deref().eq(other.deref())
94 | |     }
   | |_____^
   |
note: recursive call site
  --> crates/bevy_utils/src/cow_arc.rs:93:9
   |
93 |         self.deref().eq(other.deref())
   |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

warning: method `get_path` is never used
  --> crates/bevy_reflect/src/serde/de.rs:26:8
   |
25 | trait StructLikeInfo {
   |       -------------- method in this trait
26 |     fn get_path(&self) -> &str;
   |        ^^^^^^^^
   |
   = note: `#[warn(dead_code)]` on by default

warning: methods `get_path` and `get_field` are never used
  --> crates/bevy_reflect/src/serde/de.rs:34:8
   |
33 | trait TupleLikeInfo {
   |       ------------- methods in this trait
34 |     fn get_path(&self) -> &str;
   |        ^^^^^^^^
35 |     fn get_field(&self, index: usize) -> Option<&UnnamedField>;
   |        ^^^^^^^^^
```

The other warnings are fixed by #11865.

</details>
2024-02-14 19:07:18 +00:00
Doonv
1c67e020f7
Move EntityHash related types into bevy_ecs (#11498)
# Objective

Reduce the size of `bevy_utils`
(https://github.com/bevyengine/bevy/issues/11478)

## Solution

Move `EntityHash` related types into `bevy_ecs`. This also allows us
access to `Entity`, which means we no longer need `EntityHashMap`'s
first generic argument.

---

## Changelog

- Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` into `bevy::ecs::entity::hash` .
- Removed `EntityHashMap`'s first generic argument. It is now hardcoded
to always be `Entity`.

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
2024-02-12 15:02:24 +00:00
François
75d383fa1b
fix create_surfaces system ordering (#11747)
# Objective

- System `create_surfaces` needs to happen before `prepare_windows` or
we lose one frame at startup

## Solution

- Specify the ordering, remove the set as it doesn't mean anything there
2024-02-06 23:27:17 +00:00
Marco Buono
e169b2b217
Missing registrations (#11736)
# Objective

During my exploratory work on the remote editor, I found a couple of
types that were either not registered, or that were missing
`ReflectDefault`.

## Solution

- Added registration and `ReflectDefault` where applicable
- (Drive by fix) Moved `Option<f32>` registration to `bevy_core` instead
of `bevy_ui`, along with similar types.

---

## Changelog

- Fixed: Registered `FogSettings`, `FogFalloff`,
`ParallaxMappingMethod`, `OpaqueRendererMethod` structs for reflection
- Fixed: Registered `ReflectDefault` trait for `ColorGrading` and
`CascadeShadowConfig` structs
2024-02-06 16:33:17 +00:00
François
9180be8069
bevy_render: use the non-send marker from bevy_core (#11725)
# Objective

- There are too many `NonSendMarker`
https://docs.rs/bevy/0.12.1/bevy/index.html?search=nonsendmarker
- There should be only one

## Solution

- Use the marker type from bevy_core in bevy_render

---

## Migration Guide

- If you were using `bevy::render::view::NonSendMarker` or
`bevy::render::view:🪟:NonSendMarker`, use
`bevy::core::NonSendMarker` instead
2024-02-06 07:17:56 +00:00
François
e927756d72
don't run create_surfaces system if not needed (#11720)
# Objective

- Change set of systems as I made a mistake in #11672 
- Don't block main when not needed
- Fixes #11235 

## Solution

- add a run condition so that the system won't run and block main if not
needed
2024-02-05 21:33:46 +00:00