Commit Graph

229 Commits

Author SHA1 Message Date
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
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
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
atlv
1cb5604a17
remove gcd impl from bevy_render (#16419)
# Objective

- bevy_render (poorly) implements gcd (which should be in bevy_math but
theres not enough justification to have it there either anyways cus its
just one usage)

## Solution

- hardcoded LUT replacement for the one usage

## Testing

- verified the alternative implementation of 4/gcd(4,x) agreed with
original for 0..200
2024-11-17 21:37:41 +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
Zachary Harrold
8718adc74f
Remove thiserror from bevy_render (#15765)
# Objective

- Contributes to #15460

## Solution

- Removed `thiserror` from `bevy_render`
2024-10-09 14:26:28 +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
vero
7eadc1d467
Zero Copy Mesh (#15569)
# Objective

- Another step towards #15558

## Solution

- Instead of allocating a Vec and then having wgpu copy it into a
staging buffer, write directly into the staging buffer.
- gets rid of another hidden copy, in `pad_to_alignment`.

future work:
- why is there a gcd implementation in here (and its subpar, use
binary_gcd. its in the hot path, run twice for every mesh, every frame i
think?) make it better and put it in bevy_math
- zero-copy custom mesh api to avoid having to write out a Mesh from a
custom rep

## Testing

- lighting and many_cubes run fine (and slightly faster. havent
benchmarked though)

---

## Showcase

- look ma... no copies

at least when RenderAssetUsage is GPU only :3

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-10-04 21:24:44 +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
vero
6465e3bd9f
Fix Mesh allocator bug and reduce Mesh data copies by two (#15566)
# Objective

- First step towards #15558

## Solution

- Rename `get_vertex_buffer_data` to `create_packed_vertex_buffer_data`
to make it clear that it is not "free" and actually allocates
- Compute length analytically for preallocation instead of creating the
buffer to get its length and immediately discard it
- Use existing vertex attribute size calculation method to reduce code
duplication
- Fix a bug where mesh index data was being replaced by unnecessarily
newly created mesh vertex data in some cases
- Overall reduces mesh copies by two. We still have plenty to go, but
these were the easy ones.

## Testing

- I ran 3d_scene, lighting, and many_cubes, they look fine.
- Benchmarks would be nice, but this is very obviously a win in perf and
correctness.

---

## Migration Guide

- `Mesh::create_packed_vertex_buffer_data` has been renamed
`Mesh::create_packed_vertex_buffer_data` to reflect the fact that it
copies data and allocates.

## Showcase

- look mom, less copies
2024-10-01 17:15:57 +00:00
Josh Robson Chase
f97eba2082
Add VisitEntities for generic and reflectable Entity iteration (#15425)
# Objective

- Provide a generic and _reflectable_ way to iterate over contained
entities

## Solution

Adds two new traits:

* `VisitEntities`: Reflectable iteration, accepts a closure rather than
producing an iterator. Implemented by default for `IntoIterator`
implementing types. A proc macro is also provided.
* A `Mut` variant of the above. Its derive macro uses the same field
attribute to avoid repetition.

## Testing

Added a test for `VisitEntities` that also transitively tests its derive
macro as well as the default `MapEntities` impl.
2024-09-30 17:32:03 +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
Benjamin Brienen
1b8c1c1242
simplify std::mem references (#15315)
# Objective
- Fixes #15314

## Solution

- Remove unnecessary usings and simplify references to those functions.

## Testing

CI
2024-09-19 21:28:16 +00:00
Benjamin Brienen
29508f065f
Fix floating point math (#15239)
# Objective

- Fixes #15236

## Solution

- Use bevy_math::ops instead of std floating point operations.

## Testing

- Did you test these changes? If so, how?
Unit tests and `cargo run -p ci -- test`

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Execute `cargo run -p ci -- test` on Windows.

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Windows

## Migration Guide

- Not a breaking change
- Projects should use bevy math where applicable

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-09-16 23:28:12 +00:00
Eero Lehtinen
db525e660e
Fix MeshAllocator panic (#14560)
# Objective

 Fixes #14540

## Solution

- Clean slab layouts from stale `SlabId`s when freeing meshes
- Technically performance requirements of freeing now increase based on
the number of existing meshes, but maybe it doesn't matter too much in
practice
- This was the case before this PR too, but it's technically possible to
free and allocate 2^32 times and overflow with `SlabId`s and cause
incorrect behavior. It looks like new meshes would then override old
ones.

## Testing

- Tested in `loading_screen` example and tapping keyboard 1 and 2.
2024-09-16 22:54:01 +00:00
Blazepaws
274c97d415
Reflect derived traits on all components and resources: bevy_render (#15226)
Addresses https://github.com/bevyengine/bevy/issues/15187 for
bevy_render
2024-09-15 17:05:11 +00:00
Robin KAY
28faafdc41
Fix tiny seam in Annulus geometry. (#14913)
# Objective

There is a tiny seam at the top of the annulus caused by normal
floating-point error in calculating the coordinates. When generating the
last pair of triangles, given `n == i` then `(TAU / n) * i` does not
equal `TAU` exactly.

Fixes https://github.com/komadori/bevy_mod_outline/issues/42

## Solution

This can be fixed by changing the calculation so that `(TAU / n) * (i %
n) == 0.0`, which is equivalent for trigonometric purposes.

## Testing

Added the unit test
`bevy_render::mesh::primitives::dim2::tests::test_annulus`.
2024-08-25 14:11:58 +00:00
EdJoPaTo
938d810766
Apply unused_qualifications lint (#14828)
# Objective

Fixes #14782

## Solution

Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?

Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.

## Testing

`cargo clippy` and `cargo run -p ci` are happy.
2024-08-21 12:29:33 +00:00
Robin KAY
defeeb375b
Fix size of MeshVertexAttributeId to be platform independent (#6624)
# Objective

`MeshVertexAttributeId` is currently a wrapper type around a `usize`.
Application developers are exposed to the `usize` whenever they need to
define a new custom vertex attribute, which requires them to generate a
random `usize` ID to avoid clashes with any other custom vertex
attributes in the same application. As the range of a `usize` is
platform dependent, developers on 64-bit machines may inadvertently
generate random values which will fail to compile for a 32-bit target.
The use of a `usize` here encourages non-portable behaviour and should
be replaced with a fixed width type.

## Solution

In this PR I have changed the ID type from `usize` to `u64`, but equally
a `u32` could be used at the risk of breaking some extant non-portable
programs and increasing the chance of an ID collision.
2024-08-19 21:09:20 +00:00
Sarthak Singh
2c4ef37b76
Changed Mesh::attributes* functions to return MeshVertexAttribute (#14394)
# Objective

Fixes #14365 

## Migration Guide

- When using the iterator returned by `Mesh::attributes` or
`Mesh::attributes_mut` the first value of the tuple is not the
`MeshVertexAttribute` instead of `MeshVertexAttributeId`. To access the
`MeshVertexAttributeId` use the `MeshVertexAttribute.id` field.

Signed-off-by: Sarthak Singh <sarthak.singh99@gmail.com>
2024-08-12 15:54:28 +00:00
Lixou
0d0f77a7ab
Add invert_winding for triangle list meshes (#14555)
# Objective

Implements #14547 

## Solution

Add a function `invert_winding` for `Mesh` that inverts the winding for
`LineList`, `LineStrip`, `TriangleList` and `TriangleStrip`.

## Testing

Tests added

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alix Bott <bott.alix@gmail.com>
2024-08-06 01:16:43 +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
Giacomo Stevanato
d7080369a7
Fix intra-doc links and make CI test them (#14076)
# Objective

- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)

## Solution

- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
2024-07-11 13:08:31 +00:00
Matty
900f50d77d
Uniform mesh sampling (#14071)
# Objective

Allow random sampling from the surfaces of triangle meshes.

## Solution

This has two parts.

Firstly, rendering meshes can now yield their collections of triangles
through a method `Mesh::triangles`. This has signature
```rust
pub fn triangles(&self) -> Result<Vec<Triangle3d>, MeshTrianglesError> { //... }
```

and fails in a variety of cases — the most obvious of these is that the
mesh must have either the `TriangleList` or `TriangleStrip` topology,
and the others correspond to malformed vertex or triangle-index data.

With that in hand, we have the second piece, which is
`UniformMeshSampler`, which is a `Vec3`-valued
[distribution](https://docs.rs/rand/latest/rand/distributions/trait.Distribution.html)
that samples uniformly from collections of triangles. It caches the
triangles' distribution of areas so that after its initial setup,
sampling is allocation-free. It is constructed via
`UniformMeshSampler::try_new`, which looks like this:
```rust
pub fn try_new<T: Into<Vec<Triangle3d>>>(triangles: T) -> Result<Self, ZeroAreaMeshError> { //... }
```

It fails if the collection of triangles has zero area. 

The sum of these parts means that you can sample random points from a
mesh as follows:
```rust
let triangles = my_mesh.triangles().unwrap();
let mut rng = StdRng::seed_from_u64(8765309);
let distribution = UniformMeshSampler::try_new(triangles).unwrap();
// 10000 random points from the surface of my_mesh:
let sample_points: Vec<Vec3> = distribution.sample_iter(&mut rng).take(10000).collect();
```

## Testing

Tested by instantiating meshes and sampling as demonstrated above.

---

## Changelog

- Added `Mesh::triangles` method to get a collection of triangles from a
mesh.
- Added `UniformMeshSampler` to `bevy_math::sampling`. This is a
distribution which allows random sampling over collections of triangles
(such as those provided through meshes).

---

## Discussion

### Design decisions

The main thing here was making sure to have a good separation between
the parts of this in `bevy_render` and in `bevy_math`. Getting the
triangles from a mesh seems like a reasonable step after adding
`Triangle3d` to `bevy_math`, so I decided to make all of the random
sampling operate at that level, with the fallible conversion to
triangles doing most of the work.

Notably, the sampler could be called something else that reflects that
its input is a collection of triangles, but if/when we add other kinds
of meshes to `bevy_math` (e.g. half-edge meshes), the fact that
`try_new` takes an `impl Into<Vec<Triangle3d>>` means that those meshes
just need to satisfy that trait bound in order to work immediately with
this sampling functionality. In that case, the result would just be
something like this:
```rust
let dist = UniformMeshSampler::try_new(mesh).unwrap();
```
I think this highlights that most of the friction is really just from
extracting data from `Mesh`.

It's maybe worth mentioning also that "collection of triangles"
(`Vec<Triangle3d>`) sits downstream of any other kind of triangle mesh,
since the topology connecting the triangles has been effectively erased,
which makes an `Into<Vec<Triangle3d>>` trait bound seem all the more
natural to me.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-08 00:57:08 +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
NiseVoid
38c8dc27c7
Use u32 for resolution/subdivision in primitive meshing (#13930)
# Objective

- Make primitive meshing behavior consisten across platforms
- Avoid using sizes bigger than `u32` since these aren't even supported
for meshes

## Solution

- Use `u32` instead of `usize` for resolution/subdivisions/segments/etc
fields

---

## Changelog

- Change resolutions in primitive mesh builders from `usize` to `u32`

## Migration Guide

- All primitive mesh builders now take `u32` instead of `usize` for
their resolution/subdivision/segment counts
2024-06-20 00:58:21 +00:00
NiseVoid
524dce7505
Use a well defined type for sides in RegularPolygon (#13837)
# Objective

- Primitives should not use poorly defined types like `usize`,
especially since they are serializable

## Solution

- Use `u32` instead of `usize`
- The generic array types do not need to be changed because this size is
not actually stored or serialized anywhere

---

## Migration Guide

- `RegularPolygon` now uses `u32` instead of `usize` for the number of
sides
2024-06-19 15:43:40 +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
Elabajaba
2825ac8a8e
Wgpu 0.20 (#13186)
Currently blocked on https://github.com/gfx-rs/wgpu/issues/5774

# Objective

Update to wgpu 0.20

## Solution

Update to wgpu 0.20 and naga_oil 0.14.

## Testing

Tested a few different examples on linux (vulkan, webgl2, webgpu) and
windows (dx12 + vulkan) and they worked.

---

## Changelog

- Updated to wgpu 0.20. Note that we don't currently support wgpu's new
pipeline overridable constants, as they don't work on web currently and
need some more changes to naga_oil (and are somewhat redundant with
naga_oil's shader defs). See wgpu's changelog for more
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0200-2024-04-28

## Migration Guide

TODO

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-06-14 18:39:31 +00:00
Lynn
1196186257
Add segments to ExtrusionBuilder (#13719)
# Objective

- Add support for `segments` for extrusion-meshes, akin to what is
possible with cylinders

## Solution

- Added a `.segments(segments: usize)` function to `ExtrusionBuilder`.
- Implemented support for segments in the meshing algorithm.
- If you set `.segments(0)`, the meshing will fail, just like it does
with cylinders.

## Additional information

Here is a wireframe of some extrusions with 1, 2, 3, etc. segments:

![image_2024-06-06_233205114](https://github.com/bevyengine/bevy/assets/62256001/358081e2-172d-407b-8bdb-9cda88eb4664)

---------

Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
2024-06-10 12:50:29 +00:00
Mincong Lu
31be32ff10
Made Mesh::merge take a reference of Mesh. (#13710)
# Objective

`Mesh::merge` does not need ownership of the right hand side mesh.

## Solution

Made `Mesh::merge` take a reference.

## Testing

Modified existing tests.

---

## Changelog

Made `Mesh::merge` take a reference.


## Migration Guide

* `Mesh::merge` now take a reference of a mesh instead of an owned mesh.
2024-06-06 11:57:10 +00:00
Lynn
8e4e840a19
Meshable extrusions - Part 2 (#13676)
# Objective

- Implement `Extrudable` for all meshbuilders of shapes that have been
added after #13478 was created

## Solution

- Implemented meshing for extrusions of `CircularSector`,
`CircularSegment` and `Rhombus`

## Testing

- The correctness of these was confirmed visually.

## Additional information

Here is an image of what they look like :)

![Screenshot 2024-06-04
230633](https://github.com/bevyengine/bevy/assets/62256001/d9cca0ba-30ea-4c48-8ae2-007b469739d7)

Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
2024-06-04 21:53:06 +00:00
Lynn
fd82ef8956
Meshable extrusions (#13478)
# Objective

- Implement `Meshable` for `Extrusion<T>`

## Solution

- `Meshable` requires `Meshable::Output: MeshBuilder` now. This means
that all `some_primitive.mesh()` calls now return a `MeshBuilder`. These
were added for primitives that did not have one prior to this.
- A new trait `Extrudable: MeshBuilder` has been added. This trait
allows you to specify the indices of the perimeter of the mesh created
by this `MeshBuilder` and whether they are to be shaded smooth or flat.
- `Extrusion<P: Primitive2d + Meshable>` is now `Meshable` aswell. The
associated `MeshBuilder` is `ExtrusionMeshBuilder` which is generic over
`P` and uses the `MeshBuilder` of its baseshape internally.
- `ExtrusionMeshBuilder` exposes the configuration functions of its
base-shapes builder.
- Updated the `3d_shapes` example to include `Extrusion`s

## Migration Guide

- Depending on the context, you may need to explicitly call
`.mesh().build()` on primitives where you have previously called
`.mesh()`
- The `Output` type of custom `Meshable` implementations must now derive
`MeshBuilder`.

## Additional information
- The extrusions UVs are done so that 
- the front face (`+Z`) is in the area between `(0, 0)` and `(0.5,
0.5)`,
- the back face (`-Z`) is in the area between `(0.5, 0)` and `(1, 0.5)`
- the mantle is in the area between `(0, 0.5)` and `(1, 1)`. Each
`PerimeterSegment` you specified in the `Extrudable` implementation will
be allocated an equal portion of this area.
- The UVs of the base shape are scaled to be in the front/back area so
whatever method of filling the full UV-space the base shape used is how
these areas will be filled.

Here is an example of what that looks like on a capsule:


https://github.com/bevyengine/bevy/assets/62256001/425ad288-fbbc-4634-9d3f-5e846cdce85f

This is the texture used:

![extrusion
uvs](https://github.com/bevyengine/bevy/assets/62256001/4e54e421-bfda-44b9-8571-412525cebddf)

The `3d_shapes` example now looks like this:


![image_2024-05-22_235915753](https://github.com/bevyengine/bevy/assets/62256001/3d8bc86d-9ed1-47f2-899a-27aac0a265dd)

---------

Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
2024-06-04 17:27:32 +00:00
Kxie
1b6bc2c240
document need to update Aabb in Mesh::(with_)insert_attribute (#13349)
# Objective

solves #12475 for functions `Mesh::insert_attribute` and
`Mesh::with_inserted_attribute`.

## Solution

added references to Aabb and suggest solutions in doc strings

## Testing

ran cargo docs, links work.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-06-03 23:46:31 +00:00
IceSentry
bb51635481
Add subdivisions to PlaneMeshBuilder (#13580)
# Objective

- Plane subdivision was removed without providing an alternative

## Solution

- Add subdivision to the PlaneMeshBuilder

---

## Migration Guide

If you were using `Plane` `subdivisions`, you now need to use
`Plane3d::default().mesh().subdivisions(10)`

fixes https://github.com/bevyengine/bevy/issues/13258
2024-06-03 13:57:07 +00:00
Félix Lescaudey de Maneville
190d032ae4
Additional options to mesh primitives (#13605)
# Objective

Add new options to some primitives, like anchoring for Cones and
cylinders and custom angle ranges for Torus.
I think these kind of options are useful, but I would understand that
these addition feel overkill

## Solution

Add 

## Testing

- Did you test these changes? If so, how?

> I used the new options in the `3d_shapes` example with various
parameters and got the expected results

## Changelog

- Added `caps` bool option to toggle cylinder circle caps
- Added `angle_range` f32 range option non full torus shapes
- Added `anchor` enum option for cylinders, with either `Top`,
`Midpoint` or `Bottom`
- Added `anchor` enum option for cones, with either `Tip`, `Midpoint` or
`Base`
- **BREAKING** `TorusMeshBuilder` is no longer `Copy` due to
`RangeInclusive`, we can use a `(f32, f32)` if we want it to be `Copy`
2024-06-03 13:27:11 +00:00
Salvador Carvalhinho
7d843e0c08
Implement Rhombus 2D primitive. (#13501)
# Objective

- Create a new 2D primitive, Rhombus, also knows as "Diamond Shape"
- Simplify the creation and handling of isometric projections
- Extend Bevy's arsenal of 2D primitives

## Testing

- New unit tests created in bevy_math/ primitives and bev_math/ bounding
- Tested translations, rotations, wireframe, bounding sphere, aabb and
creation parameters

---------

Co-authored-by: Luís Figueiredo <luispcfigueiredo@tecnico.ulisboa.pt>
2024-05-26 15:27:57 +00:00
Joona Aalto
383314ef62
Add meshing for ConicalFrustum (#11819)
# Objective

The `ConicalFrustum` primitive should support meshing.

## Solution

Implement meshing for the `ConicalFrustum` primitive. The implementation
is nearly identical to `Cylinder` meshing, but supports two radii.

The default conical frustum is equivalent to a cone with a height of 1
and a radius of 0.5, truncated at half-height.


![kuva](https://github.com/bevyengine/bevy/assets/57632562/b4cab136-ff55-4056-b818-1218e4f38845)
2024-05-25 21:56:09 +00:00
Ben Harper
ec01c2dc45
New circular primitives: Arc2d, CircularSector, CircularSegment (#13482)
# Objective

Adopted #11748

## Solution

I've rebased on main to fix the merge conflicts. ~~Not quite ready to
merge yet~~

* Clippy is happy and the tests are passing, but...
* ~~The new shapes in `examples/2d/2d_shapes.rs` don't look right at
all~~ Never mind, looks like radians and degrees just got mixed up at
some point?
* I have updated one doc comment based on a review in the original PR.

---------

Co-authored-by: Alexis "spectria" Horizon <spectria.limina@gmail.com>
Co-authored-by: Alexis "spectria" Horizon <118812919+spectria-limina@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Ben Harper <ben@tukom.org>
2024-05-23 16:12:46 +00:00
Matty
c7f7d906ca
Tetrahedron mesh (#13463)
# Objective

Allow the `Tetrahedron` primitive to be used for mesh generation. This
is part of ongoing work to bring unify the capabilities of `bevy_math`
primitives.

## Solution

`Tetrahedron` implements `Meshable`. Essentially, each face is just
meshed as a `Triangle3d`, but first there is an inversion step when the
signed volume of the tetrahedron is negative to ensure that the faces
all actually point outward.

## Testing

I loaded up some examples and hackily exchanged existing meshes with the
new one to see that it works as expected.
2024-05-22 12:22:11 +00:00
Lynn
2857eb6b9d
Fix normals during mesh scaling (#13380)
# Objective

- Fixes scaling normals and tangents of meshes

## Solution

- When scaling a mesh by `Vec3::new(1., 1., -1.)`, the normals should be
flipped along the Z-axis. For example a normal of `Vec3::new(0., 0.,
1.)` should become `Vec3::new(0., 0., -1.)` after scaling. This is
achieved by multiplying the normal by the reciprocal of the scale,
cheking for infinity and normalizing. Before, the normal was multiplied
by a covector of the scale, which is incorrect for normals.
- Tangents need to be multiplied by the `scale`, not its reciprocal as
before

---------

Co-authored-by: vero <11307157+atlv24@users.noreply.github.com>
2024-05-21 18:28:03 +00:00
Lynn
450a9202d0
Common MeshBuilder trait (#13411)
# Objective

- All `ShapeMeshBuilder`s have some methods/implementations in common.
These are `fn build(&self) -> Mesh` and this implementation:
```rust
impl From<ShapeMeshBuilder> for Mesh { 
    fn from(builder: ShapeMeshBuilder) -> { 
        builder.build() 
    } 
}
``` 

- For the sake of consistency, these can be moved into a shared trait

## Solution

- Add `trait MeshBuilder` containing a `fn build(&self) -> Mesh` and
implementing `MeshBuilder for ShapeMeshBuilder`
- Implement `From<T: MeshBuilder> for Mesh`

## Migration Guide

- When calling `.build()` you need to import
`bevy_render::mesh::primitives::MeshBuilder`
2024-05-18 11:58:11 +00:00
Adith Ramachandran
65e62ba5eb
Revert "Support calculating normals for indexed meshes" (#12716) and add support for calculating smooth normals (#13333)
# Objective

- Refactor the changes merged in #11654 to compute flat normals for
indexed meshes instead of smooth normals.
- Fixes #12716 

## Solution

- Partially revert the changes in #11654 to compute flat normals for
both indexed and unindexed meshes in `compute_flat_normals`
- Create a new method, `compute_smooth_normals`, that computes smooth
normals for indexed meshes
- Create a new method, `compute_normals`, that computes smooth normals
for indexed meshes and flat normals for unindexed meshes by default. Use
this new method instead of `compute_flat_normals`.

## Testing

- Run the example with and without the changes to ensure that the
results are identical.
2024-05-16 14:54:35 +00:00
Joona Aalto
ac1f135e20
Add meshing for Cone (#11820)
# Objective

The `Cone` primitive should support meshing.

## Solution

Implement meshing for the `Cone` primitive. The default cone has a
height of 1 and a base radius of 0.5, and is centered at the origin.

An issue with cone meshes is that the tip does not really have a normal
that works, even with duplicated vertices. This PR uses only a single
vertex for the tip, with a normal of zero; this results in an "invalid"
normal that gets ignored by the fragment shader. This seems to be the
only approach we have for perfectly smooth cones. For discussion on the
topic, see #10298 and #5891.

Another thing to note is that the cone uses polar coordinates for the
UVs:

<img
src="https://github.com/bevyengine/bevy/assets/57632562/e101ded9-110a-4ac4-a98d-f1e4d740a24a"
alt="cone" width="400" />

This way, textures are applied as if looking at the cone from above:

<img
src="https://github.com/bevyengine/bevy/assets/57632562/8dea00f1-a283-4bc4-9676-91e8d4adb07a"
alt="texture" width="200" />

<img
src="https://github.com/bevyengine/bevy/assets/57632562/d9d1b5e6-a8ba-4690-b599-904dd85777a1"
alt="cone" width="200" />
2024-05-13 18:00:59 +00:00
robtfm
91a393a9e2
Throttle render assets (#12622)
# Objective

allow throttling of gpu uploads to prevent choppy framerate when many
textures/meshes are loaded in.

## Solution

- `RenderAsset`s can implement `byte_len()` which reports their size.
implemented this for `Mesh` and `Image`
- users can add a `RenderAssetBytesPerFrame` which specifies max bytes
to attempt to upload in a frame
- `render_assets::<A>` checks how many bytes have been written before
attempting to upload assets. the limit is a soft cap: assets will be
written until the total has exceeded the cap, to ensure some forward
progress every frame

notes:
- this is a stopgap until we have multiple wgpu queues for proper
streaming of data
- requires #12606

issues
- ~~fonts sometimes only partially upload. i have no clue why, needs to
be fixed~~ fixed now.
- choosing the #bytes is tricky as it should be hardware / framerate
dependent
- many features are not tested (env maps, light probes, etc) - they
won't break unless `RenderAssetBytesPerFrame` is explicitly used though

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-26 23:43:33 +00:00
François Mockers
c40b485095
use a u64 for MeshPipelineKey (#13015)
# Objective

- `MeshPipelineKey` use some bits for two things
- First commit in this PR adds an assertion that doesn't work currently
on main
- This leads to some mesh topology not working anymore, for example
`LineStrip`
- With examples `lines`, there should be two groups of lines, the blue
one doesn't display currently

## Solution

- Change the `MeshPipelineKey` to be backed by a `u64` instead, to have
enough bits
2024-04-21 20:01:45 +00:00
andristarr
2b3e3341d6
separating finite and infinite 3d planes (#12426)
# Objective

Fixes #12388

## Solution

- Removing the plane3d and adding rect3d primitive mesh
2024-04-18 14:13:22 +00:00
BD103
7b8d502083
Fix beta lints (#12980)
# Objective

- Fixes #12976

## Solution

This one is a doozy.

- Run `cargo +beta clippy --workspace --all-targets --all-features` and
fix all issues
- This includes:
- Moving inner attributes to be outer attributes, when the item in
question has both inner and outer attributes
  - Use `ptr::from_ref` in more scenarios
- Extend the valid idents list used by `clippy:doc_markdown` with more
names
  - Use `Clone::clone_from` when possible
  - Remove redundant `ron` import
  - Add backticks to **so many** identifiers and items
    - I'm sorry whoever has to review this

---

## Changelog

- Added links to more identifiers in documentation.
2024-04-16 02:46:46 +00:00
BD103
5c3ae32ab1
Enable clippy::ref_as_ptr (#12918)
# Objective

-
[`clippy::ref_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ref_as_ptr)
prevents you from directly casting references to pointers, requiring you
to use `std::ptr::from_ref` instead. This prevents you from accidentally
converting an immutable reference into a mutable pointer (`&x as *mut
T`).
- Follow up to #11818, now that our [`rust-version` is
1.77](11817f4ba4/Cargo.toml (L14)).

## Solution

- Enable lint and fix all warnings.
2024-04-10 20:16:48 +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