Commit Graph

523 Commits

Author SHA1 Message Date
atlv
dd57db44d9
prepare bevy_light for split (#19965)
# Objective

- prepare bevy_light for split

## Solution

- extract cascade module (this is not strictly necessary for bevy_light)
- clean up imports to be less globby and tangled
- move light specific stuff into light modules
- move light system and type init from pbr into new LightPlugin

## Testing

- 3d_scene, lighting

NOTE TO REVIEWERS: it may help to review commits independently.
2025-07-06 04:11:46 +00:00
atlv
47e99c8285
move Cubemap stuff alongside CubemapFrusta in bevy_camera::primitives (#19955)
# Objective

- Make bevy_light possible

## Solution

- Move some stuff it needs out of somewhere it cant depend on. Plus it
makes sense, cubemap stuff goes next to cubemap stuff.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 14:40:59 +00:00
atlv
59e8702a65
move calculate_cluster_factors to cluster assign (#19958)
# Objective

- Make bevy_light possible by making it possible to split out
clusterable into bevy_camera

## Solution

- Move some stuff so i can split it out cleanly.

## Testing

- 3d_scene runs
2025-07-05 14:40:33 +00:00
atlv
bdb39cf723
move spot light function into spot light file (#19956)
# Objective

- Make bevy_light possible

## Solution

- Move some stuff it needs out of somewhere it cant depend on. Plus it
makes sense, spotlight stuff goes in spotlight file.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 14:40:06 +00:00
robtfm
b79b8133c8
fix skin uniform buffer size (#19888)
# Objective

for `BufferUsages::STORAGE` on webgpu (and maybe other contexts), buffer
sizes must be a multiple of 4. the skin uniform buffer starts at 16384
then increases by 1.5x, which eventually hits a number which isn't

## Solution

`.next_multiple_of(4)`
2025-07-02 20:06:27 +00:00
charlotte 🌸
18712f31f9
Make render and compute pipeline descriptors defaultable. (#19903)
A few versions ago, wgpu made it possible to set shader entry point to
`None`, which will select the correct entry point in file where only a
single entrypoint is specified. This makes it possible to implement
`Default` for pipeline descriptors. This PR does so and attempts to
`..default()` everything possible.
2025-07-02 18:47:27 +00:00
andriyDev
f95f42b44a
Allow calling add_render_graph_node on World. (#19912)
# Objective

- This unblocks some work I am doing for #19887.

## Solution

- Rename `RenderGraphApp` to `RenderGraphExt`.
- Implement `RenderGraphExt` for `World`.
- Change `SubApp` and `App` to call the `World` impl.
2025-07-02 14:56:18 +00:00
charlotte 🌸
6ad93ede86
Correctly disable prepass/shadows when configured on MaterialPlugin<M> (#19890)
Previously, the specialize/queue systems were added per-material and the
plugin prepass/shadow enable flags controlled whether we added those
systems. Now, we make this a property of the material instance and check
for it when specializing. Fixes
https://github.com/bevyengine/bevy/issues/19850.
2025-07-01 03:24:58 +00:00
robtfm
a2992fcffd
Light Textures (#18031)
# Objective

add support for light textures (also known as light cookies, light
functions, and light projectors)


![image](https://github.com/user-attachments/assets/afdb23e2-b35f-4bf0-bf92-f883cd7db771)

## Solution

- add components:

```rs
/// Add to a [`PointLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct PointLightTexture {
    /// The texture image. Only the R channel is read.
    pub image: Handle<Image>,
    /// The cubemap layout. The image should be a packed cubemap in one of the formats described by the [`CubemapLayout`] enum.
    pub cubemap_layout: CubemapLayout,
}

/// Add to a [`SpotLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct SpotLightTexture {
    /// The texture image. Only the R channel is read.
    /// Note the border of the image should be entirely black to avoid leaking light.
    pub image: Handle<Image>,
}

/// Add to a [`DirectionalLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct DirectionalLightTexture {
    /// The texture image. Only the R channel is read.
    pub image: Handle<Image>,
    /// Whether to tile the image infinitely, or use only a single tile centered at the light's translation
    pub tiled: bool,
}
```

- store images to the `RenderClusteredDecals` buffer
- read the image and modulate the lights
- add `light_textures` example to showcase the new features

## Testing

see light_textures example
2025-06-30 21:56:17 +00:00
charlotte 🌸
e6ba9a6d18
Type erased materials (#19667)
# Objective

Closes #18075

In order to enable a number of patterns for dynamic materials in the
engine, it's necessary to decouple the renderer from the `Material`
trait.

This opens the possibility for:
- Materials that aren't coupled to `AsBindGroup`.
- 2d using the underlying 3d bindless infrastructure.
- Dynamic materials that can change their layout at runtime.
- Materials that aren't even backed by a Rust struct at all.

## Solution

In short, remove all trait bounds from render world material systems and
resources. This means moving a bunch of stuff onto `MaterialProperties`
and engaging in some hacks to make specialization work. Rather than
storing the bind group data in `MaterialBindGroupAllocator`, right now
we're storing it in a closure on `MaterialProperties`. TBD if this has
bad performance characteristics.

## Benchmarks

- `many_cubes`:
`cargo run --example many_cubes --release --features=bevy/trace_tracy --
--vary-material-data-per-instance`:
![Screenshot 2025-06-26
235426](https://github.com/user-attachments/assets/10a0ee29-9932-4f91-ab43-33518b117ac5)

- @DGriffin91's Caldera
`cargo run --release --features=bevy/trace_tracy -- --random-materials`

![image](https://github.com/user-attachments/assets/ef91ba6a-8e88-4922-a73f-acb0af5b0dbc)


- @DGriffin91's Caldera with 20 unique material types (i.e.
`MaterialPlugin<M>`) and random materials per mesh
`cargo run --release --features=bevy/trace_tracy -- --random-materials`
![Screenshot 2025-06-27
000425](https://github.com/user-attachments/assets/9561388b-881d-46cf-8c3d-b15b3e9aedc7)


### TODO

- We almost certainly lost some parallelization from removing the type
params that could be gained back from smarter iteration.
- Test all the things that could have broken.
- ~Fix meshlets~

## Showcase

See [the
example](https://github.com/bevyengine/bevy/pull/19667/files#diff-9d768cfe1c3aa81eff365d250d3cbe5a63e8df63e81dd85f64c3c3cd993f6d94)
for a custom material implemented without the use of the `Material`
trait and thus `AsBindGroup`.


![image](https://github.com/user-attachments/assets/e3fcca7c-e04e-4a4e-9d89-39d697a9e3b8)

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
2025-06-27 22:57:24 +00:00
atlv
410ca48023
cleanup constants (#19831)
# Objective

- i think const exprs werent supported in naga when these were written,
and we've just stuck with that since then. they're supported now so lets
use them

## Solution

- do that thang

## Testing

- transparency_3d, transmission, ssr, 3d_scene, couple others. they all
look fine
2025-06-27 07:02:03 +00:00
charlotte 🌸
96dcbc5f8c
Ugrade to wgpu version 25.0 (#19563)
# Objective

Upgrade to `wgpu` version `25.0`.

Depends on https://github.com/bevyengine/naga_oil/pull/121

## Solution

### Problem

The biggest issue we face upgrading is the following requirement:
> To facilitate this change, there was an additional validation rule put
in place: if there is a binding array in a bind group, you may not use
dynamic offset buffers or uniform buffers in that bind group. This
requirement comes from vulkan rules on UpdateAfterBind descriptors.

This is a major difficulty for us, as there are a number of binding
arrays that are used in the view bind group. Note, this requirement does
not affect merely uniform buffors that use dynamic offset but the use of
*any* uniform in a bind group that also has a binding array.

### Attempted fixes

The easiest fix would be to change uniforms to be storage buffers
whenever binding arrays are in use:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#else
@group(0) @binding(0) var<storage> view: array<View>;
@group(0) @binding(1) var<storage> lights: array<types::Lights>;
#endif
```

This requires passing the view index to the shader so that we know where
to index into the buffer:

```wgsl
struct PushConstants {
    view_index: u32,
}

var<push_constant> push_constants: PushConstants;
```

Using push constants is no problem because binding arrays are only
usable on native anyway.

However, this greatly complicates the ability to access `view` in
shaders. For example:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
mesh_view_bindings::view.view_from_world[0].z
#else
mesh_view_bindings::view[mesh_view_bindings::view_index].view_from_world[0].z
#endif
```

Using this approach would work but would have the effect of polluting
our shaders with ifdef spam basically *everywhere*.

Why not use a function? Unfortunately, the following is not valid wgsl
as it returns a binding directly from a function in the uniform path.

```wgsl
fn get_view() -> View {
#if BINDING_ARRAYS_ARE_USED
    let view_index = push_constants.view_index;
    let view = views[view_index];
#endif
    return view;
}
```

This also poses problems for things like lights where we want to return
a ptr to the light data. Returning ptrs from wgsl functions isn't
allowed even if both bindings were buffers.

The next attempt was to simply use indexed buffers everywhere, in both
the binding array and non binding array path. This would be viable if
push constants were available everywhere to pass the view index, but
unfortunately they are not available on webgpu. This means either
passing the view index in a storage buffer (not ideal for such a small
amount of state) or using push constants sometimes and uniform buffers
only on webgpu. However, this kind of conditional layout infects
absolutely everything.

Even if we were to accept just using storage buffer for the view index,
there's also the additional problem that some dynamic offsets aren't
actually per-view but per-use of a setting on a camera, which would
require passing that uniform data on *every* camera regardless of
whether that rendering feature is being used, which is also gross.

As such, although it's gross, the simplest solution just to bump binding
arrays into `@group(1)` and all other bindings up one bind group. This
should still bring us under the device limit of 4 for most users.

### Next steps / looking towards the future

I'd like to avoid needing split our view bind group into multiple parts.
In the future, if `wgpu` were to add `@builtin(draw_index)`, we could
build a list of draw state in gpu processing and avoid the need for any
kind of state change at all (see
https://github.com/gfx-rs/wgpu/issues/6823). This would also provide
significantly more flexibility to handle things like offsets into other
arrays that may not be per-view.

### Testing

Tested a number of examples, there are probably more that are still
broken.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2025-06-26 19:41:47 +00:00
charlotte 🌸
92e65d5eb1
Upgrade to Rust 1.88 (#19825) 2025-06-26 19:38:19 +00:00
Chris Russell
f7e112a3c9
Let query items borrow from query state to avoid needing to clone (#15396)
# Objective

Improve the performance of `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.

`FilteredEntityRef` needs an `Access<ComponentId>` to determine what
components it can access. There is one stored in the query state, but
query items cannot borrow from the state, so it has to `clone()` the
access for each row. Cloning the access involves memory allocations and
can be expensive.


## Solution

Let query items borrow from their query state.  

Add an `'s` lifetime to `WorldQuery::Item` and `WorldQuery::Fetch`,
similar to the one in `SystemParam`, and provide `&'s Self::State` to
the fetch so that it can borrow from the state.

Unfortunately, there are a few cases where we currently return query
items from temporary query states: the sorted iteration methods create a
temporary state to query the sort keys, and the
`EntityRef::components<Q>()` methods create a temporary state for their
query.

To allow these to continue to work with most `QueryData`
implementations, introduce a new subtrait `ReleaseStateQueryData` that
converts a `QueryItem<'w, 's>` to `QueryItem<'w, 'static>`, and is
implemented for everything except `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.

`#[derive(QueryData)]` will generate `ReleaseStateQueryData`
implementations that apply when all of the subqueries implement
`ReleaseStateQueryData`.

This PR does not actually change the implementation of
`FilteredEntity(Ref|Mut)` or `Entity(Ref|Mut)Except`! That will be done
as a follow-up PR so that the changes are easier to review. I have
pushed the changes as chescock/bevy#5.

## Testing

I ran performance traces of many_foxes, both against main and against
chescock/bevy#5, both including #15282. These changes do appear to make
generalized animation a bit faster:

(Red is main, yellow is chescock/bevy#5)

![image](https://github.com/user-attachments/assets/de900117-0c6a-431d-ab62-c013834f97a9)


## Migration Guide

The `WorldQuery::Item` and `WorldQuery::Fetch` associated types and the
`QueryItem` and `ROQueryItem` type aliases now have an additional
lifetime parameter corresponding to the `'s` lifetime in `Query`. Manual
implementations of `WorldQuery` will need to update the method
signatures to include the new lifetimes. Other uses of the types will
need to be updated to include a lifetime parameter, although it can
usually be passed as `'_`. In particular, `ROQueryItem` is used when
implementing `RenderCommand`.

Before: 

```rust
fn render<'w>(
    item: &P,
    view: ROQueryItem<'w, Self::ViewQuery>,
    entity: Option<ROQueryItem<'w, Self::ItemQuery>>,
    param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```

After: 

```rust
fn render<'w>(
    item: &P,
    view: ROQueryItem<'w, '_, Self::ViewQuery>,
    entity: Option<ROQueryItem<'w, '_, Self::ItemQuery>>,
    param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```

---

Methods on `QueryState` that take `&mut self` may now result in
conflicting borrows if the query items capture the lifetime of the
mutable reference. This affects `get()`, `iter()`, and others. To fix
the errors, first call `QueryState::update_archetypes()`, and then
replace a call `state.foo(world, param)` with
`state.query_manual(world).foo_inner(param)`. Alternately, you may be
able to restructure the code to call `state.query(world)` once and then
make multiple calls using the `Query`.

Before:
```rust
let mut state: QueryState<_, _> = ...;
let d1 = state.get(world, e1);
let d2 = state.get(world, e2); // Error: cannot borrow `state` as mutable more than once at a time
println!("{d1:?}");
println!("{d2:?}");
```

After: 
```rust
let mut state: QueryState<_, _> = ...;

state.update_archetypes(world);
let d1 = state.get_manual(world, e1);
let d2 = state.get_manual(world, e2);
// OR
state.update_archetypes(world);
let d1 = state.query(world).get_inner(e1);
let d2 = state.query(world).get_inner(e2);
// OR
let query = state.query(world);
let d1 = query.get_inner(e1);
let d1 = query.get_inner(e2);

println!("{d1:?}");
println!("{d2:?}");
```
2025-06-16 21:05:41 +00:00
Joona Aalto
38c3423693
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective

Closes #19564.

The current `Event` trait looks like this:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.

However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:

- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.

There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:

|              | Push            | Pull                        |
| ------------ | --------------- | --------------------------- |
| **Global**   | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | -                           |

There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:

- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs

This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.

## `Event`, `EntityEvent`, and `BufferedEvent`

`Event` is now a very simple trait shared by all events.

```rust
pub trait Event: Send + Sync + 'static {
    // Required for observer APIs
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

You can call `trigger` for *any* event, and use a global observer for
listening to the event.

```rust
#[derive(Event)]
struct Speak {
    message: String,
}

// ...

app.add_observer(|trigger: On<Speak>| {
    println!("{}", trigger.message);
});

// ...

commands.trigger(Speak {
    message: "Y'all like these reworked events?".to_string(),
});
```

To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:

```rust
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:

```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
    amount: f32,
}

// ...

let enemy = commands.spawn((Enemy, Health(100.0))).id();

// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
    .spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
    .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
        // Note: `On::target` only exists because this is an `EntityEvent`.
        let mut health = query.get(trigger.target()).unwrap();
        health.0 -= trigger.amount();
    });

commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```

> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.

To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:

```rust
pub trait BufferedEvent: Event {}
```

The event can then be used with `EventReader`/`EventWriter`:

```rust
#[derive(Event, BufferedEvent)]
struct Message(String);

fn write_hello(mut writer: EventWriter<Message>) {
    writer.write(Message("I hope these examples are alright".to_string()));
}

fn read_messages(mut reader: EventReader<Message>) {
    // Process all buffered events of type `Message`.
    for Message(message) in reader.read() {
        println!("{message}");
    }
}
```

In summary:

- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!

## Alternatives

I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P

<details>

<summary>Expand this to see alternatives</summary>

### 1. Unified `Event` Trait

One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    const BUFFERED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.

This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?

### 2. `Event` and `Trigger`

Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.

If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.

For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.

```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}

// For observers
pub trait Trigger: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.

So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)

### 3. `GlobalEvent` + `TargetedEvent`

What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?

```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}

// For targeted observer events
pub trait TargetedEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.

However, there's a few problems:

- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal

### 4. `Event` and `EntityEvent`

We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:

```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For targeted observer events
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.

</details>

## Conclusion

The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".

### Why I Like This

- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.

In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.

### Problems?

- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.

## Related Work

There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:

```rust
// Truncated for brevity
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
2025-06-15 16:46:34 +00:00
Joona Aalto
e5dc177b4b
Rename Trigger to On (#19596)
# Objective

Currently, the observer API looks like this:

```rust
app.add_observer(|trigger: Trigger<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):

```rust
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.

By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:

```rust
app.add_observer(|trigger: On<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

```rust
trigger: On<(
    Add<Pressed>,
    Remove<Pressed>,
    Add<InteractionDisabled>,
    Remove<InteractionDisabled>,
    Insert<Hovered>,
)>,
```

Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).

For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.

## Solution

Steal from `bevy_event_listener` by @aevyrie and use `On`.

- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`

## Discussion

### Naming Conflicts??

Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.

- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.

For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.

You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.

### Documentation

This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".

You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
2025-06-12 18:22:33 +00:00
Eagster
064e5e48b4
Remove entity placeholder from observers (#19440)
# Objective

`Entity::PLACEHOLDER` acts as a magic number that will *probably* never
really exist, but it certainly could. And, `Entity` has a niche, so the
only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit`
that trades safety risks for logic risks.

As a result, bevy has generally advised against using `PLACEHOLDER`, but
we still use if for a lot internally. This pr starts removing internal
uses of it, starting from observers.

## Solution

Change all trigger target related types from `Entity` to
`Option<Entity>`

Small migration guide to come.

## Testing

CI

## Future Work

This turned a lot of code from 

```rust
trigger.target()
```

to 

```rust
trigger.target().unwrap()
```

The extra panic is no worse than before; it's just earlier than
panicking after passing the placeholder to something else.

But this is kinda annoying. 

I would like to add a `TriggerMode` or something to `Event` that would
restrict what kinds of targets can be used for that event. Many events
like `Removed` etc, are always triggered with a target. We can make
those have a way to assume Some, etc. But I wanted to save that for a
future pr.
2025-06-09 19:37:56 +00:00
robtfm
c617fc49ae
fix distinct directional lights per view (#19147)
# Objective

after #15156 it seems like using distinct directional lights on
different views is broken (and will probably break spotlights too). fix
them

## Solution

the reason is a bit hairy so with an example:

- camera 0 on layer 0
- camera 1 on layer 1
- dir light 0 on layer 0 (2 cascades)
- dir light 1 on layer 1 (2 cascades)

in render/lights.rs:
- outside of any view loop, 
- we count the total number of shadow casting directional light cascades
(4) and assign an incrementing `depth_texture_base_index` for each (0-1
for one light, 2-3 for the other, depending on iteration order) (line
1034)
- allocate a texture array for the total number of cascades plus
spotlight maps (4) (line 1106)

- in the view loop, for directional lights we 
  - skip lights that don't intersect on renderlayers (line 1440)
- assign an incrementing texture layer to each light/cascade starting
from 0 (resets to 0 per view) (assigning 0 and 1 each time for the 2
cascades of the intersecting light) (line 1509, init at 1421)

then in the rendergraph:
- camera 0 renders the shadow map for light 0 to texture indices 0 and 1
- camera 0 renders using shadows from the `depth_texture_base_index`
(maybe 0-1, maybe 2-3 depending on the iteration order)

- camera 1 renders the shadow map for light 1 to texture indices 0 and 1
- camera 0 renders using shadows from the `depth_texture_base_index`
(maybe 0-1, maybe 2-3 depending on the iteration order)

issues:
- one of the views uses empty shadow maps (bug)
- we allocated a texture layer per cascade per light, even though not
all lights are used on all views (just inefficient)
- I think we're allocating texture layers even for lights with
`shadows_enabled: false` (just inefficient)

solution:
- calculate upfront the view with the largest number of directional
cascades
- allocate this many layers (plus layers for spotlights) in the texture
array
- keep using texture layers 0..n in the per-view loop, but build
GpuLights.gpu_directional_lights within the loop too so it refers to the
same layers we render to

nice side effects: 
- we can now use `max_texture_array_layers / MAX_CASCADES_PER_LIGHT`
shadow-casting directional lights per view, rather than overall.
- we can remove the `GpuDirectionalLight::skip` field, since the gpu
lights struct is constructed per view

a simpler approach would be to keep everything the same, and just
increment the texture layer index in the view loop even for
non-intersecting lights. this pr reduces the total shadowmap vram used
as well and isn't *much* extra complexity. but if we want something less
risky/intrusive for 16.1 that would be the way.

## Testing

i edited the split screen example to put separate lights on layer 1 and
layer 2, and put the plane and fox on both layers (using lots of
unrelated code for render layer propagation from #17575).
without the fix the directional shadows will only render on one of the
top 2 views even though there are directional lights on both layers.

```rs
//! Renders two cameras to the same window to accomplish "split screen".

use std::f32::consts::PI;

use bevy::{
    pbr::CascadeShadowConfigBuilder, prelude::*, render:📷:Viewport, window::WindowResized,
};
use bevy_render::view::RenderLayers;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(HierarchyPropagatePlugin::<RenderLayers>::default())
        .add_systems(Startup, setup)
        .add_systems(Update, (set_camera_viewports, button_system))
        .run();
}

/// set up a simple 3D scene
fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let all_layers = RenderLayers::layer(1).with(2).with(3).with(4);

    // plane
    commands.spawn((
        Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
        all_layers.clone()
    ));

    commands.spawn((
        SceneRoot(
            asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
        ),
        Propagate(all_layers.clone()),
    ));

    // Light
    commands.spawn((
        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        CascadeShadowConfigBuilder {
            num_cascades: if cfg!(all(
                feature = "webgl2",
                target_arch = "wasm32",
                not(feature = "webgpu")
            )) {
                // Limited to 1 cascade in WebGL
                1
            } else {
                2
            },
            first_cascade_far_bound: 200.0,
            maximum_distance: 280.0,
            ..default()
        }
        .build(),
        RenderLayers::layer(1),
    ));

    commands.spawn((
        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        CascadeShadowConfigBuilder {
            num_cascades: if cfg!(all(
                feature = "webgl2",
                target_arch = "wasm32",
                not(feature = "webgpu")
            )) {
                // Limited to 1 cascade in WebGL
                1
            } else {
                2
            },
            first_cascade_far_bound: 200.0,
            maximum_distance: 280.0,
            ..default()
        }
        .build(),
        RenderLayers::layer(2),
    ));

    // Cameras and their dedicated UI
    for (index, (camera_name, camera_pos)) in [
        ("Player 1", Vec3::new(0.0, 200.0, -150.0)),
        ("Player 2", Vec3::new(150.0, 150., 50.0)),
        ("Player 3", Vec3::new(100.0, 150., -150.0)),
        ("Player 4", Vec3::new(-100.0, 80., 150.0)),
    ]
    .iter()
    .enumerate()
    {
        let camera = commands
            .spawn((
                Camera3d::default(),
                Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
                Camera {
                    // Renders cameras with different priorities to prevent ambiguities
                    order: index as isize,
                    ..default()
                },
                CameraPosition {
                    pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
                },
                RenderLayers::layer(index+1)
            ))
            .id();

        // Set up UI
        commands
            .spawn((
                UiTargetCamera(camera),
                Node {
                    width: Val::Percent(100.),
                    height: Val::Percent(100.),
                    ..default()
                },
            ))
            .with_children(|parent| {
                parent.spawn((
                    Text::new(*camera_name),
                    Node {
                        position_type: PositionType::Absolute,
                        top: Val::Px(12.),
                        left: Val::Px(12.),
                        ..default()
                    },
                ));
                buttons_panel(parent);
            });
    }

    fn buttons_panel(parent: &mut ChildSpawnerCommands) {
        parent
            .spawn(Node {
                position_type: PositionType::Absolute,
                width: Val::Percent(100.),
                height: Val::Percent(100.),
                display: Display::Flex,
                flex_direction: FlexDirection::Row,
                justify_content: JustifyContent::SpaceBetween,
                align_items: AlignItems::Center,
                padding: UiRect::all(Val::Px(20.)),
                ..default()
            })
            .with_children(|parent| {
                rotate_button(parent, "<", Direction::Left);
                rotate_button(parent, ">", Direction::Right);
            });
    }

    fn rotate_button(parent: &mut ChildSpawnerCommands, caption: &str, direction: Direction) {
        parent
            .spawn((
                RotateCamera(direction),
                Button,
                Node {
                    width: Val::Px(40.),
                    height: Val::Px(40.),
                    border: UiRect::all(Val::Px(2.)),
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::Center,
                    ..default()
                },
                BorderColor(Color::WHITE),
                BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
            ))
            .with_children(|parent| {
                parent.spawn(Text::new(caption));
            });
    }
}

#[derive(Component)]
struct CameraPosition {
    pos: UVec2,
}

#[derive(Component)]
struct RotateCamera(Direction);

enum Direction {
    Left,
    Right,
}

fn set_camera_viewports(
    windows: Query<&Window>,
    mut resize_events: EventReader<WindowResized>,
    mut query: Query<(&CameraPosition, &mut Camera)>,
) {
    // We need to dynamically resize the camera's viewports whenever the window size changes
    // so then each camera always takes up half the screen.
    // A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
    for resize_event in resize_events.read() {
        let window = windows.get(resize_event.window).unwrap();
        let size = window.physical_size() / 2;

        for (camera_position, mut camera) in &mut query {
            camera.viewport = Some(Viewport {
                physical_position: camera_position.pos * size,
                physical_size: size,
                ..default()
            });
        }
    }
}

fn button_system(
    interaction_query: Query<
        (&Interaction, &ComputedNodeTarget, &RotateCamera),
        (Changed<Interaction>, With<Button>),
    >,
    mut camera_query: Query<&mut Transform, With<Camera>>,
) {
    for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
        if let Interaction::Pressed = *interaction {
            // Since TargetCamera propagates to the children, we can use it to find
            // which side of the screen the button is on.
            if let Some(mut camera_transform) = computed_target
                .camera()
                .and_then(|camera| camera_query.get_mut(camera).ok())
            {
                let angle = match direction {
                    Direction::Left => -0.1,
                    Direction::Right => 0.1,
                };
                camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
            }
        }
    }
}








use std::marker::PhantomData;

use bevy::{
    app::{App, Plugin, Update},
    ecs::query::QueryFilter,
    prelude::{
        Changed, Children, Commands, Component, Entity, Local, Query,
        RemovedComponents, SystemSet, With, Without,
    },
};

/// Causes the inner component to be added to this entity and all children.
/// A child with a Propagate<C> component of it's own will override propagation from
/// that point in the tree
#[derive(Component, Clone, PartialEq)]
pub struct Propagate<C: Component + Clone + PartialEq>(pub C);

/// Internal struct for managing propagation
#[derive(Component, Clone, PartialEq)]
pub struct Inherited<C: Component + Clone + PartialEq>(pub C);

/// Stops the output component being added to this entity.
/// Children will still inherit the component from this entity or its parents
#[derive(Component, Default)]
pub struct PropagateOver<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>);

/// Stops the propagation at this entity. Children will not inherit the component.
#[derive(Component, Default)]
pub struct PropagateStop<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>);

pub struct HierarchyPropagatePlugin<C: Component + Clone + PartialEq, F: QueryFilter = ()> {
    _p: PhantomData<fn() -> (C, F)>,
}

impl<C: Component + Clone + PartialEq, F: QueryFilter> Default for HierarchyPropagatePlugin<C, F> {
    fn default() -> Self {
        Self {
            _p: Default::default(),
        }
    }
}

#[derive(SystemSet, Clone, PartialEq, PartialOrd, Ord)]
pub struct PropagateSet<C: Component + Clone + PartialEq> {
    _p: PhantomData<fn() -> C>,
}

impl<C: Component + Clone + PartialEq> std::fmt::Debug for PropagateSet<C> {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("PropagateSet")
            .field("_p", &self._p)
            .finish()
    }
}

impl<C: Component + Clone + PartialEq> Eq for PropagateSet<C> {}
impl<C: Component + Clone + PartialEq> std:#️⃣:Hash for PropagateSet<C> {
    fn hash<H: std:#️⃣:Hasher>(&self, state: &mut H) {
        self._p.hash(state);
    }
}

impl<C: Component + Clone + PartialEq> Default for PropagateSet<C> {
    fn default() -> Self {
        Self {
            _p: Default::default(),
        }
    }
}

impl<C: Component + Clone + PartialEq, F: QueryFilter + 'static> Plugin
    for HierarchyPropagatePlugin<C, F>
{
    fn build(&self, app: &mut App) {
        app.add_systems(
            Update,
            (
                update_source::<C, F>,
                update_stopped::<C, F>,
                update_reparented::<C, F>,
                propagate_inherited::<C, F>,
                propagate_output::<C, F>,
            )
                .chain()
                .in_set(PropagateSet::<C>::default()),
        );
    }
}

pub fn update_source<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    changed: Query<(Entity, &Propagate<C>), (Changed<Propagate<C>>, Without<PropagateStop<C>>)>,
    mut removed: RemovedComponents<Propagate<C>>,
) {
    for (entity, source) in &changed {
        commands
            .entity(entity)
            .try_insert(Inherited(source.0.clone()));
    }

    for removed in removed.read() {
        if let Ok(mut commands) = commands.get_entity(removed) {
            commands.remove::<(Inherited<C>, C)>();
        }
    }
}

pub fn update_stopped<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    q: Query<Entity, (With<Inherited<C>>, F, With<PropagateStop<C>>)>,
) {
    for entity in q.iter() {
        let mut cmds = commands.entity(entity);
        cmds.remove::<Inherited<C>>();
    }
}

pub fn update_reparented<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    moved: Query<
        (Entity, &ChildOf, Option<&Inherited<C>>),
        (
            Changed<ChildOf>,
            Without<Propagate<C>>,
            Without<PropagateStop<C>>,
            F,
        ),
    >,
    parents: Query<&Inherited<C>>,
) {
    for (entity, parent, maybe_inherited) in &moved {
        if let Ok(inherited) = parents.get(parent.parent()) {
            commands.entity(entity).try_insert(inherited.clone());
        } else if maybe_inherited.is_some() {
            commands.entity(entity).remove::<(Inherited<C>, C)>();
        }
    }
}

pub fn propagate_inherited<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    changed: Query<
        (&Inherited<C>, &Children),
        (Changed<Inherited<C>>, Without<PropagateStop<C>>, F),
    >,
    recurse: Query<
        (Option<&Children>, Option<&Inherited<C>>),
        (Without<Propagate<C>>, Without<PropagateStop<C>>, F),
    >,
    mut to_process: Local<Vec<(Entity, Option<Inherited<C>>)>>,
    mut removed: RemovedComponents<Inherited<C>>,
) {
    // gather changed
    for (inherited, children) in &changed {
        to_process.extend(
            children
                .iter()
                .map(|child| (child, Some(inherited.clone()))),
        );
    }

    // and removed
    for entity in removed.read() {
        if let Ok((Some(children), _)) = recurse.get(entity) {
            to_process.extend(children.iter().map(|child| (child, None)))
        }
    }

    // propagate
    while let Some((entity, maybe_inherited)) = (*to_process).pop() {
        let Ok((maybe_children, maybe_current)) = recurse.get(entity) else {
            continue;
        };

        if maybe_current == maybe_inherited.as_ref() {
            continue;
        }

        if let Some(children) = maybe_children {
            to_process.extend(
                children
                    .iter()
                    .map(|child| (child, maybe_inherited.clone())),
            );
        }

        if let Some(inherited) = maybe_inherited {
            commands.entity(entity).try_insert(inherited.clone());
        } else {
            commands.entity(entity).remove::<(Inherited<C>, C)>();
        }
    }
}

pub fn propagate_output<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    changed: Query<
        (Entity, &Inherited<C>, Option<&C>),
        (Changed<Inherited<C>>, Without<PropagateOver<C>>, F),
    >,
) {
    for (entity, inherited, maybe_current) in &changed {
        if maybe_current.is_some_and(|c| &inherited.0 == c) {
            continue;
        }

        commands.entity(entity).try_insert(inherited.0.clone());
    }
}
```
2025-05-30 19:35:55 +00:00
andriyDev
b866bb4254
Remove Shader weak_handles from bevy_pbr (excluding meshlets). (#19365)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_pbr` (excluding meshlets).

## Testing

- `atmosphere` example still works
- `fog` example still works
- `decal` example still works

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-27 22:32:47 +00:00
Eero Lehtinen
17914943a3
Fix spot light shadow glitches (#19273)
# Objective

Spot light shadows are still broken after fixing point lights in #19265

## Solution

Fix spot lights in the same way, just using the spot light specific
visible entities component. I also changed the query to be directly in
the render world instead of being extracted to be more accurate.

## Testing

Tested with the same code but changing `PointLight` to `SpotLight`.
2025-05-19 19:42:09 +00:00
Eero Lehtinen
4d1b045855
Fix point light shadow glitches (#19265)
# Objective

Fixes #18945

## Solution

Entities that are not visible in any view (camera or light), get their
render meshes removed. When they become visible somewhere again, the
meshes get recreated and assigned possibly different ids.

Point/spot light visible entities weren't cleared when the lights
themseves went out of view, which caused them to try to queue these fake
visible entities for rendering every frame. The shadow phase cache
usually flushes non visible entites, but because of this bug it never
flushed them and continued to queue meshes with outdated ids.

The simple solution is to every frame clear all visible entities for all
point/spot lights that may or may not be visible. The visible entities
get repopulated directly afterwards. I also renamed the
`global_point_lights` to `global_visible_clusterable` to make it clear
that it includes only visible things.

## Testing

- Tested with the code from the issue.
2025-05-18 06:24:37 +00:00
atlv
139515278c
Use embedded_asset to load PBR shaders (#19137)
# Objective

- Get in-engine shader hot reloading working

## Solution

- Adopt #12009
- Cut back on everything possible to land an MVP: we only hot-reload PBR
in deferred shading mode. This is to minimize the diff and avoid merge
hell. The rest shall come in followups.

## Testing

- `cargo run --example pbr --features="embedded_watcher"` and edit some
pbr shader code
2025-05-16 05:47:34 +00:00
atlv
673e70c72e
Fix specular cutoff on lights with radius overlapping with mesh (#19157)
# Objective

- Fixes #13318

## Solution

- Clamp a dot product to be positive to avoid choosing a `centerToRay`
which is not on the ray but behind it.

## Testing

- Repro in #13318

Main:
<img width="963" alt="{DA2A2B99-27C7-4A76-83B6-CCB70FB57CAD}"
src="https://github.com/user-attachments/assets/afae8001-48ee-4762-9522-e247bbe3577a"
/>

This PR:
<img width="963" alt="{2C4BC3E7-C6A6-4736-A916-0366FBB618DA}"
src="https://github.com/user-attachments/assets/5bea4162-0b58-4df0-bf22-09fcb27dc167"
/>

Eevee reference:

![329697008-ff28a5f3-27f3-4e98-9cee-d836a6c76aee](https://github.com/user-attachments/assets/a1b566ab-16ee-40d3-a0b6-ad179ca0fe3a)
2025-05-12 19:14:13 +00:00
Daniel Gallups
eb0f4f76ba
Fix: Provide CPU mesh processing with MaterialBindingId (#19083)
# Objective
Fixes #19027

## Solution
Query for the material binding id if using fallback CPU processing

## Testing
I've honestly no clue how to test for this, and I imagine that this
isn't entirely failsafe :( but would highly appreciate a suggestion!

To verify this works, please run the the texture.rs example using WebGL
2.

Additionally, I'm extremely naive about the nuances of pbr. This PR is
essentially to kinda *get the ball rolling* of sorts. Thanks :)

---------

Co-authored-by: Gilles Henaux <ghx_github_priv@fastmail.com>
Co-authored-by: charlotte <charlotte.c.mcelwain@gmail.com>
2025-05-12 18:11:14 +00:00
Joona Aalto
7b1c9f192e
Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective

Fixes a part of #14274.

Bevy has an incredibly inconsistent naming convention for its system
sets, both internally and across the ecosystem.

<img alt="System sets in Bevy"
src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b"
width="450" />

*Names of public system set types in Bevy*

Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are
also a few `FooSystems` and `FooSet` types. In ecosystem crates on the
other hand, `FooSet` is perhaps the most commonly used name in general.
Conventions being so wildly inconsistent can make it harder for users to
pick names for their own types, to search for system sets on docs.rs, or
to even discern which types *are* system sets.

To reign in the inconsistency a bit and help unify the ecosystem, it
would be good to establish a common recommended naming convention for
system sets in Bevy itself, similar to how plugins are commonly suffixed
with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming
convention in first-party Bevy, we can softly nudge ecosystem crates to
follow suit (for types where it makes sense to do so).

Choosing a naming convention is also relevant now, as the [`bevy_cli`
recently adopted
lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce
naming for plugins and system sets, and the recommended naming used for
system sets is still a bit open.

## Which Name To Use?

Now the contentious part: what naming convention should we actually
adopt?

This was discussed on the Bevy Discord at the end of last year, starting
[here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>).
`FooSet` and `FooSystems` were the clear favorites, with `FooSet` very
narrowly winning an unofficial poll. However, it seems to me like the
consensus was broadly moving towards `FooSystems` at the end and after
the poll, with Cart
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708))
and later Alice
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533))
and also me being in favor of it.

Let's do a quick pros and cons list! Of course these are just what I
thought of, so take it with a grain of salt.

`FooSet`:

- Pro: Nice and short!
- Pro: Used by many ecosystem crates.
- Pro: The `Set` suffix comes directly from the trait name `SystemSet`.
- Pro: Pairs nicely with existing APIs like `in_set` and
`configure_sets`.
- Con: `Set` by itself doesn't actually indicate that it's related to
systems *at all*, apart from the implemented trait. A set of what?
- Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex:
`ContactSet`, `MeshSet`, `EnemySet`...

`FooSystems`:

- Pro: Very clearly indicates that the type represents a collection of
systems. The actual core concept, system(s), is in the name.
- Pro: Parallels nicely with `FooPlugins` for plugin groups.
- Pro: Low risk of conflicts with other names or misunderstandings about
what the type is.
- Pro: In most cases, reads *very* nicely and clearly. Ex:
`PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and
`AnimationSet`.
- Pro: Easy to search for on docs.rs.
- Con: Usually results in longer names.
- Con: Not yet as widely used.

Really the big problem with `FooSet` is that it doesn't actually
describe what it is. It describes what *kind of thing* it is (a set of
something), but not *what it is a set of*, unless you know the type or
check its docs or implemented traits. `FooSystems` on the other hand is
much more self-descriptive in this regard, at the cost of being a bit
longer to type.

Ultimately, in some ways it comes down to preference and how you think
of system sets. Personally, I was originally in favor of `FooSet`, but
have been increasingly on the side of `FooSystems`, especially after
seeing what the new names would actually look like in Avian and now
Bevy. I prefer it because it usually reads better, is much more clearly
related to groups of systems than `FooSet`, and overall *feels* more
correct and natural to me in the long term.

For these reasons, and because Alice and Cart also seemed to share a
preference for it when it was previously being discussed, I propose that
we adopt a `FooSystems` naming convention where applicable.

## Solution

Rename Bevy's system set types to use a consistent `FooSet` naming where
applicable.

- `AccessibilitySystem` → `AccessibilitySystems`
- `GizmoRenderSystem` → `GizmoRenderSystems`
- `PickSet` → `PickingSystems`
- `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems`
- `TransformSystem` → `TransformSystems`
- `RemoteSet` → `RemoteSystems`
- `RenderSet` → `RenderSystems`
- `SpriteSystem` → `SpriteSystems`
- `StateTransitionSteps` → `StateTransitionSystems`
- `RenderUiSystem` → `RenderUiSystems`
- `UiSystem` → `UiSystems`
- `Animation` → `AnimationSystems`
- `AssetEvents` → `AssetEventSystems`
- `TrackAssets` → `AssetTrackingSystems`
- `UpdateGizmoMeshes` → `GizmoMeshSystems`
- `InputSystem` → `InputSystems`
- `InputFocusSet` → `InputFocusSystems`
- `ExtractMaterialsSet` → `MaterialExtractionSystems`
- `ExtractMeshesSet` → `MeshExtractionSystems`
- `RumbleSystem` → `RumbleSystems`
- `CameraUpdateSystem` → `CameraUpdateSystems`
- `ExtractAssetsSet` → `AssetExtractionSystems`
- `Update2dText` → `Text2dUpdateSystems`
- `TimeSystem` → `TimeSystems`
- `AudioPlaySet` → `AudioPlaybackSystems`
- `SendEvents` → `EventSenderSystems`
- `EventUpdates` → `EventUpdateSystems`

A lot of the names got slightly longer, but they are also a lot more
consistent, and in my opinion the majority of them read much better. For
a few of the names I took the liberty of rewording things a bit;
definitely open to any further naming improvements.

There are still also cases where the `FooSystems` naming doesn't really
make sense, and those I left alone. This primarily includes system sets
like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`,
or `TransitionSchedules<S>`, where the type has some special purpose and
semantics.

## Todo

- [x] Should I keep all the old names as deprecated type aliases? I can
do this, but to avoid wasting work I'd prefer to first reach consensus
on whether these renames are even desired.
- [x] Migration guide
- [x] Release notes
2025-05-06 15:18:03 +00:00
Patrick Walton
56784de769
Fix the ordering of the systems introduced in #18734. (#18825)
There's still a race resulting in blank materials whenever a material of
type A is added on the same frame that a material of type B is removed.
PR #18734 improved the situation, but ultimately didn't fix the race
because of two issues:

1. The `late_sweep_material_instances` system was never scheduled. This
PR fixes the problem by scheduling that system.

2. `early_sweep_material_instances` needs to be called after *every*
material type has been extracted, not just when the material of *that*
type has been extracted. The `chain()` added during the review process
in PR #18734 broke this logic. This PR reverts that and fixes the
ordering by introducing a new `SystemSet` that contains all material
extraction systems.

I also took the opportunity to switch a manual reference to
`AssetId::<StandardMaterial>::invalid()` to the new
`DUMMY_MESH_MATERIAL` constant for clarity.

Because this is a bug that can affect any application that switches
material types in a single frame, I think this should be uplifted to
Bevy 0.16.
2025-04-14 21:17:48 +00:00
charlotte
6f3ea06060
Make sure the mesh actually exists before we try to specialize. (#18836)
Fixes #18809
Fixes #18823

Meshes despawned in `Last` can still be in visisible entities if they
were visible as of `PostUpdate`. Sanity check that the mesh actually
exists before we specialize. We still want to unconditionally assume
that the entity is in `EntitySpecializationTicks` as its absence from
that cache would likely suggest another bug.
2025-04-14 19:09:02 +00:00
Carter Anderson
e9a0ef49f9
Rename bevy_platform_support to bevy_platform (#18813)
# Objective

The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.

Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.

## Solution

- Rename `bevy_platform_support` to `bevy_platform`.
2025-04-11 23:13:28 +00:00
charlotte
e799625ea5
Add binned 2d/3d Wireframe render phase (#18587)
# Objective

Fixes #16896
Fixes #17737

## Solution

Adds a new render phase, including all the new cold specialization
patterns, for wireframes. There's a *lot* of regrettable duplication
here between 3d/2d.

## Testing

All the examples.

## Migration Guide
- `WireframePlugin` must now be created with
`WireframePlugin::default()`.
2025-04-09 21:34:53 +00:00
Patrick Walton
6c619397d5
Unify RenderMaterialInstances and RenderMeshMaterialIds, and fix an associated race condition. (#18734)
Currently, `RenderMaterialInstances` and `RenderMeshMaterialIds` are
very similar render-world resources: the former maps main world meshes
to typed material asset IDs, and the latter maps main world meshes to
untyped material asset IDs. This is needlessly-complex and wasteful, so
this patch unifies the two in favor of a single untyped
`RenderMaterialInstances` resource.

This patch also fixes a subtle issue that could cause mesh materials to
be incorrect if a `MeshMaterial3d<A>` was removed and replaced with a
`MeshMaterial3d<B>` material in the same frame. The problematic pattern
looks like:

1. `extract_mesh_materials<B>` runs and, seeing the
`Changed<MeshMaterial3d<B>>` condition, adds an entry mapping the mesh
to the new material to the untyped `RenderMeshMaterialIds`.

2. `extract_mesh_materials<A>` runs and, seeing that the entity is
present in `RemovedComponents<MeshMaterial3d<A>>`, removes the entry
from `RenderMeshMaterialIds`.

3. The material slot is now empty, and the mesh will show up as whatever
material happens to be in slot 0 in the material data slab.

This commit fixes the issue by splitting out `extract_mesh_materials`
into *three* phases: *extraction*, *early sweeping*, and *late
sweeping*, which run in that order:

1. The *extraction* system, which runs for each material, updates
`RenderMaterialInstances` records whenever `MeshMaterial3d` components
change, and updates a change tick so that the following system will know
not to remove it.

2. The *early sweeping* system, which runs for each material, processes
entities present in `RemovedComponents<MeshMaterial3d>` and removes each
such entity's record from `RenderMeshInstances` only if the extraction
system didn't update it this frame. This system runs after *all*
extraction systems have completed, fixing the race condition.

3. The *late sweeping* system, which runs only once regardless of the
number of materials in the scene, processes entities present in
`RemovedComponents<ViewVisibility>` and, as in the early sweeping phase,
removes each such entity's record from `RenderMeshInstances` only if the
extraction system didn't update it this frame. At the end, the late
sweeping system updates the change tick.

Because this pattern happens relatively frequently, I think this PR
should land for 0.16.
2025-04-09 21:32:10 +00:00
charlotte
f75078676b
Initialize pre-processing pipelines only when culling is enabled. (#18759)
Better fix for #18463 that still allows enabling mesh preprocessing on
webgpu.

Fixes #18463
2025-04-09 21:31:29 +00:00
Patrick Walton
065a95e0a1
Make the StandardMaterial bindless index table have a fixed size regardless of the features that are enabled. (#18771)
Due to the preprocessor usage in the shader, different combinations of
features could cause the fields of `StandardMaterialBindings` to shift
around. In certain cases, this could cause them to not line up with the
bindings specified in `StandardMaterial`. This resulted in #18104.

This commit fixes the issue by making `StandardMaterialBindings` have a
fixed size. On the CPU side, it uses the
`#[bindless(index_table(range(M..N)))]` feature I added to `AsBindGroup`
in #18025 to do so. Thus this patch has a dependency on #18025.

Closes #18104.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2025-04-09 20:39:42 +00:00
Greeble
2f80d081bc
Fix many_foxes + motion blur = crash on WebGL (#18715)
## Objective

Fix  #18714.

## Solution

Make sure `SkinUniforms::prev_buffer` is resized at the same time as
`current_buffer`.

There will be a one frame visual glitch when the buffers are resized,
since `prev_buffer` is incorrectly initialised with the current joint
transforms.

Note that #18074 includes the same fix. I'm assuming this smaller PR
will land first.

## Testing

See repro instructions in #18714. Tested on `animated_mesh`,
`many_foxes`, `custom_skinned_mesh`, Win10/Nvidia with Vulkan,
WebGL/Chrome, WebGPU/Chrome.
2025-04-06 17:51:22 +00:00
Greeble
5da64ddbee
Fix motion blur on skinned meshes (#18712)
## Objective

Fix motion blur not working on skinned meshes.

## Solution

`set_mesh_motion_vector_flags` can set
`RenderMeshInstanceFlags::HAS_PREVIOUS_SKIN` after specialization has
already cached the material. This can lead to
`MeshPipelineKey::HAS_PREVIOUS_SKIN` never getting set, disabling motion
blur.

The fix is to make sure `set_mesh_motion_vector_flags` happens before
specialization.

Note that the bug is fixed in a different way by #18074, which includes
other fixes but is a much larger change.

## Testing

Open the `animated_mesh` example and add these components to the
`Camera3d` entity:

```rust
MotionBlur {
    shutter_angle: 5.0,
    samples: 2,
    #[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
    _webgl2_padding: Default::default(),
},
#[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
Msaa::Off,
```

Tested on `animated_mesh`, `many_foxes`, `custom_skinned_mesh`,
Win10/Nvidia with Vulkan, WebGL/Chrome, WebGPU/Chrome. Note that testing
`many_foxes` WebGL requires #18715.
2025-04-04 22:36:03 +00:00
andriyDev
ec70a0f4f5
Delete unused weak handle and remove duplicate loads. (#18635)
# Objective

- Cleanup

## Solution

- Remove completely unused weak_handle
(`MESH_PREPROCESS_TYPES_SHADER_HANDLE`). This value is not used
directly, and is never populated.
- Delete multiple loads of `BUILD_INDIRECT_PARAMS_SHADER_HANDLE`. We
load it three times right after one another. This looks to be a
copy-paste error.

## Testing

- None.
2025-03-31 18:36:22 +00:00
Robin KAY
6734abe3f5
Expose symbols needed to replicate SetMeshBindGroup in ecosystem crates. (#18613)
# Objective

My ecosystem crate, bevy_mod_outline, currently uses `SetMeshBindGroup`
as part of its custom rendering pipeline. I would like to allow for
possibility that, due to changes in 0.16, I need to customise the
behaviour of `SetMeshBindGroup` in order to make it work. However, not
all of the symbol needed to implement this render command are public
outside of Bevy.

## Solution

- Include `MorphIndices` in re-export list. I feel this is morally
equivalent to `SkinUniforms` already being exported.
- Change `MorphIndex::index` field to be public. I feel this is morally
equivalent to the `SkinByteOffset::byte_offset` field already being
public.
- Change `RenderMeshIntances::mesh_asset_id()` to be public (although
since all the fields of `RenderMeshInstances` are public it's possible
to work around this one by reimplementing).

These changes exclude:
- Making any change to the `RenderLightmaps` type as I don't need to
bind the light-maps for my use-case and I wanted to keep these changes
minimal. It has a private field which would need to be public or have
access methods.
- The changes already included in #18612.

## Testing

Confirmed that a copy of `SetMeshBindGroup` can be compiled outside of
Bevy with these changes, provided that the light-map code is removed.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-31 18:27:40 +00:00
charlotte
17e3efac12
Fix mesh extraction for meshes without associated material. (#18631)
# Objective

Fixes #17986
Fixes #18608

## Solution

Guard against situations where an extracted mesh does not have an
associated material. The way that mesh is dependent on the material api
(although decoupled) here is a bit unfortunate and we might consider
ways in the future to support these material features without this
indirect dependency.
2025-03-31 18:09:27 +00:00
Vic
f57c7a43c4
reexport entity set collections in entity module (#18413)
# Objective

Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.

When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.

## Solution

Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
2025-03-30 03:51:14 +00:00
JMS55
4519ff677a
Fix diffuse transmission for anisotropic materials (#18610)
Expand the diff, this was obviously just a copy paste bug at some point.
2025-03-30 02:39:10 +00:00
Robin KAY
041d3d7c92
Expose skins_use_uniform_buffers() necessary to use pre-existing setup_morph_and_skinning_defs() API. (#18612)
# Objective

As of bevy 0.16-dev, the pre-existing public function
`bevy::pbr::setup_morph_and_skinning_defs()` is now passed a boolean
flag called `skins_use_uniform_buffers`. The value of this boolean is
computed by the function
`bevy_pbr::render::skin::skins_use_uniform_buffers()`, but it is not
exported publicly.

Found while porting
[bevy_mod_outline](https://github.com/komadori/bevy_mod_outline) to
0.16.

## Solution

Add `skin::skins_use_uniform_buffers` to the re-export list of
`bevy_pbr::render`.

## Testing

Confirmed test program can access public API.
2025-03-30 01:31:10 +00:00
aloucks
d1f3d950a1
Fix shader pre-pass compile failure when using AlphaMode::Blend and a Mesh without UVs (0.16.0-rc.2) (#18602)
# Objective

The flags are referenced later outside of the VERTEX_UVS ifdef/endif
block. The current behavior causes the pre-pass shader to fail to
compile when UVs are not present in the mesh, such as when using a
`LineStrip` to render a grid.

Fixes #18600

## Solution

Move the definition of the `flags` outside of the ifdef/endif block.

## Testing

Ran a modified `3d_example` that used a mesh and material with
alpha_mode blend, `LineStrip` topology, and no UVs.
2025-03-30 01:25:42 +00:00
JMS55
f4a5e8bc51
Tracy GPU support (#18490)
# Objective

- Add tracy GPU support

## Solution

- Build on top of the existing render diagnostics recording to also
upload gpu timestamps to tracy
- Copy code from https://github.com/Wumpf/wgpu-profiler

## Showcase

![image](https://github.com/user-attachments/assets/4dd7a7cd-bc0b-43c3-8390-6783dfda6473)
2025-03-28 04:57:01 +00:00
charlotte
8d5474a2f2
Fix unecessary specialization checks for apps with many materials (#18410)
# Objective

For materials that aren't being used or a visible entity doesn't have an
instance of, we were unnecessarily constantly checking whether they
needed specialization, saying yes (because the material had never been
specialized for that entity), and failing to look up the material
instance.

## Solution

If an entity doesn't have an instance of the material, it can't possibly
need specialization, so exit early before spending time doing the check.

Fixes #18388.
2025-03-19 06:22:39 +00:00
JMS55
195a74afad
Add missing system ordering constraint to prepare_lights (#18308)
Fix https://github.com/bevyengine/bevy/issues/18094.
2025-03-15 22:57:52 +00:00
Robert Swain
bc7416aa22
Use 4-byte LightmapSlabIndex for batching instead of 16-byte AssetId<Image> (#18326)
Less data accessed and compared gives better batching performance.

# Objective

- Use a smaller id to represent the lightmap in batch data to enable a
faster implementation of draw streams.
- Improve batching performance for 3D sorted render phases.

## Solution

- 3D batching can use `LightmapSlabIndex` (a `NonMaxU32` which is 4
bytes) instead of the lightmap `AssetId<Image>` (an enum where the
largest variant is a 16-byte UUID) to discern the ability to batch.

## Testing

Tested main (yellow) vs this PR (red) on an M4 Max using the
`many_cubes` example with `WGPU_SETTINGS_PRIO=webgl2` to avoid
GPU-preprocessing, and modifying the materials in `many_cubes` to have
`AlphaMode::Blend` so that they would rely on the less efficient sorted
render phase batching.
<img width="1500" alt="Screenshot_2025-03-15_at_12 17 21"
src="https://github.com/user-attachments/assets/14709bd3-6d06-40fb-aa51-e1d2d606ebe3"
/>
A 44.75us or 7.5% reduction in median execution time of the batch and
prepare sorted render phase system for the `Transparent3d` phase
(handling 160k cubes).

---

## Migration Guide

- Changed: `RenderLightmap::new()` no longer takes an `AssetId<Image>`
argument for the asset id of the lightmap image.
2025-03-15 14:16:32 +00:00
newclarityex
ecccd57417
Generic system config (#17962)
# Objective
Prevents duplicate implementation between IntoSystemConfigs and
IntoSystemSetConfigs using a generic, adds a NodeType trait for more
config flexibility (opening the door to implement
https://github.com/bevyengine/bevy/issues/14195?).

## Solution
Followed writeup by @ItsDoot:
https://hackmd.io/@doot/rJeefFHc1x

Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using
IntoNodeConfigs with generics.

## Testing
Pending

---

## Showcase
N/A

## Migration Guide
SystemSetConfigs -> NodeConfigs<InternedSystemSet>
SystemConfigs -> NodeConfigs<ScheduleSystem>
IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M>
IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M>

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-12 00:12:30 +00:00
Greeble
09ff7ce9f6
Partially fix panics when setting WGPU_SETTINGS_PRIO=webgl2 (#18113)
# Overview

Fixes https://github.com/bevyengine/bevy/issues/17869.

# Summary

`WGPU_SETTINGS_PRIO` changes various limits on `RenderDevice`. This is
useful to simulate platforms with lower limits.

However, some plugins only check the limits on `RenderAdapter` (the
actual GPU) - these limits are not affected by `WGPU_SETTINGS_PRIO`. So
the plugins try to use features that are unavailable and wgpu says "oh
no". See https://github.com/bevyengine/bevy/issues/17869 for details.

The PR adds various checks on `RenderDevice` limits. This is enough to
get most examples working, but some are not fixed (see below).

# Testing

- Tested native, with and without "WGPU_SETTINGS=webgl2".
Win10/Vulkan/Nvidia".
- Also WebGL. Win10/Chrome/Nvidia.

```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example testbed_3d
cargo run --example testbed_2d
cargo run --example testbed_ui
cargo run --example deferred_rendering
cargo run --example many_lights
cargo run --example order_independent_transparency # Still broken, see below.
cargo run --example occlusion_culling # Still broken, see below.
```

# Not Fixed

While testing I found a few other cases of limits being broken. 

"Compatibility" settings (WebGPU minimums) breaks native in various
examples.

```
$env:WGPU_SETTINGS_PRIO = "compatibility"
cargo run --example testbed_3d

  In Device::create_bind_group_layout, label = 'build mesh uniforms GPU early occlusion culling bind group layout'
    Too many bindings of type StorageBuffers in Stage ShaderStages(COMPUTE), limit is 8, count was 9. Check the limit `max_storage_buffers_per_shader_stage` passed to `Adapter::request_device`
```

`occlusion_culling` breaks fake webgl.
```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example occlusion_culling

thread '<unnamed>' panicked at C:\Projects\bevy\crates\bevy_render\src\render_resource\pipeline_cache.rs:555:28:
index out of bounds: the len is 0 but the index is 2
Encountered a panic in system `bevy_render::renderer::render_system`!
```

`occlusion_culling` breaks real webgl.

```
cargo run --example occlusion_culling --target wasm32-unknown-unknown

ERROR app: panicked at C:\Users\T\.cargo\registry\src\index.crates.io-1949cf8c6b5b557f\glow-0.16.0\src\web_sys.rs:4223:9:
Tex storage 2D multisample is not supported
```

OIT breaks fake webgl.

```
$env:WGPU_SETTINGS_PRIO = "webgl2"
cargo run --example order_independent_transparency

  In Device::create_bind_group, label = 'mesh_view_bind_group'
    Number of bindings in bind group descriptor (28) does not match the number of bindings defined in the bind group layout (25)

```

OIT breaks real webgl

```
cargo run --example order_independent_transparency --target wasm32-unknown-unknown

  In Device::create_render_pipeline, label = 'pbr_oit_mesh_pipeline'
    Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
      Shader global ResourceBinding { group: 0, binding: 34 } is not available in the pipeline layout
        Binding is missing from the pipeline layout
```
2025-03-09 20:14:27 +00:00
Jak Kos
47509ef6a9
Helper function for getting inverse model matrix in WGSL shaders (#10462)
In 0.11 you could easily access the inverse model matrix inside a WGSL
shader with `transpose(mesh.inverse_transpose_model)`. This was changed
in 0.12 when `inverse_transpose_model` was removed and it's now not as
straightfoward. I wrote a helper function for my own code and thought
I'd submit a pull request in case it would be helpful to others.
2025-03-06 16:43:22 +00:00
JaySpruce
d6db78b5dd
Replace internal uses of insert_or_spawn_batch (#18035)
## Objective
`insert_or_spawn_batch` is due to be deprecated eventually (#15704), and
removing uses internally will make that easier.

## Solution

Replaced internal uses of `insert_or_spawn_batch` with
`try_insert_batch` (non-panicking variant because
`insert_or_spawn_batch` didn't panic).

All of the internal uses are in rendering code. Since retained rendering
was meant to get rid non-opaque entity IDs, I assume the code was just
using `insert_or_spawn_batch` because `insert_batch` didn't exist and
not because it actually wanted to spawn something. However, I am *not*
confident in my ability to judge rendering code.
2025-03-06 16:16:36 +00:00
François Mockers
54701a844e
Revert "Replace Ambient Lights with Environment Map Lights (#17482)" (#18167)
This reverts commit 0b5302d96a.

# Objective

- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast

## Solution

- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state

This is not an issue with the work done in #17482 that is still
interesting
2025-03-05 23:08:46 +00:00