Commit Graph

23 Commits

Author SHA1 Message Date
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
Benjamin Brienen
40640fdf42
Don't reëxport bevy_image from bevy_render (#16163)
# Objective

Fixes #15940

## Solution

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

## Testing

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

## Migration Guide

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

---------

Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-10 06:54:38 +00:00
Alice Cecile
a7e9330af9
Implement WorldQuery for MainWorld and RenderWorld components (#15745)
# Objective

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

## Solution

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

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

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

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

## Testing

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

## Follow-up

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

---------

Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
2024-10-13 20:58:46 +00:00
Joona Aalto
bc352561c9
Migrate reflection probes to required components (#15737)
# Objective

Getting closer to the end! Another part of the required components
migration: reflection probes.

## Solution

As per the [proposal added by
Cart](https://hackmd.io/@bevy/required_components/%2FNmpIh0tGSiayGlswbfcEzw)
(Proposal 2), make `LightProbe` require `Transform` and `Visibility`,
and deprecate `ReflectionProbeBundle`.

Note that this proposal wasn't officially blessed yet, but it is the
only existing one that really works, so I implemented it here for
consideration.

## Testing

I ran the reflection probe example, and it appears to work.

---

## Migration Guide

`ReflectionProbeBundle` has been deprecated in favor of inserting the
`LightProbe` and `EnvironmentMapLight` components directly. Inserting
them will now automatically insert `Transform` and `Visibility`
components.

---------

Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-08 23:59:27 +00:00
Kristoffer Søholm
2d1b4939d2
Synchronize removed components with the render world (#15582)
# Objective

Fixes #15560
Fixes (most of) #15570

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

## Solution

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

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

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

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

## Testing

Run examples like

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

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

---

## Migration Guide

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
2024-10-08 22:23:17 +00:00
Trashtalk217
d1bd46d45e
Deprecate get_or_spawn (#15652)
# Objective

After merging retained rendering world #15320, we now have a good way of
creating a link between worlds (*HIYAA intensifies*). This means that
`get_or_spawn` is no longer necessary for that function. Entity should
be opaque as the warning above `get_or_spawn` says. This is also part of
#15459.

I'm deprecating `get_or_spawn_batch` in a different PR in order to keep
the PR small in size.

## Solution

Deprecate `get_or_spawn` and replace it with `get_entity` in most
contexts. If it's possible to query `&RenderEntity`, then the entity is
synced and `render_entity.id()` is initialized in the render world.

## Migration Guide

If you are given an `Entity` and you want to do something with it, use
`Commands.entity(...)` or `World.entity(...)`. If instead you want to
spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you
are not sure if an entity exists, you can always use `get_entity` and
match on the `Option<...>` that is returned.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-07 16:08:22 +00:00
Trashtalk217
56f8e526dd
The Cooler 'Retain Rendering World' (#15320)
- Adopted from #14449
- Still fixes #12144.

## Migration Guide

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

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

### Spawning entities in the render world

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

### Extract components with `ExtractComponentPlugin`

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

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

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

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

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

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

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

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

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

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

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

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

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

---------

Co-authored-by: re0312 <re0312@outlook.com>
Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com>
Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-09-30 18:51:43 +00:00
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
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
Blazepaws
b6b28a621f
Reflect derived traits on all components and resources: bevy_pbr (#15224)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_pbr
2024-09-15 16:07:30 +00:00
Sou1gh0st
9da18cce2a
Add support for environment map transformation (#14290)
# Objective

- Fixes: https://github.com/bevyengine/bevy/issues/14036

## Solution

- Add a world space transformation for the environment sample direction.

## Testing

- I have tested the newly added `transform` field using the newly added
`rotate_environment_map` example.


https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb


## Migration Guide

- Since we have added a new filed to the `EnvironmentMapLight` struct,
users will need to include `..default()` or some rotation value in their
initialization code.
2024-07-19 15:00:50 +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
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
Ricky Taylor
9b9d3d81cb
Normalise matrix naming (#13489)
# Objective
- Fixes #10909
- Fixes #8492

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

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

---

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

## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
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
Cameron
01649f13e2
Refactor App and SubApp internals for better separation (#9202)
# Objective

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

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

## Solution

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

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

## Changelog

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

- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut`  now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
2024-03-31 03:16:10 +00:00
Jacques Schutte
4508077297
Move FloatOrd into bevy_math (#12732)
# Objective

- Fixes #12712

## Solution

- Move the `float_ord.rs` file to `bevy_math`
- Change any `bevy_utils::FloatOrd` statements to `bevy_math::FloatOrd`

---

## Changelog

- Moved `FloatOrd` from `bevy_utils` to `bevy_math`

## Migration Guide

- References to `bevy_utils::FloatOrd` should be changed to
`bevy_math::FloatOrd`
2024-03-27 18:30:11 +00:00
Doonv
1c67e020f7
Move EntityHash related types into bevy_ecs (#11498)
# Objective

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

## Solution

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

---

## Changelog

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

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
2024-02-12 15:02:24 +00:00
Patrick Walton
f514d5cc15
Don't try to create a uniform buffer for light probes if there are no views. (#11751)
Don't try to create a uniform buffer for light probes if there are no
views.

Fixes the panic on examples that have no views, such as
`touch_input_events`.
2024-02-07 07:17:34 +00:00
Patrick Walton
4c15dd0fc5
Implement irradiance volumes. (#10268)
# Objective

Bevy could benefit from *irradiance volumes*, also known as *voxel
global illumination* or simply as light probes (though this term is not
preferred, as multiple techniques can be called light probes).
Irradiance volumes are a form of baked global illumination; they work by
sampling the light at the centers of each voxel within a cuboid. At
runtime, the voxels surrounding the fragment center are sampled and
interpolated to produce indirect diffuse illumination.

## Solution

This is divided into two sections. The first is copied and pasted from
the irradiance volume module documentation and describes the technique.
The second part consists of notes on the implementation.

### Overview

An *irradiance volume* is a cuboid voxel region consisting of
regularly-spaced precomputed samples of diffuse indirect light. They're
ideal if you have a dynamic object such as a character that can move
about
static non-moving geometry such as a level in a game, and you want that
dynamic object to be affected by the light bouncing off that static
geometry.

To use irradiance volumes, you need to precompute, or *bake*, the
indirect
light in your scene. Bevy doesn't currently come with a way to do this.
Fortunately, [Blender] provides a [baking tool] as part of the Eevee
renderer, and its irradiance volumes are compatible with those used by
Bevy.
The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that
can
extract the baked irradiance volumes from the Blender `.blend` file and
package them up into a `.ktx2` texture for use by the engine. See the
documentation in the `bevy-baked-gi` project for more details as to this
workflow.

Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that
can
be arbitrarily scaled, rotated, and positioned in a scene with the
[`bevy_transform::components::Transform`] component. The 3D voxel grid
will
be stretched to fill the interior of the cube, and the illumination from
the
irradiance volume will apply to all fragments within that bounding
region.

Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used
in
*Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color
of
light from the six 3D cardinal directions and blend the sides together
according to the surface normal.

The primary reason for choosing ambient cubes is to match Blender, so
that
its Eevee renderer can be used for baking. However, they also have some
advantages over the common second-order spherical harmonics approach:
ambient cubes don't suffer from ringing artifacts, they are smaller (6
colors for ambient cubes as opposed to 9 for spherical harmonics), and
evaluation is faster. A smaller basis allows for a denser grid of voxels
with the same storage requirements.

If you wish to use a tool other than `export-blender-gi` to produce the
irradiance volumes, you'll need to pack the irradiance volumes in the
following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is
expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The
unnormalized
texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)*
with
side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows:

```text
s = x

t = y + ⎰  0 if S ∈ {-X, -Y, -Z}
        ⎱ Ry if S ∈ {+X, +Y, +Z}

        ⎧   0 if S ∈ {-X, +X}
p = z + ⎨  Rz if S ∈ {-Y, +Y}
        ⎩ 2Rz if S ∈ {-Z, +Z}
```

Visually, in a left-handed coordinate system with Y up, viewed from the
right, the 3D texture looks like a stacked series of voxel grids, one
for
each cube side, in this order:

| **+X** | **+Y** | **+Z** |
| ------ | ------ | ------ |
| **-X** | **-Y** | **-Z** |

A terminology note: Other engines may refer to irradiance volumes as
*voxel
global illumination*, *VXGI*, or simply as *light probes*. Sometimes
*light
probe* refers to what Bevy calls a reflection probe. In Bevy, *light
probe*
is a generic term that encompasses all cuboid bounding regions that
capture
indirect illumination, whether based on voxels or not.

Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL
2),
then only the closest irradiance volume to the view will be taken into
account during rendering.

[*ambient cubes*]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf

[Mitchell 2006]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf

[Blender]: http://blender.org/

[baking tool]:
https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html

[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi

### Implementation notes

This patch generalizes light probes so as to reuse as much code as
possible between irradiance volumes and the existing reflection probes.
This approach was chosen because both techniques share numerous
similarities:

1. Both irradiance volumes and reflection probes are cuboid bounding
regions.
2. Both are responsible for providing baked indirect light.
3. Both techniques involve presenting a variable number of textures to
the shader from which indirect light is sampled. (In the current
implementation, this uses binding arrays.)
4. Both irradiance volumes and reflection probes require gathering and
sorting probes by distance on CPU.
5. Both techniques require the GPU to search through a list of bounding
regions.
6. Both will eventually want to have falloff so that we can smoothly
blend as objects enter and exit the probes' influence ranges. (This is
not implemented yet to keep this patch relatively small and reviewable.)

To do this, we generalize most of the methods in the reflection probes
patch #11366 to be generic over a trait, `LightProbeComponent`. This
trait is implemented by both `EnvironmentMapLight` (for reflection
probes) and `IrradianceVolume` (for irradiance volumes). Using a trait
will allow us to add more types of light probes in the future. In
particular, I highly suspect we will want real-time reflection planes
for mirrors in the future, which can be easily slotted into this
framework.

## Changelog

> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.

### Added
* A new `IrradianceVolume` asset type is available for baked voxelized
light probes. You can bake the global illumination using Blender or
another tool of your choice and use it in Bevy to apply indirect
illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
Patrick Walton
83d6600267
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366)
This pull request re-submits #10057, which was backed out for breaking
macOS, iOS, and Android. I've tested this version on macOS and Android
and on the iOS simulator.

# Objective

This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].

## Solution

This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.

A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.

A frequent question is "why two components instead of just one?" The
advantages of this setup are:

1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.

2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.

Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.

An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.

Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:

* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)

* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.

* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.

Future work includes:

* Blending between multiple reflection probes.

* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.

* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.

* Support for WebGL 2, by breaking batches when reflection probes are
used.

These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.

---

## Changelog

### Added

* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.

[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html

[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi

[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
François
3d996639a0
Revert "Implement minimal reflection probes. (#10057)" (#11307)
# Objective

- Fix working on macOS, iOS, Android on main 
- Fixes #11281 
- Fixes #11282 
- Fixes #11283 
- Fixes #11299

## Solution

- Revert #10057
2024-01-12 20:41:51 +00:00
Patrick Walton
54a943d232
Implement minimal reflection probes. (#10057)
# Objective

This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].

## Solution

This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.

A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.

A frequent question is "why two components instead of just one?" The
advantages of this setup are:

1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.

2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.

Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.

An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.

Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:

* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)

* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.

* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.

Future work includes:

* Blending between multiple reflection probes.

* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.

* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.

* Support for WebGL 2, by breaking batches when reflection probes are
used.

These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.

---

## Changelog

### Added

* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.

[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html

[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi

[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-08 22:09:17 +00:00