Commit Graph

9290 Commits

Author SHA1 Message Date
Jan Hohenheim
dbc800f97a
Port animated_mesh_events 2025-07-12 22:35:45 +02:00
Jan Hohenheim
49bf41d6d6
Port animated_mesh_control 2025-07-12 22:32:32 +02:00
Jan Hohenheim
7149b6ec7d
Port animated_mesh 2025-07-12 22:31:26 +02:00
Jan Hohenheim
672ea003ac
Port volumetric_fog 2025-07-12 22:28:39 +02:00
Jan Hohenheim
64cf749f61
Port visibility_range 2025-07-12 21:08:50 +02:00
Jan Hohenheim
1e805fd579
Port update_gltf_scene 2025-07-12 21:06:34 +02:00
Jan Hohenheim
abe51854b6
Port tonemapping 2025-07-12 21:02:53 +02:00
Jan Hohenheim
c21b0e263c
Fix incorrect description 2025-07-12 21:01:09 +02:00
Jan Hohenheim
9ba65d7d0e
Fix incorrect description 2025-07-12 20:58:43 +02:00
Jan Hohenheim
6c4cec343a
Port solari 2025-07-12 20:56:01 +02:00
Jan Hohenheim
cb7c662de0
Port post_processing 2025-07-12 20:43:48 +02:00
Jan Hohenheim
f88701f24e
Try porting mixed_lighting.rs 2025-07-12 20:19:05 +02:00
Jan Hohenheim
2629aed73b
Port load_gltf 2025-07-12 03:27:16 +02:00
Jan Hohenheim
517d4ffa32
Port lightmaps 2025-07-12 03:25:41 +02:00
Jan Hohenheim
ebd0ad5012
Fix frame dependent rotation speed while I'm on it 2025-07-12 03:23:28 +02:00
Jan Hohenheim
a37456cc25
Port edit_material_on_gltf 2025-07-12 03:16:58 +02:00
Jan Hohenheim
38e6eb0a7d
Port depth_of_field 2025-07-12 03:12:22 +02:00
Jan Hohenheim
29d92bf9dd
Convert lights with the camera transform 2025-07-12 03:12:15 +02:00
Jan Hohenheim
1c57fa2eaa
Port deferred_rendering 2025-07-12 02:59:12 +02:00
Jan Hohenheim
58ff9704d9
Port color_grading 2025-07-12 02:56:01 +02:00
Jan Hohenheim
12dda344d8
Port atmospheric_fog 2025-07-12 02:40:32 +02:00
Jan Hohenheim
f695bef4c7
Port atmosphere 2025-07-12 02:37:50 +02:00
Jan Hohenheim
0fc670fbd4
Port anti_aliasing 2025-07-12 02:34:35 +02:00
Jan Hohenheim
4c66c3c5f5
Port anisotropy 2025-07-12 02:30:49 +02:00
Jan Hohenheim
c927f3cb31
Enable glTF coordinate conversion in examples 2025-07-12 02:26:49 +02:00
atlv
20dfae9a2d
Factor out up-choice in shadow cubemap sampling orthonormalize (#20052)
# Objective

- Another step towards unifying our orthonormal basis construction
#20050
- Preserve behavior but fix a bug. Unification will be a followup after
these two PRs and will need more thorough testing.

## Solution

- Make shadow cubemap sampling orthonormalize have the same function
signature as the other orthonormal basis functions in bevy

## Testing

- 3d_scene + lighting examples
2025-07-11 12:19:02 +00:00
atlv
b3032e06bd
Fix adapter forcing breaking wasm builds (#20054)
# Objective

- Appease @mockersf 

## Solution

- Gate out enumerate_adapters usage on wasm and warn if
`WGPU_FORCE_FALLBACK_ADAPTER` is somehow used.
2025-07-11 12:18:23 +00:00
atlv
cfb679a752
Add a release note for scene types refactor (#20051)
Its really barebones but I'm not sure what else to write.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2025-07-11 07:34:06 +00:00
ickshonpe
df5dfcd298
OverrideClip interaction fix (#20064)
# Objective

Picking was changed in the UI transform PR to walk up the tree
recursively to check if an interaction was on a clipped node.
`OverrideClip` only affects a node's local clipping rect, so valid
interactions can be ignored if a node has clipped ancestors.

## Solution

Add a `Without<OverrideClip>` query filter to the picking systems'
`child_of_query`s.

## Testing

This modified `button` example can be used to test the change:
```rust
//! This example illustrates how to create a button that changes color and text based on its
//! interaction state.

use bevy::{color::palettes::basic::*, input_focus::InputFocus, prelude::*, winit::WinitSettings};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        // `InputFocus` must be set for accessibility to recognize the button.
        .init_resource::<InputFocus>()
        .add_systems(Startup, setup)
        .add_systems(Update, button_system)
        .run();
}

const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);

fn button_system(
    mut input_focus: ResMut<InputFocus>,
    mut interaction_query: Query<
        (
            Entity,
            &Interaction,
            &mut BackgroundColor,
            &mut BorderColor,
            &mut Button,
            &Children,
        ),
        Changed<Interaction>,
    >,
    mut text_query: Query<&mut Text>,
) {
    for (entity, interaction, mut color, mut border_color, mut button, children) in
        &mut interaction_query
    {
        let mut text = text_query.get_mut(children[0]).unwrap();

        match *interaction {
            Interaction::Pressed => {
                input_focus.set(entity);
                **text = "Press".to_string();
                *color = PRESSED_BUTTON.into();
                *border_color = BorderColor::all(RED.into());

                // The accessibility system's only update the button's state when the `Button` component is marked as changed.
                button.set_changed();
            }
            Interaction::Hovered => {
                input_focus.set(entity);
                **text = "Hover".to_string();
                *color = HOVERED_BUTTON.into();
                *border_color = BorderColor::all(Color::WHITE);
                button.set_changed();
            }
            Interaction::None => {
                input_focus.clear();
                **text = "Button".to_string();
                *color = NORMAL_BUTTON.into();
                *border_color = BorderColor::all(Color::BLACK);
            }
        }
    }
}

fn setup(mut commands: Commands, assets: Res<AssetServer>) {
    // ui camera
    commands.spawn(Camera2d);
    commands.spawn(button(&assets));
}

fn button(asset_server: &AssetServer) -> impl Bundle + use<> {
    (
        Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            ..default()
        },
        children![(
            Node {
                width: Val::Px(0.),
                height: Val::Px(0.),
                overflow: Overflow::clip(),
                ..default()
            },
            children![(
                //OverrideClip,
                Button,
                Node {
                    position_type: PositionType::Absolute,
                    width: Val::Px(150.0),
                    height: Val::Px(65.0),
                    border: UiRect::all(Val::Px(5.0)),
                    // horizontally center child text
                    justify_content: JustifyContent::Center,
                    // vertically center child text
                    align_items: AlignItems::Center,
                    ..default()
                },
                BorderColor::all(Color::WHITE),
                BorderRadius::MAX,
                BackgroundColor(Color::BLACK),
                children![(
                    Text::new("Button"),
                    TextFont {
                        font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                        font_size: 33.0,
                        ..default()
                    },
                    TextColor(Color::srgb(0.9, 0.9, 0.9)),
                    TextShadow::default(),
                )]
            )],
        )],
    )
}
```
On main the button ignores interactions, with this PR it should respond
correctly.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-11 05:02:36 +00:00
ickshonpe
63dd8b6652
ColorStop constructor functions (#20066)
# Objective

Add `px` and `percent` constructor functions for `ColorStop`.
2025-07-11 05:02:15 +00:00
JMS55
83305afa66
Fix SSAO specular occlusion roughness bug (#20067)
Noticed that we're converting perceptual_roughness to roughness for SSAO
specular occlusion up here, _but_ that happens _before_ we sample the
metallic_roughness texture map. So we're using the wrong roughness. I
assume this is a bug and was not intentional.

Suggest reviewing while hiding the whitespace diff.
2025-07-11 05:01:15 +00:00
Greeble
f8680135ed
Fix crash on meshes with morphs + skins + motion blur when not using storage buffers (#20076)
## Objective

Fixes #20058

## Solution

Fix the `dynamic_offsets` array being too small if a mesh has morphs and
skins and motion blur, and the renderer isn't using storage buffers
(i.e. WebGL2). The bug was introduced in #13572.

## Testing

- Minimal repro: https://github.com/M4tsuri/bevy_reproduce.
- Also examples `animated_mesh`, `morph_targets`,
`test_invalid_skinned_meshes`.
- As far as I can tell Bevy doesn't have any examples or tests that can
repro the problem combination.

Tested with WebGL and native, Win10/Chrome/Nvidia.
2025-07-11 05:00:42 +00:00
JMS55
0d6c591491
Adjust specular_multiscatter to not take LightingInput (#20068)
Small refactor for a future bevy_solari PR.

Suggest reviewing while hiding the whitespace diff.
2025-07-11 04:54:53 +00:00
T772
6792cebfd0
StandardMaterial docs: Make clear that lighting won't look correct if is_srgb is true (#20037)
# Objective

- Fix https://github.com/bevyengine/bevy/issues/12123

## Solution

- Add a code example found here:
https://github.com/bevyengine/bevy/blob/main/examples/3d/parallax_mapping.rs#L209
to https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html

## Testing

- This pull request if only changing docs. But I tested the formatting
via ```cargo doc --no-deps --open```.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2025-07-10 18:41:37 +00:00
Tim
cb64a4aa8a
Refactor 3d_viewport_to_world example with let chains (#20071)
# Objective

Make use of let chains to reduce LoC where we previously used let else
to cut down on indentation. Best of both worlds.
2025-07-10 02:37:56 +00:00
andriyDev
c9c8964857
Add release notes and a migration guide for RenderStartup. (#20024)
# Objective

- Document #19887 changes.

## Solution

- Just some writing for Mwriting Monday!

---------

Co-authored-by: atlv <email@atlasdostal.com>
2025-07-09 23:40:42 +00:00
Giacomo Stevanato
6f6d8312f3
Split component.rs (#20063)
# Objective

- `component.rs` is becoming quite big, let's split it.

## Solution

- Split `component.rs` into the following:
- `component/mod.rs`: the new root of the `component` module: contains
the `Component` trait and a few other very generic items
  - `component/clone.rs`: contains component cloning related items
  - `component/tick.rs`: contains `Tick` and other tick related items
- future possibilities: move these into `change_detection`; however I
wanted to keep this PR without breaking changes
- `component/register.rs`: contains component registration (included
queued) related items
- `component/required.rs`: contains items and functions for properly
computing required components
- `component/info.rs`: contains items for storing component info and
metadata in the `World`
2025-07-09 20:07:11 +00:00
Talin
f2d25355c3
SliderPrecision component (#20032)
This PR adds a `SliderPrecision` component that lets you control the
rounding when dragging a slider.

Part of #19236
2025-07-09 20:06:58 +00:00
Carter Anderson
c65ef19b7c
Friendlier Entity Debug impl (#20045)
# Objective

The current Entity Debug impl prints the bit representation. This is an
"overshare". Debug is in many ways the primary interface into Entity, as
people derive Debug on their entity-containing types when they want to
inspect them. The bits take up too much space in the console and
obfuscate the useful information (entity index and generation).

## Solution

Use the Display implementation in Debug as well. Direct people
interested in bits to `Entity::to_bits` in the docs.
2025-07-09 19:15:37 +00:00
JMS55
1a3b26d433
Use PluginGroup for SolariPlugins (#20044) 2025-07-09 18:31:39 +00:00
Daniel Skates
d45ae74286
Add frame_time graph to fps_overlay v2 (#19277)
# Objective

- Rebase of https://github.com/bevyengine/bevy/pull/12561 , note that
this is blocked on "up-streaming
[iyes_perf_ui](https://crates.io/crates/iyes_perf_ui)" , but that work
seems to also be stalled

> Frame time is often more important to know than FPS but because of the
temporal nature of it, just seeing a number is not enough. Seeing a
graph that shows the history makes it easier to reason about
performance.

## Solution

> This PR adds a bar graph of the frame time history.
> 
> Each bar is scaled based on the frame time where a bigger frame time
will give a taller and wider bar.
> 
> The color also scales with that frame time where red is at or bellow
the minimum target fps and green is at or above the target maximum frame
rate. Anything between those 2 values will be interpolated between green
and red based on the frame time.
> 
> The algorithm is highly inspired by this article:
https://asawicki.info/news_1758_an_idea_for_visualization_of_frame_times

## Testing

- Ran `cargo run --example fps_overlay --features="bevy_dev_tools"`

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-09 16:59:21 +00:00
Brian Reavis
d40c5b54ae
Material, mesh, skin extraction optimization (#17976)
# Objective

The extraction systems for materials, meshes, and skins previously
iterated over `RemovedComponents<ViewVisibility>` in addition to more
specific variants like `RemovedComponents<MeshMaterial3d<M>>`. This
caused each system to loop through and check many irrelevant despawned
entities—sometimes multiple times. With many material types, this
overhead added up and became noticeable in frames with many despawns.

<img width="1091" alt="Screenshot 2025-02-21 at 10 28 01 AM"
src="https://github.com/user-attachments/assets/63fec1c9-232c-45f6-9150-daf8751ecf85"
/>

## Solution

This PR removes superfluous `RemovedComponents` iteration for
`ViewVisibility` and `GlobalTransform`, ensuring that we only iterate
over the most specific `RemovedComponents` relevant to the system (e.g.,
material components, mesh components). This is guaranteed to match what
the system originally collected.

### Before (red) / After (yellow):
<img width="838" alt="Screenshot 2025-02-21 at 10 46 17 AM"
src="https://github.com/user-attachments/assets/0e06b06d-7e91-4da5-a919-b843eb442a72"
/>
Log plot to highlight the long tail that this PR is addressing.
2025-07-09 06:23:44 +00:00
atlv
6fc4bc126d
Split out spot_light_world_from_view into a function in shadows.wgsl (#20050)
# Objective

- Improve readability

## Solution

- Split a function out

## Testing

- spotlight example works
2025-07-09 06:05:45 +00:00
Talin
aa87581cce
Change CoreWidgets plugin to plugin group. (#20036)
What it says on the tin. :)
2025-07-09 01:07:49 +00:00
Chris Russell
0ee937784e
Simplify self-edge checking in schedule building (#20015)
# Objective

Make the schedule graph code more understandable, and replace some
panics with `Result`s.

I found the `check_edges` and `check_hierarchy` functions [a little
confusing](https://github.com/bevyengine/bevy/pull/19352#discussion_r2181486099),
as they combined two concerns: Initializing graph nodes for system sets,
and checking for self-edges on system sets. It was hard to understand
the self-edge checks because it wasn't clear what `NodeId` was being
checked against! So, let's separate those concerns, and move them to
more appropriate locations.

Fix a bug where `schedule.configure_sets((SameSet, SameSet).chain());`
would panic with an unhelpful message: `assertion failed: index_a <
index_b`.

## Solution

Remove the `check_edges` and `check_hierarchy` functions, separating the
initialization behavior and the checking behavior and moving them where
they are easier to understand.

For initializing graph nodes, do this on-demand using the `entry` API by
replacing later `self.system_set_ids[&set]` calls with a
`self.system_sets.get_or_add_set(set)` method. This should avoid the
need for an extra pass over the graph and an extra lookup.

Unfortunately, implementing that method directly on `ScheduleGraph`
leads to borrowing errors as it borrows the entire `struct`. So, split
out the collections managing system sets into a separate `struct`.

For checking self-edges, move this check later so that it can be
reported by returning a `Result` from `Schedule::initialize` instead of
having to panic in `configure_set_inner`. The issue was that `iter_sccs`
does not report self-edges as cycles, since the resulting components
only have one node, but that later code assumes all edges point forward.
So, check for self-edges directly, immediately before calling
`iter_sccs`.

This also ensures we catch *every* way that self-edges can be added. The
previous code missed an edge case where `chain()`ing a set to itself
would create a self-edge and would trigger a `debug_assert`.
2025-07-08 18:09:45 +00:00
François Mockers
9bb41a8309
bevy_math: don't allow dead code (#20039)
# Objective

- `bevy_math` allows the `dead_code` lint on some private structs when
`alloc` is not enabled
- allowing lints is not allowed, we should use expect

## Solution

- Don't even compile the code if its expected to be dead instead of
allowing or expecting the lint
2025-07-08 17:46:01 +00:00
François Mockers
9b114a4936
enable syn/full in bevy_render_macros (#20034)
# Objective

- `bevy_render_macros` fails to build on its own:
```
error[E0432]: unresolved import `syn::Pat`
   --> crates/bevy_render/macros/src/specializer.rs:13:69
    |
13  |     DeriveInput, Expr, Field, Ident, Index, Member, Meta, MetaList, Pat, Path, Token, Type,
    |                                                                     ^^^
    |                                                                     |
    |                                                                     no `Pat` in the root
    |                                                                     help: a similar name exists in the module: `Path`
    |
note: found an item that was configured out
   --> /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/syn-2.0.104/src/lib.rs:485:15
    |
485 |     FieldPat, Pat, PatConst, PatIdent, PatLit, PatMacro, PatOr, PatParen, PatPath, PatRange,
    |               ^^^
note: the item is gated behind the `full` feature
   --> /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/syn-2.0.104/src/lib.rs:482:7
    |
482 | #[cfg(feature = "full")]
    |       ^^^^^^^^^^^^^^^^
```

## Solution

- Enable the `full` feature of `syn`
2025-07-08 17:08:20 +00:00
François Mockers
1cbd67f96a
formatting fix in bevy_remote cargo.toml (#20033)
# Objective

- bevy_log is not "others". it's part of Bevy

## Solution

- Move it
- Also use the same format as other Bevy dependency (path first) as I
use it in some regexes to run tests on the repo
2025-07-08 17:02:02 +00:00
andriyDev
09ccedd244
Clean up several miscellaneous uses of weak_handle. (#19408)
# Objective

- Related to #19024.

## Solution

- This is a mix of several ways to get rid of weak handles. The primary
strategy is putting strong asset handles in resources that the rendering
code clones into its pipelines (or whatever).
- This does not handle every remaining case, but we are slowly clearing
them out.

## Testing

- `anti_aliasing` example still works.
- `fog_volumes` example still works.
2025-07-08 06:45:40 +00:00
ickshonpe
5e3927ba48
UI gradients long hue paths fix (#20010)
# Objective

The false and true arguments for the select statement in `lerp_hue_long`
are misordered, resulting in it taking the wrong hue path:


![oklch-long-wrong-path](https://github.com/user-attachments/assets/68b733ab-be4b-4280-9346-4fdfccdb053a)

## Solution

Swap the arguments around.

Also fixed another case I found during testing. The hue was interpolated
even when it is undefined for one of the endpoints (for example in a
gradient from black to yellow). In those cases it shouldn't interpolate,
instead it should return the hue of the other end point.

## Testing

I added a `linear_gradient` module to the testbed `ui` example, run
with:
```
cargo run --example testbed_ui
```

In the linear gradients screen (press space to switch) it shows a column
of red to yellow linear gradients. The last gradient in the column uses
the OKLCH long path, which should look like this:


![okchlong-red-yellow](https://github.com/user-attachments/assets/23537ff4-f01a-4a03-8473-9df57b2bfaf1)

matching the same gradient in CSS:

https://jsfiddle.net/fevshkdy/14/

if the correct hue path is chosen.
2025-07-07 22:19:24 +00:00