Commit Graph

318 Commits

Author SHA1 Message Date
MichiRecRoom
71cd5f813e
Fix up the reason given for a couple of too_many_arguments lints (#17251)
# Objective
In my crusade to give every lint attribute a reason, it appears I got
too complacent and copy-pasted this expect onto non-system functions.

## Solution
Fix up the reason on those non-system functions

## Testing
N/A
2025-01-09 02:39:10 +00:00
MichiRecRoom
27802e6975
bevy_render: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17194)
# Objective
- https://github.com/bevyengine/bevy/issues/17111

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_render` in line with the new restrictions.

## Testing
`cargo clippy` and `cargo test --package bevy_render` were run, and no
errors were encountered.
2025-01-06 23:10:58 +00:00
Zachary Harrold
a371ee3019
Remove tracing re-export from bevy_utils (#17161)
# Objective

- Contributes to #11478

## Solution

- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.

## Testing

- CI

---

## Migration Guide

If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.

## Notes

- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
2025-01-05 23:06:34 +00:00
Benjamin Brienen
7112d5594e
Remove all deprecated code (#16338)
# Objective

Release cycle things

## Solution

Delete items deprecated in 0.15 and migrate bevy itself.

## Testing

CI
2025-01-05 20:33:39 +00:00
AlephCubed
cf6c65522f
Derived Default for all public unit components. (#17139)
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.

Fixes #17052.
2025-01-05 02:45:09 +00:00
Aevyrie
bed9ddf3ce
Refactor and simplify custom projections (#17063)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807

## Solution

- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.

## Testing

- Added a custom projection example

---

## Showcase

- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.

## Migration Guide

- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
2025-01-01 20:44:24 +00:00
Ethereumdegen
4f9dc6534b
fix visibility propagation during reparenting (#17025)
# Objective
Fixes #17024 

## Solution
 

## Testing
 By adding 

```
if let Some(mut cmd) = commands.get_entity( *equipment_link_node ){
                         cmd.insert(Visibility::Inherited); // a hack for now 
                     }

```
in my build after .set_parent() , this fixes the issue. This is why i
think that this change will fix the issue. Unfortunately i was not able
to test the Changed (parent ) , this actual code change, because no
matter how i 'patch', it breaks my project. I got super close but still
had 23 errors due to Reflect being angry.


---
2024-12-30 20:55:44 +00:00
Brezak
dc2cd71dc8
Make RawHandleWrapper fields private to save users from themselves (#16968)
# Objective

Fixes #16683

## Solution

Make all fields ine `RawHandleWrapper` private.

## Testing

- CI
- `cargo clippy`
- The lightmaps example
---

## Migration Guide

The `window_handle` and `dispay_handle` fields on `RawHandleWrapper` are
no longer public. Use the newly added getters and setters to manipulate
them instead.
2024-12-29 19:54:57 +00:00
Benjamin Brienen
64efd08e13
Prefer Display over Debug (#16112)
# Objective

Fixes #16104

## Solution

I removed all instances of `:?` and put them back one by one where it
caused an error.

I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478

## Testing

CI should catch the mistakes

## Migration Guide

`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2024-12-27 00:40:06 +00:00
Benjamin Brienen
1675d68366
Fix beta CI (#16984)
# Objective

Fixes #16607

## Solution

Satisfy clippy

## Testing

Ran clippy
2024-12-26 22:17:51 +00:00
Zachary Harrold
21786632c3
Remove bevy_core (#16897)
# Objective

- Fixes #16892

## Solution

- Removed `TypeRegistryPlugin` (`Name` is now automatically registered
with a default `App`)
- Moved `TaskPoolPlugin` to `bevy_app`
- Moved `FrameCountPlugin` to `bevy_diagnostic`
- Deleted now-empty `bevy_core`

## Testing

- CI

## Migration Guide

- `TypeRegistryPlugin` no longer exists. If you can't use a default
`App` but still need `Name` registered, do so manually with
`app.register_type::<Name>()`.
- References to `TaskPoolPlugin` and associated types will need to
import it from `bevy_app` instead of `bevy_core`
- References to `FrameCountPlugin` and associated types will need to
import it from `bevy_diagnostic` instead of `bevy_core`

## Notes

This strategy was agreed upon by Cart and several other members in
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1319137218312278077).
2024-12-19 18:36:51 +00:00
Martin Svanberg
39f9e07b5f
Support scale factor for image render targets (#16796)
# Objective

I have something of a niche use case. I have a camera rendering pixel
art with a scale factor set, and another camera that renders to an
off-screen texture which is supposed to match the main camera exactly.
However, when computing camera target info, Bevy [hardcodes a scale
factor of
1.0](116c2b02fe/crates/bevy_render/src/camera/camera.rs (L828))
for image targets which means that my main camera and my image target
camera get different `OrthographicProjections` calculated.

## Solution

This PR adds an `ImageRenderTarget` struct which allows scale factors to
be specified.

## Testing

I tested the affected examples on macOS and they still work. This is an
additive change and should not break any existing code, apart from what
is trivially fixable by following compiler error messages.

---

## Migration Guide

`RenderTarget::Image` now takes an `ImageRenderTarget` instead of a
`Handle<Image>`. You can call `handle.into()` to construct an
`ImageRenderTarget` using the same settings as before.
2024-12-17 20:21:40 +00:00
noxmore
73d68d60bb
Change GpuImage::size from UVec2 to Extent3d (#16815)
# Objective

When preparing `GpuImage`s, we currently discard the
`depth_or_array_layers` of the `Image`'s size by converting it into a
`UVec2`.

Fixes #16715.

## Solution

Change `GpuImage::size` to `Extent3d`, and just pass that through when
creating `GpuImage`s.
Also copy the `aspect_ratio`, and `size` (now `size_2d` for
disambiguation from the field) functions from `Image` to `GpuImage` for
ease of use with 2D textures.
I originally copied all size-related functions (like `width`, and
`height`), but i think they are unnecessary considering how visible the
`size` field on `GpuImage` is compared to `Image`.

## Testing

Tested via `cargo r -p ci` for everything except docs, when generating
docs it keeps spitting out a ton of
```
error[E0554]: `#![feature]` may not be used on the stable release channel
 --> crates/bevy_dylib/src/lib.rs:1:21
  |
1 | #![cfg_attr(docsrs, feature(doc_auto_cfg))]
  | 
```
Not sure why this is happening, but it also happens without my changes,
so it's almost certainly some strange issue specific to my machine.

## Migration Guide

- `GpuImage::size` is now an `Extent3d`. To easily get 2D size, use
`size_2d()`.
2024-12-17 19:08:09 +00:00
Patrick Walton
40df1ea4b6
Remove the type parameter from check_visibility, and only invoke it once. (#16812)
Currently, `check_visibility` is parameterized over a query filter that
specifies the type of potentially-visible object. This has the
unfortunate side effect that we need a separate system,
`mark_view_visibility_as_changed_if_necessary`, to trigger view
visibility change detection. That system is quite slow because it must
iterate sequentially over all entities in the scene.

This PR moves the query filter from `check_visibility` to a new
component, `VisibilityClass`. `VisibilityClass` stores a list of type
IDs, each corresponding to one of the query filters we used to use.
Because `check_visibility` is no longer specialized to the query filter
at the type level, Bevy now only needs to invoke it once, leading to
better performance as `check_visibility` can do change detection on the
fly rather than delegating it to a separate system.

This commit also has ergonomic improvements, as there's no need for
applications that want to add their own custom renderable components to
add specializations of the `check_visibility` system to the schedule.
Instead, they only need to ensure that the `ViewVisibility` component is
properly kept up to date. The recommended way to do this, and the way
that's demonstrated in the `custom_phase_item` and
`specialized_mesh_pipeline` examples, is to make `ViewVisibility` a
required component and to add the type ID to it in a component add hook.
This patch does this for `Mesh3d`, `Mesh2d`, `Sprite`, `Light`, and
`Node`, which means that most app code doesn't need to change at all.

Note that, although this patch has a large impact on the performance of
visibility determination, it doesn't actually improve the end-to-end
frame time of `many_cubes`. That's because the render world was already
effectively hiding the latency from
`mark_view_visibility_as_changed_if_necessary`. This patch is, however,
necessary for *further* improvements to `many_cubes` performance.

`many_cubes` trace before:
![Screenshot 2024-12-13
015318](https://github.com/user-attachments/assets/d0b1881b-fb75-4a39-b05d-1a16eabfa2c5)

`many_cubes` trace after:
![Screenshot 2024-12-13
145735](https://github.com/user-attachments/assets/0a364289-e942-41bb-9cc2-b05d07e3722d)

## Migration Guide

* `check_visibility` no longer takes a `QueryFilter`, and there's no
need to add it manually to your app schedule anymore for custom
rendering items. Instead, entities with custom renderable components
should add the appropriate type IDs to `VisibilityClass`. See
`custom_phase_item` for an example.
2024-12-17 04:43:45 +00:00
Patrick Walton
00722b8d0f
Make indirect drawing opt-out instead of opt-in, enabling multidraw by default. (#16757)
This patch replaces the undocumented `NoGpuCulling` component with a new
component, `NoIndirectDrawing`, effectively turning indirect drawing on
by default. Indirect mode is needed for the recently-landed multidraw
feature (#16427). Since multidraw is such a win for performance, when
that feature is supported the small performance tax that indirect mode
incurs is virtually always worth paying.

To ensure that custom drawing code such as that in the
`custom_shader_instancing` example continues to function, this commit
additionally makes GPU culling take the `NoFrustumCulling` component
into account.

This PR is an alternative to #16670 that doesn't break the
`custom_shader_instancing` example. **PR #16755 should land first in
order to avoid breaking deferred rendering, as multidraw currently
breaks it**.

## Migration Guide

* Indirect drawing (GPU culling) is now enabled by default, so the
`GpuCulling` component is no longer available. To disable indirect mode,
which may be useful with custom render nodes, add the new
`NoIndirectDrawing` component to your camera.
2024-12-13 06:16:57 +00:00
Clar Fon
711246aa34
Update hashbrown to 0.15 (#15801)
Updating dependencies; adopted version of #15696. (Supercedes #15696.)

Long answer: hashbrown is no longer using ahash by default, meaning that
we can't use the default-hasher methods with ahasher. So, we have to use
the longer-winded versions instead. This takes the opportunity to also
switch our default hasher as well, but without actually enabling the
default-hasher feature for hashbrown, meaning that we'll be able to
change our hasher more easily at the cost of all of these method calls
being obnoxious forever.

One large change from 0.15 is that `insert_unique_unchecked` is now
`unsafe`, and for cases where unsafe code was denied at the crate level,
I replaced it with `insert`.

## Migration Guide

`bevy_utils` has updated its version of `hashbrown` to 0.15 and now
defaults to `foldhash` instead of `ahash`. This means that if you've
hard-coded your hasher to `bevy_utils::AHasher` or separately used the
`ahash` crate in your code, you may need to switch to `foldhash` to
ensure that everything works like it does in Bevy.
2024-12-10 19:45:50 +00:00
Patrick Walton
8c2c07b1c8
Retain RenderMeshInstance and MeshInputUniform data from frame to frame. (#16385)
This commit moves the front end of the rendering pipeline to a retained
model when GPU preprocessing is in use (i.e. by default, except in
constrained environments). `RenderMeshInstance` and `MeshUniformData`
are stored from frame to frame and are updated only for the entities
that changed state. This was rather tricky and requires some careful
surgery to keep the data valid in the case of removals.

This patch is built on top of Bevy's change detection. Generally, this
worked, except that `ViewVisibility` isn't currently properly tracked.
Therefore, this commit adds proper change tracking for `ViewVisibility`.
Doing this required adding a new system that runs after all
`check_visibility` invocations, as no single `check_visibility`
invocation has enough global information to detect changes.

On the Bistro exterior scene, with all textures forced to opaque, this
patch improves steady-state `extract_meshes_for_gpu_building` from
93.8us to 34.5us and steady-state `collect_meshes_for_gpu_building` from
195.7us to 4.28us. Altogether this constitutes an improvement from 290us
to 38us, which is a 7.46x speedup.

![Screenshot 2024-11-13
143841](https://github.com/user-attachments/assets/40b1aacc-373d-4016-b7fd-b0284bc33de4)

![Screenshot 2024-11-13
143850](https://github.com/user-attachments/assets/53b401c3-7461-43b3-918b-cff89ea780d6)

This patch is only lightly tested and shouldn't land before 0.15 is
released anyway, so I'm releasing it as a draft.
2024-12-05 21:16:04 +00:00
Christian Hughes
f87b9fe20c
Turn apply_deferred into a ZST System (#16642)
# Objective

- Required by #16622 due to differing implementations of `System` by
`FunctionSystem` and `ExclusiveFunctionSystem`.
- Optimize the memory usage of instances of `apply_deferred` in system
schedules.

## Solution

By changing `apply_deferred` from being an ordinary system that ends up
as an `ExclusiveFunctionSystem`, and instead into a ZST struct that
implements `System` manually, we save ~320 bytes per instance of
`apply_deferred` in any schedule.

## Testing

- All current tests pass.

---

## Migration Guide

- If you were previously calling the special `apply_deferred` system via
`apply_deferred(world)`, don't.
2024-12-05 18:14:05 +00:00
Patrick Walton
d80b809ea1
Only use the AABB center for mesh visibility range testing if specified. (#16468)
PR #15164 made Bevy consider the center of the mesh to be the center of
the axis-aligned bounding box (AABB). Unfortunately, this breaks
crossfading in many cases. LODs may have different AABBs and so the
center of the AABB may differ for different LODs of the same mesh. The
crossfading, however, relies on all LODs having *precisely* the same
position.

To address this problem, this PR adds a new field, `use_aabb`, to
`VisibilityRange`, which makes the AABB center point behavior opt-in.

@BenjaminBrienen first noticed this issue when reviewing PR #16286. That
PR contains a video showing the effects of this regression on the
`visibility_range` example. This commit fixes that example.

## Migration Guide

* The `VisibilityRange` component now has an extra field, `use_aabb`.
Generally, you can safely set it to false.
2024-11-22 18:18:20 +00:00
Patrick Walton
9fed566cf7
Refresh RenderVisibilityRanges when a visibility range is removed from the scene. (#16467)
We have an early-out to avoid updating `RenderVisibilityRanges` when a
`VisibilityRange` component is *modified*, but not when one is
*removed*. This means that removing `VisibilityRange` from an entity
might not update the rendering.

This PR fixes the issue by adding a check for removed
`VisibilityRange`s.
2024-11-22 18:17:17 +00:00
atlv
701ccdec51
add docs to clip_from_view (#16373)
more docs
2024-11-18 00:33:37 +00:00
atlv
c6fe275b21
add docs to view uniform frustum field (#16369)
just some docs to save future me some clicking around
2024-11-18 00:33:24 +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
atlv
c29e67153b
Expose Pipeline Compilation Zero Initialize Workgroup Memory Option (#16301)
# Objective

- wgpu 0.20 made workgroup vars stop being zero-init by default. this
broke some applications (cough foresight cough) and now we workaround
it. wgpu exposes a compilation option that zero initializes workgroup
memory by default, but bevy does not expose it.

## Solution

- expose the compilation option wgpu gives us

## Testing

- ran examples: 3d_scene, compute_shader_game_of_life, gpu_readback,
lines, specialized_mesh_pipeline. they all work
- confirmed fix for our own problems

---

</details>

## Migration Guide

- add `zero_initialize_workgroup_memory: false,` to
`ComputePipelineDescriptor` or `RenderPipelineDescriptor` structs to
preserve 0.14 functionality, add `zero_initialize_workgroup_memory:
true,` to restore bevy 0.13 functionality.
2024-11-08 21:42:37 +00:00
Joona Aalto
46566980a6
Fix and improve MSAA documentation (#16196)
# Objective

#14273 changed `Msaa` to be a component rather than a resource. However,
the documentation still says that it is a resource. This tripped me up
during migration to 0.15 until I looked at the type definition.

Additionally, the docs have some unnecessary repetition and some grammar
mistakes, and they don't link to camera documentation.

## Solution

Fix up the docs!
2024-10-31 21:34:04 +00:00
Eero Lehtinen
af279073aa
Fix linux nvidia + xwayland freeze at startup (#16123)
# Objective

- Fixes #16122

When the wayland feature is not enabled, xwayland is used on wayland.
Nvidia drivers are somewhat bugged on linux and return outdated surfaces
on xwayland for seemingly no reason. Oftentimes at startup we get into
an infine loop where the surface is permanently outdated and nothing (or
sometimes only the first frame) is drawn on the screen.

## Solution

After experimenting I found that we can safely call configure again and
the issue seems to resolve itsef. After this change I couldn't reproduce
the original issue after many tries. More testing is probably needed
though.

The main issue is that `get_current_texture` fails sometimes because the
surface remains outdated even after configuring. It would be better to
just properly handle and never panic when `get_current_texture` fails.
This way we always call configure when outdated and bail when getting
the swapchain fails instead of crashing. The number of special cases is
also reduced.

## Testing

I tested the example "rotation" manually by trying to move around.

It works with X11 and Xwayland and the non panicing code paths didn't
change so other platforms aren't affected.
2024-10-28 22:17:59 +00:00
charlotte
dd812b3e49
Type safe retained render world (#15756)
# Objective

In the Render World, there are a number of collections that are derived
from Main World entities and are used to drive rendering. The most
notable are:
- `VisibleEntities`, which is generated in the `check_visibility` system
and contains visible entities for a view.
- `ExtractedInstances`, which maps entity ids to asset ids.

In the old model, these collections were trivially kept in sync -- any
extracted phase item could look itself up because the render entity id
was guaranteed to always match the corresponding main world id.

After #15320, this became much more complicated, and was leading to a
number of subtle bugs in the Render World. The main rendering systems,
i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a
similar pattern:

```rust
for visible_entity in visible_entities.iter::<With<Mesh2d>>() {
    let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
        continue;
    };
            
    // Look some more stuff up and specialize the pipeline...
            
    let bin_key = Opaque2dBinKey {
        pipeline: pipeline_id,
        draw_function: draw_opaque_2d,
        asset_id: mesh_instance.mesh_asset_id.into(),
        material_bind_group_id: material_2d.get_bind_group_id().0,
    };
    opaque_phase.add(
        bin_key,
        *visible_entity,
        BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching),
    );
}
```

In this case, `visible_entities` and `render_mesh_instances` are both
collections that are created and keyed by Main World entity ids, and so
this lookup happens to work by coincidence. However, there is a major
unintentional bug here: namely, because `visible_entities` is a
collection of Main World ids, the phase item being queued is created
with a Main World id rather than its correct Render World id.

This happens to not break mesh rendering because the render commands
used for drawing meshes do not access the `ItemQuery` parameter, but
demonstrates the confusion that is now possible: our UI phase items are
correctly being queued with Render World ids while our meshes aren't.

Additionally, this makes it very easy and error prone to use the wrong
entity id to look up things like assets. For example, if instead we
ignored visibility checks and queued our meshes via a query, we'd have
to be extra careful to use `&MainEntity` instead of the natural
`Entity`.

## Solution

Make all collections that are derived from Main World data use
`MainEntity` as their key, to ensure type safety and avoid accidentally
looking up data with the wrong entity id:

```rust
pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>;
```

Additionally, we make all `PhaseItem` be able to provide both their Main
and Render World ids, to allow render phase implementors maximum
flexibility as to what id should be used to look up data.

You can think of this like tracking at the type level whether something
in the Render World should use it's "primary key", i.e. entity id, or
needs to use a foreign key, i.e. `MainEntity`.

## Testing

##### TODO:

This will require extensive testing to make sure things didn't break!
Additionally, some extraction logic has become more complicated and
needs to be checked for regressions.

## Migration Guide

With the advent of the retained render world, collections that contain
references to `Entity` that are extracted into the render world have
been changed to contain `MainEntity` in order to prevent errors where a
render world entity id is used to look up an item by accident. Custom
rendering code may need to be changed to query for `&MainEntity` in
order to look up the correct item from such a collection. Additionally,
users who implement their own extraction logic for collections of main
world entity should strongly consider extracting into a different
collection that uses `MainEntity` as a key.

Additionally, render phases now require specifying both the `Entity` and
`MainEntity` for a given `PhaseItem`. Custom render phases should ensure
`MainEntity` is available when queuing a phase item.
2024-10-10 18:47:04 +00:00
Bude
6edb78a8c3
Inverse bevy_render bevy_winit dependency and move cursor to bevy_winit (#15649)
# Objective

- `bevy_render` should not depend on `bevy_winit`
- Fixes #15565

## Solution

- `bevy_render` no longer depends on `bevy_winit`
- The following is behind the `custom_cursor` feature
- Move custom cursor code from `bevy_render` to `bevy_winit` behind the
`custom_cursor` feature
- `bevy_winit` now depends on `bevy_render` (for `Image` and
`TextureFormat`)
- `bevy_winit` now depends on `bevy_asset` (for `Assets`, `Handle` and
`AssetId`)
  - `bevy_winit` now depends on `bytemuck` (already in tree)
- Custom cursor code in `bevy_winit` reworked to use `AssetId` (other
than that it is taken over 1:1)
- Rework `bevy_winit` custom cursor interface visibility now that the
logic is all contained in `bevy_winit`

## Testing

- I ran the screenshot and window_settings examples
- Tested on linux wayland so far

---

## Migration Guide

`CursorIcon` and `CustomCursor` previously provided by
`bevy::render::view::cursor` is now available from `bevy::winit`.
A new feature `custom_cursor` enables this functionality (default
feature).
2024-10-06 18:25:50 +00:00
vero
4a23dc4216
Split out bevy_mesh from bevy_render (#15666)
# Objective

- bevy_render is gargantuan

## Solution

- Split out bevy_mesh

## Testing

- Ran some examples, everything looks fine

## Migration Guide

`bevy_render::mesh::morph::inherit_weights` is now
`bevy_render::mesh::inherit_weights`

if you were using `Mesh::compute_aabb`, you will need to `use
bevy_render::mesh::MeshAabb;` now

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-10-06 14:18:11 +00:00
Joona Aalto
54006b107b
Migrate meshes and materials to required components (#15524)
# Objective

A big step in the migration to required components: meshes and
materials!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):

- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:

![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)

![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)

Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.

## Testing

I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!

## Implementation Notes

- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.

---

## Migration Guide

Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.

Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.

The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.

---------

Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
charlotte
40c26f80aa
Gpu readback (#15419)
# Objective

Adds a new `Readback` component to request for readback of a
`Handle<Image>` or `Handle<ShaderStorageBuffer>` to the CPU in a future
frame.

## Solution

We track the `Readback` component and allocate a target buffer to write
the gpu resource into and map it back asynchronously, which then fires a
trigger on the entity in the main world. This proccess is asynchronous,
and generally takes a few frames.

## Showcase

```rust
let mut buffer = ShaderStorageBuffer::from(vec![0u32; 16]);
buffer.buffer_description.usage |= BufferUsages::COPY_SRC;
let buffer = buffers.add(buffer);

commands
    .spawn(Readback::buffer(buffer.clone()))
    .observe(|trigger: Trigger<ReadbackComplete>| {
        info!("Buffer data from previous frame {:?}", trigger.event());
    });
```

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-09-30 17:28:55 +00:00
akimakinai
2ec164d279
Clear view attachments before resizing window surfaces (#15087)
# Objective

- Fixes #15077

## Solution

- Clears `ViewTargetAttachments` resource every frame before
`create_surfaces` system instead, which was previously done after
`extract_windows`.

## Testing

- Confirmed that examples no longer panic on window resizing with DX12
backend.
- `screenshot` example keeps working after this change.
2024-09-30 16:58:04 +00:00
akimakinai
4a013b687a
Use try_insert in on_remove_cursor_icon (#15492)
# Objective

- Fixes #15490 introduced in #15094.

## Solution

- Use non-panicking `try_insert`

## Testing

- Closing window with `CursorIcon` no longer crashes after this change
(confirmed with `window_settings` example)
2024-09-28 12:30:01 +00:00
Joona Aalto
39d6a745d2
Migrate visibility to required components (#15474)
# Objective

The next step in the migration to required components: Deprecate
`VisibilityBundle` and make `Visibility` require `InheritedVisibility`
and `ViewVisibility`, as per the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2FcO7JPSAQR5G0J_j5wNwtOQ).

## Solution

Deprecate `VisibilityBundle` and make `Visibility` require
`InheritedVisibility` and `ViewVisibility`.

I chose not to deprecate `SpatialBundle` yet, as doing so would mean
that we need to manually add `Visibility` to a bunch of places. It will
be nicer once meshes, sprites, lights, fog, and cameras have been
migrated, since they will require `Transform` and `Visibility` and
therefore not need manually added defaults for them.

---

## Migration Guide

Replace all insertions of `VisibilityBundle` with the `Visibility`
component. The other components required by it will now be inserted
automatically.
2024-09-27 19:06:16 +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
Jonathan Nilsson
0ebd7fcdf4
Visibility range takes the model aabb into acount (#15164)
# Objective

I'm building a game where i generate a set of meshes where the transform
is identity, and in each mesh the vertices are offset to where the model
is. When adding visibility ranges to the models i noticed that they only
switched when the distance to the origin changed over the threshold and
all at the same time.

## Solution

I believe that each mesh gets a Aabb generated for use with visibility
testing. So we can use that aabb to calculate a more representative
distance to the mesh.

The code to transform the aabb is taken from the visibility sysyem.

## Testing
I tested the changes locally in my project.

Would you like me to write an example or a test somewhere?
Is there any other code that uses the visibility range, that i should
also update?
2024-09-23 20:38:26 +00:00
Benjamin Brienen
1b8c1c1242
simplify std::mem references (#15315)
# Objective
- Fixes #15314

## Solution

- Remove unnecessary usings and simplify references to those functions.

## Testing

CI
2024-09-19 21:28:16 +00:00
Taylor Neal
23a77ca5eb
Rename push children to add children (#15196)
# Objective

- Makes naming between add_child and add_children more consistent
- Fixes #15101 

## Solution

renamed push_children to add_children

## Testing

- Did you test these changes? If so, how?
Ran tests + grep search for any instance of `push_child`

- Are there any parts that need more testing?

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
ran tests on WSL2

---

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes

rename any use of `push_children()` to the updated `add_children()`
2024-09-16 23:16:04 +00:00
Blazepaws
274c97d415
Reflect derived traits on all components and resources: bevy_render (#15226)
Addresses https://github.com/bevyengine/bevy/issues/15187 for
bevy_render
2024-09-15 17:05:11 +00:00
akimakinai
bafffe1c5f
Fix screenshot example (#15094)
# Objective

I noticed some issues in `screenshot` example:
1. Cursor icon won't return from `SystemCursorIcon::Progress` to default
icon, even though screen shot saving is done.
2. Panics when exiting window: ``called `Result::unwrap()` on an `Err`
value:
NoEntities("bevy_ecs::query::state::QueryState<bevy_ecs::entity::Entity,
bevy_ecs::query::filter::With<bevy_window:🪟:Window>>")``

## Solution

1. Caused by cursor updating system not responding to [`CursorIcon`
component
removal](5cfcbf47ed/examples/window/screenshot.rs (L38)).
I believe it should, so change it to react to
`RemovedComponents<CursorIcon>`. (a suggestion)
2. Use `get_single` for window.

## Testing

- run screenshot example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-09 16:53:20 +00:00
Christian Hughes
e939d6c33f
Remove remnant EntityHash and related types from bevy_utils (#15039)
# Objective

`EntityHash` and related types were moved from `bevy_utils` to
`bevy_ecs` in #11498, but seemed to have been accidentally reintroduced
a week later in #11707.

## Solution

Remove the old leftover code.

---

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity`.
2024-09-09 15:24:17 +00:00
Eero Lehtinen
b738f081f8
Register reflect type CursorIcon (#15078)
# Objective

- `CursorIcon` had derived `Reflect`, but it wasn't registered

## Solution

- Use `register_type` on it
- I also moved the cursor code to it's own plugin because there was
starting to be too much cursor code outside the cursor file.

## Testing

- window_settings example still works with the custom cursor
2024-09-08 17:10:45 +00:00
Alice Cecile
4ac2a63556
Remove all existing system order ambiguities in DefaultPlugins (#15031)
# Objective

As discussed in https://github.com/bevyengine/bevy/issues/7386, system
order ambiguities within `DefaultPlugins` are a source of bugs in the
engine and badly pollute diagnostic output for users.

We should eliminate them!

This PR is an alternative to #15027: with all external ambiguities
silenced, this should be much less prone to merge conflicts and the test
output should be much easier for authors to understand.

Note that system order ambiguities are still permitted in the
`RenderApp`: these need a bit of thought in terms of how to test them,
and will be fairly involved to fix. While these aren't *good*, they'll
generally only cause graphical bugs, not logic ones.

## Solution

All remaining system order ambiguities have been resolved.
Review this PR commit-by-commit to see how each of these problems were
fixed.

## Testing

`cargo run --example ambiguity_detection` passes with no panics or
logging!
2024-09-03 20:24:34 +00:00
charlotte
f0560b8e78
Ensure more explicit system ordering for preparing view target. (#15000)
Fixes #14993 (maybe). Adds a system ordering constraint that was missed
in the refactor in #14833. The theory here is that the single threaded
forces a topology that causes the prepare system to run before
`prepare_windows` in a way that causes issues. For whatever reason, this
appears to be unlikely when multi-threading is enabled.
2024-08-31 22:03:01 +00:00
Zachary Harrold
bc13161416
Migrated NonZero* to NonZero<*> (#14978)
# Objective

- Fixes #14974

## Solution

- Replace all* instances of `NonZero*` with `NonZero<*>`

## Testing

- CI passed locally.

---

## Notes

Within the `bevy_reflect` implementations for `std` types,
`impl_reflect_value!()` will continue to use the type aliases instead,
as it inappropriately parses the concrete type parameter as a generic
argument. If the `ZeroablePrimitive` trait was stable, or the macro
could be modified to accept a finite list of types, then we could fully
migrate.
2024-08-30 02:37:47 +00:00
charlotte
d9527c101c
Rewrite screenshots. (#14833)
# Objective

Rewrite screenshotting to be able to accept any `RenderTarget`.

Closes #12478 

## Solution

Previously, screenshotting relied on setting a variety of state on the
requested window. When extracted, the window's `swap_chain_texture_view`
property would be swapped out with a texture_view created that frame for
the screenshot pipeline to write back to the cpu.

Besides being tightly coupled to window in a way that prevented
screenshotting other render targets, this approach had the drawback of
relying on the implicit state of `swap_chain_texture_view` being
returned from a `NormalizedRenderTarget` when view targets were
prepared. Because property is set every frame for windows, that wasn't a
problem, but poses a problem for render target images. Namely, to do the
equivalent trick, we'd have to replace the `GpuImage`'s texture view,
and somehow restore it later.

As such, this PR creates a new `prepare_view_textures` system which runs
before `prepare_view_targets` that allows a new `prepare_screenshots`
system to be sandwiched between and overwrite the render targets texture
view if a screenshot has been requested that frame for the given target.

Additionally, screenshotting itself has been changed to use a component
+ observer pattern. We now spawn a `Screenshot` component into the
world, whose lifetime is tracked with a series of marker components.
When the screenshot is read back to the CPU, we send the image over a
channel back to the main world where an observer fires on the screenshot
entity before being despawned the next frame. This allows the user to
access resources in their save callback that might be useful (e.g.
uploading the screenshot over the network, etc.).

## Testing


![image](https://github.com/user-attachments/assets/48f19aed-d9e1-4058-bb17-82b37f992b7b)


TODO:
- [x] Web
- [ ] Manual texture view

---

## Showcase

render to texture example:
<img
src="https://github.com/user-attachments/assets/612ac47b-8a24-4287-a745-3051837963b0"
width=200/>

web saving still works:
<img
src="https://github.com/user-attachments/assets/e2a15b17-1ff5-4006-ab2a-e5cc74888b9c"
width=200/>

## Migration Guide

`ScreenshotManager` has been removed. To take a screenshot, spawn a
`Screenshot` entity with the specified render target and provide an
observer targeting the `ScreenshotCaptured` event. See the
`window/screenshot` example to see an example.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-08-25 14:14:32 +00:00
Thomas Alban
0070bdccd8
Add helper methods on Visibility (#14898)
Fixes #14825

Edit: After feedback, these are the updated methods:

- `toggle_inherited_visible(&mut self)`
- Toggles between `Visibility::Inherited` and `Visibility::Visible`. If
the value is `Visibility::Hidden`, it remains unaffected.
- `toggle_inherited_hidden(&mut self)`
- Toggles between `Visibility::Inherited` and `Visibility::Hidden`. If
the value is `Visibility::Visible`, it remains unaffected.
- `toggle_visible_hidden(&mut self)`
- Toggles between `Visibility::Visible` and `Visibility::Hidden`. If the
value is `Visibility::Inherited`, it remains unaffected.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-08-24 13:49:54 +00:00
Rob Parrett
3e86787e93
Clarify docs for RenderLayers::layer (#14871)
# Objective

`RenderLayers` was marketed as being unlimited in the Bevy 0.14 release
notes, but the most obvious constructor doesn't actually support
unlimited layers.

We should explicitly document this.

## Solution

Add some docs mentioning the limit and pointing the user to `with` or
`from_layers` if they need an arbitrary number of layers.
2024-08-22 16:37:31 +00:00
EdJoPaTo
938d810766
Apply unused_qualifications lint (#14828)
# Objective

Fixes #14782

## Solution

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

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

## Testing

`cargo clippy` and `cargo run -p ci` are happy.
2024-08-21 12:29:33 +00:00
Alice Cecile
ba2847929f
Revert "Add conversions between Visibility and bool (#14784)" (#14830)
This reverts commit e37bf18e2b, added in
#14784.

# Objective

The PR was fine, but the work was very poorly motivated and the
resulting API is not actually very nice. The actual user need is likely
better addressed by #14825.

## Solution

Revert the offending PR.
2024-08-20 11:08:46 +00:00
Stanisław Kawulok
e37bf18e2b
Add conversions between Visibility and bool (#14784)
# Objective

Fixes #14521. 

## Solution

Added to methods to the VIsibility. 
```rs
is_visible() -> Result<bool, String>
```
 and 
```rs
visbility_from_bool(bool) -> Visibility
```

## Testing

Ran 
* `cargo run -p ci -- lints`
* `cargo run -p ci -- test`
* `cargo run -p ci -- compile`
it seems to be working. 
However I got few error messages :`ERROR bevy_log: could not set global
logger and tracing subscriber as they are already set. Consider
disabling LogPlugin` in `cargo run -p ci -- test`, even though all test
passed. I'm not sure if that's expected behaviour

Ps. I'm new to contributing, please correct me if anything is wrong
2024-08-19 21:40:54 +00:00
Eero Lehtinen
47c4e3084a
Add custom cursors (#14284)
# Objective

- Add custom images as cursors
- Fixes #9557 

## Solution

- Change cursor type to accommodate both native and image cursors
- I don't really like this solution because I couldn't use
`Handle<Image>` directly. I would need to import `bevy_assets` and that
causes a circular dependency. Alternatively we could use winit's
`CustomCursor` smart pointers, but that seems hard because the event
loop is needed to create those and is not easily accessable for users.
So now I need to copy around rgba buffers which is sad.
- I use a cache because especially on the web creating cursor images is
really slow
- Sorry to #14196 for yoinking, I just wanted to make a quick solution
for myself and thought that I should probably share it too.

Update:
- Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses
resources to send the data to `bevy_winit`, where the final cursors are
created.

## Testing

- Added example which works fine at least on Linux Wayland (winit side
has been tested with all platforms).
- I haven't tested if the url cursor works.

## Migration Guide

- `CursorIcon` is no longer a field in `Window`, but a separate
component can be inserted to a window entity. It has been changed to an
enum that can hold custom images in addition to system icons.
- `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window`
is renamed to `cursor_options`
- `CursorIcon` is renamed to `SystemCursorIcon`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-08-12 15:49:03 +00:00
Brian Reavis
c1fedc2e2d
Made ViewUniform fields public (#14482)
# Objective

- Made `ViewUniform` fields public so that 3rd-parties can create this
uniform. This is useful for custom pipelines that use custom views (e.g.
views buffered by a particular amount, for example).
2024-07-26 17:11:29 +00:00
charlotte
03fd1b46ef
Move Msaa to component (#14273)
Switches `Msaa` from being a globally configured resource to a per
camera view component.

Closes #7194

# Objective

Allow individual views to describe their own MSAA settings. For example,
when rendering to different windows or to different parts of the same
view.

## Solution

Make `Msaa` a component that is required on all camera bundles.

## Testing

Ran a variety of examples to ensure that nothing broke.

TODO:
- [ ] Make sure android still works per previous comment in
`extract_windows`.

---

## Migration Guide

`Msaa` is no longer configured as a global resource, and should be
specified on each spawned camera if a non-default setting is desired.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-07-22 18:28:23 +00:00
Alix Bott
a79df7b124
Fix overflow in RenderLayers::iter_layers (#14264)
# Objective

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

## Solution

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

## Testing

- Added a test case for this: `render_layer_iter_no_overflow`
2024-07-15 15:50:36 +00:00
Lura
856b39d821
Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective

- Lazily evaluate
[default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)~~/[or](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
values where it makes sense
  - ~~`unwrap_or(foo())` -> `unwrap_or_else(|| foo())`~~
  - `unwrap_or(Default::default())` -> `unwrap_or_default()`
  - etc.
- Avoid creating [redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure),
even for [method
calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
  - `map(|something| something.into())` -> `map(Into:into)`

## Solution

- Apply Clippy lints:
-
~~[or_fun_call](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
-
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
-
[redundant_closure_for_method_calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
([redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure)
is already enabled)

## Testing

- Tested on Windows 11 (`stable-x86_64-pc-windows-gnu`, 1.79.0)
- Bevy compiles without errors or warnings and examples seem to work as
intended
  - `cargo clippy` 
  - `cargo run -p ci -- compile` 

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 15:54:40 +00:00
Joseph
9055fc1d68
Clarify the difference between default render layers and none render layers (#14075)
# Objective

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

## Solution

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

---------

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

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

## Solution

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

## Testing

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

---

## Changelog

n/a

## Migration Guide

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

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

## Solution

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

## Testing

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

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

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

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

Fixes #14004.

## Changelog

### Added

* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
2024-06-27 16:13:03 +00:00
Jan Hohenheim
6273227e09
Fix lints introduced in Rust beta 1.80 (#13899)
Resolves #13895

Mostly just involves being more explicit about which parts of the docs
belong to a list and which begin a new paragraph.
- found a few docs that were malformed because of exactly this, so I
fixed that by introducing a paragraph
- added indentation to nearly all multiline lists
- fixed a few minor typos
- added `#[allow(dead_code)]` to types that are needed to test
annotations but are never constructed
([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514)
and
[here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523))
- verified that  `cargo +beta run -p ci -- lints` passes
- verified that `cargo +beta run -p ci -- test` passes
2024-06-17 17:22:01 +00:00
Mincong Lu
c75610e2b2
Made some things in bevy_render Debug. (#13830)
# Objective

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

## Solution

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

Fixes #6754

## Testing

Tested against provided test case in issue:

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

---

## Changelog

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

## Migration Guide

- - Change `CameraOutputMode` to use `ClearColorConfig` instead of
`LoadOp`.
2024-06-06 20:55:05 +00:00
Ricky Taylor
9b9d3d81cb
Normalise matrix naming (#13489)
# Objective
- Fixes #10909
- Fixes #8492

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

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

---

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

## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
charlotte
0f03e1d46e
Fix docs for RenderLayers (#13604)
Doc fixup, closes #13598
2024-05-31 15:42:08 +00:00
charlotte
4c3b7679ec
#12502 Remove limit on RenderLayers. (#13317)
# Objective

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

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

Changes

## Solution

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

## Testing

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

---

## Changelog

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

## Migration Guide

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

---------

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

Fixes two issues related to #13208.

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

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

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

Fixes #10260.

## Testing

Tested on mac only.

---

## Changelog

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

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

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

---------

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

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

## Solution

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

## Testing

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

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

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

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

## Solution

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

---

## Changelog

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

---------

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

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

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

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

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

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

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

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

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

## Changelog

### Added

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

## Screenshots

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

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

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

---------

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

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

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

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

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

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

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

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

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

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

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

## Changelog

### Added

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

## Migration Guide

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

## Screenshots

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

![Screenshot 2024-04-27
143216](https://github.com/bevyengine/bevy/assets/157897/da393c8a-d747-42f5-b47c-6465044c788d)
2024-05-02 12:18:59 +00:00
Patrick Walton
16531fb3e3
Implement GPU frustum culling. (#12889)
This commit implements opt-in GPU frustum culling, built on top of the
infrastructure in https://github.com/bevyengine/bevy/pull/12773. To
enable it on a camera, add the `GpuCulling` component to it. To
additionally disable CPU frustum culling, add the `NoCpuCulling`
component. Note that adding `GpuCulling` without `NoCpuCulling`
*currently* does nothing useful. The reason why `GpuCulling` doesn't
automatically imply `NoCpuCulling` is that I intend to follow this patch
up with GPU two-phase occlusion culling, and CPU frustum culling plus
GPU occlusion culling seems like a very commonly-desired mode.

Adding the `GpuCulling` component to a view puts that view into
*indirect mode*. This mode makes all drawcalls indirect, relying on the
mesh preprocessing shader to allocate instances dynamically. In indirect
mode, the `PreprocessWorkItem` `output_index` points not to a
`MeshUniform` instance slot but instead to a set of `wgpu`
`IndirectParameters`, from which it allocates an instance slot
dynamically if frustum culling succeeds. Batch building has been updated
to allocate and track indirect parameter slots, and the AABBs are now
supplied to the GPU as `MeshCullingData`.

A small amount of code relating to the frustum culling has been borrowed
from meshlets and moved into `maths.wgsl`. Note that standard Bevy
frustum culling uses AABBs, while meshlets use bounding spheres; this
means that not as much code can be shared as one might think.

This patch doesn't provide any way to perform GPU culling on shadow
maps, to avoid making this patch bigger than it already is. That can be
a followup.

## Changelog

### Added

* Frustum culling can now optionally be done on the GPU. To enable it,
add the `GpuCulling` component to a camera.
* To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note
that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
2024-04-28 12:50:00 +00:00
Doonv
de9dc9c204
Fix CameraProjection panic and improve CameraProjectionPlugin (#11808)
# Objective

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

## Solution

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

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

---

## Changelog

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

## Migration Guide

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

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

## Solution

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

---

## Changelog

- added  `for_each_init`

## Performance
`check_visibility `  in  `many_foxes ` 

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

---------

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

- Fixes #13024.

## Solution

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

---

## Changelog

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

- Closes #12930.

## Solution

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

---

## Changelog

### Added

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

## Migration Guide

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

Make visibility system ordering explicit. Fixes #12953.

## Solution

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

---------

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

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

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

## Migration guide

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

## Analysis

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

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

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

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

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

## Solution

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

---

## Changelog

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

## Migration Guide

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

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

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

## Solution

- Remove it

---

## Migration Guide

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

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

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

## Solution

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

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

## Changelog

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

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

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

Fixes #12199

I think this would be nice to get into 0.13.1

## Solution

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

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

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

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

## Changelog

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

## Migration Guide

---------

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

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

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

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

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

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

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

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

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

A few notes:

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

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

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

## Solution

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

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

---

## Changelog

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

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

---------

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

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

## Solution

- Reflect it.

---

---------

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

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

## Solution

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

- Resolves #11309

## Solution

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

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

---------

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

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

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

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

## Solution

- run surface configuration on the main thread on iOS

## Migration Guide

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

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

## Solution

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


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


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


---

## Changelog

### Added

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

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

## Solution

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

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

## Migration Guide

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

---------

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

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

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

The is a functional regression from Bevy 0.12.

## Solution

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

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

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

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

---

## Changelog
TODO

---------

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

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

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

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

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

---

## Changelog

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

## Migration Guide

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

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

## Solution

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

---

This lints were found by running:

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

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

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

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

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

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

The other warnings are fixed by #11865.

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

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

## Solution

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

---

## Changelog

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

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
2024-02-12 15:02:24 +00:00