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			# Objective Fixes #4907. Fixes #838. Fixes #5089. Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114 Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities. Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information. ## Solution Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function. Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate. This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views. Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice. Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.  Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale. ## Follow up work * Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?. * Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset. * Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc). --- ## Changelog * ComputedVisibility now takes hierarchy visibility into account. * 2D, UI and Light entities now use the ComputedVisibility component. ## Migration Guide If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead: ```rust // before (0.7) fn system(query: Query<&Visibility>) { for visibility in query.iter() { if visibility.is_visible { log!("found visible entity"); } } } // after (0.8) fn system(query: Query<&ComputedVisibility>) { for visibility in query.iter() { if visibility.is_visible() { log!("found visible entity"); } } } ``` Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
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			79 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			TOML
		
	
	
	
	
	
| [package]
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| name = "bevy_render"
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| version = "0.8.0-dev"
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| edition = "2021"
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| description = "Provides rendering functionality for Bevy Engine"
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| homepage = "https://bevyengine.org"
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| repository = "https://github.com/bevyengine/bevy"
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| license = "MIT OR Apache-2.0"
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| keywords = ["bevy"]
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| 
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| [features]
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| png = ["image/png"]
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| hdr = ["image/hdr"]
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| tga = ["image/tga"]
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| jpeg = ["image/jpeg"]
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| bmp = ["image/bmp"]
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| dds = ["ddsfile"]
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| 
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| # For ktx2 supercompression
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| zlib = ["flate2"]
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| zstd = ["ruzstd"]
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| 
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| trace = ["profiling"]
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| tracing-tracy = []
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| wgpu_trace = ["wgpu/trace"]
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| ci_limits = []
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| webgl = ["wgpu/webgl"]
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| 
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| [dependencies]
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| # bevy
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| bevy_app = { path = "../bevy_app", version = "0.8.0-dev" }
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| bevy_asset = { path = "../bevy_asset", version = "0.8.0-dev" }
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| bevy_core = { path = "../bevy_core", version = "0.8.0-dev" }
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| bevy_derive = { path = "../bevy_derive", version = "0.8.0-dev" }
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| bevy_ecs = { path = "../bevy_ecs", version = "0.8.0-dev" }
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| bevy_encase_derive = { path = "../bevy_encase_derive", version = "0.8.0-dev" }
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| bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.8.0-dev" }
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| bevy_log = { path = "../bevy_log", version = "0.8.0-dev" }
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| bevy_math = { path = "../bevy_math", version = "0.8.0-dev" }
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| bevy_mikktspace = { path = "../bevy_mikktspace", version = "0.8.0-dev" }
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| bevy_reflect = { path = "../bevy_reflect", version = "0.8.0-dev", features = ["bevy"] }
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| bevy_render_macros = { path = "macros", version = "0.8.0-dev" }
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| bevy_time = { path = "../bevy_time", version = "0.8.0-dev" }
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| bevy_transform = { path = "../bevy_transform", version = "0.8.0-dev" }
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| bevy_window = { path = "../bevy_window", version = "0.8.0-dev" }
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| bevy_utils = { path = "../bevy_utils", version = "0.8.0-dev" }
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| 
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| # rendering
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| image = { version = "0.24", default-features = false }
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| 
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| # misc
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| wgpu = { version = "0.13.1", features = ["spirv"] }
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| codespan-reporting = "0.11.0"
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| naga = { version = "0.9.0", features = ["glsl-in", "spv-in", "spv-out", "wgsl-in", "wgsl-out"] }
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| serde = { version = "1", features = ["derive"] }
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| bitflags = "1.2.1"
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| smallvec = { version = "1.6", features = ["union", "const_generics"] }
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| once_cell = "1.4.1" # TODO: replace once_cell with std equivalent if/when this lands: https://github.com/rust-lang/rfcs/pull/2788
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| downcast-rs = "1.2.0"
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| thread_local = "1.1"
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| thiserror = "1.0"
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| futures-lite = "1.4.0"
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| anyhow = "1.0"
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| hex = "0.4.2"
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| hexasphere = "7.2"
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| parking_lot = "0.12.1"
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| regex = "1.5"
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| copyless = "0.1.5"
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| ddsfile = { version = "0.5.0", optional = true }
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| ktx2 = { version = "0.3.0", optional = true }
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| # For ktx2 supercompression
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| flate2 = { version = "1.0.22", optional = true }
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| ruzstd = { version = "0.2.4", optional = true }
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| # For transcoding of UASTC/ETC1S universal formats, and for .basis file support
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| basis-universal = { version = "0.2.0", optional = true }
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| encase = { version = "0.3", features = ["glam"] }
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| # For wgpu profiling using tracing. Use `RUST_LOG=info` to also capture the wgpu spans.
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| profiling = { version = "1", features = ["profile-with-tracing"], optional = true }
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