A fork of bevy to implement some features for forestia
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Patrick Walton fc831c390d
Implement basic clustered decal projectors. (#17315)
This commit adds support for *decal projectors* to Bevy, allowing for
textures to be projected on top of geometry. Decal projectors are
clusterable objects, just as punctual lights and light probes are. This
means that decals are only evaluated for objects within the conservative
bounds of the projector, and they don't require a second pass.

These clustered decals require support for bindless textures and as such
currently don't work on WebGL 2, WebGPU, macOS, or iOS. For an
alternative that doesn't require bindless, see PR #16600. I believe that
both contact projective decals in #16600 and clustered decals are
desirable to have in Bevy. Contact projective decals offer broader
hardware and driver support, while clustered decals don't require the
creation of bounding geometry.

A new example, `decal_projectors`, has been added, which demonstrates
multiple decals on a rotating object. The decal projectors can be scaled
and rotated with the mouse.

There are several limitations of this initial patch that can be
addressed in follow-ups:

1. There's no way to specify the Z-index of decals. That is, the order
in which multiple decals are blended on top of one another is arbitrary.
A follow-up could introduce some sort of Z-index field so that artists
can specify that some decals should be blended on top of others.

2. Decals don't take the normal of the surface they're projected onto
into account. Most decal implementations in other engines have a feature
whereby the angle between the decal projector and the normal of the
surface must be within some threshold for the decal to appear. Often,
artists can specify a fade-off range for a smooth transition between
oblique surfaces and aligned surfaces.

3. There's no distance-based fadeoff toward the end of the projector
range. Many decal implementations have this.

This addresses #2401.
 
## Showcase

![Screenshot 2025-01-11
052913](https://github.com/user-attachments/assets/8fabbafc-60fb-461d-b715-d7977e10fe1f)
2025-01-26 20:13:39 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github Run example validation jobs on ubuntu-latest (#17169) 2025-01-20 12:51:48 +00:00
assets Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
benches Move hashbrown and foldhash out of bevy_utils (#17460) 2025-01-23 16:46:08 +00:00
crates Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
docs Fix a few typos (#17292) 2025-01-10 22:48:30 +00:00
docs-template Fix a few typos (#17292) 2025-01-10 22:48:30 +00:00
errors Parent -> ChildOf (#17427) 2025-01-20 22:13:29 +00:00
examples Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
src Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374) 2025-01-15 01:14:58 +00:00
tests Move hashbrown and foldhash out of bevy_utils (#17460) 2025-01-23 16:46:08 +00:00
tools Add no_std support to bevy_diagnostic (#17507) 2025-01-23 05:20:34 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Gitignore all target folders (#16336) 2024-11-11 18:48:11 +00:00
Cargo.toml Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
clippy.toml Migrate to core::hint::black_box() (#16980) 2024-12-29 19:33:42 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Reworded the CONTRIBUTING.md doc (#16849) 2024-12-17 19:18:34 +00:00
CREDITS.md Programmed soundtrack example (#12774) 2024-03-29 20:32:30 +00:00
deny.toml Ignore the 'instant is unmaintained' advisory. (#16763) 2024-12-11 17:25:55 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update Contributor's Guide link in README.md (#16592) 2024-12-02 15:18:19 +00:00
rustfmt.toml Simpler lint fixes: makes ci lints work but disables a lint for now (#15376) 2024-09-24 11:42:59 +00:00
typos.toml Make typos config stricter (#17202) 2025-01-07 02:01:55 +00:00

Bevy

License Crates.io Downloads Docs CI Discord

What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.