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Add bloom postprocessing based on #2876 #3430
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Just noting that @CptPotato and @cart had some feedback on the previous PR that may or may not still be relevant / need to be addressed. |
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I think some examples need to have their lighting adjusted. Particularly the Edit: Blown out highlights because of light intensity:
There's an error in basically all 2d examples, specifically:
The log is always the same:
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The 2d examples are broken because #3425 doesn't handle 2d yet. |
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# Objective - Add an example showing a custom post processing effect, done after the first rendering pass. ## Solution - A simple post processing "chromatic aberration" effect. I mixed together examples `3d/render_to_texture`, and `shader/shader_material_screenspace_texture` - Reading a bit how #3430 was done gave me pointers to apply the main pass to the 2d render rather than using a 3d quad. This work might be or not be relevant to #2724 <details> <summary>⚠️ Click for a video of the render⚠️ I’ve been told it might hurt the eyes 👀 , maybe we should choose another effect just in case ?</summary> https://user-images.githubusercontent.com/2290685/169138830-a6dc8a9f-8798-44b9-8d9e-449e60614916.mp4 </details> # Request for feedbacks - [ ] Is chromatic aberration effect ok ? (Correct term, not a danger for the eyes ?) I'm open to suggestion to make something different. - [ ] Is the code idiomatic ? I preferred a "main camera -> **new camera with post processing applied to a quad**" approach to emulate minimum modification to existing code wanting to add global post processing. --- ## Changelog - Add a full screen post processing shader example
# Objective - Add an example showing a custom post processing effect, done after the first rendering pass. ## Solution - A simple post processing "chromatic aberration" effect. I mixed together examples `3d/render_to_texture`, and `shader/shader_material_screenspace_texture` - Reading a bit how bevyengine#3430 was done gave me pointers to apply the main pass to the 2d render rather than using a 3d quad. This work might be or not be relevant to bevyengine#2724 <details> <summary>⚠️ Click for a video of the render⚠️ I’ve been told it might hurt the eyes 👀 , maybe we should choose another effect just in case ?</summary> https://user-images.githubusercontent.com/2290685/169138830-a6dc8a9f-8798-44b9-8d9e-449e60614916.mp4 </details> # Request for feedbacks - [ ] Is chromatic aberration effect ok ? (Correct term, not a danger for the eyes ?) I'm open to suggestion to make something different. - [ ] Is the code idiomatic ? I preferred a "main camera -> **new camera with post processing applied to a quad**" approach to emulate minimum modification to existing code wanting to add global post processing. --- ## Changelog - Add a full screen post processing shader example
commit 114d169dcec0e426e7815f184c0f85e67713c95b Author: Robert Swain <[email protected]> Date: Tue Jun 21 20:50:06 2022 +0000 Callable PBR functions (#4939) # Objective - Builds on top of #4938 - Make clustered-forward PBR lighting/shadows functionality callable - See #3969 for details ## Solution - Add `PbrInput` struct type containing a `StandardMaterial`, occlusion, world_position, world_normal, and frag_coord - Split functionality to calculate the unit view vector, and normal-mapped normal into `bevy_pbr::pbr_functions` - Split high-level shading flow into `pbr(in: PbrInput, N: vec3<f32>, V: vec3<f32>, is_orthographic: bool)` function in `bevy_pbr::pbr_functions` - Rework `pbr.wgsl` fragment stage entry point to make use of the new functions - This has been benchmarked on an M1 Max using `many_cubes -- sphere`. `main` had a median frame time of 15.88ms, this PR 15.99ms, which is a 0.69% frame time increase, which is within noise in my opinion. --- ## Changelog - Added: PBR shading code is now callable. Import `bevy_pbr::pbr_functions` and its dependencies, create a `PbrInput`, calculate the unit view and normal-mapped normal vectors and whether the projection is orthographic, and call `pbr()`! commit c98826418027362e6f58fae47ad18b9df7ab2df5 Author: James Liu <[email protected]> Date: Tue Jun 21 20:35:26 2022 +0000 Mark mutable APIs under ECS storage as pub(crate) (#5065) # Objective Closes #1557. Partially addresses #3362. Cleanup the public facing API for storage types. Most of these APIs are difficult to use safely when directly interfacing with these types, and is also currently impossible to interact with in normal ECS use as there is no `World::storages_mut`. The majority of these types should be easy enough to read, and perhaps mutate the contents, but never structurally altered without the same checks in the rest of bevy_ecs code. This both cleans up the public facing types and helps use unused code detection to remove a few of the APIs we're not using internally. ## Solution - Mark all APIs that take `&mut T` under `bevy_ecs::storage` as `pub(crate)` or `pub(super)` - Cleanup after it all. Entire type visibility changes: - `BlobVec` is `pub(super)`, only storage code should be directly interacting with it. - `SparseArray` is now `pub(crate)` for the entire type. It's an implementation detail for `Table` and `(Component)SparseSet`. - `TableMoveResult` is now `pub(crate) --- ## Changelog TODO ## Migration Guide Dear God, I hope not. commit 389df183433c85520f7aeda7a46e6eb26859fd72 Author: James Liu <[email protected]> Date: Tue Jun 21 18:10:27 2022 +0000 Change check_visibility to use thread-local queues instead of a channel (#4663) # Objective Further speed up visibility checking by removing the main sources of contention for the system. ## Solution - ~~Make `ComputedVisibility` a resource wrapping a `FixedBitset`.~~ - ~~Remove `ComputedVisibility` as a component.~~ ~~This adds a one-bit overhead to every entity in the app world. For a game with 100,000 entities, this is 12.5KB of memory. This is still small enough to fit entirely in most L1 caches. Also removes the need for a per-Entity change detection tick. This reduces the memory footprint of ComputedVisibility 72x.~~ ~~The decreased memory usage and less fragmented memory locality should provide significant performance benefits.~~ ~~Clearing visible entities should be significantly faster than before:~~ - ~~Setting one `u32` to 0 clears 32 entities per cycle.~~ - ~~No archetype fragmentation to contend with.~~ - ~~Change detection is applied to the resource, so there is no per-Entity update tick requirement.~~ ~~The side benefit of this design is that it removes one more "computed component" from userspace. Though accessing the values within it are now less ergonomic.~~ This PR changes `crossbeam_channel` in `check_visibility` to use a `Local<ThreadLocal<Cell<Vec<Entity>>>` to mark down visible entities instead. Co-Authored-By: TheRawMeatball <[email protected]> Co-Authored-By: Aevyrie <[email protected]> commit 511bcc963335314c9f655c49faa273b43bac02b6 Author: Federico Rinaldi <[email protected]> Date: Tue Jun 21 15:29:22 2022 +0000 Improve entity and component API docs (#4767) # Objective The descriptions included in the API docs of `entity` module, `Entity` struct, and `Component` trait have some issues: 1. the concept of entity is not clearly defined, 2. descriptions are a little bit out of place, 3. in a case the description leak too many details about the implementation, 4. some descriptions are not exhaustive, 5. there are not enough examples, 6. the content can be formatted in a much better way. ## Solution 1. ~~Stress the fact that entity is an abstract and elementary concept. Abstract because the concept of entity is not hardcoded into the library but emerges from the interaction of `Entity` with every other part of `bevy_ecs`, like components and world methods. Elementary because it is a fundamental concept that cannot be defined with other terms (like point in euclidean geometry, or time in classical physics).~~ We decided to omit the definition of entity in the API docs ([see why]). It is only described in its relationship with components. 2. Information has been moved to relevant places and links are used instead in the other places. 3. Implementation details about `Entity` have been reduced. 4. Descriptions have been made more exhaustive by stating how to obtain and use items. Entity operations are enriched with `World` methods. 5. Examples have been added or enriched. 6. Sections have been added to organize content. Entity operations are now laid out in a table. ### Todo list - [x] Break lines at sentence-level. ## For reviewers - ~~I added a TODO over `Component` docs, make sure to check it out and discuss it if necessary.~~ ([Resolved]) - You can easily check the rendered documentation by doing `cargo doc -p bevy_ecs --no-deps --open`. [see why]: https://github.com/bevyengine/bevy/pull/4767#discussion_r875106329 [Resolved]: https://github.com/bevyengine/bevy/pull/4767#discussion_r874127825 commit c4fc5d88f0ba2d86ff6c9a489154e4ca29666e3b Author: Félix Lescaudey de Maneville <[email protected]> Date: Mon Jun 20 20:32:19 2022 +0000 Fixed bevy_ui touch input (#4099) # Objective `bevy_ui` doesn't support correctly touch inputs because of two problems in the focus system: - It attempts to retrieve touch input with a specific `0` id - It doesn't retrieve touch positions and bases its focus solely on mouse position, absent from mobile devices ## Solution I added a few methods to the `Touches` resource, allowing to check if **any** touch input was pressed, released or cancelled and to retrieve the *position* of the first pressed touch input and adapted the focus system. I added a test button to the *iOS* example and it works correclty on emulator. I did not test on a real touch device as: - Android is not working (https://github.com/bevyengine/bevy/issues/3249) - I don't have an iOS device commit 30ca97e287de91b3fe6b4d5b1ce27126c1e3f73a Author: Domi <[email protected]> Date: Mon Jun 20 19:06:38 2022 +0000 Fix Nix section of linux_dependencies.md (#5050) # Objective `nix-shell` reported: ```error: 'x11' has been renamed to/replaced by 'xlibsWrapper'```. ## Solution Replacing `x11` with `xlibsWrapper` in the Nix section of linux_dependencies.md fixes the problem on my system, and bevy projects build fine. commit 984ce3fa2289aaa680d820675f748d0858732780 Author: Hoidigan <[email protected]> Date: Mon Jun 20 18:31:46 2022 +0000 Add `Input::reset_all` (#5015) Adds a `reset_all` method to reset `pressed`, `just_pressed`, and `just_released` on the `Input`. Fixes #3383 commit 9089c8b73e26c1d9f1054d23d9f762e49e04b1d9 Author: Mark Lodato <[email protected]> Date: Mon Jun 20 18:04:31 2022 +0000 Fix redundant "have" in CONTRIBUTING (#5036) **This Commit** 1. Makes it so the sentence doesn't read "are contributors who have Have actively ..." 2. Makes it so all three bullet points end in punctuation **Notes** Could also remove the leading "Have" from all bullet points and leave it on the previous sentence. That's the least redundant but I guess this is more flexible if we want to add a sentence that doesn't start with "Have" later. commit 515c8a3f505e43b29ef6ef584cbd26d62cb357ed Author: Mark Lodato <[email protected]> Date: Mon Jun 20 18:04:29 2022 +0000 Update `clap` to 3.2 in tools using `value_parser` (#5031) **Why?** The `value_parser` `clap` attribute was added in [version 3.2.0][0]. With the current version of `3.1.12` users can get errors like: ``` error: unexpected attribute: value_parser --> tools/spancmp/src/main.rs:18:25 | 18 | #[clap(short, long, value_parser, default_value_t = 0.0)] | ^^^^^^^^^^^^ ``` See https://github.com/bevyengine/bevy/pull/4944#issuecomment-1157704785 for more details. [0]: https://github.com/clap-rs/clap/blob/master/CHANGELOG.md#320---2022-06-13 commit 2ec5ff9652297ec29d8bb502fe2ac24c7e2fefe6 Author: Hoidigan <[email protected]> Date: Mon Jun 20 17:35:56 2022 +0000 Add a `release_all` function to `Input`. (#5011) Adds a `release_all` function to `Input` that releases all of the currently pressed inputs and marks them as just released. commit 3217f216aaf18e855ad925079098c6c0535cf55d Author: Mike <[email protected]> Date: Mon Jun 20 17:35:55 2022 +0000 change panicking test to not run on global task pool (#4998) # Objective - Fixes #4996 ## Solution - Panicking on the global task pool is probably bad. This changes the panicking test to use a single threaded stage to run the test instead. - I checked the other #[should_panic] - I also added explicit ordering between the transform propagate system and the parent update system. The ambiguous ordering didn't seem to be causing problems, but the tests are probably more correct this way. The plugins that add these systems have an explicit ordering. I can remove this if necessary. ## Note I don't have a 100% mental model of why panicking is causing intermittent failures. It probably has to do with a task for one of the other tests landing on the panicking thread when it actually panics. Why this causes a problem I'm not sure, but this PR seems to fix things. ## Open questions - there are some other #[should_panic] tests that run on the task pool in stage.rs. I don't think we restart panicked threads, so this might be killing most of the threads on the pool. But since they're not causing test failures, we should probably decide what to do about that separately. The solution in this PR won't work since those tests are explicitly testing parallelism. commit 92ea73036225ae47322b99577542afdaa58517d3 Author: JoJoJet <[email protected]> Date: Mon Jun 20 17:35:54 2022 +0000 Add benchmarks for schedule dependency resolution (#4961) # Objective - Add benchmarks to test the performance of `Schedule`'s system dependency resolution. ## Solution - Do a series of benchmarks while increasing the number of systems in the schedule to see how the run-time scales. - Split the benchmarks into a group with no dependencies, and a group with many dependencies. commit 218b0fd3b6edebab28d8e74498ef9ba97c88c55e Author: Jakob Hellermann <[email protected]> Date: Mon Jun 20 17:18:58 2022 +0000 `bevy_reflect`: put `serialize` into external `ReflectSerialize` type (#4782) builds on top of #4780 # Objective `Reflect` and `Serialize` are currently very tied together because `Reflect` has a `fn serialize(&self) -> Option<Serializable<'_>>` method. Because of that, we can either implement `Reflect` for types like `Option<T>` with `T: Serialize` and have `fn serialize` be implemented, or without the bound but having `fn serialize` return `None`. By separating `ReflectSerialize` into a separate type (like how it already is for `ReflectDeserialize`, `ReflectDefault`), we could separately `.register::<Option<T>>()` and `.register_data::<Option<T>, ReflectSerialize>()` only if the type `T: Serialize`. This PR does not change the registration but allows it to be changed in a future PR. ## Solution - add the type ```rust struct ReflectSerialize { .. } impl<T: Reflect + Serialize> FromType<T> for ReflectSerialize { .. } ``` - remove `#[reflect(Serialize)]` special casing. - when serializing reflect value types, look for `ReflectSerialize` in the `TypeRegistry` instead of calling `value.serialize()` commit bb1d5248339d7a8508c9f794a03b2553e61d17cb Author: François <[email protected]> Date: Mon Jun 20 17:02:25 2022 +0000 Cleanups in diagnostics (#3871) - changed `EntityCountDiagnosticsPlugin` to not use an exclusive system to get its entity count - removed mention of `WgpuResourceDiagnosticsPlugin` in example `log_diagnostics` as it doesn't exist anymore - added ability to enable, disable ~~or toggle~~ a diagnostic (fix #3767) - made diagnostic values lazy, so they are only computed if the diagnostic is enabled - do not log an average for diagnostics with only one value - removed `sum` function from diagnostic as it isn't really useful - ~~do not keep an average of the FPS diagnostic. it is already an average on the last 20 frames, so the average FPS was an average of the last 20 frames over the last 20 frames~~ - do not compute the FPS value as an average over the last 20 frames but give the actual "instant FPS" - updated log format to use variable capture - added some doc - the frame counter diagnostic value can be reseted to 0 commit 9095d2fb31114f36e6e00b3ae4f8d6fbd88ee5ac Author: Aevyrie <[email protected]> Date: Mon Jun 20 11:19:58 2022 +0000 Physical viewport calculation fix (#5055) # Objective - Fixes early return when viewport is not set. This now matches the description of the function. ## Solution - Remove errant try `?`. commit 8e8cbcc623b1e998788d70ac701ea9c50dc7c3c4 Author: François <[email protected]> Date: Mon Jun 20 10:32:44 2022 +0000 gltf: do not import IoTaskPool in wasm (#5038) # Objective - Remove a warning when building for wasm ## Solution - Do not import the dependency when building for wasm commit d717c63d341739433755a0858e7a1b4bc575062f Author: François <[email protected]> Date: Mon Jun 20 10:32:43 2022 +0000 enable optional dependencies to stay optional (#5023) # Objective - Optional dependencies were enabled by some features as a side effect. for example, enabling the `webgl` feature enables the `bevy_pbr` optional dependency ## Solution - Use the syntax introduced in rust 1.60 to specify weak dependency features: https://blog.rust-lang.org/2022/04/07/Rust-1.60.0.html#new-syntax-for-cargo-features > Weak dependency features tackle the second issue where the `"optional-dependency/feature-name"` syntax would always enable `optional-dependency`. However, often you want to enable the feature on the optional dependency only if some other feature has enabled the optional dependency. Starting in 1.60, you can add a ? as in `"package-name?/feature-name"` which will only enable the given feature if something else has enabled the optional dependency. commit 5dbb178d5d4459009c260293db0a7780f3e9b803 Author: Corey Farwell <[email protected]> Date: Sun Jun 19 16:53:49 2022 +0000 Implement `Eq` and `PartialEq` for `MouseScrollUnit` (#5048) commit 8b27124a801d83a1e92f1136ebd2bc9752c3e9d7 Author: François <[email protected]> Date: Sat Jun 18 07:41:54 2022 +0000 WGSL: use correct syntax for matrix access (#5039) # Objective - `.x` is not the correct syntax to access a column in a matrix in WGSL: https://www.w3.org/TR/WGSL/#matrix-access-expr - naga accepts it and translates it correctly, but it's not valid when shaders are kept as is and used directly in WGSL ## Solution - Use the correct syntax commit a62ff657fec0023ca7d2d2daefb4573fb2814571 Author: François <[email protected]> Date: Fri Jun 17 22:34:58 2022 +0000 update hashbrown to 0.12 (#5035) # Objective - Update hashbrown to 0.12 ## Solution - Replace #4004 - As the 0.12 is already in Bevy dependency tree, it shouldn't be an issue to update - The exception for the 0.11 should be removed once https://github.com/zakarumych/gpu-descriptor/pull/21 is merged and released - Also removed a few exceptions that weren't needed anymore commit caa61c5fb7990a816766d0797a81a8a9ac07b3e8 Author: Robert Swain <[email protected]> Date: Fri Jun 17 00:14:02 2022 +0000 bevy_render: Fix KTX2 UASTC format mapping (#4569) # Objective - KTX2 UASTC format mapping was incorrect. For some reason I had written it to map to a set of data formats based on the count of KTX2 sample information blocks, but the mapping should be done based on the channel type in the sample information. - This is a valid change pulled out from #4514 as the attempt to fix the array textures there was incorrect ## Solution - Fix the KTX2 UASTC `DataFormat` enum to contain the correct formats based on the channel types in section 3.10.2 of https://github.khronos.org/KTX-Specification/ (search for "Basis Universal UASTC Format") - Correctly map from the sample information channel type to `DataFormat` - Correctly configure transcoding and the resulting texture format based on the `DataFormat` --- ## Changelog - Fixed: KTX2 UASTC format handling commit 14ed3b30cbbc4ab51de8a7fafce6baff1eb62b73 Author: Arnav Choubey <[email protected]> Date: Thu Jun 16 13:20:37 2022 +0000 Add documentation comments to `bevy_window` (#4333) # Objective - Add documentation comments and `#![warn(missing_docs)]` to `bevy_window`. - Part of #3492 commit ab72c8368f542c516a494069752b369ba6c2d131 Author: François <[email protected]> Date: Wed Jun 15 19:18:53 2022 +0000 Fix ron deprecation (#5021) # Objective - Update to fix `ron` deprecation commit 32cd9899c84bb42b3b560f3e3b88102babc8eec0 Author: Ben Reeves <[email protected]> Date: Wed Jun 15 06:29:52 2022 +0000 bevy_render: Add `attributes` and `attributes_mut` methods to `Mesh`. (#3927) # Use Case Seems generally useful, but specifically motivated by my work on the [`bevy_datasize`](https://github.com/BGR360/bevy_datasize) crate. For that project, I'm implementing "heap size estimators" for all of the Bevy internal types. To do this accurately for `Mesh`, I need to get the lengths of all of the mesh's attribute vectors. Currently, in order to accomplish this, I am doing the following: * Checking all of the attributes that are mentioned in the `Mesh` class ([see here](https://github.com/BGR360/bevy_datasize/blob/0531ec2d026085a31e937b12d5ecf4109005e737/src/builtins/render/mesh.rs#L46-L54)) * Providing the user with an option to configure additional attributes to check ([see here](https://github.com/BGR360/bevy_datasize/blob/0531ec2d026085a31e937b12d5ecf4109005e737/src/config.rs#L7-L21)) This is both overly complicated and a bit wasteful (since I have to check every attribute name that I know about in case there are attributes set for it). Co-authored-by: Carter Anderson <[email protected]> commit dc950a4d2ff45cb0b35f16ec271e45bf3b6e8545 Author: Alice Cecile <[email protected]> Date: Tue Jun 14 16:14:33 2022 +0000 Fix broken `WorldCell` test (#5009) # Objective Fixes #5008. Aliasing references is allowed under Rust if and only if they are immutable. This logic applies to `WorldCell` as well. commit 915fa69b666eae1d04976995534ffae969973dde Author: Aevyrie <[email protected]> Date: Tue Jun 14 02:07:40 2022 +0000 Parallel Frustum Culling (#4489) # Objective Working with a large number of entities with `Aabbs`, rendered with an instanced shader, I found the bottleneck became the frustum culling system. The goal of this PR is to significantly improve culling performance without any major changes. We should consider constructing a BVH for more substantial improvements. ## Solution - Convert the inner entity query to a parallel iterator with `par_for_each_mut` using a batch size of 1,024. - This outperforms single threaded culling when there are more than 1,000 entities. - Below this they are approximately equal, with <= 10 microseconds of multithreading overhead. - Above this, the multithreaded version is significantly faster, scaling linearly with core count. - In my million-entity-workload, this PR improves my framerate by 200% - 300%. ## log-log of `check_visibility` time vs. entities for single/multithreaded ![image](https://user-images.githubusercontent.com/2632925/163709007-7eab4437-e9f9-4c06-bac0-250073885110.png) --- ## Changelog Frustum culling is now run with a parallel query. When culling more than a thousand entities, this is faster than the previous method, scaling proportionally with the number of available cores. commit c6222f1acc4a5d4478b5cb188f0eda24afb6546a Author: Robert Swain <[email protected]> Date: Tue Jun 14 00:58:30 2022 +0000 Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938) # Objective - Builds on top of #4901 - Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible. - See #3969 for details. ## Solution - Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use - Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils` - Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import - Split PBR lighting functions into `bevy_pbr::lighting` - Split shadow functions into `bevy_pbr::shadows` --- ## Changelog - Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use - Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils` - Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import - Split PBR lighting functions into `bevy_pbr::lighting` - Split shadow functions into `bevy_pbr::shadows` commit b333386271b38d96a78702172d522981004a1f1c Author: Robert Swain <[email protected]> Date: Tue Jun 14 00:32:33 2022 +0000 Add reusable shader functions for transforming position/normal/tangent (#4901) # Objective - Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way - The next step in #3969 so check there for more details. ## Solution - Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports - These contain `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` - Use them everywhere where it is appropriate - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there - NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D. --- ## Changelog - Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` ## Migration Guide - The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import commit 407c080e599e98274290d2fc89739ecde0303b84 Author: Boxy <[email protected]> Date: Mon Jun 13 23:35:54 2022 +0000 Replace `ReadOnlyFetch` with `ReadOnlyWorldQuery` (#4626) # Objective - Fix a type inference regression introduced by #3001 - Make read only bounds on world queries more user friendly ptrification required you to write `Q::Fetch: ReadOnlyFetch` as `for<'w> QueryFetch<'w, Q>: ReadOnlyFetch` which has the same type inference problem as `for<'w> QueryFetch<'w, Q>: FilterFetch<'w>` had, i.e. the following code would error: ```rust #[derive(Component)] struct Foo; fn bar(a: Query<(&Foo, Without<Foo>)>) { foo(a); } fn foo<Q: WorldQuery>(a: Query<Q, ()>) where for<'w> QueryFetch<'w, Q>: ReadOnlyFetch, { } ``` `for<..>` bounds are also rather user unfriendly.. ## Solution Remove the `ReadOnlyFetch` trait in favour of a `ReadOnlyWorldQuery` trait, and remove `WorldQueryGats::ReadOnlyFetch` in favor of `WorldQuery::ReadOnly` allowing the previous code snippet to be written as: ```rust #[derive(Component)] struct Foo; fn bar(a: Query<(&Foo, Without<Foo>)>) { foo(a); } fn foo<Q: ReadOnlyWorldQuery>(a: Query<Q, ()>) {} ``` This avoids the `for<...>` bound which makes the code simpler and also fixes the type inference issue. The reason for moving the two functions out of `FetchState` and into `WorldQuery` is to allow the world query `&mut T` to share a `State` with the `&T` world query so that it can have `type ReadOnly = &T`. Presumably it would be possible to instead have a `ReadOnlyRefMut<T>` world query and then do `type ReadOnly = ReadOnlyRefMut<T>` much like how (before this PR) we had a `ReadOnlyWriteFetch<T>`. A side benefit of the current solution in this PR is that it will likely make it easier in the future to support an API such as `Query<&mut T> -> Query<&T>`. The primary benefit IMO is just that `ReadOnlyRefMut<T>` and its associated fetch would have to reimplement all of the logic that the `&T` world query impl does but this solution avoids that :) --- ## Changelog/Migration Guide The trait `ReadOnlyFetch` has been replaced with `ReadOnlyWorldQuery` along with the `WorldQueryGats::ReadOnlyFetch` assoc type which has been replaced with `<WorldQuery::ReadOnly as WorldQueryGats>::Fetch` - Any where clauses such as `QueryFetch<Q>: ReadOnlyFetch` should be replaced with `Q: ReadOnlyWorldQuery`. - Any custom world query impls should implement `ReadOnlyWorldQuery` insead of `ReadOnlyFetch` Functions `update_component_access` and `update_archetype_component_access` have been moved from the `FetchState` trait to `WorldQuery` - Any callers should now call `Q::update_component_access(state` instead of `state.update_component_access` (and `update_archetype_component_access` respectively) - Any custom world query impls should move the functions from the `FetchState` impl to `WorldQuery` impl `WorldQuery` has been made an `unsafe trait`, `FetchState` has been made a safe `trait`. (I think this is how it should have always been, but regardless this is _definitely_ necessary now that the two functions have been moved to `WorldQuery`) - If you have a custom `FetchState` impl make it a normal `impl` instead of `unsafe impl` - If you have a custom `WorldQuery` impl make it an `unsafe impl`, if your code was sound before it is going to still be sound commit 4050c8aa310b9c482f387d10c42aa4b59f399749 Author: Simonas Kazlauskas <[email protected]> Date: Mon Jun 13 22:40:29 2022 +0000 bevy_log: upgrade to tracing-tracy 0.10.0 (#4991) This upgrade should bring some significant performance improvements to instrumentation. These are mostly achieved by disabling features (by default) that are likely not widely used by default – collection of callstacks and support for fibers that wasn't used for anything in particular yet. For callstack collection it might be worthwhile to provide a mechanism to enable this at runtime by calling `TracyLayer::with_stackdepth`. These should bring the cost of a single span down from 30+µs per span to a more reasonable 1.5µs or so and down to the ns scale for events (on my 1st gen Ryzen machine, anyway.) There is still a fair amount of overhead over plain tracy_client instrumentation in formatting and such, but dealing with it requires significant effort and this is a straightforward improvement to have for the time being. Co-authored-by: Simonas Kazlauskas <[email protected]> commit 0560aa58932bba5035fc7ebd0cdecfaa015dbb93 Author: Mike <[email protected]> Date: Mon Jun 13 21:51:16 2022 +0000 Fix clap for CI (#5005) # Objective - Fix CI - relevant clap issue https://github.com/clap-rs/clap/issues/3822 ## Solution - slap `value_parser` on all the clap derives. This tells clap to use the default parser for the type. commit b7d784de6e27c46cc42231e1dea94c3ba4de9463 Author: Chris Dawkins <[email protected]> Date: Sun Jun 12 19:34:26 2022 +0000 Bugfix `State::set` transition condition infinite loop (#4890) # Objective - Fixes #4271 ## Solution - Check for a pending transition in addition to a scheduled operation. - I don't see a valid reason for updating the state unless both `scheduled` and `transition` are empty. commit 5a09694dec4057e4c53351ef4de3fccf2252aaf3 Author: ickshonpe <[email protected]> Date: Sun Jun 12 19:14:48 2022 +0000 Overflow::Hidden doesn't work correctly with scale_factor_override (#3854) # Objective Overflow::Hidden doesn't work correctly with scale_factor_override. If you run the Bevy UI example with scale_factor_override 3 you'll see half clipped text around the edges of the scrolling listbox. The problem seems to be that the corners of the node are transformed before the amount of clipping required is calculated. But then that transformed clip is compared to the original untransformed size of the node rect to see if it should be culled or not. With a higher scale factor the relative size of the untransformed node rect is going to be really big, so the overflow isn't culled. # Solution Multiply the size of the node rect by extracted_uinode.transform before the cull test. commit f969c62f7bfaf1932fbb533dfd87467aeddf75cb Author: François <[email protected]> Date: Sat Jun 11 20:10:13 2022 +0000 Fix wasm examples (#4967) # Objective Fix #4958 There was 4 issues: - this is not true in WASM and on macOS: https://github.com/bevyengine/bevy/blob/f28b92120920f387020f3b3e858f0e7039b9c07e/examples/3d/split_screen.rs#L90 - ~~I made sure the system was running at least once~~ - I'm sending the event on window creation - in webgl, setting a viewport has impacts on other render passes - only in webgl and when there is a custom viewport, I added a render pass without a custom viewport - shaderdef NO_ARRAY_TEXTURES_SUPPORT was not used by the 2d pipeline - webgl feature was used but not declared in bevy_sprite, I added it to the Cargo.toml - shaderdef NO_STORAGE_BUFFERS_SUPPORT was not used by the 2d pipeline - I added it based on the BufferBindingType The last commit changes the two last fixes to add the shaderdefs in the shader cache directly instead of needing to do it in each pipeline Co-authored-by: Carter Anderson <[email protected]> commit 772d15238c2edd6eb6006a71e74bc64fddaca7f1 Author: Aevyrie <[email protected]> Date: Sat Jun 11 09:13:37 2022 +0000 Change default `Image` `FilterMode` to `Linear` (#4465) # Objective - Closes #4464 ## Solution - Specify default mag and min filter types for `Image` instead of using `wgpu`'s defaults. --- ## Changelog ### Changed - Default `Image` filtering changed from `Nearest` to `Linear`. Co-authored-by: Carter Anderson <[email protected]> commit 728d9696d73eef2675cce699fe1896f5c13701bd Author: François <[email protected]> Date: Sat Jun 11 08:56:26 2022 +0000 fix nightly for miri to 2022-06-08 to avoid timeouts (#4984) # Objective - Fix timeout in miri ## Solution - Use a nightly version from before the issue happened: 2022-06-08 - To be checked after https://github.com/rust-lang/miri/issues/2223 is fixed commit 57b4620a7dc4acafc7ef00d5466caf4b09f9e3d2 Author: LoipesMas <[email protected]> Date: Thu Jun 9 21:18:16 2022 +0000 Fix Good-First-Issue label in CONTRIBUTING.md (#4979) # Objective - CONTRIBUTING.md references wrong issue label, making it potentially confusing for new contributors. ## Solution - Update CONTRIBUTING.md. --- I assume the label was changed recently. commit e6f34ba47f5d8face2f154dce7bc93bc034017fb Author: Gino Valente <[email protected]> Date: Thu Jun 9 21:18:15 2022 +0000 bevy_reflect: Add statically available type info for reflected types (#4042) # Objective > Resolves #4504 It can be helpful to have access to type information without requiring an instance of that type. Especially for `Reflect`, a lot of the gathered type information is known at compile-time and should not necessarily require an instance. ## Solution Created a dedicated `TypeInfo` enum to store static type information. All types that derive `Reflect` now also implement the newly created `Typed` trait: ```rust pub trait Typed: Reflect { fn type_info() -> &'static TypeInfo; } ``` > Note: This trait was made separate from `Reflect` due to `Sized` restrictions. If you only have access to a `dyn Reflect`, just call `.get_type_info()` on it. This new trait method on `Reflect` should return the same value as if you had called it statically. If all you have is a `TypeId` or type name, you can get the `TypeInfo` directly from the registry using the `TypeRegistry::get_type_info` method (assuming it was registered). ### Usage Below is an example of working with `TypeInfo`. As you can see, we don't have to generate an instance of `MyTupleStruct` in order to get this information. ```rust #[derive(Reflect)] struct MyTupleStruct(usize, i32, MyStruct); let info = MyTupleStruct::type_info(); if let TypeInfo::TupleStruct(info) = info { assert!(info.is::<MyTupleStruct>()); assert_eq!(std::any::type_name::<MyTupleStruct>(), info.type_name()); assert!(info.field_at(1).unwrap().is::<i32>()); } else { panic!("Expected `TypeInfo::TupleStruct`"); } ``` ### Manual Implementations It's not recommended to manually implement `Typed` yourself, but if you must, you can use the `TypeInfoCell` to automatically create and manage the static `TypeInfo`s for you (which is very helpful for blanket/generic impls): ```rust use bevy_reflect::{Reflect, TupleStructInfo, TypeInfo, UnnamedField}; use bevy_reflect::utility::TypeInfoCell; struct Foo<T: Reflect>(T); impl<T: Reflect> Typed for Foo<T> { fn type_info() -> &'static TypeInfo { static CELL: TypeInfoCell = TypeInfoCell::generic(); CELL.get_or_insert::<Self, _>(|| { let fields = [UnnamedField::new::<T>()]; let info = TupleStructInfo::new::<Self>(&fields); TypeInfo::TupleStruct(info) }) } } ``` ## Benefits One major benefit is that this opens the door to other serialization methods. Since we can get all the type info at compile time, we can know how to properly deserialize something like: ```rust #[derive(Reflect)] struct MyType { foo: usize, bar: Vec<String> } // RON to be deserialized: ( type: "my_crate::MyType", // <- We now know how to deserialize the rest of this object value: { // "foo" is a value type matching "usize" "foo": 123, // "bar" is a list type matching "Vec<String>" with item type "String" "bar": ["a", "b", "c"] } ) ``` Not only is this more compact, but it has better compatibility (we can change the type of `"foo"` to `i32` without having to update our serialized data). Of course, serialization/deserialization strategies like this may need to be discussed and fully considered before possibly making a change. However, we will be better equipped to do that now that we can access type information right from the registry. ## Discussion Some items to discuss: 1. Duplication. There's a bit of overlap with the existing traits/structs since they require an instance of the type while the type info structs do not (for example, `Struct::field_at(&self, index: usize)` and `StructInfo::field_at(&self, index: usize)`, though only `StructInfo` is accessible without an instance object). Is this okay, or do we want to handle it in another way? 2. Should `TypeInfo::Dynamic` be removed? Since the dynamic types don't have type information available at runtime, we could consider them `TypeInfo::Value`s (or just even just `TypeInfo::Struct`). The intention with `TypeInfo::Dynamic` was to keep the distinction from these dynamic types and actual structs/values since users might incorrectly believe the methods of the dynamic type's info struct would map to some contained data (which isn't possible statically). 4. General usefulness of this change, including missing/unnecessary parts. 5. Possible changes to the scene format? (One possible issue with changing it like in the example above might be that we'd have to be careful when handling generic or trait object types.) ## Compile Tests I ran a few tests to compare compile times (as suggested [here](https://github.com/bevyengine/bevy/pull/4042#discussion_r876408143)). I toggled `Reflect` and `FromReflect` derive macros using `cfg_attr` for both this PR (aa5178e7736a6f8252e10e543e52722107649d3f) and main (c309acd4322b1c3b2089e247a2d28b938eb7b56d). <details> <summary>See More</summary> The test project included 250 of the following structs (as well as a few other structs): ```rust #[derive(Default)] #[cfg_attr(feature = "reflect", derive(Reflect))] #[cfg_attr(feature = "from_reflect", derive(FromReflect))] pub struct Big001 { inventory: Inventory, foo: usize, bar: String, baz: ItemDescriptor, items: [Item; 20], hello: Option<String>, world: HashMap<i32, String>, okay: (isize, usize, /* wesize */), nope: ((String, String), (f32, f32)), blah: Cow<'static, str>, } ``` > I don't know if the compiler can optimize all these duplicate structs away, but I think it's fine either way. We're comparing times, not finding the absolute worst-case time. I only ran each build 3 times using `cargo build --timings` (thank you @devil-ira), each of which were preceeded by a `cargo clean --package bevy_reflect_compile_test`. Here are the times I got: | Test | Test 1 | Test 2 | Test 3 | Average | | -------------------------------- | ------ | ------ | ------ | ------- | | Main | 1.7s | 3.1s | 1.9s | 2.33s | | Main + `Reflect` | 8.3s | 8.6s | 8.1s | 8.33s | | Main + `Reflect` + `FromReflect` | 11.6s | 11.8s | 13.8s | 12.4s | | PR | 3.5s | 1.8s | 1.9s | 2.4s | | PR + `Reflect` | 9.2s | 8.8s | 9.3s | 9.1s | | PR + `Reflect` + `FromReflect` | 12.9s | 12.3s | 12.5s | 12.56s | </details> --- ## Future Work Even though everything could probably be made `const`, we unfortunately can't. This is because `TypeId::of::<T>()` is not yet `const` (see https://github.com/rust-lang/rust/issues/77125). When it does get stabilized, it would probably be worth coming back and making things `const`. Co-authored-by: MrGVSV <[email protected]> commit 1679a9973825e5241ca91f33919e63667d4eb421 Author: Peter Hebden <[email protected]> Date: Thu Jun 9 20:57:43 2022 +0000 Fix typo in game_menu.rs (#4977) Should be trivial # Objective There is a typo in a comment that is fixed in this commit ## Solution Fix the typo `positionned` -> `positioned` --- commit c6958b3056edfb7669da41ff9da103c379d97617 Author: François <[email protected]> Date: Thu Jun 9 20:34:09 2022 +0000 add a `SceneBundle` to spawn a scene (#2424) # Objective - Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way. - Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id ## Solution Add a bundle ```rust pub struct SceneBundle { pub scene: Handle<Scene>, pub transform: Transform, pub global_transform: GlobalTransform, pub instance_id: Option<InstanceId>, } ``` and instead of ```rust commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0")); ``` you can do ```rust commands.spawn_bundle(SceneBundle { scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"), ..Default::default() }); ``` The scene will be spawned as a child of the entity with the `SceneBundle` ~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~ Co-authored-by: François <[email protected]> Co-authored-by: Carter Anderson <[email protected]> commit cdb62af4bf52f160399bd01936cf3fc5b7afbd81 Author: James Liu <[email protected]> Date: Thu Jun 9 03:34:51 2022 +0000 Replace ComponentSparseSet's internals with a Column (#4909) # Objective Following #4855, `Column` is just a parallel `BlobVec`/`Vec<UnsafeCell<ComponentTicks>>` pair, which is identical to the dense and ticks vecs in `ComponentSparseSet`, which has some code duplication with `Column`. ## Solution Replace dense and ticks in `ComponentSparseSet` with a `Column`. commit f2b545049c9696bdce388e939022190c401a0dbc Author: James Liu <[email protected]> Date: Thu Jun 9 03:19:31 2022 +0000 Implement FusedIterator for eligible Iterator types (#4942) # Objective Most of our `Iterator` impls satisfy the requirements of `std::iter::FusedIterator`, which has internal specialization that optimizes `Interator::fuse`. The std lib iterator combinators do have a few that rely on `fuse`, so this could optimize those use cases. I don't think we're using any of them in the engine itself, but beyond a light increase in compile time, it doesn't hurt to implement the trait. ## Solution Implement the trait for all eligible iterators in first party crates. Also add a missing `ExactSizeIterator` on an iterator that could use it. commit 012ae07dc87d43a7437bd4200b4a7f04bf99dbf3 Author: James Liu <[email protected]> Date: Thu Jun 9 02:43:24 2022 +0000 Add global init and get accessors for all newtyped TaskPools (#2250) Right now, a direct reference to the target TaskPool is required to launch tasks on the pools, despite the three newtyped pools (AsyncComputeTaskPool, ComputeTaskPool, and IoTaskPool) effectively acting as global instances. The need to pass a TaskPool reference adds notable friction to spawning subtasks within existing tasks. Possible use cases for this may include chaining tasks within the same pool like spawning separate send/receive I/O tasks after waiting on a network connection to be established, or allowing cross-pool dependent tasks like starting dependent multi-frame computations following a long I/O load. Other task execution runtimes provide static access to spawning tasks (i.e. `tokio::spawn`), which is notably easier to use than the reference passing required by `bevy_tasks` right now. This PR makes does the following: * Adds `*TaskPool::init` which initializes a `OnceCell`'ed with a provided TaskPool. Failing if the pool has already been initialized. * Adds `*TaskPool::get` which fetches the initialized global pool of the respective type or panics. This generally should not be an issue in normal Bevy use, as the pools are initialized before they are accessed. * Updated default task pool initialization to either pull the global handles and save them as resources, or if they are already initialized, pull the a cloned global handle as the resource. This should make it notably easier to build more complex task hierarchies for dependent tasks. It should also make writing bevy-adjacent, but not strictly bevy-only plugin crates easier, as the global pools ensure it's all running on the same threads. One alternative considered is keeping a thread-local reference to the pool for all threads in each pool to enable the same `tokio::spawn` interface. This would spawn tasks on the same pool that a task is currently running in. However this potentially leads to potential footgun situations where long running blocking tasks run on `ComputeTaskPool`. commit 5ace79ff09f47a41934b6efc299891706cf5cc89 Author: Cai Bingjun <[email protected]> Date: Wed Jun 8 17:55:57 2022 +0000 Let the project page support GitHub's new ability to display open source licenses (#4966) Change _LICENSE-APACHE_ and _LICENSE-MIT_ file location Delete _LICENSE_ You can make the license in about on bevy's GitHub page display as **Apache-2.0, MIT licenses found** instead of **View license** commit f28b92120920f387020f3b3e858f0e7039b9c07e Author: Carter Anderson <[email protected]> Date: Tue Jun 7 22:22:10 2022 +0000 Add "depth_load_op" configuration to 3d Cameras (#4904) # Objective Users should be able to configure depth load operations on cameras. Currently every camera clears depth when it is rendered. But sometimes later passes need to rely on depth from previous passes. ## Solution This adds the `Camera3d::depth_load_op` field with a new `Camera3dDepthLoadOp` value. This is a custom type because Camera3d uses "reverse-z depth" and this helps us record and document that in a discoverable way. It also gives us more control over reflection + other trait impls, whereas `LoadOp` is owned by the `wgpu` crate. ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { depth_load_op: Camera3dDepthLoadOp::Load, ..default() }, ..default() }); ``` ### two_passes example with the "second pass" camera configured to the default (clear depth to 0.0) ![image](https://user-images.githubusercontent.com/2694663/171743172-46d4fdd5-5090-46ea-abe4-1fbc519f6ee8.png) ### two_passes example with the "second pass" camera configured to "load" the depth ![image](https://user-images.githubusercontent.com/2694663/171743323-74dd9a1d-9c25-4883-98dd-38ca0bed8c17.png) --- ## Changelog ### Added * `Camera3d` now has a `depth_load_op` field, which can configure the Camera's main 3d pass depth loading behavior. commit cbf032419d3a04959cc83d2df64c5f53eeda606e Author: Aevyrie <[email protected]> Date: Tue Jun 7 15:23:45 2022 +0000 Refactor `Camera` methods and add viewport rect (#4948) While working on a refactor of `bevy_mod_picking` to include viewport-awareness, I found myself writing these functions to test if a cursor coordinate was inside the camera's rendered area. # Objective - Simplify conversion from physical to logical pixels - Add methods that returns the dimensions of the viewport as a min-max rect --- ## Changelog - Added `Camera::to_logical` - Added `Camera::physical_viewport_rect` - Added `Camera::logical_viewport_rect` commit d51a87cf2868596dffd7bf9cd0f77a4122165769 Author: Johan Klokkhammer Helsing <[email protected]> Date: Tue Jun 7 08:14:10 2022 +0000 Recommend posting new plugins in #crates discord channel (#4956) # Objective - Guide people to the right discord channel to post about their new plugin. #showcase was split into multiple channels. ## Solution - recommend posting in #crates commit 73174730e44a9e2fea7f004e2b78581e8e33bddc Author: François <[email protected]> Date: Tue Jun 7 02:16:47 2022 +0000 use the default() method in examples instead of Default::default() (#4952) # Objective - Use the `..default()` method in examples instead of `..Default::default()` commit 649e30de0974fbba8477c5c21e5bea24d3efe4cd Author: Danny <[email protected]> Date: Tue Jun 7 02:02:53 2022 +0000 update system test example to include using events (#4951) # Objective - Adds an example of testing systems that handle events. I had a hard time figuring out how to do it a couple days ago so figured an official example could be useful. - Fixes #4936 ## Solution - Adds a `Score` resource and an `EnemyDied` event. An `update_score` system updates the score when a new event comes through. I'm not sure the example is great, as this probably isn't how you'd do it in a real game, but I didn't want to change the existing example too much. commit 39ea1bb9b7f03e9803648b2c28c269ce365e56e4 Author: François <[email protected]> Date: Mon Jun 6 20:22:51 2022 +0000 run examples in wasm in CI (#4818) # Objective - Run examples in WASM in CI - Fix #4817 ## Solution - on feature `bevy_ci_testing` - add an extra log message before exiting - when building for wasm, read CI config file at compile time - add a simple [playwright](https://playwright.dev) test script that opens the browser then waits for the success log, and takes a screenshot - add a CI job that runs the playwright test for Chromium and Firefox on one example (lighting) and save the screenshots - Firefox screenshot is good (with some clusters visible) - Chromium screenshot is gray, I don't know why but it's logging `GPU stall due to ReadPixels` - Webkit is not enabled for now, to revisit once https://bugs.webkit.org/show_bug.cgi?id=234926 is fixed or worked around - the CI job only runs on bors validation example run: https://github.com/mockersf/bevy/actions/runs/2361673465. The screenshots can be downloaded commit 193998b5d4f3f02d690f3b0fc475db9817ee56f6 Author: François <[email protected]> Date: Mon Jun 6 20:00:30 2022 +0000 add NO_STORAGE_BUFFERS_SUPPORT shaderdef when needed (#4949) # Objective - fix #4946 - fix running 3d in wasm ## Solution - since #4867, the imports are splitter differently, and this shader def was not always set correctly depending on the shader used - add it when needed commit 25219a4d18c262a4abf919d9fb73a957da5a028c Author: Wybe Westra <[email protected]> Date: Mon Jun 6 17:52:09 2022 +0000 Add transparency examples (#3695) Adds examples demonstrating transparency for 2d, 3d and UI. Fixes #3215. commit 92ddfe8ad40dc8a0270fe01a1d7dec83850e5ee0 Author: ira <[email protected]> Date: Mon Jun 6 16:09:16 2022 +0000 Add methods for querying lists of entities. (#4879) # Objective Improve querying ergonomics around collections and iterators of entities. Example how queries over Children might be done currently. ```rust fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) { for (foo, children) in &foo_query { for child in children.iter() { if let Ok((bar, children)) = bar_query.get(*child) { for child in children.iter() { if let Ok((foo, children)) = foo_query.get(*child) { // D: } } } } } } ``` Answers #4868 Partially addresses #4864 Fixes #1470 ## Solution Based on the great work by @deontologician in #2563 Added `iter_many` and `many_for_each_mut` to `Query`. These take a list of entities (Anything that implements `IntoIterator<Item: Borrow<Entity>>`). `iter_many` returns a `QueryManyIter` iterator over immutable results of a query (mutable data will be cast to an immutable form). `many_for_each_mut` calls a closure for every result of the query, ensuring not aliased mutability. This iterator goes over the list of entities in order and returns the result from the query for it. Skipping over any entities that don't match the query. Also added `unsafe fn iter_many_unsafe`. ### Examples ```rust #[derive(Component)] struct Counter { value: i32 } #[derive(Component)] struct Friends { list: Vec<Entity>, } fn system( friends_query: Query<&Friends>, mut counter_query: Query<&mut Counter>, ) { for friends in &friends_query { for counter in counter_query.iter_many(&friends.list) { println!("Friend's counter: {:?}", counter.value); } counter_query.many_for_each_mut(&friends.list, |mut counter| { counter.value += 1; println!("Friend's counter: {:?}", counter.value); }); } } ``` Here's how example in the Objective section can be written with this PR. ```rust fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) { for (foo, children) in &foo_query { for (bar, children) in bar_query.iter_many(children) { for (foo, children) in foo_query.iter_many(children) { // :D } } } } ``` ## Additional changes Implemented `IntoIterator` for `&Children` because why not. ## Todo - Bikeshed! Co-authored-by: deontologician <[email protected]> Co-authored-by: devil-ira <[email protected]> commit b47291264b4d2508e288b4ec122589d3aae7a0e5 Author: dataphract <[email protected]> Date: Mon Jun 6 15:47:52 2022 +0000 diagnostics: meaningful error when graph node has wrong number of inputs (#4924) # Objective Currently, providing the wrong number of inputs to a render graph node triggers this assertion: ``` thread 'main' panicked at 'assertion failed: `(left == right)` left: `1`, right: `2`', /[redacted]/bevy/crates/bevy_render/src/renderer/graph_runner.rs:164:13 note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace ``` This does not provide the user any context. ## Solution Add a new `RenderGraphRunnerError` variant to handle this case. The new message looks like this: ``` ERROR bevy_render::renderer: Error running render graph: ERROR bevy_render::renderer: > node (name: 'Some("outline_pass")') has 2 input slots, but was provided 1 values ``` --- ## Changelog ### Changed `RenderGraphRunnerError` now has a new variant, `MismatchedInputCount`. ## Migration Guide Exhaustive matches on `RenderGraphRunnerError` will need to add a branch to handle the new `MismatchedInputCount` variant. commit c4080c68323c396261ef130d2eece4d8e5732a75 Author: Yutao Yuan <[email protected]> Date: Mon Jun 6 15:47:51 2022 +0000 Fix release workflow (#4903) # Objective While playing with the code, I found some problems in the recently merged version-bumping workflow: - Most importantly, now that we are using `0.8.0-dev` in development, the workflow will try to bump it to `0.9.0` :sob: - The crate filter is outdated now that we have more crates in `tools`. - We are using `[email protected]`, but according to [Github help](https://docs.github.com/en/account-and-profile/setting-up-and-managing-your-personal-account-on-github/managing-email-preferences/setting-your-commit-email-address#about-commit-email-addresses), that email address means "old no-reply email format for the user `bevy`". It is currently not associated with any account, but I feel this is still not appropriate here. ## Solution - Create a new workflow, `Post-release version bump`, that should be run after a release and bumps version from `0.X.0` to `0.X+1.0-dev`. Unfortunately, cargo-release doesn't have a builtin way to do this, so we need to parse and increment the version manually. - Add the new crates in `tools` to exclusion list. Also removes the dependency version specifier from `bevy_ecs_compile_fail_tests`. It is not in the workspace so the dependency version will not get automatically updated by cargo-release. - Change the author email to `41898282+github-actions[bot]@users.noreply.github.com`. According to the discussion [here](https://github.com/actions/checkout/issues/13#issuecomment-724415212) and [here](https://github.community/t/github-actions-bot-email-address/17204/6), this is the email address associated with the github-actions bot account. - Also add the workflows to our release checklist. See infmagic2047#5 and infmagic2047#6 for examples of release and post-release PRs. commit 85cd0eb445b6fbad6bcff86a37ccb0e59cf948ea Author: TheRawMeatball <[email protected]> Date: Mon Jun 6 14:46:41 2022 +0000 Add ParallelCommands system parameter (#4749) (follow-up to #4423) # Objective Currently, it isn't possible to easily fire commands from within par_for_each blocks. This PR allows for issuing commands from within parallel scopes. commit 2f5a1c6e1699cae7791f8122598116e233894a72 Author: Yoshiera <[email protected]> Date: Mon Jun 6 14:24:41 2022 +0000 remove redundant query parameters (#4945) # Objective In the `queue_custom` system in `shader_instancing` example, the query of `material_meshes` has a redundant `With<Handle<Mesh>>` query filter because `Handle<Mesh>` is included in the component access. ## Solution Remove the `With<Handle<Mesh>>` filter commit 765bd46c2eb853a6921c4de47c065e4850ede5fe Author: Thierry Berger <[email protected]> Date: Mon Jun 6 00:06:49 2022 +0000 add a post-processing example (#4797) # Objective - Add an example showing a custom post processing effect, done after the first rendering pass. ## Solution - A simple post processing "chromatic aberration" effect. I mixed together examples `3d/render_to_texture`, and `shader/shader_material_screenspace_texture` - Reading a bit how https://github.com/bevyengine/bevy/pull/3430 was done gave me pointers to apply the main pass to the 2d render rather than using a 3d quad. This work might be or not be relevant to https://github.com/bevyengine/bevy/issues/2724 <details> <summary> ⚠️ Click for a video of the render ⚠️ I’ve been told it might hurt the eyes 👀 , maybe we should choose another effect just in case ?</summary> https://user-images.githubusercontent.com/2290685/169138830-a6dc8a9f-8798-44b9-8d9e-449e60614916.mp4 </details> # Request for feedbacks - [ ] Is chromatic aberration effect ok ? (Correct term, not a danger for the eyes ?) I'm open to suggestion to make something different. - [ ] Is the code idiomatic ? I preferred a "main camera -> **new camera with post processing applied to a quad**" approach to emulate minimum modification to existing code wanting to add global post processing. --- ## Changelog - Add a full screen post processing shader example commit 5e2cfb2f19e0e2287fd48d55df92f78617acf831 Author: Carter Anderson <[email protected]> Date: Sun Jun 5 00:27:49 2022 +0000 Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ``` commit 8e08e26c253192e9d6f23cfbb8b140556bf0c659 Author: Henry Sloan <[email protected]> Date: Sat Jun 4 20:00:01 2022 +0000 Update commented vsync code in example to use present_mode (#4926) # Objective - To fix the broken commented code in `examples/shader/compute_shader_game_of_life.rs` for disabling frame throttling ## Solution - Change the commented code from using the old `WindowDescriptor::vsync` to the new `WindowDescriptor::present_mode` ### Note I chose to use the fully qualified scope `bevy::window::PresentWindow::Immediate` rather than explicitly including `PresentWindow` to avoid an unused import when the code is commented. commit 3a9383f9977bf16461565633426777a62cb51356 Author: Alice Cecile <[email protected]> Date: Sat Jun 4 14:30:44 2022 +0000 Revert ndk-glue to 0.5 to synchronize with winit (#4916) # Objective - Upgrading ndk-glue (our Android interop layer) desynchronized us from winit - This further broke Android builds, see #4905 (oops...) - Reverting to 0.5 should help with this, until the new `winit` version releases - Fixes #4774 and closes #4529 commit 1fcb7d0c2e7086f8c3162b8ea5f9db3ff5f829c9 Author: Matthias Deiml <[email protected]> Date:…
# Objective - Add an example showing a custom post processing effect, done after the first rendering pass. ## Solution - A simple post processing "chromatic aberration" effect. I mixed together examples `3d/render_to_texture`, and `shader/shader_material_screenspace_texture` - Reading a bit how bevyengine#3430 was done gave me pointers to apply the main pass to the 2d render rather than using a 3d quad. This work might be or not be relevant to bevyengine#2724 <details> <summary>⚠️ Click for a video of the render⚠️ I’ve been told it might hurt the eyes 👀 , maybe we should choose another effect just in case ?</summary> https://user-images.githubusercontent.com/2290685/169138830-a6dc8a9f-8798-44b9-8d9e-449e60614916.mp4 </details> # Request for feedbacks - [ ] Is chromatic aberration effect ok ? (Correct term, not a danger for the eyes ?) I'm open to suggestion to make something different. - [ ] Is the code idiomatic ? I preferred a "main camera -> **new camera with post processing applied to a quad**" approach to emulate minimum modification to existing code wanting to add global post processing. --- ## Changelog - Add a full screen post processing shader example
Continued in #6397. |
# Objective - Adds a bloom pass for HDR-enabled Camera3ds. - Supersedes (and all credit due to!) #3430 and #2876 ![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png) ## Solution - A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together. - Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component. --- ## Changelog - Added a `core_pipeline::bloom::BloomSettings` component. - Added `BloomNode` that runs between the main pass and tonemapping. - Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin. - Added a bloom example project. Co-authored-by: JMS55 <[email protected]> Co-authored-by: Carter Anderson <[email protected]> Co-authored-by: DGriffin91 <[email protected]>
# Objective - Adds a bloom pass for HDR-enabled Camera3ds. - Supersedes (and all credit due to!) #3430 and #2876 ![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png) ## Solution - A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together. - Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component. --- ## Changelog - Added a `core_pipeline::bloom::BloomSettings` component. - Added `BloomNode` that runs between the main pass and tonemapping. - Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin. - Added a bloom example project. Co-authored-by: JMS55 <[email protected]> Co-authored-by: Carter Anderson <[email protected]> Co-authored-by: DGriffin91 <[email protected]>
# Objective - Adds a bloom pass for HDR-enabled Camera3ds. - Supersedes (and all credit due to!) #3430 and #2876 ![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png) ## Solution - A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together. - Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component. --- ## Changelog - Added a `core_pipeline::bloom::BloomSettings` component. - Added `BloomNode` that runs between the main pass and tonemapping. - Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin. - Added a bloom example project. Co-authored-by: JMS55 <[email protected]> Co-authored-by: Carter Anderson <[email protected]> Co-authored-by: DGriffin91 <[email protected]>
# Objective - Adds a bloom pass for HDR-enabled Camera3ds. - Supersedes (and all credit due to!) #3430 and #2876 ![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png) ## Solution - A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together. - Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component. --- ## Changelog - Added a `core_pipeline::bloom::BloomSettings` component. - Added `BloomNode` that runs between the main pass and tonemapping. - Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin. - Added a bloom example project. Co-authored-by: JMS55 <[email protected]> Co-authored-by: Carter Anderson <[email protected]> Co-authored-by: DGriffin91 <[email protected]>
# Objective - Adds a bloom pass for HDR-enabled Camera3ds. - Supersedes (and all credit due to!) #3430 and #2876 ![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png) ## Solution - A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together. - Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component. --- ## Changelog - Added a `core_pipeline::bloom::BloomSettings` component. - Added `BloomNode` that runs between the main pass and tonemapping. - Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin. - Added a bloom example project. Co-authored-by: JMS55 <[email protected]> Co-authored-by: Carter Anderson <[email protected]> Co-authored-by: DGriffin91 <[email protected]>
# Objective - Add an example showing a custom post processing effect, done after the first rendering pass. ## Solution - A simple post processing "chromatic aberration" effect. I mixed together examples `3d/render_to_texture`, and `shader/shader_material_screenspace_texture` - Reading a bit how bevyengine#3430 was done gave me pointers to apply the main pass to the 2d render rather than using a 3d quad. This work might be or not be relevant to bevyengine#2724 <details> <summary>⚠️ Click for a video of the render⚠️ I’ve been told it might hurt the eyes 👀 , maybe we should choose another effect just in case ?</summary> https://user-images.githubusercontent.com/2290685/169138830-a6dc8a9f-8798-44b9-8d9e-449e60614916.mp4 </details> # Request for feedbacks - [ ] Is chromatic aberration effect ok ? (Correct term, not a danger for the eyes ?) I'm open to suggestion to make something different. - [ ] Is the code idiomatic ? I preferred a "main camera -> **new camera with post processing applied to a quad**" approach to emulate minimum modification to existing code wanting to add global post processing. --- ## Changelog - Add a full screen post processing shader example
# Objective - Adds a bloom pass for HDR-enabled Camera3ds. - Supersedes (and all credit due to!) bevyengine#3430 and bevyengine#2876 ![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png) ## Solution - A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together. - Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component. --- ## Changelog - Added a `core_pipeline::bloom::BloomSettings` component. - Added `BloomNode` that runs between the main pass and tonemapping. - Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin. - Added a bloom example project. Co-authored-by: JMS55 <[email protected]> Co-authored-by: Carter Anderson <[email protected]> Co-authored-by: DGriffin91 <[email protected]>
on top of #3425
The work for the
BloomNode
was done by @ChangeCaps in #2876, I just updated it to the newestmain
on #3425.