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Consolidate Render(Ui)Materials(2d) into RenderAssets #12827
Consolidate Render(Ui)Materials(2d) into RenderAssets #12827
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This will enable removal of RenderMaterials, and it allows implementing creation of GPU types from any type. Co-authored-by: Wilhelm Vallrand <>
I would love to find a way to not require people to implement |
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My ideas: Keep the |
@infmagic2047 great idea! So simple! :) I love it. |
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This looks fine. I'll trust you that it was necessary to move RenderAsset
over to be implemented on the render world type.
@pcwalton here's the justification from the original PR:
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Please don’t merge this yet. I want to think about a couple of things with it so I am convinced implementing RenderAsset on the destination type is better. |
I turned out that robtfm had a branch that did basically the same thing last year after I commented that implementing RenderAsset on types that implement Materials was problematic in various ways: |
Implemented in [12827](bevyengine/bevy#12827)
Addresses Bevy [12827](bevyengine/bevy#12827)
* Update to 0.14.0-rc.2 * [12997](bevyengine/bevy#12997): rename `multi-threaded` to `multi_threaded` * RenderAssets<Image> is now RenderAssets<GpuImage> Implemented in [12827](bevyengine/bevy#12827) * FloatOrd is now in bevy_math implemented in [12732](bevyengine/bevy#12732) * convert Transparent2d::dynamic_offset to extra_index [12889](bevyengine/bevy#12889) Gpu Frustum Culling removed the dynamic_offset of Transparent2d and it became `extra_index` with the special value `PhaseItemExtraIndex::NONE`, which indicates the `None` that was here previously * RenderPhase<Transparent2d> -> ViewSortedRenderPhases<Transparent2d> [12453](https://github.com/StarArawn/bevy_ecs_tilemap/pull/bevyengine/bevy#12453): Render phases are now binned or sorted. Following the changes in the `mesh2d_manual` [example](https://github.com/bevyengine/bevy/blob/ecdd1624f302c5f71aaed95b0984cbbecf8880b7/examples/2d/mesh2d_manual.rs#L357-L358): use the `ViewSortedRenderPhases` resource. * get_sub_app_mut is now an Option in [9202](https://github.com/StarArawn/bevy_ecs_tilemap/pull/bevyengine/bevy/pull/9202) SubApp access has changed * GpuImage::size f32 -> u32 via UVec2 [11698](bevyengine/bevy#11698) changed `GpuImage::size` to `UVec2`. Right above this, `Extent3d` does the same thing, so I'm taking a small leap and assuming can `as`. * GpuMesh::primitive_topology -> key_bits/BaseMeshPipeline [12791](bevyengine/bevy#12791) the `primitive_topology` field on `GpuMesh` was removed in favor of `key_bits` which can be constructed using `BaseMeshPipeline::from_primitive_topology` * RenderChunk2d::prepare requires &mut MeshVertexBufferLayouts now [12216](bevyengine/bevy#12216) introduced an argument `&mut MeshVertexBufferLayouts` to `get_mesh_vertex_buffer_layout`, which bevy_ecs_tilemap calls in `RenderChunk2d::prepare` * into_linear_f32 -> color.0.linear().to_f32_array(), [12163](bevyengine/bevy#12163) bevy_color was created and Color handling has changed. Specifically Color::as_linear_rgba_f32 has been removed. LinearRgba is now its own type that can be accessed via [`linear()`](https://docs.rs/bevy/0.14.0-rc.2/bevy/color/enum.Color.html#method.linear) and then converted. * Must specify type of VisibleEntities when accessing [12582](bevyengine/bevy#12582) divided `VisibleEntities` into separate lists. So now we have to specify which kind of entity we want. I think we want the Mesh here, and I think we can get rid of the `.index` calls on Entity since Entity [already compares bits](https://docs.rs/bevy_ecs/0.14.0-rc.2/src/bevy_ecs/entity/mod.rs.html#173) for optimized codegen purposes. Waiting to do that until the other changes are in though so as to not change functionality until post-upgrade. * app.world access is functions now - [9202](bevyengine/bevy#9202) changed world access to functions. [relevent line](https://github.com/bevyengine/bevy/pull/9202/files#diff-b2fba3a0c86e496085ce7f0e3f1de5960cb754c7d215ed0f087aa556e529f97fR640) - This also surfaced [12655](bevyengine/bevy#12655) which removed `Into<AssetId<T>>` for `Handle<T>`. using a reference or .id() is the solution here. * We don't need `World::cell`, and it doesn't exist anymore In [12551](bevyengine/bevy#12551) `WorldCell` was removed. ...but it turns out we don't need it or its replacement anyway. * examples error out unless this bevy bug is addressed with these features being added bevyengine/bevy#13728 * check_visibility is required for the entity that is renderable As a result of [12582](bevyengine/bevy#12582) `check_visibility` must be implemented for the "renderable" tilemap entities. Doing this is trivial by taking advantage of the existing `check_visibility` type arguments, which accept a [`QF: QueryFilter + 'static`](https://docs.rs/bevy/0.14.0-rc.2/bevy/render/view/fn.check_visibility.html). The same `QueryFilter`` is used when checking `VisibleEntities`. I've chosen `With<TilemapRenderSettings` because presumably if the entity doesn't have a `TilemapRenderSettings` then it will not be rendering, but this could be as sophisticated or simple as we want. For example `WithLight` is currently implemented as ```rust pub type WithLight = Or<(With<PointLight>, With<SpotLight>, With<DirectionalLight>)>; ``` * view.view_proj -> view.clip_from_world [13289](bevyengine/bevy#13489) introduced matrix naming changes, including `view_proj` which becomes `clip_from_world` * color changes to make tests runnable * clippy fix * Update Cargo.toml Co-authored-by: Rob Parrett <[email protected]> * Update Cargo.toml Co-authored-by: Rob Parrett <[email protected]> * final clippy fixes * Update Cargo.toml Co-authored-by: Rob Parrett <[email protected]> * Simplify async loading in ldtk/tiled helpers See Bevy #12550 * remove second allow lint * rc.3 bump * bump version for major release * remove unused features --------- Co-authored-by: Rob Parrett <[email protected]>
Objective
RenderMaterials
/RenderMaterials2d
/RenderUiMaterials
withRenderAssets
to enable implementing changes to one thing,RenderAssets
, that applies to all use cases rather than duplicating changes everywhere for multiple things that should be one thing.Solution
RenderAssets<PreparedMaterial<M>>
etc for render materialsChangelog
RenderAsset
trait is now implemented on the destination type. ItsSourceAsset
associated type refers to the type of the source asset.RenderMaterials
,RenderMaterials2d
, andRenderUiMaterials
have been replaced byRenderAssets<PreparedMaterial<M>>
and similar.Migration Guide
RenderAsset
is now implemented for the destination type rather that the source asset type. The source asset type is now theRenderAsset
trait'sSourceAsset
associated type.