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[Merged by Bors] - Visibilty Inheritance, universal ComputedVisibility and RenderLayers support #5310
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alice-i-cecile
added
C-Feature
A new feature, making something new possible
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
M-Needs-Migration-Guide
A breaking change to Bevy's public API that needs to be noted in a migration guide
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Jul 13, 2022
My apologies, I meant to ask if this supercedes #5114. |
Yes. |
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Jul 13, 2022
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Basically LGTM, just a few nits.
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
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…support (#5310) # 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](#5146 (comment)) 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. ![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png) 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](#5146 (comment)) 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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Visibilty Inheritance, universal ComputedVisibility and RenderLayers support
[Merged by Bors] - Visibilty Inheritance, universal ComputedVisibility and RenderLayers support
Jul 15, 2022
This was referenced Jul 16, 2022
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…5335) # Objective Gltfs, and a few examples were broken by #5310. Fix em. Closes #5334 ## Solution Add `VisibilityBundle` as described here: #5334 (comment) and sprinkle it around where needed.
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…5335) # Objective Gltfs, and a few examples were broken by #5310. Fix em. Closes #5334 ## Solution Add `VisibilityBundle` as described here: #5334 (comment) and sprinkle it around where needed.
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# Objective UI nodes can be hidden by setting their `Visibility` property. Since #5310 was merged, this is now ergonomic to use, as visibility is now inherited. However, UI nodes still receive (and store) interactions when hidden, resulting in surprising hidden state (and an inability to otherwise disable UI nodes. ## Solution Fixes #5360. I've updated the `ui_focus_system` to accomplish this in a minimally intrusive way, and updated the docs to match. **NOTE:** I have not added automated tests to verify this behavior, as we do not currently have a good testing paradigm for `bevy_ui`. I'm not thrilled with that by any means, but I'm not sure fixing it is within scope. ## Paths not taken ### Separate `Disabled` component This is a much larger and more controversial change, and not well-scoped to UI. Furthermore, it is extremely rare that you want hidden UI elements to function: the most common cases are for things like changing tabs, collapsing elements or so on. Splitting this behavior would be more complex, and substantially violate user expectations. ### A separate limbo world Mentioned in the linked issue. Super cool, but all of the problems of the `Disabled` component solution with a whole new RFC-worth of complexity. ### Using change detection to reduce the amount of redundant work Adds a lot of complexity for questionable performance gains. Likely involves a complete refactor of the entire system. We simply don't have the tests or benchmarks here to justify this. ## Changelog - UI nodes are now always in an `Interaction::None` state while they are hidden (via the `ComputedVisibility` component).
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…support (bevyengine#5310) # Objective Fixes bevyengine#4907. Fixes bevyengine#838. Fixes bevyengine#5089. Supersedes bevyengine#5146. Supersedes bevyengine#2087. Supersedes bevyengine#865. Supersedes bevyengine#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](bevyengine#5146 (comment)) for more info. Note that bevyengine#5146 in combination with bevyengine#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. ![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png) Note that this builds directly on bevyengine#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](bevyengine#5146 (comment)) 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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…evyengine#5335) # Objective Gltfs, and a few examples were broken by bevyengine#5310. Fix em. Closes bevyengine#5334 ## Solution Add `VisibilityBundle` as described here: bevyengine#5334 (comment) and sprinkle it around where needed.
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Aug 8, 2022
…yengine#5361) # Objective UI nodes can be hidden by setting their `Visibility` property. Since bevyengine#5310 was merged, this is now ergonomic to use, as visibility is now inherited. However, UI nodes still receive (and store) interactions when hidden, resulting in surprising hidden state (and an inability to otherwise disable UI nodes. ## Solution Fixes bevyengine#5360. I've updated the `ui_focus_system` to accomplish this in a minimally intrusive way, and updated the docs to match. **NOTE:** I have not added automated tests to verify this behavior, as we do not currently have a good testing paradigm for `bevy_ui`. I'm not thrilled with that by any means, but I'm not sure fixing it is within scope. ## Paths not taken ### Separate `Disabled` component This is a much larger and more controversial change, and not well-scoped to UI. Furthermore, it is extremely rare that you want hidden UI elements to function: the most common cases are for things like changing tabs, collapsing elements or so on. Splitting this behavior would be more complex, and substantially violate user expectations. ### A separate limbo world Mentioned in the linked issue. Super cool, but all of the problems of the `Disabled` component solution with a whole new RFC-worth of complexity. ### Using change detection to reduce the amount of redundant work Adds a lot of complexity for questionable performance gains. Likely involves a complete refactor of the entire system. We simply don't have the tests or benchmarks here to justify this. ## Changelog - UI nodes are now always in an `Interaction::None` state while they are hidden (via the `ComputedVisibility` component).
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Oct 28, 2022
…support (bevyengine#5310) # Objective Fixes bevyengine#4907. Fixes bevyengine#838. Fixes bevyengine#5089. Supersedes bevyengine#5146. Supersedes bevyengine#2087. Supersedes bevyengine#865. Supersedes bevyengine#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](bevyengine#5146 (comment)) for more info. Note that bevyengine#5146 in combination with bevyengine#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. ![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png) Note that this builds directly on bevyengine#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](bevyengine#5146 (comment)) 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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…evyengine#5335) # Objective Gltfs, and a few examples were broken by bevyengine#5310. Fix em. Closes bevyengine#5334 ## Solution Add `VisibilityBundle` as described here: bevyengine#5334 (comment) and sprinkle it around where needed.
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Oct 28, 2022
…yengine#5361) # Objective UI nodes can be hidden by setting their `Visibility` property. Since bevyengine#5310 was merged, this is now ergonomic to use, as visibility is now inherited. However, UI nodes still receive (and store) interactions when hidden, resulting in surprising hidden state (and an inability to otherwise disable UI nodes. ## Solution Fixes bevyengine#5360. I've updated the `ui_focus_system` to accomplish this in a minimally intrusive way, and updated the docs to match. **NOTE:** I have not added automated tests to verify this behavior, as we do not currently have a good testing paradigm for `bevy_ui`. I'm not thrilled with that by any means, but I'm not sure fixing it is within scope. ## Paths not taken ### Separate `Disabled` component This is a much larger and more controversial change, and not well-scoped to UI. Furthermore, it is extremely rare that you want hidden UI elements to function: the most common cases are for things like changing tabs, collapsing elements or so on. Splitting this behavior would be more complex, and substantially violate user expectations. ### A separate limbo world Mentioned in the linked issue. Super cool, but all of the problems of the `Disabled` component solution with a whole new RFC-worth of complexity. ### Using change detection to reduce the amount of redundant work Adds a lot of complexity for questionable performance gains. Likely involves a complete refactor of the entire system. We simply don't have the tests or benchmarks here to justify this. ## Changelog - UI nodes are now always in an `Interaction::None` state while they are hidden (via the `ComputedVisibility` component).
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Nov 14, 2022
# Objective `ComputedVisibility` could afford to be smaller/faster. Optimizing the size and performance of operations on the component will positively benefit almost all extraction systems. This was listed as one of the potential pieces of future work for #5310. ## Solution Merge both internal booleans into a single `u8` bitflag field. Rely on bitmasks to evaluate local, hierarchical, and general visibility. Pros: - `ComputedVisibility::is_visible` should be a single bitmask test instead of two. - `ComputedVisibility` is now only 1 byte. Should be able to fit 100% more per cache line when using dense iteration. Cons: - Harder to read. - Setting individual values inside `ComputedVisiblity` require bitmask mutations. This should be a non-breaking change. No public API was changed. The only publicly visible effect is that `ComputedVisibility` is now 1 byte instead of 2.
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# Objective `ComputedVisibility` could afford to be smaller/faster. Optimizing the size and performance of operations on the component will positively benefit almost all extraction systems. This was listed as one of the potential pieces of future work for bevyengine#5310. ## Solution Merge both internal booleans into a single `u8` bitflag field. Rely on bitmasks to evaluate local, hierarchical, and general visibility. Pros: - `ComputedVisibility::is_visible` should be a single bitmask test instead of two. - `ComputedVisibility` is now only 1 byte. Should be able to fit 100% more per cache line when using dense iteration. Cons: - Harder to read. - Setting individual values inside `ComputedVisiblity` require bitmask mutations. This should be a non-breaking change. No public API was changed. The only publicly visible effect is that `ComputedVisibility` is now 1 byte instead of 2.
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# Objective `ComputedVisibility` could afford to be smaller/faster. Optimizing the size and performance of operations on the component will positively benefit almost all extraction systems. This was listed as one of the potential pieces of future work for bevyengine#5310. ## Solution Merge both internal booleans into a single `u8` bitflag field. Rely on bitmasks to evaluate local, hierarchical, and general visibility. Pros: - `ComputedVisibility::is_visible` should be a single bitmask test instead of two. - `ComputedVisibility` is now only 1 byte. Should be able to fit 100% more per cache line when using dense iteration. Cons: - Harder to read. - Setting individual values inside `ComputedVisiblity` require bitmask mutations. This should be a non-breaking change. No public API was changed. The only publicly visible effect is that `ComputedVisibility` is now 1 byte instead of 2.
ItsDoot
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Feb 1, 2023
…support (bevyengine#5310) # Objective Fixes bevyengine#4907. Fixes bevyengine#838. Fixes bevyengine#5089. Supersedes bevyengine#5146. Supersedes bevyengine#2087. Supersedes bevyengine#865. Supersedes bevyengine#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](bevyengine#5146 (comment)) for more info. Note that bevyengine#5146 in combination with bevyengine#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. ![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png) Note that this builds directly on bevyengine#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](bevyengine#5146 (comment)) 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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…evyengine#5335) # Objective Gltfs, and a few examples were broken by bevyengine#5310. Fix em. Closes bevyengine#5334 ## Solution Add `VisibilityBundle` as described here: bevyengine#5334 (comment) and sprinkle it around where needed.
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Feb 1, 2023
…yengine#5361) # Objective UI nodes can be hidden by setting their `Visibility` property. Since bevyengine#5310 was merged, this is now ergonomic to use, as visibility is now inherited. However, UI nodes still receive (and store) interactions when hidden, resulting in surprising hidden state (and an inability to otherwise disable UI nodes. ## Solution Fixes bevyengine#5360. I've updated the `ui_focus_system` to accomplish this in a minimally intrusive way, and updated the docs to match. **NOTE:** I have not added automated tests to verify this behavior, as we do not currently have a good testing paradigm for `bevy_ui`. I'm not thrilled with that by any means, but I'm not sure fixing it is within scope. ## Paths not taken ### Separate `Disabled` component This is a much larger and more controversial change, and not well-scoped to UI. Furthermore, it is extremely rare that you want hidden UI elements to function: the most common cases are for things like changing tabs, collapsing elements or so on. Splitting this behavior would be more complex, and substantially violate user expectations. ### A separate limbo world Mentioned in the linked issue. Super cool, but all of the problems of the `Disabled` component solution with a whole new RFC-worth of complexity. ### Using change detection to reduce the amount of redundant work Adds a lot of complexity for questionable performance gains. Likely involves a complete refactor of the entire system. We simply don't have the tests or benchmarks here to justify this. ## Changelog - UI nodes are now always in an `Interaction::None` state while they are hidden (via the `ComputedVisibility` component).
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Feb 1, 2023
# Objective `ComputedVisibility` could afford to be smaller/faster. Optimizing the size and performance of operations on the component will positively benefit almost all extraction systems. This was listed as one of the potential pieces of future work for bevyengine#5310. ## Solution Merge both internal booleans into a single `u8` bitflag field. Rely on bitmasks to evaluate local, hierarchical, and general visibility. Pros: - `ComputedVisibility::is_visible` should be a single bitmask test instead of two. - `ComputedVisibility` is now only 1 byte. Should be able to fit 100% more per cache line when using dense iteration. Cons: - Harder to read. - Setting individual values inside `ComputedVisiblity` require bitmask mutations. This should be a non-breaking change. No public API was changed. The only publicly visible effect is that `ComputedVisibility` is now 1 byte instead of 2.
mockersf
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Apr 3, 2023
# Objective bevy-scene does not have a reason to depend on bevy-render except to include the `Visibility` and `ComputedVisibility` components. Including that in the dependency chain is unnecessary for people not using `bevy_render`. Also fixed a problem where compilation fails when the `serialize` feature was not enabled. ## Solution This was added in #5335 to address some of the problems caused by #5310. Imo the user just always have to remember to include `VisibilityBundle` when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be a breaking change. This PR makes `bevy_render` an optional dependency of `bevy_scene` instead to respect the existing behavior.
Estus-Dev
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Jul 10, 2023
# Objective bevy-scene does not have a reason to depend on bevy-render except to include the `Visibility` and `ComputedVisibility` components. Including that in the dependency chain is unnecessary for people not using `bevy_render`. Also fixed a problem where compilation fails when the `serialize` feature was not enabled. ## Solution This was added in bevyengine#5335 to address some of the problems caused by bevyengine#5310. Imo the user just always have to remember to include `VisibilityBundle` when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be a breaking change. This PR makes `bevy_render` an optional dependency of `bevy_scene` instead to respect the existing behavior.
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Labels
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
M-Needs-Migration-Guide
A breaking change to Bevy's public API that needs to be noted in a migration guide
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
X-Controversial
There is active debate or serious implications around merging this PR
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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
vsComputedVisibility
are inconsistent across entity types. 3D meshes useComputedVisibility
as the "definitive" visibility component, withVisibility
being just one data source. Sprites just useVisibility
, which means they can't feed off ofComputedVisibility
data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.Solution
Splits
ComputedVisibilty::is_visible
intoComputedVisibilty::is_visible_in_view
andComputedVisibilty::is_visible_in_hierarchy
. For each visible entity,is_visible_in_hierarchy
is computed by propagating visibility down the hierarchy. TheComputedVisibility::is_visible()
function combines these two booleans for the canonical "is this entity visible" function.Additionally, all entities that have
Visibility
now also haveComputedVisibility
. Sprites, Lights, and UI entities now useComputedVisibility
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 in0.017612
seconds and this runs in0.01902
. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See this thread 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 toComputedVisibility
. See my comments here for rationale.Follow up work
VisibleLights
collection for both clarity and performance reasons. And maybe even consider scopingVisibleEntities
down toVisibleMeshes
?.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
Migration Guide
If you were previously reading
Visibility::is_visible
as the "actual visibility" for sprites or lights, useComputedVisibilty::is_visible()
instead: