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CHANGELOG.md

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Changelog

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[0.14.0] 2024-12-09

Added

  • Added a TextureLayout::get_slot_by_name() helper to retrieve the index of a texture slot.

Changed

  • Compatible with Bevy 0.15
  • MSRV updated to 1.82 to follow Bevy.
  • Renamed Module::add_texture() to add_texture_slot() for clarity. The actual texture is bound to the slot through the MaterialEffect component.

[0.13.1] 2024-11-16

Fixed

  • Fixed a panic in the init compute shader when using trails and ribbons, affecting some combinations of graphics API (notably Vulkan) and GPU devices only. (#399)

[0.13.0] 2024-11-14

Added

  • You can now call EffectAsset::mesh to change the mesh that a particle will use from the default quad to a custom mesh of your choosing.
  • A size3 attribute has been added to allow controlling the size in 3D.
  • Vertex normals are available to modifiers via the normal shader variable, as long as they call the new RenderContext::set_needs_normal method.
  • Added a new serde feature, and moved all Serialization and Deserialization derives under that feature. This allows disabling support on wasm, where typetag is not available. The feature is enabled by default, so the behavior doesn't change on non-wasm targets.
  • Added support for WebAssembly (wasm). This requires disabling the serde feature. (#41)
  • Added support for sampling textures in the Expression API via the TextureSampleExpr expression. Currently only supports color textures (no depth texture) and only sampling via WGSL textureSample(). (#355)
  • Added a new EffectMaterial component holding the actual textures to bind to the various slots of a Module.
  • Added a new Module::add_texture() function to declare a new texture slot in a module.
  • Particle trails and ribbons can now be initialized with init modifiers.

Changed

  • The SetSizeModifier now takes a 3D size gradient instead of a 2D one.
  • The ParticleTextureModifier doesn't directly hold the texture handle to use anymore. Instead, it holds an expression handle to the texture slot defined in the Module of the effect. This allows dynamically changing the texture sampled.
  • RenderModifier::apply_render() now returns a Result<String, ExprError>.
  • Several API changes occurred around the cloning of particles for trails and ribbons. See also the migration guide (v0.12 -> v0.13).
    • EffectSpawner is now wrapped into a new EffectInitializers. Each effect group has an EffectInitializer, which can either be an EffectSpawner (CPU spawning) or an EffectCloner (GPU particle cloning).
    • EffectAsset::new() takes again a single capacity argument for the default first group. Other groups are incrementally added with with_trails() and with_ribbons(), specifying their respective capacity via those functions.
    • The age (Attribute::AGE) and lifetime (Attribute::LIFETIME) of cloned particles can no longer be assigned manually; instead it's set via an argument to EffectAsset::with_trails() and EffectAsset::with_ribbons(), and cannot be modified anymore with expressions (and properties in particular).
    • Renamed the tick_spawners() system into tick_initializers() for clarity.

Removed

  • The CloneModifier was removed. Cloning is now controlled by the EffectCloner, hosted by the EffectInitializers component.
  • The RibbonModifier was removed. Use EffectAsset::with_ribbons() to create ribbons.

Fixed

  • Fixed a bug where the generated render shader was declaring a binding as storage<read> (read-only) but the Spawner struct contained an atomic<i32>, which requires write access. The Spawner struct is now conditionally defining that field as i32 instead.
  • Fixed a race condition in ribbons leading to visual artifacts (particles linked to other unrelated particles). (#376)

[0.12.2] 2024-08-05

Fixed

  • Fix regression building with rustc 1.79, which is the Bevy MSRV. (#360)

[0.12.1] 2024-07-28

Fixed

  • Fix new rustc 1.80 linter error breaking the crate build. (#351)

[0.12.0] 2024-07-09

Added

  • Added BuiltInOperator::IsAlive exposing the current state of the is_alive particle flag, which represents whether a particle is still alive or will be deallocated at the end of the update pass.

Changed

  • Compatible with Bevy 0.14.

Fixed

  • Prevented an error from being emitted when a GPU pipeline is still being created. (#341)
  • Fixed a panic when a particle effect as an invalid asset handle. (#343)

[0.11.0] 2024-05-29

Added

  • Added a new ScreenSpaceSizeModifier which negates the effect of perspective projection, and makes the particle's size a pixel size in screen space, instead of a Bevy world unit size. This replaces the hard-coded behavior previously available on the SetSizeModifier.
  • Added a new ConformToSphereModifier acting as an attractor applying a force toward a point (sphere center) to all particles in range, and making particles conform ("stick") to the sphere surface.
  • Added vec2 and vec3 functions that allow construction of vectors from dynamic parts.
  • Added missing VectorValue::as_uvecX() and impl From<UVecX> for VectorValue for all X=2,3,4.
  • Added a new ShaderWriter helper, common to the init and update modifier contexts, and which replaces the InitContext and UpdateContext.
  • Added a simple impl Display for ModifierContext.
  • Added Modifier::apply() which replaces the now deleted InitModifier::apply_init() and UdpdateModifier::apply_update().
  • Added RenderModifier::as_modifier() to upcast a RenderModifier to a Modifier.
  • Added RenderModifier::boxed_render_clone() to clone a RenderModifier into a boxed self (instead of a BoxedModifier, as we can't upcast from Box<dyn RenderModifier> to Box<dyn Modifier>). Added impl Clone for Box<dyn RenderModifier> based on this.
  • Added EffectAsset::add_modifier() to add a pre-boxed Modifier (so, a BoxedModifier) to the init or update context, and added EffectAsset::add_render_modifier() to add a pre-boxed RenderModifier to the render context.
  • Added sqrt and inverseSqrt expressions to the Expression API.
  • Added Hash derive for Property.
  • Added Module::add_property(), Module::get_property(), and Module::properties().
  • Added a new PropertyHandle, which is to Property what the existing ExprHandle is to Expr: a unique handle into a owning Module.
  • Added a new RoundModifier that allows round particles to be constructed without having to create a texture.
  • Added a new trace feature enabling some span_info!() profiling annotations.
  • Added the ability to make particle trails, via the CloneModifier and the addition of separate particle groups. See the worms.rs example for usage.
  • Added the ability to stitch trail particles together to form ribbons with the RibbonModifier.

Changed

  • ExprHandle is now #[repr(transparent)], which guarantees that Option<ExprHandle> has the same size as ExprHandle itself (4 bytes).
  • EffectProperties::set_if_changed() now returns the Mut variable it takes as input, to allow subsequent calls.
  • VectorValue::new_uvecX() now take a UVecX instead of individual components, like for all other scalar types.
  • Merged the InitModifier and UpdateModifier traits into the Modifier subtrait; see other changelog entries for details. This helps manage modifiers in a unified way, and generally simplifies writing and maintain modifiers compatible with both the init and update contexts.
  • EffectAsset::init() and EffectAsset::update() now take a Modifier-bound type, and validate its ModifierContext is compatible (and panics if not).
  • EffectAsset::render() now panics if the modifier is not compatible with the ModifierContext::Render. Note that this indicates a malformed render modifier, because all objects implementing RenderModifier must include ModifierContext::Render in their Modifier::context().
  • Improved the serialization format to reduce verbosity, by making the following types #[serde(transparent)]: ExprHandle, LiteralExpr, PropertyExpr.
  • Moved properties from EffectAsset to Module.
  • Module::prop() and PropertyExpr::new() now take a PropertyHandle instead of a property name (string).
  • The following modifiers' via_property() function now takes a PropertyHandle instead of a property name: AccelModifier, RadialAccelModifier, TangentAccelModifier.
  • Expr is now Copy, making it even more lightweight.
  • ExprWriter::prop() now panics if the property doesn't exist. This ensures the created WriterExpr is well-formed, which was impossible to validate at expression write time previously.
  • Effects rendered with AlphaMode::Mask now write to the depth buffer. Other effects continue to not write to it. This fixes particle flickering for alpha masked effects only.
  • Bind groups for effect rendering are now created in a separate system in the EffectSystems::PrepareBindGroups set, itself part of Bevy's RenderSet::PrepareBindGroups. They're also cached, which increases the performance of rendering many effects.
  • Merged the init and update pass bind groups for the particle buffer and associated resources in EffectBfufer. The new unified resources use the _sim (simulation) suffix.
  • CompiledParticleEffect now holds a strong handle to the same EffectAsset as the ParticleEffect it's compiled from. This ensures the asset is not unloaded while in use during the frame. To allow an EffectAsset to unload, clear the handle of the ParticleEffect, then allow the CompiledParticleEffect to observe the change and clear its own handle too.
  • The EffectProperties component is now mandatory, and has been added to the ParticleEffectBundle. (#309)

Removed

  • Removed the screen_space_size field from the SetSizeModifier. Use the new ScreenSpaceSizeModifier to use a screen-space size.
  • Removed the built-in ForceFieldSource and associated ForceFieldModifier. Use the new ConformToSphereModifer instead. The behavior might change a bit as the conforming code is not strictly identical; use the force_field.rs example with the examples_world_inspector feature to tweak the parameters in real time and observe how they work and change the effect.
  • Removed InitContext and UpdateContext; they're replaced with ShaderWriter.
  • Removed InitModifer and UpdateModifer. Modifiers for the init and update contexts now only need to implement the base Modifier trait.
  • Removed downcast methods from Modifier (as_init(), as_init_mut(), as_update(), as_update_mut()).
  • Removed the various helper macros impl_mod_xxx!() to implement modifier traits; simply implement the trait by hand instead.
  • Removed EffectAsset::with_property() and EffectAsset::add_property(); use Module::add_property() instead.
  • PropertyExpr doesn't implement anymore ToWgslString nor From<String>. To create a PropertyExpr, you need a valid PropertyHandle, which would have been created via Module::add_property() with a default value enforcing a type. This ensures property expressions are well-formed on creation, and cannot reference non-existent properties.
  • Removed ParticleEffect::spawner, which was used as a per-instance override of EffectAsset::spawner. Manual spawn an EffectSpawner component with overridden values to achieve the same feature.

Fixed

  • Fixed a panic in rendering randomly occurring when no effect is present.
  • Fixed invalid WGSL being generated for large u32 values.
  • Fixed particle flickering, only for particles rendered through the AlphaMask3d render pass (EffectAsset::alpha_mode == AlphaMode::Mask). (#183)
  • Fixed invalid layout of all mat3xR<f32> returned by MatrixValue::as_bytes(), which was missing padding. (#310)
  • Fixed a regression where declaring properties but not adding an EffectProperties component would prevent properties from being uploaded to GPU. The EffectProperties component is now mandatory, even if the effect doesn't use any property. However there's still no GPU resource allocated if no property is used. (#309)
  • Fixed the missing PRNG seeding per particle effect instance in the update pass. (#333)

[0.10.0] 2024-02-24

Changed

  • Compatible with Bevy 0.13
  • Moved most shared WGSL code into an import module vfx_common.wgsl. This requires using naga_oil for import resolution, which in turns means naga and naga_oil are now dependencies of bevy_hanabi itself.

Fixed

  • Fixed a bug where particle attributes used in the context of a function would emit invalid code. (#275)
  • Fixed a bug where the screen-space size of particles was not correctly computed, leading to small variations in size. The new code correctly sizes particles based on a screen pixel size. This may increase the actual size of particles, if a larger size had been previously used to compensate the error introduced by this bug. (#269)
  • Fixed a bug where screen-space size ignored the particle's local orientation. (#269)

[0.9.0] 2023-12-26

Added

  • Added a new EffectProperties component holding the runtime values for all properties of a single ParticleEffect instance. This component can be added manually to the same Entity holding the ParticleEffect if you want to set initial values different from the default ones declared in the EffectAsset. Otherwise Hanabi will add the component automatically.
  • Added a new EffectSystems::UpdatePropertiesFromAsset set running in the PostUpdate schedule. During this set, Hanabi automatically updates all EffectProperties if the properties declared in the underlying EffectAsset changed.
  • Added OrientModifier::rotation, an optional expression which allows rotating the particle within its oriented plane. The actual meaning depends on the OrientMode used. (#258)
  • Added custom float attributes, which have no predefined meaning, but instead can be used to store any per-particle value.
    • Attribute::F32_0 to Attribute::F32_3 for scalar f32 attributes.
    • Attribute::F32X2_0 to Attribute::F32X2_3 for vector vec2<f32> attributes.
    • Attribute::F32X3_0 to Attribute::F32X3_3 for vector vec3<f32> attributes.
    • Attribute::F32X4_0 to Attribute::F32X4_3 for vector vec4<f32> attributes.
  • Added 4 new expressions for packing and unpacking a vec4<f32> into a u32: pack4x8snorm, pack4x8unorm, unpack4x8snorm, unpack4x8unorm. This is particularly useful to convert between COLOR (u32) and HDR_COLOR (vec4<f32>). See the billboard.rs example for a use case. (#259)

Changed

  • Properties of an effect have been moved from CompiledParticleEffect to a new EffectProperties component. This splits the semantic of the CompiledParticleEffect, which is purely an internal optimization, from the list of properties stored in EffectProperties, which is commonly accessed by the user to assign new values to properties.
  • Thanks to the split of properties into EffectProperties, change detection now works on properties, and uploads to GPU will only occur when change detection triggered on the component. Previously properties were re-uploaded each frame to the GPU even if unchanged.
  • Effect properties are now reflected (via the new EffectProperties component).
  • Attribute::ALL is now private; use Attribute::all() instead.
  • Exposed publicly the attributes and properties modules, and documented them.

[0.8.0] 2023-11-08

Added

  • Added a new OrientModifier and its OrientMode, allowing various modes of particle orienting during the rendering phase.
  • Added SimulationSpace::Local to simulate particles in local effect space, before rendering them with the GlobalTransform of the effect's entity.
  • Add access to ModifierContext and ParticleLayout from the EvalContext when evaluating modifiers.
  • Added SimulationSpace::eval() to evaluate a context-specific expression allowing to transform the particles to the proper simulation space.
  • Added a few more functions to Gradient<T>: is_empty( and len() which do as implied, from_keys() which creates a new gradient from a key point iterator, and with_key() and with_keys() which append one or more keys to an existing gradient.
  • Added AlphaMode and the ability to render particles with alpha masking instead of alpha blending. This is controlled by EffectAsset::alpha_mode and the new EffectAsset::with_alpha_mode() helper.
  • Added a new BuiltInOperator::AlphaCutoff value and associated expression, which represent the alpha cutoff threshold when rendering an effect with alpha masking. The billboard example has been updated to show how to use that value, and even dynamically change it with an expression.
  • Added PropertyLayout::properties() to iterate over the layout.
  • Added From implementations for the most common matrix types.
  • Added many more expressions to Expr.
  • Added Expr::has_side_effect() to determine if an expression has a side effect and therefore needs to be stored into a temporary local variable to avoid being evaluated more than once.
  • Added EvalContext::make_local_var() to generate a unique name for a variable local to an EvalContext (generally, inside a function).
  • Added EvalContext::push_stmt() to emit a single statement prepended to the currently evaluating expression. This is useful to define temporary local variables for storing expressions with a side-effect.
  • Added EvalContext::make_fn() to create a function with a dedicated EvalContext, allowing to properly scope local variables and stored expression side effects.
  • Added Module::try_get(), similar to Module::get() but returning a Result<&Expr, ExprError> instead for convenience.
  • Added implementations of ToWgslString for the missing vector types (UVec2/3/4, IVec2/3/4, BVec2/3/4).
  • Added new CastExpr expression to cast an operand expression to another ValueType. This adds a new variant Expr::Cast too.
  • Added new BinaryOperator::Remainder to calculate the remainder (% operator) of two expressions.
  • Added the ImageSampleMapping enum to determine how samples of the image of a ParticleTextureModifier are mapped to and modulated with the particle's base color. The new default behavior is ImageSampleMapping::Modulate, corresponding to a full modulate of all RGBA components. To restore the previous behavior, and use the Red channel of the texture as an opacity mask, set ParticleTextureModifier::sample_mapping to ImageSampleMapping::ModulateOpacityFromR.
  • Added new FlipbookModifier to treat the image of a ParticleTextureModifier as a grid sprite sheet, and allow rendering a sprite from that sheet. By animating the selected sprite, this creates a flipbook animation for the particle.
  • Added new Attribute::SPRITE_INDEX holding the i32 index of a sprite inside a sprite sheet texture. This is used with the FlipbookModifier to render sprite-based animated particles.

Changed

  • Compatible with Bevy 0.12
  • InitContext::new() and UpdateContext::new() now take an additional reference to the ParticleLayout of the effect.
  • RenderContext now implements EvalContext like the init and update contexts, and like them reference the module, particle layout, and property layout of the effect.
  • Gradient<T>::new(), Gradient<T>::constant(), and Gradient<T>::linear() do not require the T: Default trait bound anymore. The bound had been added by mistake, and is not necessary.
  • Gradient<T>::new() is now a const fn.
  • Gradient<T>::constant() and Gradient<T>::linear() do not attempt to perform linear searches anymore; instead they directly create the Gradient<T> object from scratch. This should not have any real consequence in practice though.
  • Changed CompiledParticleEffect to store a LayoutFlags instead of individual boolean values, for convenience and consistency with the internal representation.
  • Changed RenderContext to implement EvalContext. This allows render modifiers to use the expression API.
  • PropertyLayout::generate_code() has no more extra empty line at the end of the struct in the generated code.
  • EvalContext::eval() now caches the evaluation of an ExprHandle and guarantees that the evaluation is only ever performed once. This ensures that cloned ExprHandle making a same expression used in multiple places all reference the same evaluation, which is stored inside a local variable. This fixes an unexpected behavior where expressions with side effect like rand() where emitted multiple times, leading to different values, even though a single expression was used (via cloned handles). To restore the old behavior, simply generating separate expressions from a Module or an ExprWriter instead of cloning and reusing a same ExprHandle.
  • The default texture sampling mode for ParticleTextureModifier is now a full RGBA modulate. See ImageSampleMapping for details. Use ImageSampleMapping::ModulateOpacityFromR to restore the previous behavior.

Removed

  • Removed the BillboardModifier; this is superseded by the OrientModifier { mode: OrientMode::ParallelCameraDepthPlane }.
  • Removed the OrientAlongVelocityModifier; this is superseded by the OrientModifier { mode: OrientMode::AlongVelocity }.
  • Removed module() and expr() from EvalContext; the current module is now passed explicitly alongside the EvalContext in functions such as EvalContext::eval().

Fixed

  • Render modifiers can now access simulation parameters (time, delta time) like in any other context.
  • Fixed a panic in Debug builds when a ParticleEffect was marked as changed (for example, via Mut) but the asset handle remained the same. (#228)
  • Fixed a bug in the to_wgsl_string impl of MatrixType that caused the first element to be added twice.
  • Fixed missing parentheses leading to incorrect operator order in the following modifiers depending on the expression(s) used:
    • SetPositionCircleModifier
    • SetPositionSphereModifier
    • SetVelocityCircleModifier
    • SetVelocitySphereModifier
    • SetVelocityTangentModifier

[0.7.0] 2023-07-17

Added

  • Added Gradient::linear() helper method to produce a linear gradient between two values at keys 0. and 1..
  • EffectAsset now owns a Module field containing all the Expr used by the effect's modifiers.
  • Added ScalarType, VectorType, and MatrixType to reprensent a scalar, vector, or matrix type, respectively.
  • Added ValueType::is_numeric() as well as query methods to determine the kind of value type is_scalar() / is_vector() / is_matrix().
  • Added new Expression API: Expr, ExprHandle, Module, ExprWriter, WriterExpr.
  • Added new EvalContext trait representing the evaluation context of an expression, and giving access to the underlying expression Module and the property layout of the efect. The trait is implemented by InitContext and UpdateContext.
  • Added convenience method PropertyLayout::contains() to determine if a layout contains a property by name.
  • Added SetSizeModifier::screen_space_size and SizeOverLifetimeModifier::screen_space_size boolean fields which change the behavior of the particle size to be expressed in screen-space logical pixels, independently of the camera projection. This enables creating particle effect with constant pixel size. Set screen_space_size = false to get the previous behavior.
  • Added a new utility trait FloatHash to allow implementing std::cmp::Eq and std::hash::Hash on floating-point variants of CpuValue (ex-spawn::Value), making it possible to derive std::hash::Hash for any type using CpuValue.
  • SetColorModifier and SetSizeModifier now implement std::cmp::Eq, thanks to CpuValue itself implementing that trait for all floating point types (see FloatHash).
  • Added a new KillSphereModifier, similar to KillAabbModifier but with a sphere shape.

Changed

  • Renamed spawn::Value to spawn::CpuValue to prevent confusion with graph::Value. The former is a legacy construct which should eventually be replaced by the latter (but cannot be yet).
  • ValueType is now one of ScalarType / VectorType / MatrixType, allowing to represent a wider range of types, including booleans and matrices.
  • graph::Value is now one of ScalarValue / VectorValue / MatrixValue, for consistency with ValueType.
  • SimParams::dt was renamed to SimParams::delta_time for readability. Inside shaders, sim_params.dt was also renamed to sim_params.delta_time.
  • InitContext and UpdateContext now hold a mutable reference to the underlying Module to allow modifiers to create new Expr, and a read-only reference to the property layout of the effect.
  • ModifierContext is now a bitfield (flags), allowing modifiers to be used in multiple contexts. A prime example is the renamed SetAttributeModifier which can be used both to initialize a particle attribute on spawn (if used in the Init context), or update it during the simulation (if used in the Update context). Adding the modifier to the EffectAsset with init() or update() determines in which context it's used.
  • InitModifier::apply() was renamed to InitModifier::apply_init() to avoid a conflict with the other modifier traits in case a modifier implements multiple of them.
  • UpdateModifier::apply() was renamed to UpdateModifier::apply_update() to avoid a conflict with the other modifier traits in case a modifier implements multiple of them.
  • RenderModifier::apply() was renamed to RenderModifier::apply_render() to avoid a conflict with the other modifier traits in case a modifier implements multiple of them.
  • InitModifier::apply_init() and UpdateModifier::apply_update() now return a Result<(), ExprError>.
  • The following modifiers have been renamed, changing their Init prefix into Set to reflect the fact they can now be used both for particle init and update:
    • InitAttributeModifier -> SetAttributeModifier
    • InitPositionCircleModifier -> SetPositionCircleModifier
    • InitPositionSphereModifier -> SetPositionSphereModifier
    • InitPositionCone3dModifier -> SetPositionCone3dModifier
    • InitVelocityCircleModifier -> SetVelocityCircleModifier
    • InitVelocitySphereModifier -> SetVelocitySphereModifier
    • InitVelocityTangentModifier -> SetVelocityTangentModifier
  • All modifiers were changed to leverage the new Expression API. This means most fields are now of type ExprHandle instead of their previous numeric type (like Vec3 or f32). Refer to the various examples and the migration guide to understand how to migrate those modifiers.
  • Property::new() takes a default_value argument as impl Into<Value> instead of Value. This should make it easier to call, without requiring any change to existing code.
  • PropertyLayout::new() takes an iter argument as impl IntoIterator instead of impl Iterator. This should make it easier to call, without requiring any change to existing code.
  • All ParticleEffects are now compiled into a CompiledParticleEffect as soon as Hanabi detects they were spawned (generally, same frame), irrespective of whether they are visible or not. Previously only effects with Visibility::Visible where compiled, causing inconsistencies and panics when the effect was made visible later.
  • Shaders are now named (as required by Bevy 0.11), allowing better error reporting. Because Hanabi shaders are generated, the naming pattern used is hanabi/<effect_name>_<hash>.wgsl, where <effect_name> is the value of EffectAsset::name, and <hash> a unique hash depending on the content of the effect (modifiers and their values).
  • The content of the modifier module has been re-organized to group modifiers into submodules based on the part they modify. This means the init, update, and render, sub-modules are gone, replaced with others. Because all modifiers are re-exported (flattened hierarchy), this generally should not cause any breaking change, but can occasionally create a breakage if some old code was qualifying them with their full module path.

Removed

  • The InitAgeModifier, InitLifetimeModifier, and InitSizeModifier, were deleted. They're replaced with the more generic SetAttributeModifier (ex-InitAttributeModifier) which can set any attribute of a particle.
  • Modifier::resolve_properties() was a temporary workaround which has now been entirely made obsolete, and as a result has been deleted.
  • Deleted DimValue which was only used by InitSizeModifier, and is more generally covered by the Expression API.
  • Deleted ValueOrProperty which is now unused, and is more generally covered by the Expression API.

Fixed

  • Fixed a bug where a ParticleEffect spawned hidden (with Visibility::Hidden) would make Hanabi panic when made visible. Effects are now always compiled as soon as spawned. (#182)
  • Fixed the implementation of std::hash::Hash for SetColorModifier and SetSizeModifier, which were manually implemented and were not hashing the variant type of the value. This increased the risk of hash collision. The new implementation is derived thanks to CpuValue itself now implementing std::hash::Hash, and therefore likely hashes to a different value than in the previous release.

[0.6.2] 2023-06-10

Added

  • Added SetColorModifier to set a per-particle color on spawning, which doesn't vary during the particle's lifetime.

  • Added SetSizeModifier to set a per-particle size on spawning, which doesn't vary during the particle's lifetime.

  • Added EffectAsset::motion_integration to configure the type of motion integration of the particles of a system. Using this field, the user can now completely disable motion integration, or perform it before the modifiers are applied. The default behavior remains to perform the motion integration after all modifiers have been applied (MotionIntegration::PostUpdate).

  • Added InitAttributeModifier to initialize any attribute of a particle to a given hard-coded value or CPU property value.

  • Attribute is now fully reflected (Reflect and FromReflect) as a struct with a "name" field containing its unique identifier, and a "default_value" field containing its default Value. However note that attributes are immutable, so all mutating methods of the Reflect and FromReflect traits are no-op, and will not produce the expected result. The FromReflect implementation expects a String value, and uses Attribute::from_name() to recover the corresponding built-in instance of the attribute with that name.

  • Attribute is now serializable. Attributes are serialized as a string containing their name, since the list of valid attributes is hard-coded and cannot be modified at runtime, and new custom attributes are not supported. The default value is not serialized.

  • Init modifiers now also have access to the effect's properties.

  • Added InitAttributeModifier to initialize any attribute to a value or bind it to a property. This is especially useful with properties currently used implicitly like Attribute::COLOR and Attribute::HDR_COLOR; now you can set the color of particles without the need to (ab)use a ColorOverLifetimeModifier with a uniform gradient. The binding with properties also allows dynamically changing the spawning color; see the updated spawn_on_command.rs example.

  • Added 2 new components:

    • CompiledParticleEffect caches the runtime data for a compiled ParticleEffect. This component is automatically managed by the library. Users can interact with it to manage the values of the properties for that particular effect instance.
    • EffectSpawner holds the runtime data for the spawner. Several fields and methods have been transfered from [EffectAsset::spawner] and [ParticleEffect::spawer] into this new component. The component is automatically spawned by the library. Users can interact with it to e.g. spawn a single burst of particle.
  • Added a new system set EffectSystems::CompileEffects running the new compile_effects() system in parallel of the tick_spawners() system, during the CoreSet::PostUpdate set.

    • compile_effects() updates the CompiledParticleEffect of an Entity based on the state of its ParticleEffect.
    • tick_spawners() spawns if it doesn't exist then ticks the EffectSpawner component located again on that same Entity.

    Neither of those systems mutate the ParticleEffect component anymore (the change detection mechanism of Bevy components will not be triggered).

  • Added ParticleEffect::with_properties() to define a set of properties from an iterator. Note however that the set_property() method moved to the CompiledParticleEffect.

  • Added a SimulationCondition enum and an EffectAsset::simulation_condition field allowing to control whether the effect is simulated while hidden (Visibility::Hidden). (#166)

  • Added a new RadialAccelModifier update modifier applying a per-particle acceleration in the radial direction defined as the direction from the modifier's specified origin to the particle current position.

  • Added a new TangentAccelModifier update modifier applying a per-particle acceleration in the tangent direction defined as the cross product of the the modifier's specified rotation plane axis with the radial direction of the particle (calculated like RadialAccelModifier).

Changed

  • Attribute is now a wrapper around the private type &'static AttributeInner, and should be considered a "handle" which references an existing attribute and can be cheaply copied and compared. All mentions of &'static Attribute from previous versions should be replaced with Attribute (by value) to migrate to the new definition.
  • The Attribute::AGE and Attribute::LIFETIME are not mandatory anymore, and are now only added to the particle layout of an effect if a modifier requires them.
    • Particles without an age are (obviously) not aged anymore.
    • Particles without a lifetime are not reaped and therefore do not die from aging. They continue to age though (their Attribute::AGE is updated each frame).
  • The Attribute::POSITION and Attribute::VELOCITY are not mandatory anymore. They are required if EffectAsset::motion_integration is set to something other than MotionIntegration::None, but are not added automatically to all effects like they used to be, and instead require a modifier to explicitly insert them into the particle layout. Effects with a non-None motion integration but missing either of those two attributes will emit a warning at runtime. Add a position or velocity initializing modifier to fix it.
  • The documentation for all modifiers has been updated to state which attribute(s) they require, if any. Modifiers insert the attributes they require into the particle layout of the effect the modifier is attached to.
  • Spawner now contains the user-provided spawner configuration, which is serialized with the EffectAsset. All runtime fields and related methods, which are not serialized, have been moved to the new EffectSpawner components. Users should replace the following calls previously made on ParticleEffect::maybe_spawner().unwrap() to the new EffectSpawner: set_active(), with_active(), is_active(), reset(). See e.g. the spawn_on_command.rs example.
  • The former Spawner::tick(), now moved to EffectSpawner::tick(), is now a public method. The method is still automatically called by the tick_spawners() system. It's publicly exposed for testing and in case users want more control.
  • Moved ParticleEffect::set_property() to CompiledParticleEffect to prevent triggering change detection on ParticleEffect which invalidates the cache. (#162)
  • The Spawner methods with_active(), set_active(), and is_active(), have been respectively renamed to with_starts_active(), set_starts_active(), and starts_active(). This highlights the fact the "active" state manipulated by those methods only refers to the initial state of the spawner. The current runtime active state is available from the EffectSpawner once it's spawned by tick_spawners() (after the first udpate).

Removed

  • Deleted the following unused types: EffectMaterial, EffectMaterialUniformData, EffectMaterialPlugin, GpuEffectMaterial.

Fixed

  • Fixed a bug where using ParticleEffect::with_spawner() would prevent properties from initializing correctly.
  • Fixed a bug where the effect texture of the previously batched effect was incorrectly selected instead of the texture of the current effect. (#167)
  • Fixed a bug on some GPUs (most notably, on macOS) where incorrect data padding was breaking simulation of all but the first effect. (#165)
  • Fixed calls to ParticleEffect::set_property() being ignored if made before the particle effect has been updated once, due to properties not being resolved into the EffectAsset until the effect is effectively compiled. The set_property() method has now moved to the new CompiledParticleEffect, so cannot by design be made anymore before the effect is first updated.
  • Fixed ParticleEffect::set_property() invalidating the shader cache of the particle effect and causing a full shader recompile, which was impacting performance and defeating the point of using properties in the first place. The method has been moved to CompiledParticleEffect. (#162)
  • Fixed a bug where hidden (Visibility::Hidden) but still active effects were simulated in the background despite the documentation stating they were not. The newly-added SimulationCondition::Always allows explicitly opting in to this behavior in case you were relying on it, but this fix otherwise prevent those effects from being simulated. This possibly relates to #67.

[0.6.1] 2023-03-13

Added

  • Added an example init.rs showing the various kinds of position initializing modifiers.

Changed

  • Renamed PositionCone3dModifier into InitPositionCone3dModifier, and removed the velocity initializing. To recover the older behavior, add an extra InitVelocitySphereModifier to initialize the velocity like PositionCone3dModifier used to do.

Fixed

  • Fixed a bug in PositionCone3dModifier where the translation of the emitter is applied twice. (#152)

[0.6.0] 2023-03-10

Added

  • Added a SimulationSpace enum with a single value Global, in preparation of future support for local-space particle simulation.
  • Added InitAgeModifier to initialize the age of particles to a specific (possibly random) value instead of the default 0.0.
  • Added properties, named quantities associated with an EffectAsset and modifiable at runtime and assignable to values of modifiers. This enables dynamically modifying at runtime any property-based modifier value. Other non-property-based values are assumed to be constant, and are optimized by hard-coding them into the various shaders. Use EffectAsset::with_property() and EffectAsset::add_property() to define a new property before binding it to a modifier's value. The spawn.rs example demonstrates this with the acceleration of the AccelModifier.
  • Added particle Attributes, individual items holding a single per-particle scalar or vector value. Composed together, the attributes form the particle layout, which defines at runtime the set of per-particle values used in the simulation. This change marks a transition from the previous design where the particle attributes were hard-coded to be the position, velocity, age, and lifetime of the particle. With this change, a collection of various attributes is available for modifiers to manipulate. This ensures flexibility in customizing while retaining a minimal per-particle memory footprint for a given effect. Note that [Attribute]s are all built-in; a custom [Attribute] cannot be used.
  • Added a new AabbKillModifier which kills all particles entering or exiting an AABB. The force_field.rs example shows an example of each variant.
  • Added a new OrientAlongVelocityModifier which orients the local X axis of particles alongside their velocity, and builds a local Z axis perpendicular to the camera view's plane. The local Y axis is derived to form an orthonormal frame.

Changed

  • Switch to Bevy v0.10.
  • The ParticleLifetimeModifier was renamed to InitLifetimeModifier for clarity, and its lifetime field is now a Value<f32> to allow randomizing per particle.
  • Effects no longer have a default particle lifetime of 5 seconds. Instead an explicit lifetime must be set with the InitLifetimeModifier. Failure to set the lifetime will trigger a warning at runtime, and particles will default to a lifetime of zero and instantly die.
  • The PositionSphereModifier was previously initializing both the position and velocity of particles. It has been split into an InitPositionSphereModifier to initialize the position, and InitVelocitySphereModifier to initialize the velocity.
  • The PositionCircleModifier was previously initializing both the position and velocity of particles. It has been split into an InitPositionCircleModifier to initialize the position, and InitVelocityCircleModifier to initialize the velocity.
  • Effects no longer have a default initial position similar to the ex-PositionSphereModifier. Add an InitPositionSphereModifier and an InitVelocitySphereModifier explicitly to an effect to restore the previous behavior, with a center of Vec3::ZERO, a radius of 1., a dimension of ShapeDimension::Volume, and a speed of 2..
  • The acceleration of the AccelModifier is now property-based. To dynamically change the acceleration at runtime, assign its value to an effect property with AccelModifier::via_property(). Otherwise a constant value built with AccelModifier::constant() can be used, and will be optimized in the update shader. See the spawn.rs example.
  • All modifiers are now fully reflected (derive both Reflect and FromReflect) and de/serializable. They're serialized as enums, using the typetag crate.
  • ShapeDimension now derives Debug and is fully reflected (derives both Reflect and FromReflect) and de/serializable.
  • Value<T> now requires T: FromReflect, and itself derives both Reflect and FromReflect.
  • Consequence of Value<T> being fully reflected, several fields on Spawner are now fully reflected too and not ignored anymore.
  • The conforming to sphere feature of ForceFieldModifier is now applied before the Euler integration updating the particle position. This may result is tiny deviations from the previous behavior, as the particle position will not strictly conform to the sphere at the end of the step. However the delta should be very small, and no visible difference is expected in practice.
  • Changed the instancing example to allow removing particles with the BACKSPACE key in addition of the DELETE one, mainly for useability on macOS.
  • Changed the lifetime example to render particles with a colored gradient, to make the lifetime effect more clear.
  • The library builds with #[deny(dead_code)].

Removed

  • Deleted InitLayout, UpdateLayout, and RenderLayout. Init, update, and render modifiers are now directly applying themselves to the InitContext, UpdateContext, and RenderContext, respectively.

Fixed

  • Fixed a bug breaking effect simulation after some effects are despawned and others are subsequently spawned. (#106)
  • Fixed the spawn example failing to start on several devices due to the monitor resolution being larger than the maximum resolution imposed by the downlevel settings of WGPU. The downlevel settings are now disabled by default, and can be manually re-added for testing.

[0.5.3] 2023-02-07

Fixed

  • Fix a panic on unwrap() after despawning N > 1 effects and re-spawning M < N effects. (#123)

Changed

  • Changed the instance.rs example to spawn effects in random positions. Also added a (disabled) stress test which randomly spawns and despawns effects quickly to uncover bugs more easily.

[0.5.2] 2023-01-20

Added

  • Made Gradient<T> reflected and serializable by implementing Reflect, FromReflect, Serialize, and Deserialize.

Fixed

  • Fix (most common cases of) a bug where effects spawned after another effect was despawned will not work. This is a partial workaround; the bug can still trigger but under more rare conditions. (#106)
  • Fix simulate compute jobs running once per view instead of once per frame. (#102)
  • Fix 2D rendering not using indirect (GPU-driven) rendering.
  • Fix particles being reset after another effect is despawned. (#117)

Removed

  • Removed MinMaxRect in favor of Bevy's own Rect type.
  • Removed Resource derive from EffectAsset, which made little sense on an asset.

[0.5.1] 2022-12-03

Added

  • Add support for HDR cameras (Camera::hdr == true).
  • Add support for render layers (RenderLayers), allowing to select which camera(s) renders the ParticleEffects.
  • Add support for linear drag force via the LinearDragModifier. This enables slowing down the particles over time.

Fixed

  • Fix a panic when running the plugin without any effect.
  • Fix a bug in the way BillboardModifier was projecting the particle vertices onto the camera plane, producing some partial or total clipping of particles.

[0.5.0] 2022-11-14

Changed

  • Switch to Bevy v0.9.
  • Disabled broken effect batching until #73 is fixed, to prevent triggering batching which breaks rendering.
  • Switched to a new internal architecture, splitting the initializing of newly spawned particles from the updating of all alive particles, to achieve more consistent workload on the update compute. Added GPU-driven compute dispatch and rendering, which slighly improves performance and reduces CPU dependency/synchronization. This is mostly an internal change, but with the potential to unblock or facilitate several other issues. (#19)
  • Removed ParticleEffect::spawner() from the public API, which was intended for internal use and is a bit confusing.
  • Renamed the oddly-named RenderLayout::size_color_gradient into the more understandable RenderLayout::lifetime_size_gradient.
  • Renamed PipelineRegistry into ShaderCache, and its configure() method into get_or_insert(), for clarity.

Fixed

  • Prevent ShaderCache::get_or_insert() from unnecessarily triggering change detection on Assets<Shader> when the item is already in the cache.

[0.4.1] 2022-10-28

Fixed

  • Respect user-defined MSAA setting by reading the value of Msaa::samples when building the render pipeline. (#59)
  • Fixed a bug in the effect cache causing a panic sometimes when effects are removed. (#60)
  • Fixed a bug where an effect instance would be allocated overwriting another existing instance.
  • Fixed a bug in the calculation of some GPU buffer binding causing a panic under some combination of effect capacity and spawn count. (#68)

[0.4.0] 2022-10-11

Added

  • Added PositionCone3dModifier to spawn particles inside a truncated 3D cone.
  • All GPU profiling markers are now prefixed with hanabi: to make it easier to find Hanabi-related GPU resources.

Changed

  • Moved all modifiers into a top-level modifier module, and further into some init, update, and render sub-modules.
  • Added a bevy_hanabi::prelude containing most public types, to be used preferably over use bevy_hanabi::*.
  • Renamed ForceFieldParam to ForceFieldSource.
  • Renamed the FFNUM constant to ForceFieldSource::MAX_SOURCES.
  • Renamed ForceFieldModifier::force_field to ForceFieldModifier::sources.

Fixed

  • The orientation of the Entity of the ParticleEffect is now taken into account for spawning. (#42)
  • Ensure all GPU resources are deallocated when a ParticleEffect component is despawned. (#45)

Removed

  • EffectCacheId is now private. It was exposed publicly by error, and cannot be used for anything in the public API anyway.

[0.3.1] 2022-08-19

Added

  • Added EffectAsset::z_layer_2d and ParticleEffect::z_layer_2d to control the Z layer at which particles are rendered in 2D mode. Note that effects with different Z values cannot be batched together, which may negatively affect performance.
  • Added BillboardModifier to force the particles to face the camera.

[0.3.0] 2022-08-06

Changed

  • Switch to Bevy v0.8.
  • Update spawners in a separate system tick_spawners() (label: EffectSystems::TickSpawners) which runs in the CoreStage::PostUpdate stage after the visibility system updated all ComputedVisibility, to allow skipping effect instances which are not visible. Spawners were previously ticked in the render extract phase.

[0.2.0] 2022-04-17

Added

  • Added test-only feature gpu_tests active by default to enable tests requiring a working graphic adapter (GPU). This is disabled in most CI tests, except on Linux where the CPU-based Vulkan emulator lavapipe is used.

Changed

  • Switch to Bevy v0.7.
  • Changed features 2d and 3d to be purely additive. They are now both active by default, allowing to render through both 2D and 3D cameras at the same time. Users can optionally select either of those exclusively via the --no-default-features --features='2d' options (or similar for 3D), as an optimization for applications using only one of the two codepaths.
  • Tighter set of dependencies, removing the general bevy/render and instead depending on bevy/bevy_core_pipeline and bevy/bevy_render only.

Fixed

  • Fix missing derive feature in bytemuck dependency occasionally causing build errors.
  • Fix a bug in spawner parameters alignment making the library crash on some GPUs. The spawner parameters are now properly aligned according to the device-dependent constraints queried at runtime. (#26)

[0.1.2] 2022-04-07

Added

  • Add SizeOverLifetimeModifier.
  • Add PositionCircleModifier to allow spawning from a circle or disc.
  • Revamped spawning system:
    • SpawnMode is gone; Spawners are constructed with associated functions new, once, rate, and burst.
    • Spawners can be reset with Spawner::reset. This gives control over when to spawn a burst of particles.
    • Spawners can be activated or deactivated with Spawner::set_active.
    • ParticleEffectBundles can be initialized with a spawner with ParticleEffectBundle::with_spawner.
  • Implemented ToWgslFloat for Vec2 / Vec3 / Vec4.
  • Implemented ToWgslFloat for Value<f32>.
  • Derive-implemented PartialEq for Value<T> and Spawner.
  • Implemented randomization for randomized spawning parameters
  • New force field effect:
    • Add ForceFieldModifier to allow attraction or repulsion from point sources.
    • Add ForceFieldParam in both the modifiers and the particle update shader.
    • Add force_field example showcasing a repulsor, an attractor and the conforming to sphere functionality.
  • Add rendering with a 2D camera.

Changed

  • Renamed the ToWgslFloat trait into ToWgslString, and its to_float_string() method into to_wgsl_string(). Also made the trait public.
  • Position modifiers now use Value<f32> for velocity to allow for random velocity.
  • Either the "3d" feature or the "2d" feature must be enabled.

Fixed

  • Fixed depth sorting of particles relative to opaque objects. Particles are now correctly hidden when behind opaque objects.
  • Fixed truncation in compute workgroup count preventing update of some particles, and in degenerate cases (capacity < 64) completely disabling update.
  • Made the GradientKey<T>::ratio field private to avoid any modification via Gradient<T>::keys_mut() which would corrupt the internal sorting of keys.
  • Fixed a bug where adding the HanabiPlugin to an app without spawning any ParticleEffect would crash at runtime. (#9).

[0.1.1] 2022-02-15

Fixed

  • Fix homepage link in Cargo.toml
  • Bevy 0.6.1 fixed build on nightly, thereby fixing docs.rs builds

[0.1.0] 2022-02-11

Initial alpha version. Lots of things missing, but the barebone functionality is there. See the README.md for the list of planned and implemented features.