2024-09-02 16:46:34 +00:00
|
|
|
//! This example demonstrates how to use a storage buffer with `AsBindGroup` in a custom material.
|
|
|
|
use bevy::{
|
|
|
|
prelude::*,
|
|
|
|
reflect::TypePath,
|
2024-09-20 17:08:37 +00:00
|
|
|
render::{
|
|
|
|
render_resource::{AsBindGroup, ShaderRef},
|
|
|
|
storage::ShaderStorageBuffer,
|
|
|
|
},
|
2024-09-02 16:46:34 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl";
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
|
|
|
|
.add_systems(Startup, setup)
|
|
|
|
.add_systems(Update, update)
|
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
/// set up a simple 3D scene
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
|
|
|
|
mut materials: ResMut<Assets<CustomMaterial>>,
|
|
|
|
) {
|
|
|
|
// Example data for the storage buffer
|
|
|
|
let color_data: Vec<[f32; 4]> = vec![
|
|
|
|
[1.0, 0.0, 0.0, 1.0],
|
|
|
|
[0.0, 1.0, 0.0, 1.0],
|
|
|
|
[0.0, 0.0, 1.0, 1.0],
|
|
|
|
[1.0, 1.0, 0.0, 1.0],
|
|
|
|
[0.0, 1.0, 1.0, 1.0],
|
|
|
|
];
|
|
|
|
|
2024-09-09 15:28:31 +00:00
|
|
|
let colors = buffers.add(ShaderStorageBuffer::from(color_data));
|
2024-09-02 16:46:34 +00:00
|
|
|
|
|
|
|
// Create the custom material with the storage buffer
|
|
|
|
let custom_material = CustomMaterial { colors };
|
|
|
|
|
|
|
|
let material_handle = materials.add(custom_material);
|
|
|
|
commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
|
|
|
|
|
|
|
|
// Spawn cubes with the custom material
|
|
|
|
for i in -6..=6 {
|
|
|
|
for j in -3..=3 {
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
commands.spawn((
|
|
|
|
Mesh3d(meshes.add(Cuboid::from_size(Vec3::splat(0.3)))),
|
|
|
|
MeshMaterial3d(material_handle.clone()),
|
|
|
|
Transform::from_xyz(i as f32, j as f32, 0.0),
|
|
|
|
));
|
2024-09-02 16:46:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Camera
|
2024-10-05 01:59:52 +00:00
|
|
|
commands.spawn((
|
|
|
|
Camera3d::default(),
|
|
|
|
Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
|
|
));
|
2024-09-02 16:46:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Update the material color by time
|
|
|
|
fn update(
|
|
|
|
time: Res<Time>,
|
|
|
|
material_handle: Res<CustomMaterialHandle>,
|
|
|
|
mut materials: ResMut<Assets<CustomMaterial>>,
|
|
|
|
mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
|
|
|
|
) {
|
|
|
|
let material = materials.get_mut(&material_handle.0).unwrap();
|
|
|
|
let buffer = buffers.get_mut(&material.colors).unwrap();
|
2024-09-09 15:28:31 +00:00
|
|
|
buffer.set_data(
|
|
|
|
(0..5)
|
|
|
|
.map(|i| {
|
2024-10-16 21:09:32 +00:00
|
|
|
let t = time.elapsed_secs() * 5.0;
|
2024-09-09 15:28:31 +00:00
|
|
|
[
|
2024-09-16 23:28:12 +00:00
|
|
|
ops::sin(t + i as f32) / 2.0 + 0.5,
|
|
|
|
ops::sin(t + i as f32 + 2.0) / 2.0 + 0.5,
|
|
|
|
ops::sin(t + i as f32 + 4.0) / 2.0 + 0.5,
|
2024-09-09 15:28:31 +00:00
|
|
|
1.0,
|
|
|
|
]
|
|
|
|
})
|
|
|
|
.collect::<Vec<[f32; 4]>>()
|
|
|
|
.as_slice(),
|
2024-09-02 16:46:34 +00:00
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Holds a handle to the custom material
|
|
|
|
#[derive(Resource)]
|
|
|
|
struct CustomMaterialHandle(Handle<CustomMaterial>);
|
|
|
|
|
|
|
|
// This struct defines the data that will be passed to your shader
|
|
|
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
|
|
|
struct CustomMaterial {
|
|
|
|
#[storage(0, read_only)]
|
|
|
|
colors: Handle<ShaderStorageBuffer>,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Material for CustomMaterial {
|
|
|
|
fn vertex_shader() -> ShaderRef {
|
|
|
|
SHADER_ASSET_PATH.into()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn fragment_shader() -> ShaderRef {
|
|
|
|
SHADER_ASSET_PATH.into()
|
|
|
|
}
|
|
|
|
}
|