mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
54006b107b
# 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>
147 lines
4.6 KiB
Rust
147 lines
4.6 KiB
Rust
//! Showcases wireframe rendering for 2d meshes.
|
|
//!
|
|
//! Wireframes currently do not work when using webgl or webgpu.
|
|
//! Supported platforms:
|
|
//! - DX12
|
|
//! - Vulkan
|
|
//! - Metal
|
|
//!
|
|
//! This is a native only feature.
|
|
|
|
use bevy::{
|
|
color::palettes::basic::{GREEN, RED, WHITE},
|
|
prelude::*,
|
|
render::{
|
|
render_resource::WgpuFeatures,
|
|
settings::{RenderCreation, WgpuSettings},
|
|
RenderPlugin,
|
|
},
|
|
sprite::{NoWireframe2d, Wireframe2d, Wireframe2dColor, Wireframe2dConfig, Wireframe2dPlugin},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(RenderPlugin {
|
|
render_creation: RenderCreation::Automatic(WgpuSettings {
|
|
// WARN this is a native only feature. It will not work with webgl or webgpu
|
|
features: WgpuFeatures::POLYGON_MODE_LINE,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
// You need to add this plugin to enable wireframe rendering
|
|
Wireframe2dPlugin,
|
|
))
|
|
// Wireframes can be configured with this resource. This can be changed at runtime.
|
|
.insert_resource(Wireframe2dConfig {
|
|
// The global wireframe config enables drawing of wireframes on every mesh,
|
|
// except those with `NoWireframe2d`. Meshes with `Wireframe2d` will always have a wireframe,
|
|
// regardless of the global configuration.
|
|
global: true,
|
|
// Controls the default color of all wireframes. Used as the default color for global wireframes.
|
|
// Can be changed per mesh using the `Wireframe2dColor` component.
|
|
default_color: WHITE.into(),
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, update_colors)
|
|
.run();
|
|
}
|
|
|
|
/// Set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
) {
|
|
// Triangle: Never renders a wireframe
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(Triangle2d::new(
|
|
Vec2::new(0.0, 50.0),
|
|
Vec2::new(-50.0, -50.0),
|
|
Vec2::new(50.0, -50.0),
|
|
))),
|
|
MeshMaterial2d(materials.add(Color::BLACK)),
|
|
Transform::from_xyz(-150.0, 0.0, 0.0),
|
|
NoWireframe2d,
|
|
));
|
|
// Rectangle: Follows global wireframe setting
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(Rectangle::new(100.0, 100.0))),
|
|
MeshMaterial2d(materials.add(Color::BLACK)),
|
|
Transform::from_xyz(0.0, 0.0, 0.0),
|
|
));
|
|
// Circle: Always renders a wireframe
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(Circle::new(50.0))),
|
|
MeshMaterial2d(materials.add(Color::BLACK)),
|
|
Transform::from_xyz(150.0, 0.0, 0.0),
|
|
Wireframe2d,
|
|
// This lets you configure the wireframe color of this entity.
|
|
// If not set, this will use the color in `WireframeConfig`
|
|
Wireframe2dColor {
|
|
color: GREEN.into(),
|
|
},
|
|
));
|
|
|
|
// Camera
|
|
commands.spawn(Camera2dBundle::default());
|
|
|
|
// Text used to show controls
|
|
commands.spawn(
|
|
TextBundle::from_section("", TextStyle::default()).with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
);
|
|
}
|
|
|
|
/// This system lets you toggle various wireframe settings
|
|
fn update_colors(
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut config: ResMut<Wireframe2dConfig>,
|
|
mut wireframe_colors: Query<&mut Wireframe2dColor>,
|
|
mut text: Query<&mut Text>,
|
|
) {
|
|
text.single_mut().sections[0].value = format!(
|
|
"Controls
|
|
---------------
|
|
Z - Toggle global
|
|
X - Change global color
|
|
C - Change color of the circle wireframe
|
|
|
|
Wireframe2dConfig
|
|
-------------
|
|
Global: {}
|
|
Color: {:?}",
|
|
config.global,
|
|
config.default_color.to_srgba(),
|
|
);
|
|
|
|
// Toggle showing a wireframe on all meshes
|
|
if keyboard_input.just_pressed(KeyCode::KeyZ) {
|
|
config.global = !config.global;
|
|
}
|
|
|
|
// Toggle the global wireframe color
|
|
if keyboard_input.just_pressed(KeyCode::KeyX) {
|
|
config.default_color = if config.default_color == WHITE.into() {
|
|
RED.into()
|
|
} else {
|
|
WHITE.into()
|
|
};
|
|
}
|
|
|
|
// Toggle the color of a wireframe using `Wireframe2dColor` and not the global color
|
|
if keyboard_input.just_pressed(KeyCode::KeyC) {
|
|
for mut color in &mut wireframe_colors {
|
|
color.color = if color.color == GREEN.into() {
|
|
RED.into()
|
|
} else {
|
|
GREEN.into()
|
|
};
|
|
}
|
|
}
|
|
}
|