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https://github.com/bevyengine/bevy
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# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
149 lines
4.3 KiB
Rust
149 lines
4.3 KiB
Rust
//! This example shows how to configure Physically Based Rendering (PBR) parameters.
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use bevy::prelude::*;
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use bevy::render::camera::ScalingMode;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, environment_map_load_finish)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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let sphere_mesh = meshes.add(Sphere::new(0.45));
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// add entities to the world
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for y in -2..=2 {
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for x in -5..=5 {
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let x01 = (x + 5) as f32 / 10.0;
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let y01 = (y + 2) as f32 / 4.0;
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// sphere
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commands.spawn((
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Mesh3d(sphere_mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("#ffd891").unwrap().into(),
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// vary key PBR parameters on a grid of spheres to show the effect
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metallic: y01,
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perceptual_roughness: x01,
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..default()
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})),
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Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
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));
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}
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}
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// unlit sphere
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commands.spawn((
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Mesh3d(sphere_mesh),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("#ffd891").unwrap().into(),
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// vary key PBR parameters on a grid of spheres to show the effect
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unlit: true,
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..default()
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})),
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Transform::from_xyz(-5.0, -2.5, 0.0),
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));
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commands.spawn((
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DirectionalLight {
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illuminance: 1_500.,
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..default()
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},
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Transform::from_xyz(50.0, 50.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// labels
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commands.spawn((
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Text::new("Perceptual Roughness"),
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TextFont {
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font_size: 30.0,
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(20.0),
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left: Val::Px(100.0),
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..default()
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},
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));
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commands.spawn((
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Text::new("Metallic"),
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TextFont {
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font_size: 30.0,
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(130.0),
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right: Val::ZERO,
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..default()
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},
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Transform {
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rotation: Quat::from_rotation_z(std::f32::consts::PI / 2.0),
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..default()
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},
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));
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commands.spawn((
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Text::new("Loading Environment Map..."),
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TextFont {
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font_size: 30.0,
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(20.0),
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right: Val::Px(20.0),
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..default()
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},
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EnvironmentMapLabel,
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
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Projection::from(OrthographicProjection {
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scale: 0.01,
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scaling_mode: ScalingMode::WindowSize,
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..OrthographicProjection::default_3d()
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}),
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 900.0,
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..default()
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},
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));
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}
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fn environment_map_load_finish(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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environment_maps: Query<&EnvironmentMapLight>,
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label_query: Query<Entity, With<EnvironmentMapLabel>>,
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) {
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if let Ok(environment_map) = environment_maps.get_single() {
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if asset_server
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.load_state(&environment_map.diffuse_map)
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.is_loaded()
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&& asset_server
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.load_state(&environment_map.specular_map)
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.is_loaded()
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{
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if let Ok(label_entity) = label_query.get_single() {
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commands.entity(label_entity).despawn();
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}
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}
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}
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}
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#[derive(Component)]
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struct EnvironmentMapLabel;
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