mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +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>
140 lines
4.5 KiB
Rust
140 lines
4.5 KiB
Rust
//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
render::{
|
|
render_asset::RenderAssetUsages,
|
|
render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
|
|
view::RenderLayers,
|
|
},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (cube_rotator_system, rotator_system))
|
|
.run();
|
|
}
|
|
|
|
// Marks the first pass cube (rendered to a texture.)
|
|
#[derive(Component)]
|
|
struct FirstPassCube;
|
|
|
|
// Marks the main pass cube, to which the texture is applied.
|
|
#[derive(Component)]
|
|
struct MainPassCube;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
) {
|
|
let size = Extent3d {
|
|
width: 512,
|
|
height: 512,
|
|
..default()
|
|
};
|
|
|
|
// This is the texture that will be rendered to.
|
|
let mut image = Image::new_fill(
|
|
size,
|
|
TextureDimension::D2,
|
|
&[0, 0, 0, 0],
|
|
TextureFormat::Bgra8UnormSrgb,
|
|
RenderAssetUsages::default(),
|
|
);
|
|
// You need to set these texture usage flags in order to use the image as a render target
|
|
image.texture_descriptor.usage =
|
|
TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
|
|
|
|
let image_handle = images.add(image);
|
|
|
|
let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
|
|
let cube_material_handle = materials.add(StandardMaterial {
|
|
base_color: Color::srgb(0.8, 0.7, 0.6),
|
|
reflectance: 0.02,
|
|
unlit: false,
|
|
..default()
|
|
});
|
|
|
|
// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
|
|
let first_pass_layer = RenderLayers::layer(1);
|
|
|
|
// The cube that will be rendered to the texture.
|
|
commands.spawn((
|
|
Mesh3d(cube_handle),
|
|
MeshMaterial3d(cube_material_handle),
|
|
Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
|
|
FirstPassCube,
|
|
first_pass_layer.clone(),
|
|
));
|
|
|
|
// Light
|
|
// NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
|
|
// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
|
|
// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
|
|
commands.spawn((
|
|
PointLight::default(),
|
|
Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
|
|
RenderLayers::layer(0).with(1),
|
|
));
|
|
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
camera: Camera {
|
|
target: image_handle.clone().into(),
|
|
clear_color: Color::WHITE.into(),
|
|
..default()
|
|
},
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
|
|
.looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
},
|
|
first_pass_layer,
|
|
));
|
|
|
|
let cube_size = 4.0;
|
|
let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
|
|
|
|
// This material has the texture that has been rendered.
|
|
let material_handle = materials.add(StandardMaterial {
|
|
base_color_texture: Some(image_handle),
|
|
reflectance: 0.02,
|
|
unlit: false,
|
|
..default()
|
|
});
|
|
|
|
// Main pass cube, with material containing the rendered first pass texture.
|
|
commands.spawn((
|
|
Mesh3d(cube_handle),
|
|
MeshMaterial3d(material_handle),
|
|
Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
|
|
MainPassCube,
|
|
));
|
|
|
|
// The main pass camera.
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// Rotates the inner cube (first pass)
|
|
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_x(1.5 * time.delta_seconds());
|
|
transform.rotate_z(1.3 * time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
/// Rotates the outer cube (main pass)
|
|
fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_x(1.0 * time.delta_seconds());
|
|
transform.rotate_y(0.7 * time.delta_seconds());
|
|
}
|
|
}
|