bevy/examples/3d/deferred_rendering.rs
Joona Aalto 54006b107b
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

381 lines
12 KiB
Rust

//! This example compares Forward, Forward + Prepass, and Deferred rendering.
use std::f32::consts::*;
use bevy::{
core_pipeline::{
fxaa::Fxaa,
prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
},
math::ops,
pbr::{
CascadeShadowConfigBuilder, DefaultOpaqueRendererMethod, DirectionalLightShadowMap,
NotShadowCaster, NotShadowReceiver, OpaqueRendererMethod,
},
prelude::*,
render::texture::ImageLoaderSettings,
};
fn main() {
App::new()
.insert_resource(DefaultOpaqueRendererMethod::deferred())
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.insert_resource(Pause(true))
.add_systems(Startup, (setup, setup_parallax))
.add_systems(Update, (animate_light_direction, switch_mode, spin))
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
commands.spawn((
Camera3dBundle {
camera: Camera {
// Deferred both supports both hdr: true and hdr: false
hdr: false,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
// MSAA needs to be off for Deferred rendering
msaa: Msaa::Off,
..default()
},
DistanceFog {
color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2000.0,
..default()
},
DepthPrepass,
MotionVectorPrepass,
DeferredPrepass,
Fxaa::default(),
));
commands.spawn((
DirectionalLight {
illuminance: 15_000.,
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
num_cascades: 3,
maximum_distance: 10.0,
..default()
}
.build(),
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 0.0, -FRAC_PI_4)),
));
// FlightHelmet
let helmet_scene = asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
commands.spawn(SceneBundle {
scene: helmet_scene.clone(),
..default()
});
commands.spawn(SceneBundle {
scene: helmet_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
let mut forward_mat: StandardMaterial = Color::srgb(0.1, 0.2, 0.1).into();
forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
let forward_mat_h = materials.add(forward_mat);
// Plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
MeshMaterial3d(forward_mat_h.clone()),
));
let cube_h = meshes.add(Cuboid::new(0.1, 0.1, 0.1));
let sphere_h = meshes.add(Sphere::new(0.125).mesh().uv(32, 18));
// Cubes
commands.spawn((
Mesh3d(cube_h.clone()),
MeshMaterial3d(forward_mat_h.clone()),
Transform::from_xyz(-0.3, 0.5, -0.2),
));
commands.spawn((
Mesh3d(cube_h),
MeshMaterial3d(forward_mat_h),
Transform::from_xyz(0.2, 0.5, 0.2),
));
let sphere_color = Color::srgb(10.0, 4.0, 1.0);
let sphere_pos = Transform::from_xyz(0.4, 0.5, -0.8);
// Emissive sphere
let mut unlit_mat: StandardMaterial = sphere_color.into();
unlit_mat.unlit = true;
commands.spawn((
Mesh3d(sphere_h.clone()),
MeshMaterial3d(materials.add(unlit_mat)),
sphere_pos,
NotShadowCaster,
));
// Light
commands.spawn((
PointLight {
intensity: 800.0,
radius: 0.125,
shadows_enabled: true,
color: sphere_color,
..default()
},
sphere_pos,
));
// Spheres
for i in 0..6 {
let j = i % 3;
let s_val = if i < 3 { 0.0 } else { 0.2 };
let material = if j == 0 {
materials.add(StandardMaterial {
base_color: Color::srgb(s_val, s_val, 1.0),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else if j == 1 {
materials.add(StandardMaterial {
base_color: Color::srgb(s_val, 1.0, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else {
materials.add(StandardMaterial {
base_color: Color::srgb(1.0, s_val, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
};
commands.spawn((
Mesh3d(sphere_h.clone()),
MeshMaterial3d(material),
Transform::from_xyz(
j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
0.125,
-j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
),
));
}
// sky
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("888888").unwrap().into(),
unlit: true,
cull_mode: None,
..default()
})),
Transform::from_scale(Vec3::splat(1_000_000.0)),
NotShadowCaster,
NotShadowReceiver,
));
// Example instructions
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()
}),
);
}
#[derive(Resource)]
struct Pause(bool);
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
pause: Res<Pause>,
) {
if pause.0 {
return;
}
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() * PI / 5.0);
}
}
fn setup_parallax(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
asset_server: Res<AssetServer>,
) {
// The normal map. Note that to generate it in the GIMP image editor, you should
// open the depth map, and do Filters → Generic → Normal Map
// You should enable the "flip X" checkbox.
let normal_handle = asset_server.load_with_settings(
"textures/parallax_example/cube_normal.png",
// The normal map texture is in linear color space. Lighting won't look correct
// if `is_srgb` is `true`, which is the default.
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
);
let mut cube = Mesh::from(Cuboid::new(0.15, 0.15, 0.15));
// NOTE: for normal maps and depth maps to work, the mesh
// needs tangents generated.
cube.generate_tangents().unwrap();
let parallax_material = materials.add(StandardMaterial {
perceptual_roughness: 0.4,
base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
normal_map_texture: Some(normal_handle),
// The depth map is a greyscale texture where black is the highest level and
// white the lowest.
depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
parallax_depth_scale: 0.09,
parallax_mapping_method: ParallaxMappingMethod::Relief { max_steps: 4 },
max_parallax_layer_count: ops::exp2(5.0f32),
..default()
});
commands.spawn((
Mesh3d(meshes.add(cube)),
MeshMaterial3d(parallax_material),
Transform::from_xyz(0.4, 0.2, -0.8),
Spin { speed: 0.3 },
));
}
#[derive(Component)]
struct Spin {
speed: f32,
}
fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
if pause.0 {
return;
}
for (mut transform, spin) in query.iter_mut() {
transform.rotate_local_y(spin.speed * time.delta_seconds());
transform.rotate_local_x(spin.speed * time.delta_seconds());
transform.rotate_local_z(-spin.speed * time.delta_seconds());
}
}
#[derive(Resource, Default)]
enum DefaultRenderMode {
#[default]
Deferred,
Forward,
ForwardPrepass,
}
#[allow(clippy::too_many_arguments)]
fn switch_mode(
mut text: Query<&mut Text>,
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut default_opaque_renderer_method: ResMut<DefaultOpaqueRendererMethod>,
mut materials: ResMut<Assets<StandardMaterial>>,
cameras: Query<Entity, With<Camera>>,
mut pause: ResMut<Pause>,
mut hide_ui: Local<bool>,
mut mode: Local<DefaultRenderMode>,
) {
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
text.clear();
if keys.just_pressed(KeyCode::Space) {
pause.0 = !pause.0;
}
if keys.just_pressed(KeyCode::Digit1) {
*mode = DefaultRenderMode::Deferred;
default_opaque_renderer_method.set_to_deferred();
println!("DefaultOpaqueRendererMethod: Deferred");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).remove::<NormalPrepass>();
commands.entity(camera).insert(DepthPrepass);
commands.entity(camera).insert(MotionVectorPrepass);
commands.entity(camera).insert(DeferredPrepass);
}
}
if keys.just_pressed(KeyCode::Digit2) {
*mode = DefaultRenderMode::Forward;
default_opaque_renderer_method.set_to_forward();
println!("DefaultOpaqueRendererMethod: Forward");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).remove::<NormalPrepass>();
commands.entity(camera).remove::<DepthPrepass>();
commands.entity(camera).remove::<MotionVectorPrepass>();
commands.entity(camera).remove::<DeferredPrepass>();
}
}
if keys.just_pressed(KeyCode::Digit3) {
*mode = DefaultRenderMode::ForwardPrepass;
default_opaque_renderer_method.set_to_forward();
println!("DefaultOpaqueRendererMethod: Forward + Prepass");
for _ in materials.iter_mut() {}
for camera in &cameras {
commands.entity(camera).insert(NormalPrepass);
commands.entity(camera).insert(DepthPrepass);
commands.entity(camera).insert(MotionVectorPrepass);
commands.entity(camera).remove::<DeferredPrepass>();
}
}
if keys.just_pressed(KeyCode::KeyH) {
*hide_ui = !*hide_ui;
}
if !*hide_ui {
text.push_str("(H) Hide UI\n");
text.push_str("(Space) Play/Pause\n\n");
text.push_str("Rendering Method:\n");
text.push_str(&format!(
"(1) {} Deferred\n",
if let DefaultRenderMode::Deferred = *mode {
">"
} else {
""
}
));
text.push_str(&format!(
"(2) {} Forward\n",
if let DefaultRenderMode::Forward = *mode {
">"
} else {
""
}
));
text.push_str(&format!(
"(3) {} Forward + Prepass\n",
if let DefaultRenderMode::ForwardPrepass = *mode {
">"
} else {
""
}
));
}
}