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https://github.com/bevyengine/bevy
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# 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>
137 lines
4.6 KiB
Rust
137 lines
4.6 KiB
Rust
//! Showcases a `FogVolume`'s density texture being scrolled over time to create
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//! the effect of fog moving in the wind.
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//!
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//! The density texture is a repeating 3d noise texture and the `density_texture_offset`
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//! is moved every frame to achieve this.
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//!
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//! The example also utilizes the jitter option of `VolumetricFog` in tandem
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//! with temporal anti-aliasing to improve the visual quality of the effect.
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//!
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//! The camera is looking at a pillar with the sun peaking behind it. The light
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//! interactions change based on the density of the fog.
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use bevy::{
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core_pipeline::{
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bloom::Bloom,
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experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin},
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},
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pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight},
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prelude::*,
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render::texture::{
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ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
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ImageSamplerDescriptor,
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},
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};
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/// Initializes the example.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Scrolling Fog".into(),
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..default()
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}),
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..default()
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}))
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(TemporalAntiAliasPlugin)
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.add_systems(Startup, setup)
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.add_systems(Update, scroll_fog)
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.run();
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}
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/// Spawns all entities into the 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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assets: Res<AssetServer>,
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) {
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// Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 2.0, 0.0)
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.looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
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camera: Camera {
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hdr: true,
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..default()
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},
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msaa: Msaa::Off,
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..default()
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},
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TemporalAntiAliasBundle::default(),
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Bloom::default(),
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VolumetricFog {
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ambient_intensity: 0.0,
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jitter: 0.5,
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..default()
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},
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));
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// Spawn a directional light shining at the camera with the VolumetricLight component.
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(-5.0, 5.0, -7.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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VolumetricLight,
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));
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// Spawn ground mesh.
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(64.0, 1.0, 64.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::BLACK,
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perceptual_roughness: 1.0,
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..default()
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})),
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Transform::from_xyz(0.0, -0.5, 0.0),
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));
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// Spawn pillar standing between the camera and the sun.
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 9.0, 2.0))),
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MeshMaterial3d(materials.add(Color::BLACK)),
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Transform::from_xyz(-10.0, 4.5, -11.0),
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));
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// Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
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// so that the texture wraps around as the density texture offset is moved along.
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// Also set ImageFilterMode to Linear so that the fog isn't pixelated.
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let noise_texture = assets.load_with_settings("volumes/fog_noise.ktx2", |settings: &mut _| {
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*settings = ImageLoaderSettings {
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sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
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address_mode_u: ImageAddressMode::Repeat,
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address_mode_v: ImageAddressMode::Repeat,
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address_mode_w: ImageAddressMode::Repeat,
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mag_filter: ImageFilterMode::Linear,
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min_filter: ImageFilterMode::Linear,
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mipmap_filter: ImageFilterMode::Linear,
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..default()
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}),
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..default()
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}
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});
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// Spawn a FogVolume and use the repeating noise texture as its density texture.
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commands.spawn((
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SpatialBundle {
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visibility: Visibility::Visible,
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transform: Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
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..default()
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},
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FogVolume {
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density_texture: Some(noise_texture),
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density_factor: 0.05,
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..default()
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},
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));
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}
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/// Moves fog density texture offset every frame.
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fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
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for mut fog_volume in query.iter_mut() {
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fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_seconds();
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}
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}
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