mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +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>
194 lines
6.2 KiB
Rust
194 lines
6.2 KiB
Rust
//! A shader that binds several textures onto one
|
|
//! `binding_array<texture<f32>>` shader binding slot and sample non-uniformly.
|
|
|
|
use bevy::{
|
|
ecs::system::{lifetimeless::SRes, SystemParamItem},
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
render::{
|
|
render_asset::RenderAssets,
|
|
render_resource::{
|
|
binding_types::{sampler, texture_2d},
|
|
*,
|
|
},
|
|
renderer::RenderDevice,
|
|
texture::{FallbackImage, GpuImage},
|
|
RenderApp,
|
|
},
|
|
};
|
|
use std::{num::NonZero, process::exit};
|
|
|
|
/// This example uses a shader source file from the assets subdirectory
|
|
const SHADER_ASSET_PATH: &str = "shaders/texture_binding_array.wgsl";
|
|
|
|
fn main() {
|
|
let mut app = App::new();
|
|
app.add_plugins((
|
|
DefaultPlugins.set(ImagePlugin::default_nearest()),
|
|
GpuFeatureSupportChecker,
|
|
MaterialPlugin::<BindlessMaterial>::default(),
|
|
))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
const MAX_TEXTURE_COUNT: usize = 16;
|
|
const TILE_ID: [usize; 16] = [
|
|
19, 23, 4, 33, 12, 69, 30, 48, 10, 65, 40, 47, 57, 41, 44, 46,
|
|
];
|
|
|
|
struct GpuFeatureSupportChecker;
|
|
|
|
impl Plugin for GpuFeatureSupportChecker {
|
|
fn build(&self, _app: &mut App) {}
|
|
|
|
fn finish(&self, app: &mut App) {
|
|
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
|
|
return;
|
|
};
|
|
|
|
let render_device = render_app.world().resource::<RenderDevice>();
|
|
|
|
// Check if the device support the required feature. If not, exit the example.
|
|
// In a real application, you should setup a fallback for the missing feature
|
|
if !render_device
|
|
.features()
|
|
.contains(WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING)
|
|
{
|
|
error!(
|
|
"Render device doesn't support feature \
|
|
SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, \
|
|
which is required for texture binding arrays"
|
|
);
|
|
exit(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<BindlessMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// load 16 textures
|
|
let textures: Vec<_> = TILE_ID
|
|
.iter()
|
|
.map(|id| asset_server.load(format!("textures/rpg/tiles/generic-rpg-tile{id:0>2}.png")))
|
|
.collect();
|
|
|
|
// a cube with multiple textures
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::default())),
|
|
MeshMaterial3d(materials.add(BindlessMaterial { textures })),
|
|
));
|
|
}
|
|
|
|
#[derive(Asset, TypePath, Debug, Clone)]
|
|
struct BindlessMaterial {
|
|
textures: Vec<Handle<Image>>,
|
|
}
|
|
|
|
impl AsBindGroup for BindlessMaterial {
|
|
type Data = ();
|
|
|
|
type Param = (SRes<RenderAssets<GpuImage>>, SRes<FallbackImage>);
|
|
|
|
fn as_bind_group(
|
|
&self,
|
|
layout: &BindGroupLayout,
|
|
render_device: &RenderDevice,
|
|
(image_assets, fallback_image): &mut SystemParamItem<'_, '_, Self::Param>,
|
|
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
|
|
// retrieve the render resources from handles
|
|
let mut images = vec![];
|
|
for handle in self.textures.iter().take(MAX_TEXTURE_COUNT) {
|
|
match image_assets.get(handle) {
|
|
Some(image) => images.push(image),
|
|
None => return Err(AsBindGroupError::RetryNextUpdate),
|
|
}
|
|
}
|
|
|
|
let fallback_image = &fallback_image.d2;
|
|
|
|
let textures = vec![&fallback_image.texture_view; MAX_TEXTURE_COUNT];
|
|
|
|
// convert bevy's resource types to WGPU's references
|
|
let mut textures: Vec<_> = textures.into_iter().map(|texture| &**texture).collect();
|
|
|
|
// fill in up to the first `MAX_TEXTURE_COUNT` textures and samplers to the arrays
|
|
for (id, image) in images.into_iter().enumerate() {
|
|
textures[id] = &*image.texture_view;
|
|
}
|
|
|
|
let bind_group = render_device.create_bind_group(
|
|
"bindless_material_bind_group",
|
|
layout,
|
|
&BindGroupEntries::sequential((&textures[..], &fallback_image.sampler)),
|
|
);
|
|
|
|
Ok(PreparedBindGroup {
|
|
bindings: vec![],
|
|
bind_group,
|
|
data: (),
|
|
})
|
|
}
|
|
|
|
fn unprepared_bind_group(
|
|
&self,
|
|
_layout: &BindGroupLayout,
|
|
_render_device: &RenderDevice,
|
|
_param: &mut SystemParamItem<'_, '_, Self::Param>,
|
|
) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError> {
|
|
// we implement as_bind_group directly because
|
|
panic!("bindless texture arrays can't be owned")
|
|
// or rather, they can be owned, but then you can't make a `&'a [&'a TextureView]` from a vec of them in get_binding().
|
|
}
|
|
|
|
fn bind_group_layout_entries(_: &RenderDevice) -> Vec<BindGroupLayoutEntry>
|
|
where
|
|
Self: Sized,
|
|
{
|
|
BindGroupLayoutEntries::with_indices(
|
|
// The layout entries will only be visible in the fragment stage
|
|
ShaderStages::FRAGMENT,
|
|
(
|
|
// Screen texture
|
|
//
|
|
// @group(2) @binding(0) var textures: binding_array<texture_2d<f32>>;
|
|
(
|
|
0,
|
|
texture_2d(TextureSampleType::Float { filterable: true })
|
|
.count(NonZero::<u32>::new(MAX_TEXTURE_COUNT as u32).unwrap()),
|
|
),
|
|
// Sampler
|
|
//
|
|
// @group(2) @binding(1) var nearest_sampler: sampler;
|
|
//
|
|
// Note: as with textures, multiple samplers can also be bound
|
|
// onto one binding slot:
|
|
//
|
|
// ```
|
|
// sampler(SamplerBindingType::Filtering)
|
|
// .count(NonZero::<u32>::new(MAX_TEXTURE_COUNT as u32).unwrap()),
|
|
// ```
|
|
//
|
|
// One may need to pay attention to the limit of sampler binding
|
|
// amount on some platforms.
|
|
(1, sampler(SamplerBindingType::Filtering)),
|
|
),
|
|
)
|
|
.to_vec()
|
|
}
|
|
}
|
|
|
|
impl Material for BindlessMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
SHADER_ASSET_PATH.into()
|
|
}
|
|
}
|