mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
a795de30b4
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
426 lines
13 KiB
Rust
426 lines
13 KiB
Rust
//! This example compares Forward, Forward + Prepass, and Deferred rendering.
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use std::f32::consts::*;
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use bevy::{
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core_pipeline::{
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fxaa::Fxaa,
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prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
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},
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pbr::NotShadowReceiver,
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pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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pbr::{DefaultOpaqueRendererMethod, NotShadowCaster, OpaqueRendererMethod},
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prelude::*,
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render::render_resource::TextureFormat,
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};
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fn main() {
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App::new()
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.insert_resource(Msaa::Off)
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.insert_resource(DefaultOpaqueRendererMethod::deferred())
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0 / 5.0f32,
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})
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(DefaultPlugins)
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.insert_resource(Normal(None))
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.insert_resource(Pause(true))
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.add_systems(Startup, (setup, setup_parallax))
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.add_systems(
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Update,
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(animate_light_direction, switch_mode, spin, update_normal),
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)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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// Deferred both supports both hdr: true and hdr: false
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hdr: false,
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..default()
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},
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transform: Transform::from_xyz(0.7, 0.7, 1.0)
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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},
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FogSettings {
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color: Color::rgba_u8(43, 44, 47, 255),
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falloff: FogFalloff::Linear {
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start: 1.0,
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end: 8.0,
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},
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..default()
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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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},
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DepthPrepass,
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MotionVectorPrepass,
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DeferredPrepass,
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Fxaa::default(),
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));
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 3,
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maximum_distance: 10.0,
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..default()
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}
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.into(),
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 0.0, -FRAC_PI_4)),
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..default()
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});
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// FlightHelmet
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let helmet_scene = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
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commands.spawn(SceneBundle {
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scene: helmet_scene.clone(),
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..default()
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});
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commands.spawn(SceneBundle {
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scene: helmet_scene,
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transform: Transform::from_xyz(-4.0, 0.0, -3.0),
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..default()
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});
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let mut forward_mat: StandardMaterial = Color::rgb(0.1, 0.2, 0.1).into();
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forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
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let forward_mat_h = materials.add(forward_mat);
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(50.0)),
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material: forward_mat_h.clone(),
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..default()
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});
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let cube_h = meshes.add(shape::Cube { size: 0.1 });
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let sphere_h = meshes.add(shape::UVSphere {
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radius: 0.125,
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..default()
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});
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// Cubes
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commands.spawn(PbrBundle {
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mesh: cube_h.clone(),
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material: forward_mat_h.clone(),
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transform: Transform::from_xyz(-0.3, 0.5, -0.2),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: cube_h,
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material: forward_mat_h,
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transform: Transform::from_xyz(0.2, 0.5, 0.2),
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..default()
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});
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let sphere_color = Color::rgb(10.0, 4.0, 1.0);
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let sphere_pos = Transform::from_xyz(0.4, 0.5, -0.8);
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// Emissive sphere
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let mut unlit_mat: StandardMaterial = sphere_color.into();
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unlit_mat.unlit = true;
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commands.spawn((
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PbrBundle {
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mesh: sphere_h.clone(),
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material: materials.add(unlit_mat),
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transform: sphere_pos,
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..default()
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},
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NotShadowCaster,
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));
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// Light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1.0,
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radius: 0.125,
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shadows_enabled: true,
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color: sphere_color,
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..default()
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},
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transform: sphere_pos,
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..default()
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});
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// Spheres
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for i in 0..6 {
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let j = i % 3;
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let s_val = if i < 3 { 0.0 } else { 0.2 };
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let material = if j == 0 {
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materials.add(StandardMaterial {
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base_color: Color::rgb(s_val, s_val, 1.0),
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perceptual_roughness: 0.089,
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metallic: 0.0,
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..default()
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})
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} else if j == 1 {
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materials.add(StandardMaterial {
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base_color: Color::rgb(s_val, 1.0, s_val),
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perceptual_roughness: 0.089,
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metallic: 0.0,
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..default()
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})
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} else {
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materials.add(StandardMaterial {
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base_color: Color::rgb(1.0, s_val, s_val),
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perceptual_roughness: 0.089,
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metallic: 0.0,
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..default()
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})
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};
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commands.spawn(PbrBundle {
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mesh: sphere_h.clone(),
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material,
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transform: Transform::from_xyz(
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j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
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0.125,
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-j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
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),
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..default()
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});
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}
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// sky
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(shape::Box::default()),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("888888").unwrap(),
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unlit: true,
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cull_mode: None,
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..default()
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}),
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transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
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..default()
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},
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NotShadowCaster,
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NotShadowReceiver,
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));
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// Example instructions
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commands.spawn(
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TextBundle::from_section(
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"",
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TextStyle {
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font_size: 18.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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);
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}
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#[derive(Resource)]
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struct Pause(bool);
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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pause: Res<Pause>,
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) {
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if pause.0 {
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return;
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}
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() * PI / 5.0);
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}
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}
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fn setup_parallax(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut normal: ResMut<Normal>,
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asset_server: Res<AssetServer>,
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) {
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// The normal map. Note that to generate it in the GIMP image editor, you should
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// open the depth map, and do Filters → Generic → Normal Map
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// You should enable the "flip X" checkbox.
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let normal_handle = asset_server.load("textures/parallax_example/cube_normal.png");
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normal.0 = Some(normal_handle);
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let mut cube: Mesh = shape::Cube { size: 0.15 }.into();
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// NOTE: for normal maps and depth maps to work, the mesh
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// needs tangents generated.
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cube.generate_tangents().unwrap();
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let parallax_material = materials.add(StandardMaterial {
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perceptual_roughness: 0.4,
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base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
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normal_map_texture: normal.0.clone(),
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// The depth map is a greyscale texture where black is the highest level and
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// white the lowest.
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depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
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parallax_depth_scale: 0.09,
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parallax_mapping_method: ParallaxMappingMethod::Relief { max_steps: 4 },
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max_parallax_layer_count: 5.0f32.exp2(),
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..default()
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});
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(cube),
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material: parallax_material,
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transform: Transform::from_xyz(0.4, 0.2, -0.8),
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..default()
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},
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Spin { speed: 0.3 },
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));
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}
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/// Store handle of the normal to later modify its format in [`update_normal`].
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#[derive(Resource)]
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struct Normal(Option<Handle<Image>>);
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// See `examples/3d/parallax_mapping.rs` example for reasoning
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fn update_normal(
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mut already_ran: Local<bool>,
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mut images: ResMut<Assets<Image>>,
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normal: Res<Normal>,
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) {
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if *already_ran {
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return;
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}
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if let Some(normal) = normal.0.as_ref() {
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if let Some(image) = images.get_mut(normal) {
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image.texture_descriptor.format = TextureFormat::Rgba8Unorm;
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*already_ran = true;
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}
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}
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}
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#[derive(Component)]
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struct Spin {
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speed: f32,
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}
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
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if pause.0 {
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return;
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}
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for (mut transform, spin) in query.iter_mut() {
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transform.rotate_local_y(spin.speed * time.delta_seconds());
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transform.rotate_local_x(spin.speed * time.delta_seconds());
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transform.rotate_local_z(-spin.speed * time.delta_seconds());
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}
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}
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#[derive(Resource, Default)]
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enum DefaultRenderMode {
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#[default]
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Deferred,
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Forward,
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ForwardPrepass,
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}
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#[allow(clippy::too_many_arguments)]
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fn switch_mode(
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mut text: Query<&mut Text>,
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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mut default_opaque_renderer_method: ResMut<DefaultOpaqueRendererMethod>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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cameras: Query<Entity, With<Camera>>,
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mut pause: ResMut<Pause>,
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mut hide_ui: Local<bool>,
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mut mode: Local<DefaultRenderMode>,
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) {
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let mut text = text.single_mut();
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let text = &mut text.sections[0].value;
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text.clear();
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if keys.just_pressed(KeyCode::Space) {
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pause.0 = !pause.0;
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}
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if keys.just_pressed(KeyCode::Digit1) {
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*mode = DefaultRenderMode::Deferred;
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default_opaque_renderer_method.set_to_deferred();
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println!("DefaultOpaqueRendererMethod: Deferred");
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for _ in materials.iter_mut() {}
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for camera in &cameras {
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commands.entity(camera).remove::<NormalPrepass>();
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commands.entity(camera).insert(DepthPrepass);
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commands.entity(camera).insert(MotionVectorPrepass);
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commands.entity(camera).insert(DeferredPrepass);
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}
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}
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if keys.just_pressed(KeyCode::Digit2) {
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*mode = DefaultRenderMode::Forward;
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default_opaque_renderer_method.set_to_forward();
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println!("DefaultOpaqueRendererMethod: Forward");
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for _ in materials.iter_mut() {}
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for camera in &cameras {
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commands.entity(camera).remove::<NormalPrepass>();
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commands.entity(camera).remove::<DepthPrepass>();
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commands.entity(camera).remove::<MotionVectorPrepass>();
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commands.entity(camera).remove::<DeferredPrepass>();
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}
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}
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if keys.just_pressed(KeyCode::Digit3) {
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*mode = DefaultRenderMode::ForwardPrepass;
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default_opaque_renderer_method.set_to_forward();
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println!("DefaultOpaqueRendererMethod: Forward + Prepass");
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for _ in materials.iter_mut() {}
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for camera in &cameras {
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commands.entity(camera).insert(NormalPrepass);
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commands.entity(camera).insert(DepthPrepass);
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commands.entity(camera).insert(MotionVectorPrepass);
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commands.entity(camera).remove::<DeferredPrepass>();
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}
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}
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if keys.just_pressed(KeyCode::KeyH) {
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*hide_ui = !*hide_ui;
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}
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if !*hide_ui {
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text.push_str("(H) Hide UI\n");
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text.push_str("(Space) Play/Pause\n\n");
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text.push_str("Rendering Method:\n");
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text.push_str(&format!(
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"(1) {} Deferred\n",
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if let DefaultRenderMode::Deferred = *mode {
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">"
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} else {
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""
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}
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));
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text.push_str(&format!(
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"(2) {} Forward\n",
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if let DefaultRenderMode::Forward = *mode {
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">"
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} else {
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""
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}
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));
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text.push_str(&format!(
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"(3) {} Forward + Prepass\n",
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if let DefaultRenderMode::ForwardPrepass = *mode {
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">"
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} else {
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""
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}
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));
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}
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}
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