bevy/examples/3d/pbr.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

153 lines
4.5 KiB
Rust

//! This example shows how to configure Physically Based Rendering (PBR) parameters.
use bevy::{asset::LoadState, prelude::*, render::camera::ScalingMode};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, environment_map_load_finish)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let sphere_mesh = meshes.add(Sphere::new(0.45));
// add entities to the world
for y in -2..=2 {
for x in -5..=5 {
let x01 = (x + 5) as f32 / 10.0;
let y01 = (y + 2) as f32 / 4.0;
// sphere
commands.spawn((
Mesh3d(sphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("#ffd891").unwrap().into(),
// vary key PBR parameters on a grid of spheres to show the effect
metallic: y01,
perceptual_roughness: x01,
..default()
})),
Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
));
}
}
// unlit sphere
commands.spawn((
Mesh3d(sphere_mesh),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("#ffd891").unwrap().into(),
// vary key PBR parameters on a grid of spheres to show the effect
unlit: true,
..default()
})),
Transform::from_xyz(-5.0, -2.5, 0.0),
));
commands.spawn((
DirectionalLight {
illuminance: 1_500.,
..default()
},
Transform::from_xyz(50.0, 50.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// labels
commands.spawn(
TextBundle::from_section(
"Perceptual Roughness",
TextStyle {
font_size: 30.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(20.0),
left: Val::Px(100.0),
..default()
}),
);
commands.spawn(TextBundle {
text: Text::from_section(
"Metallic",
TextStyle {
font_size: 30.0,
..default()
},
),
style: Style {
position_type: PositionType::Absolute,
top: Val::Px(130.0),
right: Val::ZERO,
..default()
},
transform: Transform {
rotation: Quat::from_rotation_z(std::f32::consts::PI / 2.0),
..default()
},
..default()
});
commands.spawn((
TextBundle::from_section(
"Loading Environment Map...",
TextStyle {
font_size: 30.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(20.0),
right: Val::Px(20.0),
..default()
}),
EnvironmentMapLabel,
));
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
projection: OrthographicProjection {
scaling_mode: ScalingMode::WindowSize(100.0),
..OrthographicProjection::default_3d()
}
.into(),
..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: 900.0,
..default()
},
));
}
fn environment_map_load_finish(
mut commands: Commands,
asset_server: Res<AssetServer>,
environment_maps: Query<&EnvironmentMapLight>,
label_query: Query<Entity, With<EnvironmentMapLabel>>,
) {
if let Ok(environment_map) = environment_maps.get_single() {
if asset_server.load_state(&environment_map.diffuse_map) == LoadState::Loaded
&& asset_server.load_state(&environment_map.specular_map) == LoadState::Loaded
{
if let Ok(label_entity) = label_query.get_single() {
commands.entity(label_entity).despawn();
}
}
}
}
#[derive(Component)]
struct EnvironmentMapLabel;