mirror of
https://github.com/bevyengine/bevy
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0707c0717b
# Objective Fixes typos in bevy project, following suggestion in https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337 ## Solution I used https://github.com/crate-ci/typos to find them. I included only the ones that feel undebatable too me, but I am not in game engine so maybe some terms are expected. I left out the following typos: - `reparametrize` => `reparameterize`: There are a lot of occurences, I believe this was expected - `semicircles` => `hemicircles`: 2 occurences, may mean something specific in geometry - `invertation` => `inversion`: may mean something specific - `unparented` => `parentless`: may mean something specific - `metalness` => `metallicity`: may mean something specific ## Testing - Did you test these changes? If so, how? I did not test the changes, most changes are related to raw text. I expect the others to be tested by the CI. - Are there any parts that need more testing? I do not think - How can other people (reviewers) test your changes? Is there anything specific they need to know? To me there is nothing to test - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? --- ## Migration Guide > This section is optional. If there are no breaking changes, you can delete this section. (kept in case I include the `reparameterize` change here) - If this PR is a breaking change (relative to the last release of Bevy), describe how a user might need to migrate their code to support these changes - Simply adding new functionality is not a breaking change. - Fixing behavior that was definitely a bug, rather than a questionable design choice is not a breaking change. ## Questions - [x] Should I include the above typos? No (https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152) - [ ] Should I add `typos` to the CI? (I will check how to configure it properly) This project looks awesome, I really enjoy reading the progress made, thanks to everyone involved.
241 lines
7.5 KiB
Rust
241 lines
7.5 KiB
Rust
//! A simple 3D scene showing how alpha blending can break and how order independent transparency (OIT) can fix it.
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//!
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//! See [`OrderIndependentTransparencyPlugin`] for the trade-offs of using OIT.
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//!
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//! [`OrderIndependentTransparencyPlugin`]: bevy::render::pipeline::OrderIndependentTransparencyPlugin
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use bevy::{
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color::palettes::css::{BLUE, GREEN, RED},
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core_pipeline::oit::OrderIndependentTransparencySettings,
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prelude::*,
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render::view::RenderLayers,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (toggle_oit, cycle_scenes))
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.run();
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}
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/// set up a simple 3D 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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) {
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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// Add this component to this camera to render transparent meshes using OIT
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OrderIndependentTransparencySettings::default(),
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RenderLayers::layer(1),
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// Msaa currently doesn't work with OIT
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Msaa::Off,
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: false,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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RenderLayers::layer(1),
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));
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// spawn help text
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commands
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.spawn((
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Text::default(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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RenderLayers::layer(1),
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))
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.with_children(|p| {
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p.spawn(TextSpan::new("Press T to toggle OIT\n"));
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p.spawn(TextSpan::new("OIT Enabled"));
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p.spawn(TextSpan::new("\nPress C to cycle test scenes"));
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});
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// spawn default scene
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spawn_spheres(&mut commands, &mut meshes, &mut materials);
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}
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fn toggle_oit(
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mut commands: Commands,
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text: Single<Entity, With<Text>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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q: Single<(Entity, Has<OrderIndependentTransparencySettings>), With<Camera3d>>,
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mut text_writer: TextUiWriter,
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) {
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if keyboard_input.just_pressed(KeyCode::KeyT) {
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let (e, has_oit) = *q;
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*text_writer.text(*text, 2) = if has_oit {
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// Removing the component will completely disable OIT for this camera
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commands
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.entity(e)
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.remove::<OrderIndependentTransparencySettings>();
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"OIT disabled".to_string()
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} else {
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// Adding the component to the camera will render any transparent meshes
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// with OIT instead of alpha blending
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commands
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.entity(e)
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.insert(OrderIndependentTransparencySettings::default());
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"OIT enabled".to_string()
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};
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}
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}
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fn cycle_scenes(
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mut commands: Commands,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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q: Query<Entity, With<Mesh3d>>,
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mut scene_id: Local<usize>,
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) {
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if keyboard_input.just_pressed(KeyCode::KeyC) {
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// despawn current scene
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for e in &q {
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commands.entity(e).despawn_recursive();
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}
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// increment scene_id
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*scene_id = (*scene_id + 1) % 2;
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// spawn next scene
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match *scene_id {
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0 => spawn_spheres(&mut commands, &mut meshes, &mut materials),
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1 => spawn_occlusion_test(&mut commands, &mut meshes, &mut materials),
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_ => unreachable!(),
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}
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}
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}
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/// Spawns 3 overlapping spheres
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/// Technically, when using `alpha_to_coverage` with MSAA this particular example wouldn't break,
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/// but it breaks when disabling MSAA and is enough to show the difference between OIT enabled vs disabled.
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fn spawn_spheres(
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commands: &mut Commands,
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meshes: &mut Assets<Mesh>,
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materials: &mut Assets<StandardMaterial>,
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) {
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let pos_a = Vec3::new(-1.0, 0.75, 0.0);
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let pos_b = Vec3::new(0.0, -0.75, 0.0);
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let pos_c = Vec3::new(1.0, 0.75, 0.0);
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let offset = Vec3::new(0.0, 0.0, 0.0);
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let sphere_handle = meshes.add(Sphere::new(2.0).mesh());
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let alpha = 0.25;
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let render_layers = RenderLayers::layer(1);
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commands.spawn((
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Mesh3d(sphere_handle.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: RED.with_alpha(alpha).into(),
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_translation(pos_a + offset),
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render_layers.clone(),
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));
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commands.spawn((
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Mesh3d(sphere_handle.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: GREEN.with_alpha(alpha).into(),
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_translation(pos_b + offset),
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render_layers.clone(),
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));
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commands.spawn((
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Mesh3d(sphere_handle.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: BLUE.with_alpha(alpha).into(),
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_translation(pos_c + offset),
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render_layers.clone(),
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));
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}
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/// Spawn a combination of opaque cubes and transparent spheres.
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/// This is useful to make sure transparent meshes drawn with OIT
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/// are properly occluded by opaque meshes.
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fn spawn_occlusion_test(
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commands: &mut Commands,
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meshes: &mut Assets<Mesh>,
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materials: &mut Assets<StandardMaterial>,
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) {
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let sphere_handle = meshes.add(Sphere::new(1.0).mesh());
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let cube_handle = meshes.add(Cuboid::from_size(Vec3::ONE).mesh());
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let cube_material = materials.add(Color::srgb(0.8, 0.7, 0.6));
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let render_layers = RenderLayers::layer(1);
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// front
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let x = -2.5;
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commands.spawn((
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Mesh3d(cube_handle.clone()),
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MeshMaterial3d(cube_material.clone()),
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Transform::from_xyz(x, 0.0, 2.0),
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render_layers.clone(),
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));
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commands.spawn((
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Mesh3d(sphere_handle.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: RED.with_alpha(0.5).into(),
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_xyz(x, 0., 0.),
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render_layers.clone(),
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));
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// intersection
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commands.spawn((
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Mesh3d(cube_handle.clone()),
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MeshMaterial3d(cube_material.clone()),
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Transform::from_xyz(x, 0.0, 1.0),
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render_layers.clone(),
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));
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commands.spawn((
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Mesh3d(sphere_handle.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: RED.with_alpha(0.5).into(),
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_xyz(0., 0., 0.),
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render_layers.clone(),
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));
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// back
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let x = 2.5;
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commands.spawn((
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Mesh3d(cube_handle.clone()),
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MeshMaterial3d(cube_material.clone()),
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Transform::from_xyz(x, 0.0, -2.0),
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render_layers.clone(),
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));
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commands.spawn((
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Mesh3d(sphere_handle.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: RED.with_alpha(0.5).into(),
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_xyz(x, 0., 0.),
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render_layers.clone(),
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));
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}
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