bevy/examples/window/low_power.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

220 lines
8.4 KiB
Rust

//! This example illustrates how to run a winit window in a reactive, low power mode.
//!
//! This is useful for making desktop applications, or any other program that doesn't need to be
//! running the event loop non-stop.
use bevy::{
prelude::*,
utils::Duration,
window::{PresentMode, RequestRedraw, WindowPlugin},
winit::{EventLoopProxyWrapper, WakeUp, WinitSettings},
};
fn main() {
App::new()
// Continuous rendering for games - bevy's default.
.insert_resource(WinitSettings::game())
// Power-saving reactive rendering for applications.
.insert_resource(WinitSettings::desktop_app())
// You can also customize update behavior with the fields of [`WinitSettings`]
.insert_resource(WinitSettings {
focused_mode: bevy::winit::UpdateMode::Continuous,
unfocused_mode: bevy::winit::UpdateMode::reactive_low_power(Duration::from_millis(10)),
})
.insert_resource(ExampleMode::Game)
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
// Turn off vsync to maximize CPU/GPU usage
present_mode: PresentMode::AutoNoVsync,
..default()
}),
..default()
}))
.add_systems(Startup, test_setup::setup)
.add_systems(
Update,
(
test_setup::cycle_modes,
test_setup::rotate_cube,
test_setup::update_text,
update_winit,
),
)
.run();
}
#[derive(Resource, Debug)]
enum ExampleMode {
Game,
Application,
ApplicationWithRequestRedraw,
ApplicationWithWakeUp,
}
/// Update winit based on the current `ExampleMode`
fn update_winit(
mode: Res<ExampleMode>,
mut winit_config: ResMut<WinitSettings>,
event_loop_proxy: Res<EventLoopProxyWrapper<WakeUp>>,
mut redraw_request_events: EventWriter<RequestRedraw>,
) {
use ExampleMode::*;
*winit_config = match *mode {
Game => {
// In the default `WinitSettings::game()` mode:
// * When focused: the event loop runs as fast as possible
// * When not focused: the app will update when the window is directly interacted with
// (e.g. the mouse hovers over a visible part of the out of focus window), a
// [`RequestRedraw`] event is received, or one sixtieth of a second has passed
// without the app updating (60 Hz refresh rate max).
WinitSettings::game()
}
Application => {
// While in `WinitSettings::desktop_app()` mode:
// * When focused: the app will update any time a winit event (e.g. the window is
// moved/resized, the mouse moves, a button is pressed, etc.), a [`RequestRedraw`]
// event is received, or after 5 seconds if the app has not updated.
// * When not focused: the app will update when the window is directly interacted with
// (e.g. the mouse hovers over a visible part of the out of focus window), a
// [`RequestRedraw`] event is received, or one minute has passed without the app
// updating.
WinitSettings::desktop_app()
}
ApplicationWithRequestRedraw => {
// Sending a `RequestRedraw` event is useful when you want the app to update the next
// frame regardless of any user input. For example, your application might use
// `WinitSettings::desktop_app()` to reduce power use, but UI animations need to play even
// when there are no inputs, so you send redraw requests while the animation is playing.
// Note that in this example the RequestRedraw winit event will make the app run in the same
// way as continuous
redraw_request_events.send(RequestRedraw);
WinitSettings::desktop_app()
}
ApplicationWithWakeUp => {
// Sending a `WakeUp` event is useful when you want the app to update the next
// frame regardless of any user input. This can be used from outside Bevy, see example
// `window/custom_user_event.rs` for an example usage from outside.
// Note that in this example the Wakeup winit event will make the app run in the same
// way as continuous
let _ = event_loop_proxy.send_event(WakeUp);
WinitSettings::desktop_app()
}
};
}
/// Everything in this module is for setting up and animating the scene, and is not important to the
/// demonstrated features.
pub(crate) mod test_setup {
use crate::ExampleMode;
use bevy::{
color::palettes::basic::{LIME, YELLOW},
prelude::*,
window::RequestRedraw,
};
/// Switch between update modes when the mouse is clicked.
pub(crate) fn cycle_modes(
mut mode: ResMut<ExampleMode>,
button_input: Res<ButtonInput<KeyCode>>,
) {
if button_input.just_pressed(KeyCode::Space) {
*mode = match *mode {
ExampleMode::Game => ExampleMode::Application,
ExampleMode::Application => ExampleMode::ApplicationWithRequestRedraw,
ExampleMode::ApplicationWithRequestRedraw => ExampleMode::ApplicationWithWakeUp,
ExampleMode::ApplicationWithWakeUp => ExampleMode::Game,
};
}
}
#[derive(Component)]
pub(crate) struct Rotator;
/// Rotate the cube to make it clear when the app is updating
pub(crate) fn rotate_cube(
time: Res<Time>,
mut cube_transform: Query<&mut Transform, With<Rotator>>,
) {
for mut transform in &mut cube_transform {
transform.rotate_x(time.delta_seconds());
transform.rotate_local_y(time.delta_seconds());
}
}
#[derive(Component)]
pub struct ModeText;
pub(crate) fn update_text(
mut frame: Local<usize>,
mode: Res<ExampleMode>,
mut query: Query<&mut Text, With<ModeText>>,
) {
*frame += 1;
let mode = match *mode {
ExampleMode::Game => "game(), continuous, default",
ExampleMode::Application => "desktop_app(), reactive",
ExampleMode::ApplicationWithRequestRedraw => {
"desktop_app(), reactive, RequestRedraw sent"
}
ExampleMode::ApplicationWithWakeUp => "desktop_app(), reactive, WakeUp sent",
};
let mut text = query.single_mut();
text.sections[1].value = mode.to_string();
text.sections[3].value = frame.to_string();
}
/// Set up a scene with a cube and some text
pub fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut event: EventWriter<RequestRedraw>,
) {
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Rotator,
));
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
event.send(RequestRedraw);
commands.spawn((
TextBundle::from_sections([
TextSection::new(
"Press space bar to cycle modes\n",
TextStyle { ..default() },
),
TextSection::from_style(TextStyle {
color: LIME.into(),
..default()
}),
TextSection::new(
"\nFrame: ",
TextStyle {
color: YELLOW.into(),
..default()
},
),
TextSection::from_style(TextStyle {
color: YELLOW.into(),
..default()
}),
])
.with_style(Style {
align_self: AlignSelf::FlexStart,
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
ModeText,
));
}
}