mirror of
https://github.com/bevyengine/bevy
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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>
381 lines
12 KiB
Rust
381 lines
12 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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math::ops,
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pbr::{
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CascadeShadowConfigBuilder, DefaultOpaqueRendererMethod, DirectionalLightShadowMap,
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NotShadowCaster, NotShadowReceiver, OpaqueRendererMethod,
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},
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prelude::*,
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render::texture::ImageLoaderSettings,
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};
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fn main() {
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App::new()
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.insert_resource(DefaultOpaqueRendererMethod::deferred())
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(DefaultPlugins)
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.insert_resource(Pause(true))
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.add_systems(Startup, (setup, setup_parallax))
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.add_systems(Update, (animate_light_direction, switch_mode, spin))
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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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// MSAA needs to be off for Deferred rendering
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msaa: Msaa::Off,
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..default()
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},
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DistanceFog {
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color: Color::srgb_u8(43, 44, 47),
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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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intensity: 2000.0,
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..default()
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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((
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DirectionalLight {
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illuminance: 15_000.,
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shadows_enabled: true,
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..default()
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},
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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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.build(),
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 0.0, -FRAC_PI_4)),
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));
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// FlightHelmet
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let helmet_scene = asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
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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::srgb(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((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
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MeshMaterial3d(forward_mat_h.clone()),
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));
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let cube_h = meshes.add(Cuboid::new(0.1, 0.1, 0.1));
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let sphere_h = meshes.add(Sphere::new(0.125).mesh().uv(32, 18));
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// Cubes
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commands.spawn((
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Mesh3d(cube_h.clone()),
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MeshMaterial3d(forward_mat_h.clone()),
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Transform::from_xyz(-0.3, 0.5, -0.2),
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));
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commands.spawn((
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Mesh3d(cube_h),
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MeshMaterial3d(forward_mat_h),
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Transform::from_xyz(0.2, 0.5, 0.2),
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));
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let sphere_color = Color::srgb(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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Mesh3d(sphere_h.clone()),
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MeshMaterial3d(materials.add(unlit_mat)),
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sphere_pos,
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NotShadowCaster,
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));
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// Light
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commands.spawn((
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PointLight {
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intensity: 800.0,
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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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sphere_pos,
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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::srgb(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::srgb(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::srgb(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((
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Mesh3d(sphere_h.clone()),
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MeshMaterial3d(material),
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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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));
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}
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// sky
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("888888").unwrap().into(),
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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::from_scale(Vec3::splat(1_000_000.0)),
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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("", TextStyle::default()).with_style(Style {
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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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);
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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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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_with_settings(
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"textures/parallax_example/cube_normal.png",
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// The normal map texture is in linear color space. Lighting won't look correct
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// if `is_srgb` is `true`, which is the default.
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|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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);
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let mut cube = Mesh::from(Cuboid::new(0.15, 0.15, 0.15));
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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: Some(normal_handle),
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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: ops::exp2(5.0f32),
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..default()
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});
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commands.spawn((
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Mesh3d(meshes.add(cube)),
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MeshMaterial3d(parallax_material),
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Transform::from_xyz(0.4, 0.2, -0.8),
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Spin { speed: 0.3 },
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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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