bevy/examples/3d/reflection_probes.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

348 lines
11 KiB
Rust

//! This example shows how to place reflection probes in the scene.
//!
//! Press Space to switch between no reflections, environment map reflections
//! (i.e. the skybox only, not the cubes), and a full reflection probe that
//! reflects the skybox and the cubes. Press Enter to pause rotation.
//!
//! Reflection probes don't work on WebGL 2 or WebGPU.
use bevy::{core_pipeline::Skybox, prelude::*};
use std::{
f32::consts::PI,
fmt::{Display, Formatter, Result as FmtResult},
};
static STOP_ROTATION_HELP_TEXT: &str = "Press Enter to stop rotation";
static START_ROTATION_HELP_TEXT: &str = "Press Enter to start rotation";
static REFLECTION_MODE_HELP_TEXT: &str = "Press Space to switch reflection mode";
// The mode the application is in.
#[derive(Resource)]
struct AppStatus {
// Which environment maps the user has requested to display.
reflection_mode: ReflectionMode,
// Whether the user has requested the scene to rotate.
rotating: bool,
}
// Which environment maps the user has requested to display.
#[derive(Clone, Copy)]
enum ReflectionMode {
// No environment maps are shown.
None = 0,
// Only a world environment map is shown.
EnvironmentMap = 1,
// Both a world environment map and a reflection probe are present. The
// reflection probe is shown in the sphere.
ReflectionProbe = 2,
}
// The various reflection maps.
#[derive(Resource)]
struct Cubemaps {
// The blurry diffuse cubemap. This is used for both the world environment
// map and the reflection probe. (In reality you wouldn't do this, but this
// reduces complexity of this example a bit.)
diffuse: Handle<Image>,
// The specular cubemap that reflects the world, but not the cubes.
specular_environment_map: Handle<Image>,
// The specular cubemap that reflects both the world and the cubes.
specular_reflection_probe: Handle<Image>,
// The skybox cubemap image. This is almost the same as
// `specular_environment_map`.
skybox: Handle<Image>,
}
fn main() {
// Create the app.
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<AppStatus>()
.init_resource::<Cubemaps>()
.add_systems(Startup, setup)
.add_systems(PreUpdate, add_environment_map_to_camera)
.add_systems(Update, change_reflection_type)
.add_systems(Update, toggle_rotation)
.add_systems(
Update,
rotate_camera
.after(toggle_rotation)
.after(change_reflection_type),
)
.add_systems(Update, update_text.after(rotate_camera))
.run();
}
// Spawns all the scene objects.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
app_status: Res<AppStatus>,
cubemaps: Res<Cubemaps>,
) {
spawn_scene(&mut commands, &asset_server);
spawn_camera(&mut commands);
spawn_sphere(&mut commands, &mut meshes, &mut materials);
spawn_reflection_probe(&mut commands, &cubemaps);
spawn_text(&mut commands, &app_status);
}
// Spawns the cubes, light, and camera.
fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
commands.spawn(SceneBundle {
scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/cubes/Cubes.glb")),
..SceneBundle::default()
});
}
// Spawns the camera.
fn spawn_camera(commands: &mut Commands) {
commands.spawn(Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
// Creates the sphere mesh and spawns it.
fn spawn_sphere(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
) {
// Create a sphere mesh.
let sphere_mesh = meshes.add(Sphere::new(1.0).mesh().ico(7).unwrap());
// Create a sphere.
commands.spawn((
Mesh3d(sphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("#ffd891").unwrap().into(),
metallic: 1.0,
perceptual_roughness: 0.0,
..StandardMaterial::default()
})),
));
}
// Spawns the reflection probe.
fn spawn_reflection_probe(commands: &mut Commands, cubemaps: &Cubemaps) {
commands.spawn(ReflectionProbeBundle {
spatial: SpatialBundle {
// 2.0 because the sphere's radius is 1.0 and we want to fully enclose it.
transform: Transform::from_scale(Vec3::splat(2.0)),
..SpatialBundle::default()
},
light_probe: LightProbe,
environment_map: EnvironmentMapLight {
diffuse_map: cubemaps.diffuse.clone(),
specular_map: cubemaps.specular_reflection_probe.clone(),
intensity: 5000.0,
..default()
},
});
}
// Spawns the help text.
fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
// Create the text.
commands.spawn(
TextBundle {
text: app_status.create_text(),
..default()
}
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
// Adds a world environment map to the camera. This separate system is needed because the camera is
// managed by the scene spawner, as it's part of the glTF file with the cubes, so we have to add
// the environment map after the fact.
fn add_environment_map_to_camera(
mut commands: Commands,
query: Query<Entity, Added<Camera3d>>,
cubemaps: Res<Cubemaps>,
) {
for camera_entity in query.iter() {
commands
.entity(camera_entity)
.insert(create_camera_environment_map_light(&cubemaps))
.insert(Skybox {
image: cubemaps.skybox.clone(),
brightness: 5000.0,
..default()
});
}
}
// A system that handles switching between different reflection modes.
fn change_reflection_type(
mut commands: Commands,
light_probe_query: Query<Entity, With<LightProbe>>,
camera_query: Query<Entity, With<Camera3d>>,
keyboard: Res<ButtonInput<KeyCode>>,
mut app_status: ResMut<AppStatus>,
cubemaps: Res<Cubemaps>,
) {
// Only do anything if space was pressed.
if !keyboard.just_pressed(KeyCode::Space) {
return;
}
// Switch reflection mode.
app_status.reflection_mode =
ReflectionMode::try_from((app_status.reflection_mode as u32 + 1) % 3).unwrap();
// Add or remove the light probe.
for light_probe in light_probe_query.iter() {
commands.entity(light_probe).despawn();
}
match app_status.reflection_mode {
ReflectionMode::None | ReflectionMode::EnvironmentMap => {}
ReflectionMode::ReflectionProbe => spawn_reflection_probe(&mut commands, &cubemaps),
}
// Add or remove the environment map from the camera.
for camera in camera_query.iter() {
match app_status.reflection_mode {
ReflectionMode::None => {
commands.entity(camera).remove::<EnvironmentMapLight>();
}
ReflectionMode::EnvironmentMap | ReflectionMode::ReflectionProbe => {
commands
.entity(camera)
.insert(create_camera_environment_map_light(&cubemaps));
}
}
}
}
// A system that handles enabling and disabling rotation.
fn toggle_rotation(keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
if keyboard.just_pressed(KeyCode::Enter) {
app_status.rotating = !app_status.rotating;
}
}
// A system that updates the help text.
fn update_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
for mut text in text_query.iter_mut() {
*text = app_status.create_text();
}
}
impl TryFrom<u32> for ReflectionMode {
type Error = ();
fn try_from(value: u32) -> Result<Self, Self::Error> {
match value {
0 => Ok(ReflectionMode::None),
1 => Ok(ReflectionMode::EnvironmentMap),
2 => Ok(ReflectionMode::ReflectionProbe),
_ => Err(()),
}
}
}
impl Display for ReflectionMode {
fn fmt(&self, formatter: &mut Formatter<'_>) -> FmtResult {
let text = match *self {
ReflectionMode::None => "No reflections",
ReflectionMode::EnvironmentMap => "Environment map",
ReflectionMode::ReflectionProbe => "Reflection probe",
};
formatter.write_str(text)
}
}
impl AppStatus {
// Constructs the help text at the bottom of the screen based on the
// application status.
fn create_text(&self) -> Text {
let rotation_help_text = if self.rotating {
STOP_ROTATION_HELP_TEXT
} else {
START_ROTATION_HELP_TEXT
};
Text::from_section(
format!(
"{}\n{}\n{}",
self.reflection_mode, rotation_help_text, REFLECTION_MODE_HELP_TEXT
),
TextStyle::default(),
)
}
}
// Creates the world environment map light, used as a fallback if no reflection
// probe is applicable to a mesh.
fn create_camera_environment_map_light(cubemaps: &Cubemaps) -> EnvironmentMapLight {
EnvironmentMapLight {
diffuse_map: cubemaps.diffuse.clone(),
specular_map: cubemaps.specular_environment_map.clone(),
intensity: 5000.0,
..default()
}
}
// Rotates the camera a bit every frame.
fn rotate_camera(
time: Res<Time>,
mut camera_query: Query<&mut Transform, With<Camera3d>>,
app_status: Res<AppStatus>,
) {
if !app_status.rotating {
return;
}
for mut transform in camera_query.iter_mut() {
transform.translation = Vec2::from_angle(time.delta_seconds() * PI / 5.0)
.rotate(transform.translation.xz())
.extend(transform.translation.y)
.xzy();
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
// Loads the cubemaps from the assets directory.
impl FromWorld for Cubemaps {
fn from_world(world: &mut World) -> Self {
// Just use the specular map for the skybox since it's not too blurry.
// In reality you wouldn't do this--you'd use a real skybox texture--but
// reusing the textures like this saves space in the Bevy repository.
let specular_map = world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2");
Cubemaps {
diffuse: world.load_asset("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_reflection_probe: world
.load_asset("environment_maps/cubes_reflection_probe_specular_rgb9e5_zstd.ktx2"),
specular_environment_map: specular_map.clone(),
skybox: specular_map,
}
}
}
impl Default for AppStatus {
fn default() -> Self {
Self {
reflection_mode: ReflectionMode::ReflectionProbe,
rotating: true,
}
}
}