mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
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>
322 lines
10 KiB
Rust
322 lines
10 KiB
Rust
//! Illustrates different lights of various types and colors, some static, some moving over
|
|
//! a simple scene.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
color::palettes::css::*,
|
|
pbr::CascadeShadowConfigBuilder,
|
|
prelude::*,
|
|
render::camera::{Exposure, PhysicalCameraParameters},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(Parameters(PhysicalCameraParameters {
|
|
aperture_f_stops: 1.0,
|
|
shutter_speed_s: 1.0 / 125.0,
|
|
sensitivity_iso: 100.0,
|
|
sensor_height: 0.01866,
|
|
}))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (update_exposure, movement, animate_light_direction))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource, Default, Deref, DerefMut)]
|
|
struct Parameters(PhysicalCameraParameters);
|
|
|
|
#[derive(Component)]
|
|
struct Movable;
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
parameters: Res<Parameters>,
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// ground plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Color::WHITE,
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
})),
|
|
));
|
|
|
|
// left wall
|
|
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
|
|
transform.rotate_z(PI / 2.);
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: INDIGO.into(),
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
})),
|
|
transform,
|
|
));
|
|
// back (right) wall
|
|
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
|
|
transform.rotate_x(PI / 2.);
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: INDIGO.into(),
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
})),
|
|
transform,
|
|
));
|
|
|
|
// Bevy logo to demonstrate alpha mask shadows
|
|
let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
|
|
transform.rotate_y(PI / 8.);
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Rectangle::new(2.0, 0.5))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
|
|
perceptual_roughness: 1.0,
|
|
alpha_mode: AlphaMode::Mask(0.5),
|
|
cull_mode: None,
|
|
..default()
|
|
})),
|
|
transform,
|
|
Movable,
|
|
));
|
|
|
|
// cube
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::default())),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: DEEP_PINK.into(),
|
|
..default()
|
|
})),
|
|
Transform::from_xyz(0.0, 0.5, 0.0),
|
|
Movable,
|
|
));
|
|
// sphere
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.5).mesh().uv(32, 18))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: LIMEGREEN.into(),
|
|
..default()
|
|
})),
|
|
Transform::from_xyz(1.5, 1.0, 1.5),
|
|
Movable,
|
|
));
|
|
|
|
// ambient light
|
|
commands.insert_resource(AmbientLight {
|
|
color: ORANGE_RED.into(),
|
|
brightness: 0.02,
|
|
});
|
|
|
|
// red point light
|
|
commands
|
|
.spawn((
|
|
PointLight {
|
|
intensity: 100_000.0,
|
|
color: RED.into(),
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(1.0, 2.0, 0.0),
|
|
))
|
|
.with_children(|builder| {
|
|
builder.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: RED.into(),
|
|
emissive: LinearRgba::new(4.0, 0.0, 0.0, 0.0),
|
|
..default()
|
|
})),
|
|
));
|
|
});
|
|
|
|
// green spot light
|
|
commands
|
|
.spawn((
|
|
SpotLight {
|
|
intensity: 100_000.0,
|
|
color: LIME.into(),
|
|
shadows_enabled: true,
|
|
inner_angle: 0.6,
|
|
outer_angle: 0.8,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
|
|
))
|
|
.with_child((
|
|
Mesh3d(meshes.add(Capsule3d::new(0.1, 0.125))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: LIME.into(),
|
|
emissive: LinearRgba::new(0.0, 4.0, 0.0, 0.0),
|
|
..default()
|
|
})),
|
|
Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
|
|
));
|
|
|
|
// blue point light
|
|
commands
|
|
.spawn((
|
|
PointLight {
|
|
intensity: 100_000.0,
|
|
color: BLUE.into(),
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(0.0, 4.0, 0.0),
|
|
))
|
|
.with_children(|builder| {
|
|
builder.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: BLUE.into(),
|
|
emissive: LinearRgba::new(0.0, 0.0, 713.0, 0.0),
|
|
..default()
|
|
})),
|
|
));
|
|
});
|
|
|
|
// directional 'sun' light
|
|
commands.spawn((
|
|
DirectionalLight {
|
|
illuminance: light_consts::lux::OVERCAST_DAY,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform {
|
|
translation: Vec3::new(0.0, 2.0, 0.0),
|
|
rotation: Quat::from_rotation_x(-PI / 4.),
|
|
..default()
|
|
},
|
|
// The default cascade config is designed to handle large scenes.
|
|
// As this example has a much smaller world, we can tighten the shadow
|
|
// bounds for better visual quality.
|
|
CascadeShadowConfigBuilder {
|
|
first_cascade_far_bound: 4.0,
|
|
maximum_distance: 10.0,
|
|
..default()
|
|
}
|
|
.build(),
|
|
));
|
|
|
|
// example instructions
|
|
let style = TextStyle::default();
|
|
|
|
commands.spawn(
|
|
TextBundle::from_sections(vec![
|
|
TextSection::new(
|
|
format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops),
|
|
style.clone(),
|
|
),
|
|
TextSection::new(
|
|
format!(
|
|
"Shutter speed: 1/{:.0}s\n",
|
|
1.0 / parameters.shutter_speed_s
|
|
),
|
|
style.clone(),
|
|
),
|
|
TextSection::new(
|
|
format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso),
|
|
style.clone(),
|
|
),
|
|
TextSection::new("\n\n", style.clone()),
|
|
TextSection::new("Controls\n", style.clone()),
|
|
TextSection::new("---------------\n", style.clone()),
|
|
TextSection::new("Arrow keys - Move objects\n", style.clone()),
|
|
TextSection::new("1/2 - Decrease/Increase aperture\n", style.clone()),
|
|
TextSection::new("3/4 - Decrease/Increase shutter speed\n", style.clone()),
|
|
TextSection::new("5/6 - Decrease/Increase sensitivity\n", style.clone()),
|
|
TextSection::new("R - Reset exposure", style),
|
|
])
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
);
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
exposure: Exposure::from_physical_camera(**parameters),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
fn update_exposure(
|
|
key_input: Res<ButtonInput<KeyCode>>,
|
|
mut parameters: ResMut<Parameters>,
|
|
mut exposure: Query<&mut Exposure>,
|
|
mut text: Query<&mut Text>,
|
|
) {
|
|
// TODO: Clamp values to a reasonable range
|
|
let mut text = text.single_mut();
|
|
if key_input.just_pressed(KeyCode::Digit2) {
|
|
parameters.aperture_f_stops *= 2.0;
|
|
} else if key_input.just_pressed(KeyCode::Digit1) {
|
|
parameters.aperture_f_stops *= 0.5;
|
|
}
|
|
if key_input.just_pressed(KeyCode::Digit4) {
|
|
parameters.shutter_speed_s *= 2.0;
|
|
} else if key_input.just_pressed(KeyCode::Digit3) {
|
|
parameters.shutter_speed_s *= 0.5;
|
|
}
|
|
if key_input.just_pressed(KeyCode::Digit6) {
|
|
parameters.sensitivity_iso += 100.0;
|
|
} else if key_input.just_pressed(KeyCode::Digit5) {
|
|
parameters.sensitivity_iso -= 100.0;
|
|
}
|
|
if key_input.just_pressed(KeyCode::KeyR) {
|
|
*parameters = Parameters::default();
|
|
}
|
|
|
|
text.sections[0].value = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
|
|
text.sections[1].value = format!(
|
|
"Shutter speed: 1/{:.0}s\n",
|
|
1.0 / parameters.shutter_speed_s
|
|
);
|
|
text.sections[2].value = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
|
|
|
|
*exposure.single_mut() = Exposure::from_physical_camera(**parameters);
|
|
}
|
|
|
|
fn animate_light_direction(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<DirectionalLight>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_y(time.delta_seconds() * 0.5);
|
|
}
|
|
}
|
|
|
|
fn movement(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<Movable>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
let mut direction = Vec3::ZERO;
|
|
if input.pressed(KeyCode::ArrowUp) {
|
|
direction.y += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowDown) {
|
|
direction.y -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowLeft) {
|
|
direction.x -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowRight) {
|
|
direction.x += 1.0;
|
|
}
|
|
|
|
transform.translation += time.delta_seconds() * 2.0 * direction;
|
|
}
|
|
}
|