bevy/examples/3d/ssao.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

180 lines
5.5 KiB
Rust

//! A scene showcasing screen space ambient occlusion.
use bevy::{
core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin},
math::ops,
pbr::{
ScreenSpaceAmbientOcclusion, ScreenSpaceAmbientOcclusionBundle,
ScreenSpaceAmbientOcclusionQualityLevel,
},
prelude::*,
render::camera::TemporalJitter,
};
use std::f32::consts::PI;
fn main() {
App::new()
.insert_resource(AmbientLight {
brightness: 1000.,
..default()
})
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands
.spawn(Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
msaa: Msaa::Off,
..default()
})
.insert(ScreenSpaceAmbientOcclusionBundle::default())
.insert(TemporalAntiAliasBundle::default());
let material = materials.add(StandardMaterial {
base_color: Color::srgb(0.5, 0.5, 0.5),
perceptual_roughness: 1.0,
reflectance: 0.0,
..default()
});
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(material.clone()),
Transform::from_xyz(0.0, 0.0, 1.0),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(material.clone()),
Transform::from_xyz(0.0, -1.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(material),
Transform::from_xyz(1.0, 0.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.4).mesh().uv(72, 36))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.4, 0.4, 0.4),
perceptual_roughness: 1.0,
reflectance: 0.0,
..default()
})),
SphereMarker,
));
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
));
commands.spawn(
TextBundle::from_section("", TextStyle::default()).with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
fn update(
camera: Query<
(
Entity,
Option<&ScreenSpaceAmbientOcclusion>,
Option<&TemporalJitter>,
),
With<Camera>,
>,
mut text: Query<&mut Text>,
mut sphere: Query<&mut Transform, With<SphereMarker>>,
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let mut sphere = sphere.single_mut();
sphere.translation.y = ops::sin(time.elapsed_seconds() / 1.7) * 0.7;
let (camera_entity, ssao, temporal_jitter) = camera.single();
let mut commands = commands
.entity(camera_entity)
.insert_if(
ScreenSpaceAmbientOcclusion {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Low,
},
|| keycode.just_pressed(KeyCode::Digit2),
)
.insert_if(
ScreenSpaceAmbientOcclusion {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Medium,
},
|| keycode.just_pressed(KeyCode::Digit3),
)
.insert_if(
ScreenSpaceAmbientOcclusion {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::High,
},
|| keycode.just_pressed(KeyCode::Digit4),
)
.insert_if(
ScreenSpaceAmbientOcclusion {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Ultra,
},
|| keycode.just_pressed(KeyCode::Digit5),
);
if keycode.just_pressed(KeyCode::Digit1) {
commands = commands.remove::<ScreenSpaceAmbientOcclusion>();
}
if keycode.just_pressed(KeyCode::Space) {
if temporal_jitter.is_some() {
commands.remove::<TemporalJitter>();
} else {
commands.insert(TemporalJitter::default());
}
}
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
text.clear();
let (o, l, m, h, u) = match ssao.map(|s| s.quality_level) {
None => ("*", "", "", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Low) => ("", "*", "", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Medium) => ("", "", "*", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::High) => ("", "", "", "*", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Ultra) => ("", "", "", "", "*"),
_ => unreachable!(),
};
text.push_str("SSAO Quality:\n");
text.push_str(&format!("(1) {o}Off{o}\n"));
text.push_str(&format!("(2) {l}Low{l}\n"));
text.push_str(&format!("(3) {m}Medium{m}\n"));
text.push_str(&format!("(4) {h}High{h}\n"));
text.push_str(&format!("(5) {u}Ultra{u}\n\n"));
text.push_str("Temporal Antialiasing:\n");
text.push_str(match temporal_jitter {
Some(_) => "(Space) Enabled",
None => "(Space) Disabled",
});
}
#[derive(Component)]
struct SphereMarker;