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