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>
157 lines
5 KiB
Rust
157 lines
5 KiB
Rust
//! Showcases wireframe rendering.
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//!
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//! Wireframes currently do not work when using webgl or webgpu.
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//! Supported platforms:
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//! - DX12
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//! - Vulkan
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//! - Metal
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//!
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//! This is a native only feature.
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use bevy::{
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color::palettes::css::*,
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pbr::wireframe::{NoWireframe, Wireframe, WireframeColor, WireframeConfig, WireframePlugin},
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prelude::*,
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render::{
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render_resource::WgpuFeatures,
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settings::{RenderCreation, WgpuSettings},
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RenderPlugin,
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},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(RenderPlugin {
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render_creation: RenderCreation::Automatic(WgpuSettings {
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// WARN this is a native only feature. It will not work with webgl or webgpu
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features: WgpuFeatures::POLYGON_MODE_LINE,
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..default()
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}),
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..default()
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}),
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// You need to add this plugin to enable wireframe rendering
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WireframePlugin,
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))
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// Wireframes can be configured with this resource. This can be changed at runtime.
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.insert_resource(WireframeConfig {
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// The global wireframe config enables drawing of wireframes on every mesh,
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// except those with `NoWireframe`. Meshes with `Wireframe` will always have a wireframe,
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// regardless of the global configuration.
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global: true,
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// Controls the default color of all wireframes. Used as the default color for global wireframes.
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// Can be changed per mesh using the `WireframeColor` component.
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default_color: WHITE.into(),
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})
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.add_systems(Startup, setup)
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.add_systems(Update, update_colors)
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.run();
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}
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/// set up a simple 3D scene
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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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// Red cube: Never renders a wireframe
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::from(RED))),
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Transform::from_xyz(-1.0, 0.5, -1.0),
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NoWireframe,
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));
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// Orange cube: Follows global wireframe setting
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::from(ORANGE))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// Green cube: Always renders a wireframe
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::from(LIME))),
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Transform::from_xyz(1.0, 0.5, 1.0),
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Wireframe,
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// This lets you configure the wireframe color of this entity.
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// If not set, this will use the color in `WireframeConfig`
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WireframeColor { color: LIME.into() },
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));
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// plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::from(BLUE))),
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// You can insert this component without the `Wireframe` component
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// to override the color of the global wireframe for this mesh
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WireframeColor {
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color: BLACK.into(),
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},
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));
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// light
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commands.spawn((PointLight::default(), Transform::from_xyz(2.0, 4.0, 2.0)));
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Text used to show controls
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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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/// This system let's you toggle various wireframe settings
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fn update_colors(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut config: ResMut<WireframeConfig>,
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mut wireframe_colors: Query<&mut WireframeColor, With<Wireframe>>,
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mut text: Query<&mut Text>,
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) {
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text.single_mut().sections[0].value = format!(
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"Controls
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---------------
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Z - Toggle global
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X - Change global color
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C - Change color of the green cube wireframe
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WireframeConfig
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-------------
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Global: {}
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Color: {:?}",
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config.global, config.default_color,
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);
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// Toggle showing a wireframe on all meshes
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if keyboard_input.just_pressed(KeyCode::KeyZ) {
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config.global = !config.global;
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}
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// Toggle the global wireframe color
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if keyboard_input.just_pressed(KeyCode::KeyX) {
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config.default_color = if config.default_color == WHITE.into() {
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DEEP_PINK.into()
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} else {
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WHITE.into()
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};
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}
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// Toggle the color of a wireframe using WireframeColor and not the global color
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if keyboard_input.just_pressed(KeyCode::KeyC) {
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for mut color in &mut wireframe_colors {
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color.color = if color.color == LIME.into() {
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RED.into()
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} else {
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LIME.into()
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};
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}
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}
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}
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