mirror of
https://github.com/bevyengine/bevy
synced 2024-11-15 09:27:41 +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>
225 lines
6.7 KiB
Rust
225 lines
6.7 KiB
Rust
//! This example showcases auto exposure,
|
|
//! which automatically (but not instantly) adjusts the brightness of the scene in a way that mimics the function of the human eye.
|
|
//! Auto exposure requires compute shader capabilities, so it's not available on WebGL.
|
|
//!
|
|
//! ## Controls
|
|
//!
|
|
//! | Key Binding | Action |
|
|
//! |:-------------------|:---------------------------------------|
|
|
//! | `Left` / `Right` | Rotate Camera |
|
|
//! | `C` | Toggle Compensation Curve |
|
|
//! | `M` | Toggle Metering Mask |
|
|
//! | `V` | Visualize Metering Mask |
|
|
|
|
use bevy::{
|
|
core_pipeline::{
|
|
auto_exposure::{AutoExposure, AutoExposureCompensationCurve, AutoExposurePlugin},
|
|
Skybox,
|
|
},
|
|
math::{cubic_splines::LinearSpline, primitives::Plane3d, vec2},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugins(AutoExposurePlugin)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, example_control_system)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut compensation_curves: ResMut<Assets<AutoExposureCompensationCurve>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
let metering_mask = asset_server.load("textures/basic_metering_mask.png");
|
|
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
camera: Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
},
|
|
AutoExposure {
|
|
metering_mask: metering_mask.clone(),
|
|
..default()
|
|
},
|
|
Skybox {
|
|
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
brightness: light_consts::lux::DIRECT_SUNLIGHT,
|
|
..default()
|
|
},
|
|
));
|
|
|
|
commands.insert_resource(ExampleResources {
|
|
basic_compensation_curve: compensation_curves.add(
|
|
AutoExposureCompensationCurve::from_curve(LinearSpline::new([
|
|
vec2(-4.0, -2.0),
|
|
vec2(0.0, 0.0),
|
|
vec2(2.0, 0.0),
|
|
vec2(4.0, 2.0),
|
|
]))
|
|
.unwrap(),
|
|
),
|
|
basic_metering_mask: metering_mask.clone(),
|
|
});
|
|
|
|
let plane = meshes.add(Mesh::from(
|
|
Plane3d {
|
|
normal: -Dir3::Z,
|
|
half_size: Vec2::new(2.0, 0.5),
|
|
}
|
|
.mesh(),
|
|
));
|
|
|
|
// Build a dimly lit box around the camera, with a slot to see the bright skybox.
|
|
for level in -1..=1 {
|
|
for side in [-Vec3::X, Vec3::X, -Vec3::Z, Vec3::Z] {
|
|
if level == 0 && Vec3::Z == side {
|
|
continue;
|
|
}
|
|
|
|
let height = Vec3::Y * level as f32;
|
|
|
|
commands.spawn((
|
|
Mesh3d(plane.clone()),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Color::srgb(
|
|
0.5 + side.x * 0.5,
|
|
0.75 - level as f32 * 0.25,
|
|
0.5 + side.z * 0.5,
|
|
),
|
|
..default()
|
|
})),
|
|
Transform::from_translation(side * 2.0 + height),
|
|
));
|
|
}
|
|
}
|
|
|
|
commands.insert_resource(AmbientLight {
|
|
color: Color::WHITE,
|
|
brightness: 0.0,
|
|
});
|
|
|
|
commands.spawn((
|
|
PointLight {
|
|
intensity: 2000.0,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(0.0, 0.0, 0.0),
|
|
));
|
|
|
|
commands.spawn(ImageBundle {
|
|
image: UiImage {
|
|
texture: metering_mask,
|
|
..default()
|
|
},
|
|
style: Style {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
|
|
let text_style = TextStyle::default();
|
|
|
|
commands.spawn(
|
|
TextBundle::from_section(
|
|
"Left / Right - Rotate Camera\nC - Toggle Compensation Curve\nM - Toggle Metering Mask\nV - Visualize Metering Mask",
|
|
text_style.clone(),
|
|
)
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
);
|
|
|
|
commands.spawn((
|
|
TextBundle::from_section("", text_style).with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
right: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
ExampleDisplay,
|
|
));
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct ExampleDisplay;
|
|
|
|
#[derive(Resource)]
|
|
struct ExampleResources {
|
|
basic_compensation_curve: Handle<AutoExposureCompensationCurve>,
|
|
basic_metering_mask: Handle<Image>,
|
|
}
|
|
|
|
fn example_control_system(
|
|
mut camera: Query<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
|
|
mut display: Query<&mut Text, With<ExampleDisplay>>,
|
|
mut mask_image: Query<&mut Style, With<UiImage>>,
|
|
time: Res<Time>,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
resources: Res<ExampleResources>,
|
|
) {
|
|
let (mut camera_transform, mut auto_exposure) = camera.single_mut();
|
|
|
|
let rotation = if input.pressed(KeyCode::ArrowLeft) {
|
|
time.delta_seconds()
|
|
} else if input.pressed(KeyCode::ArrowRight) {
|
|
-time.delta_seconds()
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
|
|
|
|
if input.just_pressed(KeyCode::KeyC) {
|
|
auto_exposure.compensation_curve =
|
|
if auto_exposure.compensation_curve == resources.basic_compensation_curve {
|
|
Handle::default()
|
|
} else {
|
|
resources.basic_compensation_curve.clone()
|
|
};
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyM) {
|
|
auto_exposure.metering_mask =
|
|
if auto_exposure.metering_mask == resources.basic_metering_mask {
|
|
Handle::default()
|
|
} else {
|
|
resources.basic_metering_mask.clone()
|
|
};
|
|
}
|
|
|
|
mask_image.single_mut().display = if input.pressed(KeyCode::KeyV) {
|
|
Display::Flex
|
|
} else {
|
|
Display::None
|
|
};
|
|
|
|
let mut display = display.single_mut();
|
|
display.sections[0].value = format!(
|
|
"Compensation Curve: {}\nMetering Mask: {}",
|
|
if auto_exposure.compensation_curve == resources.basic_compensation_curve {
|
|
"Enabled"
|
|
} else {
|
|
"Disabled"
|
|
},
|
|
if auto_exposure.metering_mask == resources.basic_metering_mask {
|
|
"Enabled"
|
|
} else {
|
|
"Disabled"
|
|
},
|
|
);
|
|
}
|