54006b107b
3 Commits
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54006b107b
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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:   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> |
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9de25ad330
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Add AlphaMask2d phase (#14724)
# Objective - Bevy now supports an opaque phase for mesh2d, but it's very common for 2d textures to have a transparent alpha channel. ## Solution - Add an alpha mask phase identical to the one in 3d. It will do the alpha masking in the shader before drawing the mesh. - Uses the BinnedRenderPhase - Since it's an opaque draw it also correctly writes to depth ## Testing - Tested the mes2d_alpha_mode example and the bevymark example with alpha mask mode enabled --- ## Showcase  The white logo on the right is rendered with alpha mask enabled. Running the bevymark example I can get 65fps for 120k mesh2d all using alpha mask. ## Notes This is one more step for mesh2d improvements https://github.com/bevyengine/bevy/issues/13265 --------- Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com> |
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5abc32ceda
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Add 2d opaque phase with depth buffer (#13069)
This PR is based on top of #12982 # Objective - Mesh2d currently only has an alpha blended phase. Most sprites don't need transparency though. - For some 2d games it can be useful to have a 2d depth buffer ## Solution - Add an opaque phase to render Mesh2d that don't need transparency - This phase currently uses the `SortedRenderPhase` to make it easier to implement based on the already existing transparent phase. A follow up PR will switch this to `BinnedRenderPhase`. - Add a 2d depth buffer - Use that depth buffer in the transparent phase to make sure that sprites and transparent mesh2d are displayed correctly ## Testing I added the mesh2d_transforms example that layers many opaque and transparent mesh2d to make sure they all get displayed correctly. I also confirmed it works with sprites by modifying that example locally. --- ## Changelog - Added `AlphaMode2d` - Added `Opaque2d` render phase - Camera2d now have a `ViewDepthTexture` component ## Migration Guide - `ColorMaterial` now contains `AlphaMode2d`. To keep previous behaviour, use `AlphaMode::BLEND`. If you know your sprite is opaque, use `AlphaMode::OPAQUE` ## Follow up PRs - See tracking issue: #13265 --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com> |