bevy/examples/3d/order_independent_transparency.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00

246 lines
7.6 KiB
Rust

//! A simple 3D scene showing how alpha blending can break and how order independent transparency (OIT) can fix it.
//!
//! See [`OrderIndependentTransparencyPlugin`] for the trade-offs of using OIT.
//!
//! [`OrderIndependentTransparencyPlugin`]: bevy::render::pipeline::OrderIndependentTransparencyPlugin
use bevy::{
color::palettes::css::{BLUE, GREEN, RED},
core_pipeline::oit::OrderIndependentTransparencySettings,
prelude::*,
render::view::RenderLayers,
};
fn main() {
std::env::set_var("RUST_BACKTRACE", "1");
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (toggle_oit, cycle_scenes))
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// camera
commands
.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
// Add this component to this camera to render transparent meshes using OIT
OrderIndependentTransparencySettings::default(),
RenderLayers::layer(1),
))
.insert(
// Msaa currently doesn't work with OIT
Msaa::Off,
);
// light
commands.spawn((
PointLight {
shadows_enabled: false,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
RenderLayers::layer(1),
));
// spawn help text
commands
.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
RenderLayers::layer(1),
))
.with_children(|p| {
p.spawn(TextSpan::new("Press T to toggle OIT\n"));
p.spawn(TextSpan::new("OIT Enabled"));
p.spawn(TextSpan::new("\nPress C to cycle test scenes"));
});
// spawn default scene
spawn_spheres(&mut commands, &mut meshes, &mut materials);
}
fn toggle_oit(
mut commands: Commands,
text: Single<Entity, With<Text>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
q: Single<(Entity, Has<OrderIndependentTransparencySettings>), With<Camera3d>>,
mut text_writer: TextUiWriter,
) {
if keyboard_input.just_pressed(KeyCode::KeyT) {
let (e, has_oit) = *q;
*text_writer.text(*text, 2) = if has_oit {
// Removing the component will completely disable OIT for this camera
commands
.entity(e)
.remove::<OrderIndependentTransparencySettings>();
"OIT disabled".to_string()
} else {
// Adding the component to the camera will render any transparent meshes
// with OIT instead of alpha blending
commands
.entity(e)
.insert(OrderIndependentTransparencySettings::default());
"OIT enabled".to_string()
};
}
}
fn cycle_scenes(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
q: Query<Entity, With<Mesh3d>>,
mut scene_id: Local<usize>,
) {
if keyboard_input.just_pressed(KeyCode::KeyC) {
// depsawn current scene
for e in &q {
commands.entity(e).despawn_recursive();
}
// increment scene_id
*scene_id = (*scene_id + 1) % 2;
// spawn next scene
match *scene_id {
0 => spawn_spheres(&mut commands, &mut meshes, &mut materials),
1 => spawn_occlusion_test(&mut commands, &mut meshes, &mut materials),
_ => unreachable!(),
}
}
}
/// Spawns 3 overlapping spheres
/// Technically, when using `alpha_to_coverage` with MSAA this particular example wouldn't break,
/// but it breaks when disabling MSAA and is enough to show the difference between OIT enabled vs disabled.
fn spawn_spheres(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
) {
let pos_a = Vec3::new(-1.0, 0.75, 0.0);
let pos_b = Vec3::new(0.0, -0.75, 0.0);
let pos_c = Vec3::new(1.0, 0.75, 0.0);
let offset = Vec3::new(0.0, 0.0, 0.0);
let sphere_handle = meshes.add(Sphere::new(2.0).mesh());
let alpha = 0.25;
let render_layers = RenderLayers::layer(1);
commands.spawn((
Mesh3d(sphere_handle.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.with_alpha(alpha).into(),
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_translation(pos_a + offset),
render_layers.clone(),
));
commands.spawn((
Mesh3d(sphere_handle.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: GREEN.with_alpha(alpha).into(),
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_translation(pos_b + offset),
render_layers.clone(),
));
commands.spawn((
Mesh3d(sphere_handle.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: BLUE.with_alpha(alpha).into(),
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_translation(pos_c + offset),
render_layers.clone(),
));
}
/// Spawn a combination of opaque cubes and transparent spheres.
/// This is useful to make sure transparent meshes drawn with OIT
/// are properly occluded by opaque meshes.
fn spawn_occlusion_test(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
) {
let sphere_handle = meshes.add(Sphere::new(1.0).mesh());
let cube_handle = meshes.add(Cuboid::from_size(Vec3::ONE).mesh());
let cube_material = materials.add(Color::srgb(0.8, 0.7, 0.6));
let render_layers = RenderLayers::layer(1);
// front
let x = -2.5;
commands.spawn((
Mesh3d(cube_handle.clone()),
MeshMaterial3d(cube_material.clone()),
Transform::from_xyz(x, 0.0, 2.0),
render_layers.clone(),
));
commands.spawn((
Mesh3d(sphere_handle.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.with_alpha(0.5).into(),
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_xyz(x, 0., 0.),
render_layers.clone(),
));
// intersection
commands.spawn((
Mesh3d(cube_handle.clone()),
MeshMaterial3d(cube_material.clone()),
Transform::from_xyz(x, 0.0, 1.0),
render_layers.clone(),
));
commands.spawn((
Mesh3d(sphere_handle.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.with_alpha(0.5).into(),
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_xyz(0., 0., 0.),
render_layers.clone(),
));
// back
let x = 2.5;
commands.spawn((
Mesh3d(cube_handle.clone()),
MeshMaterial3d(cube_material.clone()),
Transform::from_xyz(x, 0.0, -2.0),
render_layers.clone(),
));
commands.spawn((
Mesh3d(sphere_handle.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.with_alpha(0.5).into(),
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_xyz(x, 0., 0.),
render_layers.clone(),
));
}