
# 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>
121 lines
3.8 KiB
Rust
121 lines
3.8 KiB
Rust
//! Demonstrates how to rotate the skybox and the environment map simultaneously.
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::{GOLD, WHITE},
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core_pipeline::{tonemapping::Tonemapping::AcesFitted, Skybox},
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prelude::*,
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render::texture::ImageLoaderSettings,
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};
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/// Entry point.
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pub fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_skybox_and_environment_map)
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.run();
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}
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/// Initializes the 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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asset_server: Res<AssetServer>,
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) {
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let sphere_mesh = create_sphere_mesh(&mut meshes);
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spawn_sphere(&mut commands, &mut materials, &asset_server, &sphere_mesh);
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spawn_light(&mut commands);
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spawn_camera(&mut commands, &asset_server);
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}
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/// Rotate the skybox and the environment map per frame.
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fn rotate_skybox_and_environment_map(
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mut environments: Query<(&mut Skybox, &mut EnvironmentMapLight)>,
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time: Res<Time>,
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) {
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let now = time.elapsed_seconds();
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let rotation = Quat::from_rotation_y(0.2 * now);
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for (mut skybox, mut environment_map) in environments.iter_mut() {
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skybox.rotation = rotation;
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environment_map.rotation = rotation;
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}
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}
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/// Generates a sphere.
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fn create_sphere_mesh(meshes: &mut Assets<Mesh>) -> Handle<Mesh> {
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// We're going to use normal maps, so make sure we've generated tangents, or
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// else the normal maps won't show up.
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let mut sphere_mesh = Sphere::new(1.0).mesh().build();
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sphere_mesh
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.generate_tangents()
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.expect("Failed to generate tangents");
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meshes.add(sphere_mesh)
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}
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/// Spawn a regular object with a clearcoat layer. This looks like car paint.
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fn spawn_sphere(
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commands: &mut Commands,
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materials: &mut Assets<StandardMaterial>,
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asset_server: &AssetServer,
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sphere_mesh: &Handle<Mesh>,
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) {
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commands.spawn((
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Mesh3d(sphere_mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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clearcoat: 1.0,
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clearcoat_perceptual_roughness: 0.3,
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clearcoat_normal_texture: Some(asset_server.load_with_settings(
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"textures/ScratchedGold-Normal.png",
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|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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)),
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metallic: 0.9,
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perceptual_roughness: 0.1,
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base_color: GOLD.into(),
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..default()
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})),
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Transform::from_xyz(0.0, 0.0, 0.0).with_scale(Vec3::splat(1.25)),
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));
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}
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/// Spawns a light.
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fn spawn_light(commands: &mut Commands) {
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commands.spawn(PointLight {
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color: WHITE.into(),
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intensity: 100000.0,
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..default()
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});
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}
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/// Spawns a camera with associated skybox and environment map.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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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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projection: Projection::Perspective(PerspectiveProjection {
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fov: 27.0 / 180.0 * PI,
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.0, 10.0),
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tonemapping: AcesFitted,
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..default()
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})
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.insert(Skybox {
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brightness: 5000.0,
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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..default()
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})
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.insert(EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 2000.0,
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..default()
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});
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}
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