 54006b107b
			
		
	
	
		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:   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>
		
			
				
	
	
		
			178 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			178 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
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| 
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| use bevy::{
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|     prelude::*,
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|     render::{
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|         camera::{RenderTarget, ScalingMode},
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|         render_resource::{
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|             Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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|         },
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|         view::RenderLayers,
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|     },
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|     window::WindowResized,
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| };
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| 
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| /// In-game resolution width.
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| const RES_WIDTH: u32 = 160;
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| 
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| /// In-game resolution height.
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| const RES_HEIGHT: u32 = 90;
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| 
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| /// Default render layers for pixel-perfect rendering.
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| /// You can skip adding this component, as this is the default.
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| const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
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| 
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| /// Render layers for high-resolution rendering.
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| const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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|         .add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
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|         .add_systems(Update, (rotate, fit_canvas))
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|         .run();
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| }
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| 
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| /// Low-resolution texture that contains the pixel-perfect world.
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| /// Canvas itself is rendered to the high-resolution world.
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| #[derive(Component)]
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| struct Canvas;
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| 
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| /// Camera that renders the pixel-perfect world to the [`Canvas`].
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| #[derive(Component)]
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| struct InGameCamera;
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| 
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| /// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
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| #[derive(Component)]
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| struct OuterCamera;
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| 
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| #[derive(Component)]
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| struct Rotate;
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| 
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| fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // the sample sprite that will be rendered to the pixel-perfect canvas
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|     commands.spawn((
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|         SpriteBundle {
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|             texture: asset_server.load("pixel/bevy_pixel_dark.png"),
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|             transform: Transform::from_xyz(-40., 20., 2.),
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|             ..default()
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|         },
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|         Rotate,
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|         PIXEL_PERFECT_LAYERS,
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|     ));
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| 
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|     // the sample sprite that will be rendered to the high-res "outer world"
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|     commands.spawn((
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|         SpriteBundle {
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|             texture: asset_server.load("pixel/bevy_pixel_light.png"),
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|             transform: Transform::from_xyz(-40., -20., 2.),
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|             ..default()
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|         },
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|         Rotate,
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|         HIGH_RES_LAYERS,
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|     ));
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| }
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| 
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| /// Spawns a capsule mesh on the pixel-perfect layer.
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| fn setup_mesh(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     commands.spawn((
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|         Mesh2d(meshes.add(Capsule2d::default())),
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|         MeshMaterial2d(materials.add(Color::BLACK)),
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|         Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
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|         Rotate,
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|         PIXEL_PERFECT_LAYERS,
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|     ));
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| }
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| 
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| fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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|     let canvas_size = Extent3d {
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|         width: RES_WIDTH,
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|         height: RES_HEIGHT,
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|         ..default()
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|     };
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| 
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|     // this Image serves as a canvas representing the low-resolution game screen
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|     let mut canvas = Image {
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|         texture_descriptor: TextureDescriptor {
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|             label: None,
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|             size: canvas_size,
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|             dimension: TextureDimension::D2,
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|             format: TextureFormat::Bgra8UnormSrgb,
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|             mip_level_count: 1,
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|             sample_count: 1,
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|             usage: TextureUsages::TEXTURE_BINDING
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|                 | TextureUsages::COPY_DST
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|                 | TextureUsages::RENDER_ATTACHMENT,
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|             view_formats: &[],
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|         },
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|         ..default()
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|     };
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| 
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|     // fill image.data with zeroes
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|     canvas.resize(canvas_size);
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| 
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|     let image_handle = images.add(canvas);
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| 
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|     // this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
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|     commands.spawn((
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|         Camera2dBundle {
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|             camera: Camera {
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|                 // render before the "main pass" camera
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|                 order: -1,
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|                 target: RenderTarget::Image(image_handle.clone()),
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|                 ..default()
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|             },
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|             msaa: Msaa::Off,
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|             ..default()
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|         },
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|         InGameCamera,
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|         PIXEL_PERFECT_LAYERS,
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|     ));
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| 
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|     // spawn the canvas
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|     commands.spawn((
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|         SpriteBundle {
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|             texture: image_handle,
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|             ..default()
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|         },
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|         Canvas,
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|         HIGH_RES_LAYERS,
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|     ));
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| 
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|     // the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
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|     // here, the canvas and one of the sample sprites will be rendered by this camera
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|     commands.spawn((
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|         Camera2dBundle {
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|             msaa: Msaa::Off,
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|             ..default()
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|         },
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|         OuterCamera,
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|         HIGH_RES_LAYERS,
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|     ));
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| }
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| 
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| /// Rotates entities to demonstrate grid snapping.
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| fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
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|     for mut transform in &mut transforms {
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|         let dt = time.delta_seconds();
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|         transform.rotate_z(dt);
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|     }
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| }
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| 
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| /// Scales camera projection to fit the window (integer multiples only).
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| fn fit_canvas(
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|     mut resize_events: EventReader<WindowResized>,
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|     mut projections: Query<&mut OrthographicProjection, With<OuterCamera>>,
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| ) {
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|     for event in resize_events.read() {
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|         let h_scale = event.width / RES_WIDTH as f32;
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|         let v_scale = event.height / RES_HEIGHT as f32;
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|         let mut projection = projections.single_mut();
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|         projection.scaling_mode = ScalingMode::WindowSize(h_scale.min(v_scale).round());
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|     }
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| }
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