 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>
		
			
				
	
	
		
			223 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			223 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates bloom post-processing using HDR and emissive materials.
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| 
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| use bevy::{
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|     color::palettes::basic::GRAY,
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|     core_pipeline::{
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|         bloom::{Bloom, BloomCompositeMode},
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|         tonemapping::Tonemapping,
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|     },
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|     math::ops,
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|     prelude::*,
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| };
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| use std::{
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|     collections::hash_map::DefaultHasher,
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|     hash::{Hash, Hasher},
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup_scene)
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|         .add_systems(Update, (update_bloom_settings, bounce_spheres))
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|         .run();
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| }
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| 
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| fn setup_scene(
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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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| ) {
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|     commands.spawn((
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|         Camera3dBundle {
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|             camera: Camera {
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|                 hdr: true, // 1. HDR is required for bloom
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|                 ..default()
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|             },
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|             tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
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|             transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         },
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|         // 3. Enable bloom for the camera
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|         Bloom::NATURAL,
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|     ));
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| 
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|     let material_emissive1 = materials.add(StandardMaterial {
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|         emissive: LinearRgba::rgb(13.99, 5.32, 2.0), // 4. Put something bright in a dark environment to see the effect
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|         ..default()
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|     });
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|     let material_emissive2 = materials.add(StandardMaterial {
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|         emissive: LinearRgba::rgb(2.0, 13.99, 5.32),
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|         ..default()
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|     });
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|     let material_emissive3 = materials.add(StandardMaterial {
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|         emissive: LinearRgba::rgb(5.32, 2.0, 13.99),
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|         ..default()
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|     });
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|     let material_non_emissive = materials.add(StandardMaterial {
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|         base_color: GRAY.into(),
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|         ..default()
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|     });
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| 
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|     let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
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| 
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|     for x in -5..5 {
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|         for z in -5..5 {
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|             // This generates a pseudo-random integer between `[0, 6)`, but deterministically so
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|             // the same spheres are always the same colors.
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|             let mut hasher = DefaultHasher::new();
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|             (x, z).hash(&mut hasher);
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|             let rand = (hasher.finish() - 2) % 6;
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| 
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|             let material = match rand {
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|                 0 => material_emissive1.clone(),
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|                 1 => material_emissive2.clone(),
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|                 2 => material_emissive3.clone(),
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|                 3..=5 => material_non_emissive.clone(),
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|                 _ => unreachable!(),
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|             };
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| 
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|             commands.spawn((
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|                 Mesh3d(mesh.clone()),
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|                 MeshMaterial3d(material),
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|                 Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
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|                 Bouncing,
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|             ));
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|         }
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|     }
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| 
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|     // example instructions
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|     commands.spawn(
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|         TextBundle::from_section("", TextStyle::default()).with_style(Style {
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|             position_type: PositionType::Absolute,
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|             bottom: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         }),
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|     );
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| }
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| 
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| // ------------------------------------------------------------------------------------------------
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| 
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| fn update_bloom_settings(
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|     mut camera: Query<(Entity, Option<&mut Bloom>), With<Camera>>,
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|     mut text: Query<&mut Text>,
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|     mut commands: Commands,
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|     keycode: Res<ButtonInput<KeyCode>>,
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|     time: Res<Time>,
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| ) {
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|     let bloom = camera.single_mut();
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|     let mut text = text.single_mut();
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|     let text = &mut text.sections[0].value;
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| 
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|     match bloom {
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|         (entity, Some(mut bloom)) => {
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|             *text = "Bloom (Toggle: Space)\n".to_string();
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|             text.push_str(&format!("(Q/A) Intensity: {}\n", bloom.intensity));
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|             text.push_str(&format!(
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|                 "(W/S) Low-frequency boost: {}\n",
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|                 bloom.low_frequency_boost
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|             ));
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|             text.push_str(&format!(
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|                 "(E/D) Low-frequency boost curvature: {}\n",
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|                 bloom.low_frequency_boost_curvature
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|             ));
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|             text.push_str(&format!(
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|                 "(R/F) High-pass frequency: {}\n",
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|                 bloom.high_pass_frequency
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|             ));
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|             text.push_str(&format!(
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|                 "(T/G) Mode: {}\n",
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|                 match bloom.composite_mode {
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|                     BloomCompositeMode::EnergyConserving => "Energy-conserving",
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|                     BloomCompositeMode::Additive => "Additive",
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|                 }
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|             ));
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|             text.push_str(&format!("(Y/H) Threshold: {}\n", bloom.prefilter.threshold));
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|             text.push_str(&format!(
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|                 "(U/J) Threshold softness: {}\n",
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|                 bloom.prefilter.threshold_softness
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|             ));
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| 
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|             if keycode.just_pressed(KeyCode::Space) {
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|                 commands.entity(entity).remove::<Bloom>();
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|             }
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| 
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|             let dt = time.delta_seconds();
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| 
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|             if keycode.pressed(KeyCode::KeyA) {
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|                 bloom.intensity -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyQ) {
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|                 bloom.intensity += dt / 10.0;
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|             }
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|             bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
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| 
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|             if keycode.pressed(KeyCode::KeyS) {
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|                 bloom.low_frequency_boost -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyW) {
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|                 bloom.low_frequency_boost += dt / 10.0;
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|             }
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|             bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
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| 
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|             if keycode.pressed(KeyCode::KeyD) {
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|                 bloom.low_frequency_boost_curvature -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyE) {
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|                 bloom.low_frequency_boost_curvature += dt / 10.0;
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|             }
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|             bloom.low_frequency_boost_curvature =
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|                 bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
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| 
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|             if keycode.pressed(KeyCode::KeyF) {
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|                 bloom.high_pass_frequency -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyR) {
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|                 bloom.high_pass_frequency += dt / 10.0;
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|             }
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|             bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
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| 
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|             if keycode.pressed(KeyCode::KeyG) {
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|                 bloom.composite_mode = BloomCompositeMode::Additive;
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|             }
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|             if keycode.pressed(KeyCode::KeyT) {
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|                 bloom.composite_mode = BloomCompositeMode::EnergyConserving;
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|             }
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| 
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|             if keycode.pressed(KeyCode::KeyH) {
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|                 bloom.prefilter.threshold -= dt;
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|             }
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|             if keycode.pressed(KeyCode::KeyY) {
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|                 bloom.prefilter.threshold += dt;
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|             }
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|             bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
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| 
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|             if keycode.pressed(KeyCode::KeyJ) {
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|                 bloom.prefilter.threshold_softness -= dt / 10.0;
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|             }
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|             if keycode.pressed(KeyCode::KeyU) {
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|                 bloom.prefilter.threshold_softness += dt / 10.0;
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|             }
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|             bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.clamp(0.0, 1.0);
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|         }
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| 
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|         (entity, None) => {
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|             *text = "Bloom: Off (Toggle: Space)".to_string();
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| 
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|             if keycode.just_pressed(KeyCode::Space) {
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|                 commands.entity(entity).insert(Bloom::NATURAL);
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|             }
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|         }
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|     }
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| }
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| 
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| #[derive(Component)]
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| struct Bouncing;
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| 
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| fn bounce_spheres(time: Res<Time>, mut query: Query<&mut Transform, With<Bouncing>>) {
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|     for mut transform in query.iter_mut() {
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|         transform.translation.y =
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|             ops::sin(transform.translation.x + transform.translation.z + time.elapsed_seconds());
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|     }
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| }
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