bevy/examples/3d/depth_of_field.rs
Joona Aalto 54006b107b
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:

![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)

![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)

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>
2024-10-01 21:33:17 +00:00

272 lines
8.7 KiB
Rust

//! Demonstrates depth of field (DOF).
//!
//! The depth of field effect simulates the blur that a real camera produces on
//! objects that are out of focus.
//!
//! The test scene is inspired by [a blog post on depth of field in Unity].
//! However, the technique used in Bevy has little to do with that blog post,
//! and all the assets are original.
//!
//! [a blog post on depth of field in Unity]: https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
use bevy::{
core_pipeline::{
bloom::Bloom,
dof::{self, DepthOfField, DepthOfFieldMode},
tonemapping::Tonemapping,
},
pbr::Lightmap,
prelude::*,
render::camera::PhysicalCameraParameters,
};
/// The increments in which the user can adjust the focal distance, in meters
/// per frame.
const FOCAL_DISTANCE_SPEED: f32 = 0.05;
/// The increments in which the user can adjust the f-number, in units per frame.
const APERTURE_F_STOP_SPEED: f32 = 0.01;
/// The minimum distance that we allow the user to focus on.
const MIN_FOCAL_DISTANCE: f32 = 0.01;
/// The minimum f-number that we allow the user to set.
const MIN_APERTURE_F_STOPS: f32 = 0.05;
/// A resource that stores the settings that the user can change.
#[derive(Clone, Copy, Resource)]
struct AppSettings {
/// The distance from the camera to the area in the most focus.
focal_distance: f32,
/// The [f-number]. Lower numbers cause objects outside the focal distance
/// to be blurred more.
///
/// [f-number]: https://en.wikipedia.org/wiki/F-number
aperture_f_stops: f32,
/// Whether depth of field is on, and, if so, whether we're in Gaussian or
/// bokeh mode.
mode: Option<DepthOfFieldMode>,
}
fn main() {
App::new()
.init_resource::<AppSettings>()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Depth of Field Example".to_string(),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, tweak_scene)
.add_systems(
Update,
(adjust_focus, change_mode, update_dof_settings, update_text).chain(),
)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
// Spawn the camera. Enable HDR and bloom, as that highlights the depth of
// field effect.
let camera = commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
tonemapping: Tonemapping::TonyMcMapface,
..default()
})
.insert(Bloom::NATURAL);
// Insert the depth of field settings.
if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) {
camera.insert(depth_of_field);
}
// Spawn the scene.
commands.spawn(SceneBundle {
scene: asset_server.load(
GltfAssetLabel::Scene(0)
.from_asset("models/DepthOfFieldExample/DepthOfFieldExample.glb"),
),
..default()
});
// Spawn the help text.
commands.spawn(
TextBundle {
text: create_text(&app_settings),
..default()
}
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
/// Adjusts the focal distance and f-number per user inputs.
fn adjust_focus(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
// Change the focal distance if the user requested.
let distance_delta = if input.pressed(KeyCode::ArrowDown) {
-FOCAL_DISTANCE_SPEED
} else if input.pressed(KeyCode::ArrowUp) {
FOCAL_DISTANCE_SPEED
} else {
0.0
};
// Change the f-number if the user requested.
let f_stop_delta = if input.pressed(KeyCode::ArrowLeft) {
-APERTURE_F_STOP_SPEED
} else if input.pressed(KeyCode::ArrowRight) {
APERTURE_F_STOP_SPEED
} else {
0.0
};
app_settings.focal_distance =
(app_settings.focal_distance + distance_delta).max(MIN_FOCAL_DISTANCE);
app_settings.aperture_f_stops =
(app_settings.aperture_f_stops + f_stop_delta).max(MIN_APERTURE_F_STOPS);
}
/// Changes the depth of field mode (Gaussian, bokeh, off) per user inputs.
fn change_mode(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
if !input.just_pressed(KeyCode::Space) {
return;
}
app_settings.mode = match app_settings.mode {
Some(DepthOfFieldMode::Bokeh) => Some(DepthOfFieldMode::Gaussian),
Some(DepthOfFieldMode::Gaussian) => None,
None => Some(DepthOfFieldMode::Bokeh),
}
}
impl Default for AppSettings {
fn default() -> Self {
Self {
// Objects 7 meters away will be in full focus.
focal_distance: 7.0,
// Set a nice blur level.
//
// This is a really low F-number, but we want to demonstrate the
// effect, even if it's kind of unrealistic.
aperture_f_stops: 1.0 / 8.0,
// Turn on bokeh by default, as it's the nicest-looking technique.
mode: Some(DepthOfFieldMode::Bokeh),
}
}
}
/// Writes the depth of field settings into the camera.
fn update_dof_settings(
mut commands: Commands,
view_targets: Query<Entity, With<Camera>>,
app_settings: Res<AppSettings>,
) {
let depth_of_field: Option<DepthOfField> = (*app_settings).into();
for view in view_targets.iter() {
match depth_of_field {
None => {
commands.entity(view).remove::<DepthOfField>();
}
Some(depth_of_field) => {
commands.entity(view).insert(depth_of_field);
}
}
}
}
/// Makes one-time adjustments to the scene that can't be encoded in glTF.
fn tweak_scene(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut lights: Query<&mut DirectionalLight, Changed<DirectionalLight>>,
mut named_entities: Query<
(Entity, &Name, &MeshMaterial3d<StandardMaterial>),
(With<Mesh3d>, Without<Lightmap>),
>,
) {
// Turn on shadows.
for mut light in lights.iter_mut() {
light.shadows_enabled = true;
}
// Add a nice lightmap to the circuit board.
for (entity, name, material) in named_entities.iter_mut() {
if &**name == "CircuitBoard" {
materials.get_mut(material).unwrap().lightmap_exposure = 10000.0;
commands.entity(entity).insert(Lightmap {
image: asset_server.load("models/DepthOfFieldExample/CircuitBoardLightmap.hdr"),
..default()
});
}
}
}
/// Update the help text entity per the current app settings.
fn update_text(mut texts: Query<&mut Text>, app_settings: Res<AppSettings>) {
for mut text in texts.iter_mut() {
*text = create_text(&app_settings);
}
}
/// Regenerates the app text component per the current app settings.
fn create_text(app_settings: &AppSettings) -> Text {
Text::from_section(app_settings.help_text(), TextStyle::default())
}
impl From<AppSettings> for Option<DepthOfField> {
fn from(app_settings: AppSettings) -> Self {
app_settings.mode.map(|mode| DepthOfField {
mode,
focal_distance: app_settings.focal_distance,
aperture_f_stops: app_settings.aperture_f_stops,
max_depth: 14.0,
..default()
})
}
}
impl AppSettings {
/// Builds the help text.
fn help_text(&self) -> String {
let Some(mode) = self.mode else {
return "Mode: Off (Press Space to change)".to_owned();
};
// We leave these as their defaults, so we don't need to store them in
// the app settings and can just fetch them from the default camera
// parameters.
let sensor_height = PhysicalCameraParameters::default().sensor_height;
let fov = PerspectiveProjection::default().fov;
format!(
"Focal distance: {} m (Press Up/Down to change)
Aperture F-stops: f/{} (Press Left/Right to change)
Sensor height: {}mm
Focal length: {}mm
Mode: {} (Press Space to change)",
self.focal_distance,
self.aperture_f_stops,
sensor_height * 1000.0,
dof::calculate_focal_length(sensor_height, fov) * 1000.0,
match mode {
DepthOfFieldMode::Bokeh => "Bokeh",
DepthOfFieldMode::Gaussian => "Gaussian",
}
)
}
}