bevy/crates/bevy_pbr/src/lib.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

492 lines
19 KiB
Rust

// FIXME(15321): solve CI failures, then replace with `#![expect()]`.
#![allow(missing_docs, reason = "Not all docs are written yet, see #3492.")]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![deny(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
extern crate alloc;
#[cfg(feature = "meshlet")]
mod meshlet;
pub mod wireframe;
/// Experimental features that are not yet finished. Please report any issues you encounter!
///
/// Expect bugs, missing features, compatibility issues, low performance, and/or future breaking changes.
#[cfg(feature = "meshlet")]
pub mod experimental {
/// Render high-poly 3d meshes using an efficient GPU-driven method.
/// See [`MeshletPlugin`](meshlet::MeshletPlugin) and [`MeshletMesh`](meshlet::MeshletMesh) for details.
pub mod meshlet {
pub use crate::meshlet::*;
}
}
mod bundle;
mod cluster;
pub mod deferred;
mod extended_material;
mod fog;
mod light;
mod light_probe;
mod lightmap;
mod material;
mod mesh_material;
mod parallax;
mod pbr_material;
mod prepass;
mod render;
mod ssao;
mod ssr;
mod volumetric_fog;
use bevy_color::{Color, LinearRgba};
use core::marker::PhantomData;
pub use bundle::*;
pub use cluster::*;
pub use extended_material::*;
pub use fog::*;
pub use light::*;
pub use light_probe::*;
pub use lightmap::*;
pub use material::*;
pub use mesh_material::*;
pub use parallax::*;
pub use pbr_material::*;
pub use prepass::*;
pub use render::*;
pub use ssao::*;
pub use ssr::*;
#[allow(deprecated)]
pub use volumetric_fog::{
FogVolume, FogVolumeBundle, VolumetricFog, VolumetricFogPlugin, VolumetricFogSettings,
VolumetricLight,
};
/// The PBR prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
#[expect(deprecated)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
bundle::{
DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
SpotLightBundle,
},
fog::{DistanceFog, FogFalloff},
light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
light_probe::{
environment_map::{EnvironmentMapLight, ReflectionProbeBundle},
LightProbe,
},
material::{Material, MaterialPlugin},
mesh_material::MeshMaterial3d,
parallax::ParallaxMappingMethod,
pbr_material::StandardMaterial,
ssao::ScreenSpaceAmbientOcclusionPlugin,
};
}
pub mod graph {
use bevy_render::render_graph::RenderLabel;
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub enum NodePbr {
/// Label for the shadow pass node.
ShadowPass,
/// Label for the screen space ambient occlusion render node.
ScreenSpaceAmbientOcclusion,
DeferredLightingPass,
/// Label for the volumetric lighting pass.
VolumetricFog,
/// Label for the compute shader instance data building pass.
GpuPreprocess,
/// Label for the screen space reflections pass.
ScreenSpaceReflections,
}
}
use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
use bevy_ecs::prelude::*;
use bevy_render::{
alpha::AlphaMode,
camera::{
CameraProjection, CameraUpdateSystem, OrthographicProjection, PerspectiveProjection,
Projection,
},
extract_component::ExtractComponentPlugin,
extract_resource::ExtractResourcePlugin,
render_asset::prepare_assets,
render_graph::RenderGraph,
render_resource::Shader,
texture::{GpuImage, Image},
view::{check_visibility, VisibilitySystems},
ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_transform::TransformSystem;
pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1708015359337029744);
pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(5635987986427308186);
pub const UTILS_HANDLE: Handle<Shader> = Handle::weak_from_u128(1900548483293416725);
pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> = Handle::weak_from_u128(166852093121196815);
pub const PBR_LIGHTING_HANDLE: Handle<Shader> = Handle::weak_from_u128(14170772752254856967);
pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> = Handle::weak_from_u128(77319684653223658032);
pub const SHADOWS_HANDLE: Handle<Shader> = Handle::weak_from_u128(11350275143789590502);
pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> = Handle::weak_from_u128(3145627513789590502);
pub const PBR_FRAGMENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2295049283805286543);
pub const PBR_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4805239651767701046);
pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(9407115064344201137);
pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16550102964439850292);
pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(17035894873630133905);
pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(2098345702398750291);
pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(73204817249182637);
pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(72019026415438599);
pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(2659010996143919192);
const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(2325134235233421);
/// Sets up the entire PBR infrastructure of bevy.
pub struct PbrPlugin {
/// Controls if the prepass is enabled for the [`StandardMaterial`].
/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
pub prepass_enabled: bool,
/// Controls if [`DeferredPbrLightingPlugin`] is added.
pub add_default_deferred_lighting_plugin: bool,
/// Controls if GPU [`MeshUniform`] building is enabled.
///
/// This requires compute shader support and so will be forcibly disabled if
/// the platform doesn't support those.
pub use_gpu_instance_buffer_builder: bool,
}
impl Default for PbrPlugin {
fn default() -> Self {
Self {
prepass_enabled: true,
add_default_deferred_lighting_plugin: true,
use_gpu_instance_buffer_builder: true,
}
}
}
impl Plugin for PbrPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
PBR_TYPES_SHADER_HANDLE,
"render/pbr_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_BINDINGS_SHADER_HANDLE,
"render/pbr_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
CLUSTERED_FORWARD_HANDLE,
"render/clustered_forward.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_LIGHTING_HANDLE,
"render/pbr_lighting.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_TRANSMISSION_HANDLE,
"render/pbr_transmission.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOWS_HANDLE,
"render/shadows.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_DEFERRED_TYPES_HANDLE,
"deferred/pbr_deferred_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_DEFERRED_FUNCTIONS_HANDLE,
"deferred/pbr_deferred_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOW_SAMPLING_HANDLE,
"render/shadow_sampling.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FUNCTIONS_HANDLE,
"render/pbr_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
RGB9E5_FUNCTIONS_HANDLE,
"render/rgb9e5.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_AMBIENT_HANDLE,
"render/pbr_ambient.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FRAGMENT_HANDLE,
"render/pbr_fragment.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
"render/pbr_prepass_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_PREPASS_SHADER_HANDLE,
"render/pbr_prepass.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PARALLAX_MAPPING_SHADER_HANDLE,
"render/parallax_mapping.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
VIEW_TRANSFORMATIONS_SHADER_HANDLE,
"render/view_transformations.wgsl",
Shader::from_wgsl
);
// Setup dummy shaders for when MeshletPlugin is not used to prevent shader import errors.
load_internal_asset!(
app,
MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
"meshlet/dummy_visibility_buffer_resolve.wgsl",
Shader::from_wgsl
);
app.register_asset_reflect::<StandardMaterial>()
.register_type::<AmbientLight>()
.register_type::<CascadeShadowConfig>()
.register_type::<Cascades>()
.register_type::<CascadesVisibleEntities>()
.register_type::<VisibleMeshEntities>()
.register_type::<ClusterConfig>()
.register_type::<CubemapVisibleEntities>()
.register_type::<DirectionalLight>()
.register_type::<DirectionalLightShadowMap>()
.register_type::<NotShadowCaster>()
.register_type::<NotShadowReceiver>()
.register_type::<PointLight>()
.register_type::<PointLightShadowMap>()
.register_type::<SpotLight>()
.register_type::<DistanceFog>()
.register_type::<ShadowFilteringMethod>()
.init_resource::<AmbientLight>()
.init_resource::<GlobalVisibleClusterableObjects>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.register_type::<DefaultOpaqueRendererMethod>()
.init_resource::<DefaultOpaqueRendererMethod>()
.add_plugins((
MeshRenderPlugin {
use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
},
MaterialPlugin::<StandardMaterial> {
prepass_enabled: self.prepass_enabled,
..Default::default()
},
ScreenSpaceAmbientOcclusionPlugin,
ExtractResourcePlugin::<AmbientLight>::default(),
FogPlugin,
ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
LightmapPlugin,
LightProbePlugin,
PbrProjectionPlugin::<Projection>::default(),
PbrProjectionPlugin::<PerspectiveProjection>::default(),
PbrProjectionPlugin::<OrthographicProjection>::default(),
GpuMeshPreprocessPlugin {
use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
},
VolumetricFogPlugin,
ScreenSpaceReflectionsPlugin,
))
.configure_sets(
PostUpdate,
(
SimulationLightSystems::AddClusters,
SimulationLightSystems::AssignLightsToClusters,
)
.chain(),
)
.configure_sets(
PostUpdate,
SimulationLightSystems::UpdateDirectionalLightCascades
.ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
)
.configure_sets(
PostUpdate,
SimulationLightSystems::CheckLightVisibility
.ambiguous_with(SimulationLightSystems::CheckLightVisibility),
)
.add_systems(
PostUpdate,
(
add_clusters
.in_set(SimulationLightSystems::AddClusters)
.after(CameraUpdateSystem),
assign_objects_to_clusters
.in_set(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CheckVisibility)
.after(CameraUpdateSystem),
clear_directional_light_cascades
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(TransformSystem::TransformPropagate)
.after(CameraUpdateSystem),
update_directional_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
// This must run after CheckVisibility because it relies on `ViewVisibility`
.after(VisibilitySystems::CheckVisibility)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateDirectionalLightCascades)
// We assume that no entity will be both a directional light and a spot light,
// so these systems will run independently of one another.
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(update_spot_light_frusta),
update_point_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
update_spot_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
check_visibility::<WithLight>.in_set(VisibilitySystems::CheckVisibility),
(
check_dir_light_mesh_visibility,
check_point_light_mesh_visibility,
)
.in_set(SimulationLightSystems::CheckLightVisibility)
.after(VisibilitySystems::CalculateBounds)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateLightFrusta)
// NOTE: This MUST be scheduled AFTER the core renderer visibility check
// because that resets entity `ViewVisibility` for the first view
// which would override any results from this otherwise
.after(VisibilitySystems::CheckVisibility),
),
);
if self.add_default_deferred_lighting_plugin {
app.add_plugins(DeferredPbrLightingPlugin);
}
// Initialize the default material.
app.world_mut()
.resource_mut::<Assets<StandardMaterial>>()
.insert(
&Handle::<StandardMaterial>::default(),
StandardMaterial {
base_color: Color::WHITE,
..Default::default()
},
);
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Extract the required data from the main world
render_app
.add_systems(
ExtractSchedule,
(
extract_clusters,
extract_lights,
extract_default_materials.after(clear_material_instances::<StandardMaterial>),
),
)
.add_systems(
Render,
(
prepare_lights
.in_set(RenderSet::ManageViews)
.after(prepare_assets::<GpuImage>),
prepare_clusters.in_set(RenderSet::PrepareResources),
),
)
.init_resource::<LightMeta>();
render_app.world_mut().observe(add_light_view_entities);
render_app.world_mut().observe(remove_light_view_entities);
let shadow_pass_node = ShadowPassNode::new(render_app.world_mut());
let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
draw_3d_graph.add_node(NodePbr::ShadowPass, shadow_pass_node);
draw_3d_graph.add_node_edge(NodePbr::ShadowPass, Node3d::StartMainPass);
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Extract the required data from the main world
render_app
.init_resource::<ShadowSamplers>()
.init_resource::<GlobalClusterableObjectMeta>();
}
}
/// [`CameraProjection`] specific PBR functionality.
pub struct PbrProjectionPlugin<T: CameraProjection + Component>(PhantomData<T>);
impl<T: CameraProjection + Component> Plugin for PbrProjectionPlugin<T> {
fn build(&self, app: &mut App) {
app.add_systems(
PostUpdate,
build_directional_light_cascades::<T>
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(clear_directional_light_cascades),
);
}
}
impl<T: CameraProjection + Component> Default for PbrProjectionPlugin<T> {
fn default() -> Self {
Self(Default::default())
}
}