bevy/examples/3d/deterministic.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

93 lines
3.0 KiB
Rust

//! Shows how to enable deterministic rendering which helps with flickering due to z-fighting.
//! Rendering is not deterministic by default.
//! Note most users don't need rendering to be deterministic, and should rely on depth bias instead.
use bevy::app::App;
use bevy::app::Startup;
use bevy::prelude::*;
use bevy::render::deterministic::DeterministicRenderingConfig;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (keys, update_help).chain())
.run();
}
fn setup(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
mut deterministic_rendering_config: ResMut<DeterministicRenderingConfig>,
) {
// Safe default.
deterministic_rendering_config.stable_sort_z_fighting = true;
// Help message will be rendered there.
commands.spawn(TextBundle::default().with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}));
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::new(0., 0., 0.), Vec3::Y),
..default()
});
let mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
let nb_plane = 10;
for i in 0..nb_plane {
let color = LegacyColor::hsl(i as f32 * 360.0 / nb_plane as f32, 1.0, 0.5);
commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.add(StandardMaterial {
base_color: color,
// Setting depth bias would be a default choice to fix z-fighting.
// When it is not possible, deterministic rendering can be used.
// Here we intentionally don't use depth bias to demonstrate the issue.
depth_bias: 0.0,
unlit: true,
..Default::default()
}),
..default()
});
}
}
fn keys(
mut deterministic_rendering_config: ResMut<DeterministicRenderingConfig>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
if keyboard_input.just_pressed(KeyCode::KeyD) {
deterministic_rendering_config.stable_sort_z_fighting ^= true;
}
}
fn update_help(
mut text: Query<&mut Text>,
deterministic_rendering_config: Res<DeterministicRenderingConfig>,
) {
if deterministic_rendering_config.is_changed() {
*text.single_mut() = Text::from_section(
format!(
"\
Press D to enable/disable deterministic rendering\n\
\n\
Deterministic rendering: {}\n\
\n\
When rendering is not deterministic, you may notice flickering due to z-fighting\n\
\n\
Warning: may cause seizures for people with photosensitive epilepsy",
deterministic_rendering_config.stable_sort_z_fighting
),
TextStyle {
font_size: 20.,
..default()
},
);
}
}