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		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>
		
			
				
	
	
		
			226 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			226 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases auto exposure,
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| //! which automatically (but not instantly) adjusts the brightness of the scene in a way that mimics the function of the human eye.
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| //! Auto exposure requires compute shader capabilities, so it's not available on WebGL.
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding        | Action                                 |
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| //! |:-------------------|:---------------------------------------|
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| //! | `Left` / `Right`   | Rotate Camera                          |
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| //! | `C`                | Toggle Compensation Curve              |
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| //! | `M`                | Toggle Metering Mask                   |
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| //! | `V`                | Visualize Metering Mask                |
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| 
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| use bevy::{
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|     core_pipeline::{
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|         auto_exposure::{AutoExposure, AutoExposureCompensationCurve, AutoExposurePlugin},
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|         Skybox,
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|     },
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|     math::{cubic_splines::LinearSpline, primitives::Plane3d, vec2},
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|     prelude::*,
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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_plugins(AutoExposurePlugin)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, example_control_system)
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|         .run();
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| }
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| 
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| fn setup(
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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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|     mut compensation_curves: ResMut<Assets<AutoExposureCompensationCurve>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     let metering_mask = asset_server.load("textures/basic_metering_mask.png");
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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,
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|                 ..default()
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|             },
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|             transform: Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         },
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|         AutoExposure {
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|             metering_mask: metering_mask.clone(),
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|             ..default()
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|         },
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|         Skybox {
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|             image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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|             brightness: light_consts::lux::DIRECT_SUNLIGHT,
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|             ..default()
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|         },
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|     ));
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| 
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|     commands.insert_resource(ExampleResources {
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|         basic_compensation_curve: compensation_curves.add(
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|             AutoExposureCompensationCurve::from_curve(LinearSpline::new([
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|                 vec2(-4.0, -2.0),
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|                 vec2(0.0, 0.0),
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|                 vec2(2.0, 0.0),
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|                 vec2(4.0, 2.0),
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|             ]))
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|             .unwrap(),
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|         ),
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|         basic_metering_mask: metering_mask.clone(),
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|     });
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| 
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|     let plane = meshes.add(Mesh::from(
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|         Plane3d {
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|             normal: -Dir3::Z,
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|             half_size: Vec2::new(2.0, 0.5),
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|         }
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|         .mesh(),
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|     ));
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| 
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|     // Build a dimly lit box around the camera, with a slot to see the bright skybox.
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|     for level in -1..=1 {
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|         for side in [-Vec3::X, Vec3::X, -Vec3::Z, Vec3::Z] {
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|             if level == 0 && Vec3::Z == side {
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|                 continue;
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|             }
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| 
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|             let height = Vec3::Y * level as f32;
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| 
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|             commands.spawn((
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|                 Mesh3d(plane.clone()),
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|                 MeshMaterial3d(materials.add(StandardMaterial {
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|                     base_color: Color::srgb(
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|                         0.5 + side.x * 0.5,
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|                         0.75 - level as f32 * 0.25,
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|                         0.5 + side.z * 0.5,
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|                     ),
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|                     ..default()
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|                 })),
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|                 Transform::from_translation(side * 2.0 + height),
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|             ));
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|         }
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|     }
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| 
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|     commands.insert_resource(AmbientLight {
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|         color: Color::WHITE,
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|         brightness: 0.0,
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|     });
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| 
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|     commands.spawn((
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|         PointLight {
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|             intensity: 2000.0,
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|             ..default()
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|         },
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|         Transform::from_xyz(0.0, 0.0, 0.0),
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|     ));
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| 
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|     commands.spawn(ImageBundle {
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|         image: UiImage {
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|             texture: metering_mask,
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|             ..default()
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|         },
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|         style: Style {
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|             width: Val::Percent(100.0),
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|             height: Val::Percent(100.0),
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|             ..default()
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|         },
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|         ..default()
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|     });
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| 
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|     let text_style = TextStyle::default();
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| 
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "Left / Right - Rotate Camera\nC - Toggle Compensation Curve\nM - Toggle Metering Mask\nV - Visualize Metering Mask",
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|             text_style.clone(),
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|         )
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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|             top: 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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|     commands.spawn((
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|         TextBundle::from_section("", text_style).with_style(Style {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(12.0),
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|             right: Val::Px(12.0),
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|             ..default()
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|         }),
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|         ExampleDisplay,
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|     ));
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| }
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| 
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| #[derive(Component)]
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| struct ExampleDisplay;
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| 
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| #[derive(Resource)]
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| struct ExampleResources {
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|     basic_compensation_curve: Handle<AutoExposureCompensationCurve>,
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|     basic_metering_mask: Handle<Image>,
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| }
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| 
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| fn example_control_system(
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|     mut camera: Query<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
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|     mut display: Query<&mut Text, With<ExampleDisplay>>,
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|     mut mask_image: Query<&mut Style, With<UiImage>>,
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|     time: Res<Time>,
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|     input: Res<ButtonInput<KeyCode>>,
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|     resources: Res<ExampleResources>,
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| ) {
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|     let (mut camera_transform, mut auto_exposure) = camera.single_mut();
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| 
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|     let rotation = if input.pressed(KeyCode::ArrowLeft) {
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|         time.delta_seconds()
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|     } else if input.pressed(KeyCode::ArrowRight) {
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|         -time.delta_seconds()
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|     } else {
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|         0.0
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|     };
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| 
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|     camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
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| 
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|     if input.just_pressed(KeyCode::KeyC) {
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|         auto_exposure.compensation_curve =
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|             if auto_exposure.compensation_curve == resources.basic_compensation_curve {
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|                 Handle::default()
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|             } else {
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|                 resources.basic_compensation_curve.clone()
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|             };
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|     }
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| 
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|     if input.just_pressed(KeyCode::KeyM) {
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|         auto_exposure.metering_mask =
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|             if auto_exposure.metering_mask == resources.basic_metering_mask {
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|                 Handle::default()
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|             } else {
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|                 resources.basic_metering_mask.clone()
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|             };
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|     }
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| 
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|     mask_image.single_mut().display = if input.pressed(KeyCode::KeyV) {
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|         Display::Flex
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|     } else {
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|         Display::None
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|     };
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| 
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|     let mut display = display.single_mut();
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|     display.sections[0].value = format!(
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|         "Compensation Curve: {}\nMetering Mask: {}",
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|         if auto_exposure.compensation_curve == resources.basic_compensation_curve {
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|             "Enabled"
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|         } else {
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|             "Disabled"
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|         },
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|         if auto_exposure.metering_mask == resources.basic_metering_mask {
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|             "Enabled"
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|         } else {
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|             "Disabled"
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|         },
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|     );
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| }
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