 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>
		
			
				
	
	
		
			337 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			337 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases different blend modes.
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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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| //! | `Up` / `Down`      | Increase / Decrease Alpha           |
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| //! | `Left` / `Right`   | Rotate Camera                       |
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| //! | `H`                | Toggle HDR                          |
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| //! | `Spacebar`         | Toggle Unlit                        |
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| //! | `C`                | Randomize Colors                    |
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| 
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| use bevy::{color::palettes::css::ORANGE, prelude::*};
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| use rand::random;
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| 
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| fn main() {
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|     let mut app = App::new();
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| 
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|     app.add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, example_control_system);
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| 
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|     // Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
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|     // Since this example uses HDR, we must disable MSAA for Wasm builds, at least
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|     // until WebGPU is ready and no longer behind a feature flag in Web browsers.
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|     #[cfg(target_arch = "wasm32")]
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|     app.insert_resource(Msaa::Off);
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| 
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|     app.run();
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| }
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| 
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| /// set up a simple 3D scene
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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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|     asset_server: Res<AssetServer>,
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| ) {
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|     let base_color = Color::srgb(0.9, 0.2, 0.3);
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|     let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
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| 
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|     // Opaque
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|     let opaque = commands
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|         .spawn((
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|             Mesh3d(icosphere_mesh.clone()),
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|             MeshMaterial3d(materials.add(StandardMaterial {
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|                 base_color,
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|                 alpha_mode: AlphaMode::Opaque,
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|                 ..default()
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|             })),
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|             Transform::from_xyz(-4.0, 0.0, 0.0),
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Blend
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|     let blend = commands
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|         .spawn((
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|             Mesh3d(icosphere_mesh.clone()),
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|             MeshMaterial3d(materials.add(StandardMaterial {
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|                 base_color,
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|                 alpha_mode: AlphaMode::Blend,
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|                 ..default()
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|             })),
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|             Transform::from_xyz(-2.0, 0.0, 0.0),
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Premultiplied
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|     let premultiplied = commands
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|         .spawn((
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|             Mesh3d(icosphere_mesh.clone()),
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|             MeshMaterial3d(materials.add(StandardMaterial {
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|                 base_color,
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|                 alpha_mode: AlphaMode::Premultiplied,
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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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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Add
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|     let add = commands
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|         .spawn((
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|             Mesh3d(icosphere_mesh.clone()),
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|             MeshMaterial3d(materials.add(StandardMaterial {
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|                 base_color,
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|                 alpha_mode: AlphaMode::Add,
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|                 ..default()
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|             })),
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|             Transform::from_xyz(2.0, 0.0, 0.0),
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Multiply
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|     let multiply = commands
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|         .spawn((
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|             Mesh3d(icosphere_mesh),
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|             MeshMaterial3d(materials.add(StandardMaterial {
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|                 base_color,
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|                 alpha_mode: AlphaMode::Multiply,
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|                 ..default()
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|             })),
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|             Transform::from_xyz(4.0, 0.0, 0.0),
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|             ExampleControls {
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|                 unlit: true,
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|                 color: true,
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|             },
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|         ))
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|         .id();
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| 
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|     // Chessboard Plane
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|     let black_material = materials.add(Color::BLACK);
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|     let white_material = materials.add(Color::WHITE);
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| 
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|     let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
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| 
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|     for x in -3..4 {
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|         for z in -3..4 {
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|             commands.spawn((
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|                 Mesh3d(plane_mesh.clone()),
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|                 MeshMaterial3d(if (x + z) % 2 == 0 {
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|                     black_material.clone()
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|                 } else {
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|                     white_material.clone()
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|                 }),
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|                 Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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|                 ExampleControls {
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|                     unlit: false,
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|                     color: true,
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|                 },
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|             ));
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|         }
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|     }
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| 
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|     // Light
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|     commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
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| 
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|     // Camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Controls Text
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| 
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|     // We need the full version of this font so we can use box drawing characters.
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|     let font = asset_server.load("fonts/FiraMono-Medium.ttf");
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| 
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|     let text_style = TextStyle {
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|         font: font.clone(),
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|         ..default()
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|     };
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| 
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|     let label_text_style = TextStyle {
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|         font,
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|         color: ORANGE.into(),
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|         ..default()
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|     };
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| 
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors",
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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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|     let mut label = |entity: Entity, label: &str| {
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|         commands
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|             .spawn((
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|                 NodeBundle {
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|                     style: Style {
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|                         position_type: PositionType::Absolute,
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|                         ..default()
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|                     },
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|                     ..default()
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|                 },
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|                 ExampleLabel { entity },
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|             ))
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|             .with_children(|parent| {
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|                 parent.spawn(
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|                     TextBundle::from_section(label, label_text_style.clone())
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|                         .with_style(Style {
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|                             position_type: PositionType::Absolute,
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|                             bottom: Val::ZERO,
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|                             ..default()
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|                         })
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|                         .with_no_wrap(),
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|                 );
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|             });
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|     };
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| 
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|     label(opaque, "┌─ Opaque\n│\n│\n│\n│");
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|     label(blend, "┌─ Blend\n│\n│\n│");
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|     label(premultiplied, "┌─ Premultiplied\n│\n│");
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|     label(add, "┌─ Add\n│");
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|     label(multiply, "┌─ Multiply");
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| }
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| 
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| #[derive(Component)]
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| struct ExampleControls {
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|     unlit: bool,
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|     color: bool,
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| }
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| 
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| #[derive(Component)]
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| struct ExampleLabel {
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|     entity: Entity,
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| }
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| 
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| struct ExampleState {
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|     alpha: f32,
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|     unlit: bool,
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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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| impl Default for ExampleState {
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|     fn default() -> Self {
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|         ExampleState {
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|             alpha: 0.9,
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|             unlit: false,
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|         }
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|     }
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| }
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| 
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| #[allow(clippy::too_many_arguments)]
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| fn example_control_system(
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     controllable: Query<(&MeshMaterial3d<StandardMaterial>, &ExampleControls)>,
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|     mut camera: Query<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
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|     mut labels: Query<(&mut Style, &ExampleLabel)>,
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|     mut display: Query<&mut Text, With<ExampleDisplay>>,
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|     labelled: Query<&GlobalTransform>,
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|     mut state: Local<ExampleState>,
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|     time: Res<Time>,
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|     input: Res<ButtonInput<KeyCode>>,
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| ) {
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|     if input.pressed(KeyCode::ArrowUp) {
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|         state.alpha = (state.alpha + time.delta_seconds()).min(1.0);
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|     } else if input.pressed(KeyCode::ArrowDown) {
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|         state.alpha = (state.alpha - time.delta_seconds()).max(0.0);
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|     }
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| 
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|     if input.just_pressed(KeyCode::Space) {
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|         state.unlit = !state.unlit;
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|     }
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| 
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|     let randomize_colors = input.just_pressed(KeyCode::KeyC);
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| 
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|     for (material_handle, controls) in &controllable {
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|         let material = materials.get_mut(material_handle).unwrap();
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| 
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|         if controls.color && randomize_colors {
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|             material.base_color = Srgba {
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|                 red: random(),
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|                 green: random(),
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|                 blue: random(),
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|                 alpha: state.alpha,
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|             }
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|             .into();
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|         } else {
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|             material.base_color.set_alpha(state.alpha);
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|         }
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| 
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|         if controls.unlit {
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|             material.unlit = state.unlit;
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|         }
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|     }
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| 
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|     let (mut camera, mut camera_transform, camera_global_transform) = camera.single_mut();
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| 
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|     if input.just_pressed(KeyCode::KeyH) {
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|         camera.hdr = !camera.hdr;
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|     }
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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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|     for (mut style, label) in &mut labels {
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|         let world_position = labelled.get(label.entity).unwrap().translation() + Vec3::Y;
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| 
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|         let viewport_position = camera
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|             .world_to_viewport(camera_global_transform, world_position)
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|             .unwrap();
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| 
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|         style.top = Val::Px(viewport_position.y);
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|         style.left = Val::Px(viewport_position.x);
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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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|         "  HDR: {}\nAlpha: {:.2}",
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|         if camera.hdr { "ON " } else { "OFF" },
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|         state.alpha
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|     );
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| }
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