 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>
		
			
				
	
	
		
			286 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			286 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This interactive example shows how to use distance fog,
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| //! and allows playing around with different fog settings.
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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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| //! | `1` / `2` / `3`    | Fog Falloff Mode                    |
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| //! | `A` / `S`          | Move Start Distance (Linear Fog)    |
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| //! |                    | Change Density (Exponential Fogs)   |
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| //! | `Z` / `X`          | Move End Distance (Linear Fog)      |
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| //! | `-` / `=`          | Adjust Fog Red Channel              |
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| //! | `[` / `]`          | Adjust Fog Green Channel            |
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| //! | `;` / `'`          | Adjust Fog Blue Channel             |
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| //! | `.` / `?`          | Adjust Fog Alpha Channel            |
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| 
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| use bevy::{
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|     math::ops,
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|     pbr::{NotShadowCaster, NotShadowReceiver},
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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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|         .insert_resource(AmbientLight::NONE)
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(
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|             Startup,
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|             (setup_camera_fog, setup_pyramid_scene, setup_instructions),
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|         )
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|         .add_systems(Update, update_system)
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|         .run();
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| }
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| 
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| fn setup_camera_fog(mut commands: Commands) {
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|     commands.spawn((
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|         Camera3dBundle::default(),
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|         DistanceFog {
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|             color: Color::srgb(0.25, 0.25, 0.25),
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|             falloff: FogFalloff::Linear {
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|                 start: 5.0,
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|                 end: 20.0,
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|             },
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|             ..default()
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|         },
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|     ));
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| }
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| 
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| fn setup_pyramid_scene(
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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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| ) {
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|     let stone = materials.add(StandardMaterial {
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|         base_color: Srgba::hex("28221B").unwrap().into(),
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|         perceptual_roughness: 1.0,
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|         ..default()
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|     });
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| 
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|     // pillars
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|     for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
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|         commands.spawn((
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|             Mesh3d(meshes.add(Cuboid::new(1.0, 3.0, 1.0))),
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|             MeshMaterial3d(stone.clone()),
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|             Transform::from_xyz(*x, 1.5, *z),
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|         ));
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|     }
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| 
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|     // orb
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::default())),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Srgba::hex("126212CC").unwrap().into(),
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|             reflectance: 1.0,
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|             perceptual_roughness: 0.0,
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|             metallic: 0.5,
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|             alpha_mode: AlphaMode::Blend,
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|             ..default()
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|         })),
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|         Transform::from_scale(Vec3::splat(1.75)).with_translation(Vec3::new(0.0, 4.0, 0.0)),
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|         NotShadowCaster,
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|         NotShadowReceiver,
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|     ));
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| 
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|     // steps
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|     for i in 0..50 {
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|         let half_size = i as f32 / 2.0 + 3.0;
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|         let y = -i as f32 / 2.0;
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|         commands.spawn((
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|             Mesh3d(meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size))),
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|             MeshMaterial3d(stone.clone()),
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|             Transform::from_xyz(0.0, y + 0.25, 0.0),
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|         ));
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|     }
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| 
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|     // sky
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Srgba::hex("888888").unwrap().into(),
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|             unlit: true,
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|             cull_mode: None,
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|             ..default()
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|         })),
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|         Transform::from_scale(Vec3::splat(1_000_000.0)),
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|     ));
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| 
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|     // light
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|     commands.spawn((
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|         PointLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(0.0, 1.0, 0.0),
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|     ));
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| }
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| 
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| fn setup_instructions(mut commands: Commands) {
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|     commands.spawn(
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|         TextBundle::from_section("", TextStyle::default()).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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| 
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| fn update_system(
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|     mut camera: Query<(&mut DistanceFog, &mut Transform)>,
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|     mut text: Query<&mut Text>,
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|     time: Res<Time>,
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|     keycode: Res<ButtonInput<KeyCode>>,
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| ) {
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|     let now = time.elapsed_seconds();
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|     let delta = time.delta_seconds();
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| 
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|     let (mut fog, mut transform) = camera.single_mut();
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|     let mut text = text.single_mut();
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| 
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|     // Orbit camera around pyramid
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|     let orbit_scale = 8.0 + ops::sin(now / 10.0) * 7.0;
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|     *transform = Transform::from_xyz(
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|         ops::cos(now / 5.0) * orbit_scale,
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|         12.0 - orbit_scale / 2.0,
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|         ops::sin(now / 5.0) * orbit_scale,
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|     )
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|     .looking_at(Vec3::ZERO, Vec3::Y);
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| 
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|     // Fog Information
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|     text.sections[0].value = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
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| 
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|     // Fog Falloff Mode Switching
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|     text.sections[0]
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|         .value
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|         .push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
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| 
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|     if keycode.pressed(KeyCode::Digit1) {
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|         if let FogFalloff::Linear { .. } = fog.falloff {
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|             // No change
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|         } else {
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|             fog.falloff = FogFalloff::Linear {
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|                 start: 5.0,
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|                 end: 20.0,
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|             };
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|         };
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|     }
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| 
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|     if keycode.pressed(KeyCode::Digit2) {
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|         if let FogFalloff::Exponential { .. } = fog.falloff {
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|             // No change
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|         } else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
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|             fog.falloff = FogFalloff::Exponential { density };
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|         } else {
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|             fog.falloff = FogFalloff::Exponential { density: 0.07 };
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|         };
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|     }
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| 
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|     if keycode.pressed(KeyCode::Digit3) {
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|         if let FogFalloff::Exponential { density } = fog.falloff {
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|             fog.falloff = FogFalloff::ExponentialSquared { density };
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|         } else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
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|             // No change
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|         } else {
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|             fog.falloff = FogFalloff::Exponential { density: 0.07 };
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|         };
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|     }
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| 
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|     // Linear Fog Controls
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|     if let FogFalloff::Linear {
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|         ref mut start,
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|         ref mut end,
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|     } = &mut fog.falloff
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|     {
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|         text.sections[0]
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|             .value
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|             .push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
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| 
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|         if keycode.pressed(KeyCode::KeyA) {
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|             *start -= delta * 3.0;
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|         }
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|         if keycode.pressed(KeyCode::KeyS) {
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|             *start += delta * 3.0;
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|         }
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|         if keycode.pressed(KeyCode::KeyZ) {
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|             *end -= delta * 3.0;
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|         }
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|         if keycode.pressed(KeyCode::KeyX) {
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|             *end += delta * 3.0;
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|         }
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|     }
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| 
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|     // Exponential Fog Controls
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|     if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
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|         text.sections[0].value.push_str("\nA / S - Change Density");
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| 
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|         if keycode.pressed(KeyCode::KeyA) {
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|             *density -= delta * 0.5 * *density;
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|             if *density < 0.0 {
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|                 *density = 0.0;
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|             }
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|         }
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|         if keycode.pressed(KeyCode::KeyS) {
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|             *density += delta * 0.5 * *density;
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|         }
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|     }
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| 
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|     // ExponentialSquared Fog Controls
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|     if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
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|         text.sections[0].value.push_str("\nA / S - Change Density");
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| 
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|         if keycode.pressed(KeyCode::KeyA) {
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|             *density -= delta * 0.5 * *density;
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|             if *density < 0.0 {
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|                 *density = 0.0;
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|             }
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|         }
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|         if keycode.pressed(KeyCode::KeyS) {
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|             *density += delta * 0.5 * *density;
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|         }
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|     }
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| 
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|     // RGBA Controls
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|     text.sections[0]
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|         .value
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|         .push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
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| 
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|     // We're performing various operations in the sRGB color space,
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|     // so we convert the fog color to sRGB here, then modify it,
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|     // and finally when we're done we can convert it back and set it.
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|     let mut fog_color = Srgba::from(fog.color);
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|     if keycode.pressed(KeyCode::Minus) {
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|         fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
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|     }
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| 
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|     if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
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|         fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::BracketLeft) {
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|         fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::BracketRight) {
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|         fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::Semicolon) {
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|         fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::Quote) {
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|         fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::Period) {
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|         fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::Slash) {
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|         fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
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|     }
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| 
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|     fog.color = Color::from(fog_color);
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| }
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