 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>
		
			
				
	
	
		
			330 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			330 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
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| //! Press left mouse button to cycle through different views.
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| 
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| use std::fmt;
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| 
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| use bevy::{math::ops, prelude::*, render::texture::ImageLoaderSettings};
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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_systems(Startup, setup)
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|         .add_systems(
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|             Update,
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|             (
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|                 spin,
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|                 move_camera,
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|                 update_parallax_depth_scale,
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|                 update_parallax_layers,
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|                 switch_method,
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|             ),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct Spin {
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|     speed: f32,
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| }
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| 
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| /// The camera, used to move camera on click.
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| #[derive(Component)]
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| struct CameraController;
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| 
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| const DEPTH_CHANGE_RATE: f32 = 0.1;
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| const DEPTH_UPDATE_STEP: f32 = 0.03;
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| const MAX_DEPTH: f32 = 0.3;
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| 
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| struct TargetDepth(f32);
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| impl Default for TargetDepth {
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|     fn default() -> Self {
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|         TargetDepth(0.09)
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|     }
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| }
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| struct TargetLayers(f32);
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| impl Default for TargetLayers {
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|     fn default() -> Self {
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|         TargetLayers(5.0)
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|     }
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| }
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| struct CurrentMethod(ParallaxMappingMethod);
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| impl Default for CurrentMethod {
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|     fn default() -> Self {
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|         CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
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|     }
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| }
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| impl fmt::Display for CurrentMethod {
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|     fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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|         match self.0 {
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|             ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
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|             ParallaxMappingMethod::Relief { max_steps } => {
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|                 write!(f, "Relief Mapping with {max_steps} steps")
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|             }
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|         }
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|     }
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| }
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| impl CurrentMethod {
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|     fn next_method(&mut self) {
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|         use ParallaxMappingMethod::*;
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|         self.0 = match self.0 {
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|             Occlusion => Relief { max_steps: 2 },
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|             Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
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|             Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
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|             Relief { .. } => Occlusion,
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|         }
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|     }
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| }
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| 
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| fn update_parallax_depth_scale(
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut target_depth: Local<TargetDepth>,
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|     mut depth_update: Local<bool>,
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|     mut text: Query<&mut Text>,
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| ) {
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|     if input.just_pressed(KeyCode::Digit1) {
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|         target_depth.0 -= DEPTH_UPDATE_STEP;
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|         target_depth.0 = target_depth.0.max(0.0);
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|         *depth_update = true;
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|     }
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|     if input.just_pressed(KeyCode::Digit2) {
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|         target_depth.0 += DEPTH_UPDATE_STEP;
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|         target_depth.0 = target_depth.0.min(MAX_DEPTH);
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|         *depth_update = true;
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|     }
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|     if *depth_update {
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|         let mut text = text.single_mut();
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|         for (_, mat) in materials.iter_mut() {
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|             let current_depth = mat.parallax_depth_scale;
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|             let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
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|             mat.parallax_depth_scale = new_depth;
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|             text.sections[0].value = format!("Parallax depth scale: {new_depth:.5}\n");
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|             if (new_depth - current_depth).abs() <= 0.000000001 {
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|                 *depth_update = false;
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|             }
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|         }
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|     }
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| }
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| 
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| fn switch_method(
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut text: Query<&mut Text>,
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|     mut current: Local<CurrentMethod>,
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| ) {
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|     if input.just_pressed(KeyCode::Space) {
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|         current.next_method();
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|     } else {
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|         return;
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|     }
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|     let mut text = text.single_mut();
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|     text.sections[2].value = format!("Method: {}\n", *current);
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| 
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|     for (_, mat) in materials.iter_mut() {
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|         mat.parallax_mapping_method = current.0;
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|     }
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| }
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| 
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| fn update_parallax_layers(
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut target_layers: Local<TargetLayers>,
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|     mut text: Query<&mut Text>,
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| ) {
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|     if input.just_pressed(KeyCode::Digit3) {
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|         target_layers.0 -= 1.0;
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|         target_layers.0 = target_layers.0.max(0.0);
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|     } else if input.just_pressed(KeyCode::Digit4) {
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|         target_layers.0 += 1.0;
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|     } else {
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|         return;
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|     }
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|     let layer_count = ops::exp2(target_layers.0);
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|     let mut text = text.single_mut();
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|     text.sections[1].value = format!("Layers: {layer_count:.0}\n");
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| 
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|     for (_, mat) in materials.iter_mut() {
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|         mat.max_parallax_layer_count = layer_count;
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|     }
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| }
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| 
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| fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
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|     for (mut transform, spin) in query.iter_mut() {
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|         transform.rotate_local_y(spin.speed * time.delta_seconds());
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|         transform.rotate_local_x(spin.speed * time.delta_seconds());
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|         transform.rotate_local_z(-spin.speed * time.delta_seconds());
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|     }
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| }
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| 
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| // Camera positions to cycle through when left-clicking.
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| const CAMERA_POSITIONS: &[Transform] = &[
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|     Transform {
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|         translation: Vec3::new(1.5, 1.5, 1.5),
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|         rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
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|         scale: Vec3::ONE,
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|     },
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|     Transform {
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|         translation: Vec3::new(2.4, 0.0, 0.2),
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|         rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
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|         scale: Vec3::ONE,
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|     },
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|     Transform {
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|         translation: Vec3::new(2.4, 2.6, -4.3),
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|         rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
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|         scale: Vec3::ONE,
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|     },
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|     Transform {
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|         translation: Vec3::new(-1.0, 0.8, -1.2),
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|         rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
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|         scale: Vec3::ONE,
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|     },
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| ];
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| 
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| fn move_camera(
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|     mut camera: Query<&mut Transform, With<CameraController>>,
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|     mut current_view: Local<usize>,
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|     button: Res<ButtonInput<MouseButton>>,
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| ) {
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|     let mut camera = camera.single_mut();
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|     if button.just_pressed(MouseButton::Left) {
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|         *current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
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|     }
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|     let target = CAMERA_POSITIONS[*current_view];
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|     camera.translation = camera.translation.lerp(target.translation, 0.2);
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|     camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
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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 materials: ResMut<Assets<StandardMaterial>>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     // The normal map. Note that to generate it in the GIMP image editor, you should
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|     // open the depth map, and do Filters → Generic → Normal Map
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|     // You should enable the "flip X" checkbox.
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|     let normal_handle = asset_server.load_with_settings(
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|         "textures/parallax_example/cube_normal.png",
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|         // The normal map texture is in linear color space. Lighting won't look correct
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|         // if `is_srgb` is `true`, which is the default.
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|         |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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|     );
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| 
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|     // Camera
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         },
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|         CameraController,
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|     ));
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| 
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|     // light
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|     commands
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|         .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(2.0, 1.0, -1.1),
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|         ))
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|         .with_children(|commands| {
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|             // represent the light source as a sphere
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|             let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
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|             commands.spawn((Mesh3d(mesh), MeshMaterial3d(materials.add(Color::WHITE))));
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|         });
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| 
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|     // Plane
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             // standard material derived from dark green, but
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|             // with roughness and reflectance set.
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|             perceptual_roughness: 0.45,
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|             reflectance: 0.18,
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|             ..Color::srgb_u8(0, 80, 0).into()
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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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|     let parallax_depth_scale = TargetDepth::default().0;
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|     let max_parallax_layer_count = ops::exp2(TargetLayers::default().0);
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|     let parallax_mapping_method = CurrentMethod::default();
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|     let parallax_material = materials.add(StandardMaterial {
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|         perceptual_roughness: 0.4,
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|         base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
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|         normal_map_texture: Some(normal_handle),
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|         // The depth map is a greyscale texture where black is the highest level and
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|         // white the lowest.
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|         depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
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|         parallax_depth_scale,
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|         parallax_mapping_method: parallax_mapping_method.0,
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|         max_parallax_layer_count,
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|         ..default()
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|     });
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|     commands.spawn((
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|         Mesh3d(
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|             meshes.add(
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|                 // NOTE: for normal maps and depth maps to work, the mesh
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|                 // needs tangents generated.
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|                 Mesh::from(Cuboid::default())
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|                     .with_generated_tangents()
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|                     .unwrap(),
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|             ),
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|         ),
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|         MeshMaterial3d(parallax_material.clone()),
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|         Spin { speed: 0.3 },
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|     ));
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| 
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|     let background_cube = meshes.add(
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|         Mesh::from(Cuboid::new(40.0, 40.0, 40.0))
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|             .with_generated_tangents()
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|             .unwrap(),
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|     );
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| 
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|     let background_cube_bundle = |translation| {
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|         (
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|             Mesh3d(background_cube.clone()),
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|             MeshMaterial3d(parallax_material.clone()),
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|             Transform::from_translation(translation),
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|             Spin { speed: -0.1 },
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|         )
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|     };
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|     commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
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|     commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
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|     commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
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|     commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
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| 
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|     let style = TextStyle::default();
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| 
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|     // example instructions
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|     commands.spawn(
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|         TextBundle::from_sections(vec![
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|             TextSection::new(
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|                 format!("Parallax depth scale: {parallax_depth_scale:.5}\n"),
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|                 style.clone(),
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|             ),
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|             TextSection::new(
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|                 format!("Layers: {max_parallax_layer_count:.0}\n"),
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|                 style.clone(),
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|             ),
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|             TextSection::new(format!("{parallax_mapping_method}\n"), style.clone()),
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|             TextSection::new("\n\n", style.clone()),
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|             TextSection::new("Controls:\n", style.clone()),
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|             TextSection::new("Left click - Change view angle\n", style.clone()),
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|             TextSection::new(
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|                 "1/2 - Decrease/Increase parallax depth scale\n",
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|                 style.clone(),
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|             ),
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|             TextSection::new("3/4 - Decrease/Increase layer count\n", style.clone()),
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|             TextSection::new("Space - Switch parallaxing algorithm\n", style),
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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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