 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>
		
			
				
	
	
		
			244 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			244 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
 | |
| //! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
 | |
| //! The textures are not generated for any material using alpha blending.
 | |
| 
 | |
| use bevy::{
 | |
|     core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
 | |
|     pbr::{NotShadowCaster, PbrPlugin},
 | |
|     prelude::*,
 | |
|     reflect::TypePath,
 | |
|     render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
 | |
| };
 | |
| 
 | |
| /// This example uses a shader source file from the assets subdirectory
 | |
| const PREPASS_SHADER_ASSET_PATH: &str = "shaders/show_prepass.wgsl";
 | |
| const MATERIAL_SHADER_ASSET_PATH: &str = "shaders/custom_material.wgsl";
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins((
 | |
|             DefaultPlugins.set(PbrPlugin {
 | |
|                 // The prepass is enabled by default on the StandardMaterial,
 | |
|                 // but you can disable it if you need to.
 | |
|                 //
 | |
|                 // prepass_enabled: false,
 | |
|                 ..default()
 | |
|             }),
 | |
|             MaterialPlugin::<CustomMaterial>::default(),
 | |
|             MaterialPlugin::<PrepassOutputMaterial> {
 | |
|                 // This material only needs to read the prepass textures,
 | |
|                 // but the meshes using it should not contribute to the prepass render, so we can disable it.
 | |
|                 prepass_enabled: false,
 | |
|                 ..default()
 | |
|             },
 | |
|         ))
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, (rotate, toggle_prepass_view))
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// set up a simple 3D scene
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<CustomMaterial>>,
 | |
|     mut std_materials: ResMut<Assets<StandardMaterial>>,
 | |
|     mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
 | |
|     asset_server: Res<AssetServer>,
 | |
| ) {
 | |
|     // camera
 | |
|     commands.spawn((
 | |
|         Camera3dBundle {
 | |
|             transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|             // Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING
 | |
|             msaa: Msaa::Off,
 | |
|             ..default()
 | |
|         },
 | |
|         // To enable the prepass you need to add the components associated with the ones you need
 | |
|         // This will write the depth buffer to a texture that you can use in the main pass
 | |
|         DepthPrepass,
 | |
|         // This will generate a texture containing world normals (with normal maps applied)
 | |
|         NormalPrepass,
 | |
|         // This will generate a texture containing screen space pixel motion vectors
 | |
|         MotionVectorPrepass,
 | |
|     ));
 | |
| 
 | |
|     // plane
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
 | |
|         MeshMaterial3d(std_materials.add(Color::srgb(0.3, 0.5, 0.3))),
 | |
|     ));
 | |
| 
 | |
|     // A quad that shows the outputs of the prepass
 | |
|     // To make it easy, we just draw a big quad right in front of the camera.
 | |
|     // For a real application, this isn't ideal.
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Rectangle::new(20.0, 20.0))),
 | |
|         MeshMaterial3d(depth_materials.add(PrepassOutputMaterial {
 | |
|             settings: ShowPrepassSettings::default(),
 | |
|         })),
 | |
|         Transform::from_xyz(-0.75, 1.25, 3.0).looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
 | |
|         NotShadowCaster,
 | |
|     ));
 | |
| 
 | |
|     // Opaque cube
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Cuboid::default())),
 | |
|         MeshMaterial3d(materials.add(CustomMaterial {
 | |
|             color: LinearRgba::WHITE,
 | |
|             color_texture: Some(asset_server.load("branding/icon.png")),
 | |
|             alpha_mode: AlphaMode::Opaque,
 | |
|         })),
 | |
|         Transform::from_xyz(-1.0, 0.5, 0.0),
 | |
|         Rotates,
 | |
|     ));
 | |
| 
 | |
|     // Cube with alpha mask
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Cuboid::default())),
 | |
|         MeshMaterial3d(std_materials.add(StandardMaterial {
 | |
|             alpha_mode: AlphaMode::Mask(1.0),
 | |
|             base_color_texture: Some(asset_server.load("branding/icon.png")),
 | |
|             ..default()
 | |
|         })),
 | |
|         Transform::from_xyz(0.0, 0.5, 0.0),
 | |
|     ));
 | |
| 
 | |
|     // Cube with alpha blending.
 | |
|     // Transparent materials are ignored by the prepass
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Cuboid::default())),
 | |
|         MeshMaterial3d(materials.add(CustomMaterial {
 | |
|             color: LinearRgba::WHITE,
 | |
|             color_texture: Some(asset_server.load("branding/icon.png")),
 | |
|             alpha_mode: AlphaMode::Blend,
 | |
|         })),
 | |
|         Transform::from_xyz(1.0, 0.5, 0.0),
 | |
|     ));
 | |
| 
 | |
|     // light
 | |
|     commands.spawn((
 | |
|         PointLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         Transform::from_xyz(4.0, 8.0, 4.0),
 | |
|     ));
 | |
| 
 | |
|     let style = TextStyle::default();
 | |
| 
 | |
|     commands.spawn(
 | |
|         TextBundle::from_sections(vec![
 | |
|             TextSection::new("Prepass Output: transparent\n", style.clone()),
 | |
|             TextSection::new("\n\n", style.clone()),
 | |
|             TextSection::new("Controls\n", style.clone()),
 | |
|             TextSection::new("---------------\n", style.clone()),
 | |
|             TextSection::new("Space - Change output\n", style),
 | |
|         ])
 | |
|         .with_style(Style {
 | |
|             position_type: PositionType::Absolute,
 | |
|             top: Val::Px(12.0),
 | |
|             left: Val::Px(12.0),
 | |
|             ..default()
 | |
|         }),
 | |
|     );
 | |
| }
 | |
| 
 | |
| // This is the struct that will be passed to your shader
 | |
| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
 | |
| struct CustomMaterial {
 | |
|     #[uniform(0)]
 | |
|     color: LinearRgba,
 | |
|     #[texture(1)]
 | |
|     #[sampler(2)]
 | |
|     color_texture: Option<Handle<Image>>,
 | |
|     alpha_mode: AlphaMode,
 | |
| }
 | |
| 
 | |
| /// Not shown in this example, but if you need to specialize your material, the specialize
 | |
| /// function will also be used by the prepass
 | |
| impl Material for CustomMaterial {
 | |
|     fn fragment_shader() -> ShaderRef {
 | |
|         MATERIAL_SHADER_ASSET_PATH.into()
 | |
|     }
 | |
| 
 | |
|     fn alpha_mode(&self) -> AlphaMode {
 | |
|         self.alpha_mode
 | |
|     }
 | |
| 
 | |
|     // You can override the default shaders used in the prepass if your material does
 | |
|     // anything not supported by the default prepass
 | |
|     // fn prepass_fragment_shader() -> ShaderRef {
 | |
|     //     "shaders/custom_material.wgsl".into()
 | |
|     // }
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct Rotates;
 | |
| 
 | |
| fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
 | |
|     for mut t in q.iter_mut() {
 | |
|         let rot = (ops::sin(time.elapsed_seconds()) * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
 | |
|         t.rotation = Quat::from_rotation_z(rot);
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[derive(Debug, Clone, Default, ShaderType)]
 | |
| struct ShowPrepassSettings {
 | |
|     show_depth: u32,
 | |
|     show_normals: u32,
 | |
|     show_motion_vectors: u32,
 | |
|     padding_1: u32,
 | |
|     padding_2: u32,
 | |
| }
 | |
| 
 | |
| // This shader simply loads the prepass texture and outputs it directly
 | |
| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
 | |
| struct PrepassOutputMaterial {
 | |
|     #[uniform(0)]
 | |
|     settings: ShowPrepassSettings,
 | |
| }
 | |
| 
 | |
| impl Material for PrepassOutputMaterial {
 | |
|     fn fragment_shader() -> ShaderRef {
 | |
|         PREPASS_SHADER_ASSET_PATH.into()
 | |
|     }
 | |
| 
 | |
|     // This needs to be transparent in order to show the scene behind the mesh
 | |
|     fn alpha_mode(&self) -> AlphaMode {
 | |
|         AlphaMode::Blend
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Every time you press space, it will cycle between transparent, depth and normals view
 | |
| fn toggle_prepass_view(
 | |
|     mut prepass_view: Local<u32>,
 | |
|     keycode: Res<ButtonInput<KeyCode>>,
 | |
|     material_handle: Query<&Handle<PrepassOutputMaterial>>,
 | |
|     mut materials: ResMut<Assets<PrepassOutputMaterial>>,
 | |
|     mut text: Query<&mut Text>,
 | |
| ) {
 | |
|     if keycode.just_pressed(KeyCode::Space) {
 | |
|         *prepass_view = (*prepass_view + 1) % 4;
 | |
| 
 | |
|         let label = match *prepass_view {
 | |
|             0 => "transparent",
 | |
|             1 => "depth",
 | |
|             2 => "normals",
 | |
|             3 => "motion vectors",
 | |
|             _ => unreachable!(),
 | |
|         };
 | |
|         let mut text = text.single_mut();
 | |
|         text.sections[0].value = format!("Prepass Output: {label}\n");
 | |
|         for section in &mut text.sections {
 | |
|             section.style.color = Color::WHITE;
 | |
|         }
 | |
| 
 | |
|         let handle = material_handle.single();
 | |
|         let mat = materials.get_mut(handle).unwrap();
 | |
|         mat.settings.show_depth = (*prepass_view == 1) as u32;
 | |
|         mat.settings.show_normals = (*prepass_view == 2) as u32;
 | |
|         mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
 | |
|     }
 | |
| }
 |