bevy/examples/3d/clearcoat.rs
Joona Aalto 54006b107b
Migrate meshes and materials to required components (#15524)
# 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:

![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)

![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)

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>
2024-10-01 21:33:17 +00:00

340 lines
11 KiB
Rust

//! Demonstrates the clearcoat PBR feature.
//!
//! Clearcoat is a separate material layer that represents a thin translucent
//! layer over a material. Examples include (from the Filament spec [1]) car paint,
//! soda cans, and lacquered wood.
//!
//! In glTF, clearcoat is supported via the `KHR_materials_clearcoat` [2]
//! extension. This extension is well supported by tools; in particular,
//! Blender's glTF exporter maps the clearcoat feature of its Principled BSDF
//! node to this extension, allowing it to appear in Bevy.
//!
//! This Bevy example is inspired by the corresponding three.js example [3].
//!
//! [1]: https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel
//!
//! [2]: https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md
//!
//! [3]: https://threejs.org/examples/webgl_materials_physical_clearcoat.html
use std::f32::consts::PI;
use bevy::{
color::palettes::css::{BLUE, GOLD, WHITE},
core_pipeline::{tonemapping::Tonemapping::AcesFitted, Skybox},
math::vec3,
pbr::{CascadeShadowConfig, Cascades, CascadesVisibleEntities},
prelude::*,
render::{primitives::CascadesFrusta, texture::ImageLoaderSettings},
};
/// The size of each sphere.
const SPHERE_SCALE: f32 = 0.9;
/// The speed at which the spheres rotate, in radians per second.
const SPHERE_ROTATION_SPEED: f32 = 0.8;
/// Which type of light we're using: a point light or a directional light.
#[derive(Clone, Copy, PartialEq, Resource, Default)]
enum LightMode {
#[default]
Point,
Directional,
}
/// Tags the example spheres.
#[derive(Component)]
struct ExampleSphere;
/// Entry point.
pub fn main() {
App::new()
.init_resource::<LightMode>()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, animate_light)
.add_systems(Update, animate_spheres)
.add_systems(Update, (handle_input, update_help_text).chain())
.run();
}
/// Initializes the scene.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
light_mode: Res<LightMode>,
) {
let sphere = create_sphere_mesh(&mut meshes);
spawn_car_paint_sphere(&mut commands, &mut materials, &asset_server, &sphere);
spawn_coated_glass_bubble_sphere(&mut commands, &mut materials, &sphere);
spawn_golf_ball(&mut commands, &asset_server);
spawn_scratched_gold_ball(&mut commands, &mut materials, &asset_server, &sphere);
spawn_light(&mut commands);
spawn_camera(&mut commands, &asset_server);
spawn_text(&mut commands, &light_mode);
}
/// Generates a sphere.
fn create_sphere_mesh(meshes: &mut Assets<Mesh>) -> Handle<Mesh> {
// We're going to use normal maps, so make sure we've generated tangents, or
// else the normal maps won't show up.
let mut sphere_mesh = Sphere::new(1.0).mesh().build();
sphere_mesh
.generate_tangents()
.expect("Failed to generate tangents");
meshes.add(sphere_mesh)
}
/// Spawn a regular object with a clearcoat layer. This looks like car paint.
fn spawn_car_paint_sphere(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
asset_server: &AssetServer,
sphere: &Handle<Mesh>,
) {
commands
.spawn((
Mesh3d(sphere.clone()),
materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.1,
normal_map_texture: Some(asset_server.load_with_settings(
"textures/BlueNoise-Normal.png",
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
)),
metallic: 0.9,
perceptual_roughness: 0.5,
base_color: BLUE.into(),
..default()
}),
Transform::from_xyz(-1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
))
.insert(ExampleSphere);
}
/// Spawn a semitransparent object with a clearcoat layer.
fn spawn_coated_glass_bubble_sphere(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
sphere: &Handle<Mesh>,
) {
commands
.spawn((
Mesh3d(sphere.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.1,
metallic: 0.5,
perceptual_roughness: 0.1,
base_color: Color::srgba(0.9, 0.9, 0.9, 0.3),
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_xyz(-1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
))
.insert(ExampleSphere);
}
/// Spawns an object with both a clearcoat normal map (a scratched varnish) and
/// a main layer normal map (the golf ball pattern).
///
/// This object is in glTF format, using the `KHR_materials_clearcoat`
/// extension.
fn spawn_golf_ball(commands: &mut Commands, asset_server: &AssetServer) {
commands
.spawn(SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/GolfBall/GolfBall.glb")),
transform: Transform::from_xyz(1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
..default()
})
.insert(ExampleSphere);
}
/// Spawns an object with only a clearcoat normal map (a scratch pattern) and no
/// main layer normal map.
fn spawn_scratched_gold_ball(
commands: &mut Commands,
materials: &mut Assets<StandardMaterial>,
asset_server: &AssetServer,
sphere: &Handle<Mesh>,
) {
commands
.spawn((
Mesh3d(sphere.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
clearcoat: 1.0,
clearcoat_perceptual_roughness: 0.3,
clearcoat_normal_texture: Some(asset_server.load_with_settings(
"textures/ScratchedGold-Normal.png",
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
)),
metallic: 0.9,
perceptual_roughness: 0.1,
base_color: GOLD.into(),
..default()
})),
Transform::from_xyz(1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
))
.insert(ExampleSphere);
}
/// Spawns a light.
fn spawn_light(commands: &mut Commands) {
commands.spawn((
PointLight {
color: WHITE.into(),
intensity: 100000.0,
..default()
},
// Add the cascades objects used by the `DirectionalLight`, since the
// user can toggle between a point light and a directional light.
CascadesFrusta::default(),
Cascades::default(),
CascadeShadowConfig::default(),
CascadesVisibleEntities::default(),
));
}
/// Spawns a camera with associated skybox and environment map.
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
commands
.spawn(Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
projection: Projection::Perspective(PerspectiveProjection {
fov: 27.0 / 180.0 * PI,
..default()
}),
transform: Transform::from_xyz(0.0, 0.0, 10.0),
tonemapping: AcesFitted,
..default()
})
.insert(Skybox {
brightness: 5000.0,
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
..default()
})
.insert(EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2000.0,
..default()
});
}
/// Spawns the help text.
fn spawn_text(commands: &mut Commands, light_mode: &LightMode) {
commands.spawn(
TextBundle {
text: light_mode.create_help_text(),
..default()
}
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
/// Moves the light around.
fn animate_light(
mut lights: Query<&mut Transform, Or<(With<PointLight>, With<DirectionalLight>)>>,
time: Res<Time>,
) {
let now = time.elapsed_seconds();
for mut transform in lights.iter_mut() {
transform.translation = vec3(
ops::sin(now * 1.4),
ops::cos(now * 1.0),
ops::cos(now * 0.6),
) * vec3(3.0, 4.0, 3.0);
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
/// Rotates the spheres.
fn animate_spheres(mut spheres: Query<&mut Transform, With<ExampleSphere>>, time: Res<Time>) {
let now = time.elapsed_seconds();
for mut transform in spheres.iter_mut() {
transform.rotation = Quat::from_rotation_y(SPHERE_ROTATION_SPEED * now);
}
}
/// Handles the user pressing Space to change the type of light from point to
/// directional and vice versa.
fn handle_input(
mut commands: Commands,
mut light_query: Query<Entity, Or<(With<PointLight>, With<DirectionalLight>)>>,
keyboard: Res<ButtonInput<KeyCode>>,
mut light_mode: ResMut<LightMode>,
) {
if !keyboard.just_pressed(KeyCode::Space) {
return;
}
for light in light_query.iter_mut() {
match *light_mode {
LightMode::Point => {
*light_mode = LightMode::Directional;
commands
.entity(light)
.remove::<PointLight>()
.insert(create_directional_light());
}
LightMode::Directional => {
*light_mode = LightMode::Point;
commands
.entity(light)
.remove::<DirectionalLight>()
.insert(create_point_light());
}
}
}
}
/// Updates the help text at the bottom of the screen.
fn update_help_text(mut text_query: Query<&mut Text>, light_mode: Res<LightMode>) {
for mut text in text_query.iter_mut() {
*text = light_mode.create_help_text();
}
}
/// Creates or recreates the moving point light.
fn create_point_light() -> PointLight {
PointLight {
color: WHITE.into(),
intensity: 100000.0,
..default()
}
}
/// Creates or recreates the moving directional light.
fn create_directional_light() -> DirectionalLight {
DirectionalLight {
color: WHITE.into(),
illuminance: 1000.0,
..default()
}
}
impl LightMode {
/// Creates the help text at the bottom of the screen.
fn create_help_text(&self) -> Text {
let help_text = match *self {
LightMode::Point => "Press Space to switch to a directional light",
LightMode::Directional => "Press Space to switch to a point light",
};
Text::from_section(help_text, TextStyle::default())
}
}