bevy/examples/3d/blend_modes.rs
VitalyR eb19a9ea0b
Migrate UI bundles to required components (#15898)
# Objective

- Migrate UI bundles to required components, fixes #15889

## Solution

- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`

## Testing

CI.

## Migration Guide

- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
     commands
-        .spawn(NodeBundle {
-            style: Style {
+        .spawn((
+            Node::default(),
+            Style {
                 width: Val::Percent(100.),
                 align_items: AlignItems::Center,
                 justify_content: JustifyContent::Center,
                 ..default()
             },
-            ..default()
-        })
+        ))
``` 
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
                     .spawn((
-                        ButtonBundle {
-                            style: Style {
-                                width: Val::Px(w),
-                                height: Val::Px(h),
-                                // horizontally center child text
-                                justify_content: JustifyContent::Center,
-                                // vertically center child text
-                                align_items: AlignItems::Center,
-                                margin: UiRect::all(Val::Px(20.0)),
-                                ..default()
-                            },
-                            image: image.clone().into(),
+                        Button,
+                        Style {
+                            width: Val::Px(w),
+                            height: Val::Px(h),
+                            // horizontally center child text
+                            justify_content: JustifyContent::Center,
+                            // vertically center child text
+                            align_items: AlignItems::Center,
+                            margin: UiRect::all(Val::Px(20.0)),
                             ..default()
                         },
+                        UiImage::from(image.clone()),
                         ImageScaleMode::Sliced(slicer.clone()),
                     ))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
-    commands.spawn(ImageBundle {
-        image: UiImage {
+    commands.spawn((
+        UiImage {
             texture: metering_mask,
             ..default()
         },
-        style: Style {
+        Style {
             width: Val::Percent(100.0),
             height: Val::Percent(100.0),
             ..default()
         },
-        ..default()
-    });
+    ));
 ```

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00

328 lines
9.3 KiB
Rust

//! This example showcases different blend modes.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:------------------------------------|
//! | `Up` / `Down` | Increase / Decrease Alpha |
//! | `Left` / `Right` | Rotate Camera |
//! | `H` | Toggle HDR |
//! | `Spacebar` | Toggle Unlit |
//! | `C` | Randomize Colors |
use bevy::{color::palettes::css::ORANGE, prelude::*};
use rand::random;
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, example_control_system);
// Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
// Since this example uses HDR, we must disable MSAA for Wasm builds, at least
// until WebGPU is ready and no longer behind a feature flag in Web browsers.
#[cfg(target_arch = "wasm32")]
app.insert_resource(Msaa::Off);
app.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let base_color = Color::srgb(0.9, 0.2, 0.3);
let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
// Opaque
let opaque = commands
.spawn((
Mesh3d(icosphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Opaque,
..default()
})),
Transform::from_xyz(-4.0, 0.0, 0.0),
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Blend
let blend = commands
.spawn((
Mesh3d(icosphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_xyz(-2.0, 0.0, 0.0),
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Premultiplied
let premultiplied = commands
.spawn((
Mesh3d(icosphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Premultiplied,
..default()
})),
Transform::from_xyz(0.0, 0.0, 0.0),
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Add
let add = commands
.spawn((
Mesh3d(icosphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Add,
..default()
})),
Transform::from_xyz(2.0, 0.0, 0.0),
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Multiply
let multiply = commands
.spawn((
Mesh3d(icosphere_mesh),
MeshMaterial3d(materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Multiply,
..default()
})),
Transform::from_xyz(4.0, 0.0, 0.0),
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Chessboard Plane
let black_material = materials.add(Color::BLACK);
let white_material = materials.add(Color::WHITE);
let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
for x in -3..4 {
for z in -3..4 {
commands.spawn((
Mesh3d(plane_mesh.clone()),
MeshMaterial3d(if (x + z) % 2 == 0 {
black_material.clone()
} else {
white_material.clone()
}),
Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
ExampleControls {
unlit: false,
color: true,
},
));
}
}
// Light
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Controls Text
// We need the full version of this font so we can use box drawing characters.
let text_style = TextFont {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
..default()
};
let label_text_style = (text_style.clone(), TextColor(ORANGE.into()));
commands.spawn((Text::new("Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors"),
text_style.clone(),
Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
})
);
commands.spawn((
Text::default(),
text_style,
Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
right: Val::Px(12.0),
..default()
},
ExampleDisplay,
));
let mut label = |entity: Entity, label: &str| {
commands
.spawn((
Node::default(),
Style {
position_type: PositionType::Absolute,
..default()
},
ExampleLabel { entity },
))
.with_children(|parent| {
parent.spawn((
Text::new(label),
label_text_style.clone(),
Style {
position_type: PositionType::Absolute,
bottom: Val::ZERO,
..default()
},
TextLayout::default().with_no_wrap(),
));
});
};
label(opaque, "┌─ Opaque\n\n\n\n");
label(blend, "┌─ Blend\n\n\n");
label(premultiplied, "┌─ Premultiplied\n\n");
label(add, "┌─ Add\n");
label(multiply, "┌─ Multiply");
}
#[derive(Component)]
struct ExampleControls {
unlit: bool,
color: bool,
}
#[derive(Component)]
struct ExampleLabel {
entity: Entity,
}
struct ExampleState {
alpha: f32,
unlit: bool,
}
#[derive(Component)]
struct ExampleDisplay;
impl Default for ExampleState {
fn default() -> Self {
ExampleState {
alpha: 0.9,
unlit: false,
}
}
}
#[allow(clippy::too_many_arguments)]
fn example_control_system(
mut materials: ResMut<Assets<StandardMaterial>>,
controllable: Query<(&MeshMaterial3d<StandardMaterial>, &ExampleControls)>,
camera: Single<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
mut labels: Query<(&mut Style, &ExampleLabel)>,
mut display: Single<&mut Text, With<ExampleDisplay>>,
labelled: Query<&GlobalTransform>,
mut state: Local<ExampleState>,
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.pressed(KeyCode::ArrowUp) {
state.alpha = (state.alpha + time.delta_secs()).min(1.0);
} else if input.pressed(KeyCode::ArrowDown) {
state.alpha = (state.alpha - time.delta_secs()).max(0.0);
}
if input.just_pressed(KeyCode::Space) {
state.unlit = !state.unlit;
}
let randomize_colors = input.just_pressed(KeyCode::KeyC);
for (material_handle, controls) in &controllable {
let material = materials.get_mut(material_handle).unwrap();
if controls.color && randomize_colors {
material.base_color = Srgba {
red: random(),
green: random(),
blue: random(),
alpha: state.alpha,
}
.into();
} else {
material.base_color.set_alpha(state.alpha);
}
if controls.unlit {
material.unlit = state.unlit;
}
}
let (mut camera, mut camera_transform, camera_global_transform) = camera.into_inner();
if input.just_pressed(KeyCode::KeyH) {
camera.hdr = !camera.hdr;
}
let rotation = if input.pressed(KeyCode::ArrowLeft) {
time.delta_secs()
} else if input.pressed(KeyCode::ArrowRight) {
-time.delta_secs()
} else {
0.0
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
for (mut style, label) in &mut labels {
let world_position = labelled.get(label.entity).unwrap().translation() + Vec3::Y;
let viewport_position = camera
.world_to_viewport(camera_global_transform, world_position)
.unwrap();
style.top = Val::Px(viewport_position.y);
style.left = Val::Px(viewport_position.x);
}
display.0 = format!(
" HDR: {}\nAlpha: {:.2}",
if camera.hdr { "ON " } else { "OFF" },
state.alpha
);
}