Support array / cubemap / cubemap array textures in KTX2 (#5325)
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes #4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-30 07:02:58 +00:00
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//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
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2022-08-30 19:52:11 +00:00
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use std::f32::consts::PI;
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Support array / cubemap / cubemap array textures in KTX2 (#5325)
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes #4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-30 07:02:58 +00:00
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use bevy::{
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asset::LoadState,
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input::mouse::MouseMotion,
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pbr::{MaterialPipeline, MaterialPipelineKey},
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::MeshVertexBufferLayout,
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render_asset::RenderAssets,
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render_resource::{
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AsBindGroup, AsBindGroupError, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
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OwnedBindingResource, PreparedBindGroup, RenderPipelineDescriptor, SamplerBindingType,
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ShaderRef, ShaderStages, SpecializedMeshPipelineError, TextureSampleType,
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TextureViewDescriptor, TextureViewDimension,
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},
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renderer::RenderDevice,
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texture::{CompressedImageFormats, FallbackImage},
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},
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};
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const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
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(
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"textures/Ryfjallet_cubemap.png",
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CompressedImageFormats::NONE,
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),
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(
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"textures/Ryfjallet_cubemap_astc4x4.ktx2",
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CompressedImageFormats::ASTC_LDR,
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),
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(
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"textures/Ryfjallet_cubemap_bc7.ktx2",
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CompressedImageFormats::BC,
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),
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(
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"textures/Ryfjallet_cubemap_etc2.ktx2",
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CompressedImageFormats::ETC2,
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),
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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_plugin(MaterialPlugin::<CubemapMaterial>::default())
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.add_startup_system(setup)
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.add_system(cycle_cubemap_asset)
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.add_system(asset_loaded.after(cycle_cubemap_asset))
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.add_system(camera_controller)
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.add_system(animate_light_direction)
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.run();
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}
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Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
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#[derive(Resource)]
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Support array / cubemap / cubemap array textures in KTX2 (#5325)
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes #4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-30 07:02:58 +00:00
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struct Cubemap {
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is_loaded: bool,
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index: usize,
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image_handle: Handle<Image>,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// directional 'sun' light
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commands.spawn_bundle(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 32000.0,
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..default()
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},
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2022-08-30 19:52:11 +00:00
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transform: Transform::from_xyz(0.0, 2.0, 0.0)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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Support array / cubemap / cubemap array textures in KTX2 (#5325)
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes #4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-30 07:02:58 +00:00
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..default()
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});
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let skybox_handle = asset_server.load(CUBEMAPS[0].0);
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// camera
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commands
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.spawn_bundle(Camera3dBundle {
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2022-08-30 19:52:11 +00:00
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transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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Support array / cubemap / cubemap array textures in KTX2 (#5325)
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes #4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-30 07:02:58 +00:00
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..default()
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})
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.insert(CameraController::default());
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// ambient light
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// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
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// environment map, use an appropriate colour and brightness to match
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commands.insert_resource(AmbientLight {
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color: Color::rgb_u8(210, 220, 240),
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brightness: 1.0,
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});
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commands.insert_resource(Cubemap {
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is_loaded: false,
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index: 0,
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image_handle: skybox_handle,
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});
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}
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const CUBEMAP_SWAP_DELAY: f64 = 3.0;
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fn cycle_cubemap_asset(
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time: Res<Time>,
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mut next_swap: Local<f64>,
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mut cubemap: ResMut<Cubemap>,
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asset_server: Res<AssetServer>,
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render_device: Res<RenderDevice>,
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) {
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let now = time.seconds_since_startup();
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if *next_swap == 0.0 {
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*next_swap = now + CUBEMAP_SWAP_DELAY;
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return;
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} else if now < *next_swap {
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return;
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}
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*next_swap += CUBEMAP_SWAP_DELAY;
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let supported_compressed_formats =
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CompressedImageFormats::from_features(render_device.features());
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let mut new_index = cubemap.index;
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for _ in 0..CUBEMAPS.len() {
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new_index = (new_index + 1) % CUBEMAPS.len();
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if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
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break;
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}
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info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
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}
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// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
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// is missing
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if new_index == cubemap.index {
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return;
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}
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cubemap.index = new_index;
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cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
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cubemap.is_loaded = false;
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}
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fn asset_loaded(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut images: ResMut<Assets<Image>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut cubemap_materials: ResMut<Assets<CubemapMaterial>>,
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mut cubemap: ResMut<Cubemap>,
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cubes: Query<&Handle<CubemapMaterial>>,
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) {
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if !cubemap.is_loaded
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&& asset_server.get_load_state(cubemap.image_handle.clone_weak()) == LoadState::Loaded
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{
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info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
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let mut image = images.get_mut(&cubemap.image_handle).unwrap();
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// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
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// so they appear as one texture. The following code reconfigures the texture as necessary.
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if image.texture_descriptor.array_layer_count() == 1 {
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image.reinterpret_stacked_2d_as_array(
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image.texture_descriptor.size.height / image.texture_descriptor.size.width,
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);
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image.texture_view_descriptor = Some(TextureViewDescriptor {
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dimension: Some(TextureViewDimension::Cube),
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..default()
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});
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}
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// spawn cube
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let mut updated = false;
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for handle in cubes.iter() {
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if let Some(material) = cubemap_materials.get_mut(handle) {
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updated = true;
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material.base_color_texture = Some(cubemap.image_handle.clone_weak());
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}
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}
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if !updated {
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commands.spawn_bundle(MaterialMeshBundle::<CubemapMaterial> {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 10000.0 })),
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material: cubemap_materials.add(CubemapMaterial {
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base_color_texture: Some(cubemap.image_handle.clone_weak()),
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}),
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..default()
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});
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}
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cubemap.is_loaded = true;
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}
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}
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() * 0.5);
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}
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}
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "9509a0f8-3c05-48ee-a13e-a93226c7f488"]
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struct CubemapMaterial {
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base_color_texture: Option<Handle<Image>>,
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}
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impl Material for CubemapMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/cubemap_unlit.wgsl".into()
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}
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fn specialize(
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|
|
_pipeline: &MaterialPipeline<Self>,
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|
|
descriptor: &mut RenderPipelineDescriptor,
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|
|
_layout: &MeshVertexBufferLayout,
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|
|
_key: MaterialPipelineKey<Self>,
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|
) -> Result<(), SpecializedMeshPipelineError> {
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|
descriptor.primitive.cull_mode = None;
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
impl AsBindGroup for CubemapMaterial {
|
|
|
|
type Data = ();
|
|
|
|
|
|
|
|
fn as_bind_group(
|
|
|
|
&self,
|
|
|
|
layout: &BindGroupLayout,
|
|
|
|
render_device: &RenderDevice,
|
|
|
|
images: &RenderAssets<Image>,
|
|
|
|
_fallback_image: &FallbackImage,
|
|
|
|
) -> Result<PreparedBindGroup<Self>, AsBindGroupError> {
|
|
|
|
let base_color_texture = self
|
|
|
|
.base_color_texture
|
|
|
|
.as_ref()
|
|
|
|
.ok_or(AsBindGroupError::RetryNextUpdate)?;
|
|
|
|
let image = images
|
|
|
|
.get(base_color_texture)
|
|
|
|
.ok_or(AsBindGroupError::RetryNextUpdate)?;
|
|
|
|
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
|
|
|
entries: &[
|
|
|
|
BindGroupEntry {
|
|
|
|
binding: 0,
|
|
|
|
resource: BindingResource::TextureView(&image.texture_view),
|
|
|
|
},
|
|
|
|
BindGroupEntry {
|
|
|
|
binding: 1,
|
|
|
|
resource: BindingResource::Sampler(&image.sampler),
|
|
|
|
},
|
|
|
|
],
|
|
|
|
label: Some("cubemap_texture_material_bind_group"),
|
|
|
|
layout,
|
|
|
|
});
|
|
|
|
|
|
|
|
Ok(PreparedBindGroup {
|
|
|
|
bind_group,
|
|
|
|
bindings: vec![
|
|
|
|
OwnedBindingResource::TextureView(image.texture_view.clone()),
|
|
|
|
OwnedBindingResource::Sampler(image.sampler.clone()),
|
|
|
|
],
|
|
|
|
data: (),
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
|
|
|
|
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
|
|
|
entries: &[
|
|
|
|
// Cubemap Base Color Texture
|
|
|
|
BindGroupLayoutEntry {
|
|
|
|
binding: 0,
|
|
|
|
visibility: ShaderStages::FRAGMENT,
|
|
|
|
ty: BindingType::Texture {
|
|
|
|
multisampled: false,
|
|
|
|
sample_type: TextureSampleType::Float { filterable: true },
|
|
|
|
view_dimension: TextureViewDimension::Cube,
|
|
|
|
},
|
|
|
|
count: None,
|
|
|
|
},
|
|
|
|
// Cubemap Base Color Texture Sampler
|
|
|
|
BindGroupLayoutEntry {
|
|
|
|
binding: 1,
|
|
|
|
visibility: ShaderStages::FRAGMENT,
|
|
|
|
ty: BindingType::Sampler(SamplerBindingType::Filtering),
|
|
|
|
count: None,
|
|
|
|
},
|
|
|
|
],
|
|
|
|
label: None,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
pub struct CameraController {
|
|
|
|
pub enabled: bool,
|
|
|
|
pub initialized: bool,
|
|
|
|
pub sensitivity: f32,
|
|
|
|
pub key_forward: KeyCode,
|
|
|
|
pub key_back: KeyCode,
|
|
|
|
pub key_left: KeyCode,
|
|
|
|
pub key_right: KeyCode,
|
|
|
|
pub key_up: KeyCode,
|
|
|
|
pub key_down: KeyCode,
|
|
|
|
pub key_run: KeyCode,
|
|
|
|
pub mouse_key_enable_mouse: MouseButton,
|
|
|
|
pub keyboard_key_enable_mouse: KeyCode,
|
|
|
|
pub walk_speed: f32,
|
|
|
|
pub run_speed: f32,
|
|
|
|
pub friction: f32,
|
|
|
|
pub pitch: f32,
|
|
|
|
pub yaw: f32,
|
|
|
|
pub velocity: Vec3,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Default for CameraController {
|
|
|
|
fn default() -> Self {
|
|
|
|
Self {
|
|
|
|
enabled: true,
|
|
|
|
initialized: false,
|
|
|
|
sensitivity: 0.5,
|
|
|
|
key_forward: KeyCode::W,
|
|
|
|
key_back: KeyCode::S,
|
|
|
|
key_left: KeyCode::A,
|
|
|
|
key_right: KeyCode::D,
|
|
|
|
key_up: KeyCode::E,
|
|
|
|
key_down: KeyCode::Q,
|
|
|
|
key_run: KeyCode::LShift,
|
|
|
|
mouse_key_enable_mouse: MouseButton::Left,
|
|
|
|
keyboard_key_enable_mouse: KeyCode::M,
|
|
|
|
walk_speed: 2.0,
|
|
|
|
run_speed: 6.0,
|
|
|
|
friction: 0.5,
|
|
|
|
pitch: 0.0,
|
|
|
|
yaw: 0.0,
|
|
|
|
velocity: Vec3::ZERO,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn camera_controller(
|
|
|
|
time: Res<Time>,
|
|
|
|
mut mouse_events: EventReader<MouseMotion>,
|
|
|
|
mouse_button_input: Res<Input<MouseButton>>,
|
|
|
|
key_input: Res<Input<KeyCode>>,
|
|
|
|
mut move_toggled: Local<bool>,
|
|
|
|
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
|
|
|
|
) {
|
|
|
|
let dt = time.delta_seconds();
|
|
|
|
|
|
|
|
if let Ok((mut transform, mut options)) = query.get_single_mut() {
|
|
|
|
if !options.initialized {
|
|
|
|
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
|
|
|
|
options.yaw = yaw;
|
|
|
|
options.pitch = pitch;
|
|
|
|
options.initialized = true;
|
|
|
|
}
|
|
|
|
if !options.enabled {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle key input
|
|
|
|
let mut axis_input = Vec3::ZERO;
|
|
|
|
if key_input.pressed(options.key_forward) {
|
|
|
|
axis_input.z += 1.0;
|
|
|
|
}
|
|
|
|
if key_input.pressed(options.key_back) {
|
|
|
|
axis_input.z -= 1.0;
|
|
|
|
}
|
|
|
|
if key_input.pressed(options.key_right) {
|
|
|
|
axis_input.x += 1.0;
|
|
|
|
}
|
|
|
|
if key_input.pressed(options.key_left) {
|
|
|
|
axis_input.x -= 1.0;
|
|
|
|
}
|
|
|
|
if key_input.pressed(options.key_up) {
|
|
|
|
axis_input.y += 1.0;
|
|
|
|
}
|
|
|
|
if key_input.pressed(options.key_down) {
|
|
|
|
axis_input.y -= 1.0;
|
|
|
|
}
|
|
|
|
if key_input.just_pressed(options.keyboard_key_enable_mouse) {
|
|
|
|
*move_toggled = !*move_toggled;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Apply movement update
|
|
|
|
if axis_input != Vec3::ZERO {
|
|
|
|
let max_speed = if key_input.pressed(options.key_run) {
|
|
|
|
options.run_speed
|
|
|
|
} else {
|
|
|
|
options.walk_speed
|
|
|
|
};
|
|
|
|
options.velocity = axis_input.normalize() * max_speed;
|
|
|
|
} else {
|
|
|
|
let friction = options.friction.clamp(0.0, 1.0);
|
|
|
|
options.velocity *= 1.0 - friction;
|
|
|
|
if options.velocity.length_squared() < 1e-6 {
|
|
|
|
options.velocity = Vec3::ZERO;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
let forward = transform.forward();
|
|
|
|
let right = transform.right();
|
|
|
|
transform.translation += options.velocity.x * dt * right
|
|
|
|
+ options.velocity.y * dt * Vec3::Y
|
|
|
|
+ options.velocity.z * dt * forward;
|
|
|
|
|
|
|
|
// Handle mouse input
|
|
|
|
let mut mouse_delta = Vec2::ZERO;
|
|
|
|
if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
|
|
|
|
for mouse_event in mouse_events.iter() {
|
|
|
|
mouse_delta += mouse_event.delta;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if mouse_delta != Vec2::ZERO {
|
|
|
|
// Apply look update
|
2022-08-30 19:52:11 +00:00
|
|
|
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
|
|
|
|
.clamp(-PI / 2., PI / 2.);
|
|
|
|
options.yaw -= mouse_delta.x * options.sensitivity * dt;
|
|
|
|
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
|
Support array / cubemap / cubemap array textures in KTX2 (#5325)
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes #4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-30 07:02:58 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|