mirror of
https://github.com/bevyengine/bevy
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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>
This commit is contained in:
parent
83a9e16158
commit
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11 changed files with 615 additions and 51 deletions
11
Cargo.toml
11
Cargo.toml
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@ -393,6 +393,17 @@ description = "Demonstrates how to prevent meshes from casting/receiving shadows
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category = "3D Rendering"
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wasm = true
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[[example]]
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name = "skybox"
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path = "examples/3d/skybox.rs"
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required-features = ["ktx2", "zstd"]
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[package.metadata.example.skybox]
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name = "Skybox"
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description = "Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats."
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category = "3D Rendering"
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wasm = false
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[[example]]
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name = "spherical_area_lights"
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path = "examples/3d/spherical_area_lights.rs"
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24
assets/shaders/cubemap_unlit.wgsl
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24
assets/shaders/cubemap_unlit.wgsl
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@ -0,0 +1,24 @@
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#import bevy_pbr::mesh_view_bindings
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#ifdef CUBEMAP_ARRAY
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@group(1) @binding(0)
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var base_color_texture: texture_cube_array<f32>;
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#else
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@group(1) @binding(0)
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var base_color_texture: texture_cube<f32>;
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#endif
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@group(1) @binding(1)
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var base_color_sampler: sampler;
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@fragment
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fn fragment(
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#import bevy_pbr::mesh_vertex_output
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) -> @location(0) vec4<f32> {
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let fragment_position_view_lh = world_position.xyz * vec3<f32>(1.0, 1.0, -1.0);
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return textureSample(
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base_color_texture,
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base_color_sampler,
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fragment_position_view_lh
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);
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}
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BIN
assets/textures/Ryfjallet_cubemap.png
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assets/textures/Ryfjallet_cubemap.png
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After Width: | Height: | Size: 654 KiB |
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assets/textures/Ryfjallet_cubemap_astc4x4.ktx2
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assets/textures/Ryfjallet_cubemap_astc4x4.ktx2
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assets/textures/Ryfjallet_cubemap_bc7.ktx2
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assets/textures/Ryfjallet_cubemap_bc7.ktx2
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assets/textures/Ryfjallet_cubemap_etc2.ktx2
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assets/textures/Ryfjallet_cubemap_etc2.ktx2
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21
assets/textures/Ryfjallet_cubemap_readme.txt
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21
assets/textures/Ryfjallet_cubemap_readme.txt
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@ -0,0 +1,21 @@
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Modifications
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=============
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The original work, as attributed below, has been modified as follows using the ImageMagick tool:
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mogrify -resize 256x256 -format png *.jpg
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convert posx.png negx.png posy.png negy.png posz.png negz.png -gravity center -append cubemap.png
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Author
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======
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This is the work of Emil Persson, aka Humus.
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http://www.humus.name
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License
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=======
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This work is licensed under a Creative Commons Attribution 3.0 Unported License.
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http://creativecommons.org/licenses/by/3.0/
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@ -110,6 +110,7 @@ pub struct Image {
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pub texture_descriptor: wgpu::TextureDescriptor<'static>,
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/// The [`ImageSampler`] to use during rendering.
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pub sampler_descriptor: ImageSampler,
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pub texture_view_descriptor: Option<wgpu::TextureViewDescriptor<'static>>,
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}
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/// Used in [`Image`], this determines what image sampler to use when rendering. The default setting,
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@ -216,6 +217,7 @@ impl Default for Image {
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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},
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sampler_descriptor: ImageSampler::Default,
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texture_view_descriptor: None,
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}
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}
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}
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@ -684,7 +686,13 @@ impl RenderAsset for Image {
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texture
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};
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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let texture_view = texture.create_view(
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image
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.texture_view_descriptor
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.or_else(|| Some(TextureViewDescriptor::default()))
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.as_ref()
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.unwrap(),
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);
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let size = Vec2::new(
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image.texture_descriptor.size.width as f32,
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image.texture_descriptor.size.height as f32,
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@ -5,13 +5,17 @@ use std::io::Read;
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use basis_universal::{
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DecodeFlags, LowLevelUastcTranscoder, SliceParametersUastc, TranscoderBlockFormat,
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};
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use bevy_utils::default;
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#[cfg(any(feature = "flate2", feature = "ruzstd"))]
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use ktx2::SupercompressionScheme;
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use ktx2::{
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BasicDataFormatDescriptor, ChannelTypeQualifiers, ColorModel, DataFormatDescriptorHeader,
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Header, SampleInformation,
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};
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use wgpu::{AstcBlock, AstcChannel, Extent3d, TextureDimension, TextureFormat};
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use wgpu::{
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AstcBlock, AstcChannel, Extent3d, TextureDimension, TextureFormat, TextureViewDescriptor,
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TextureViewDimension,
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};
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use super::{CompressedImageFormats, DataFormat, Image, TextureError, TranscodeFormat};
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@ -28,10 +32,14 @@ pub fn ktx2_buffer_to_image(
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pixel_height: height,
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pixel_depth: depth,
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layer_count,
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face_count,
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level_count,
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supercompression_scheme,
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..
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} = ktx2.header();
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let layer_count = layer_count.max(1);
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let face_count = face_count.max(1);
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let depth = depth.max(1);
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// Handle supercompression
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let mut levels = Vec::new();
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let texture_format = ktx2_get_texture_format(&ktx2, is_srgb).or_else(|error| match error {
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// Transcode if needed and supported
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TextureError::FormatRequiresTranscodingError(transcode_format) => {
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let mut transcoded = Vec::new();
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let mut transcoded = vec![Vec::default(); levels.len()];
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let texture_format = match transcode_format {
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TranscodeFormat::Rgb8 => {
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let (mut original_width, mut original_height) = (width, height);
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let mut rgba = vec![255u8; width as usize * height as usize * 4];
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for (level, level_data) in levels.iter().enumerate() {
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let n_pixels = (width as usize >> level).max(1) * (height as usize >> level).max(1);
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for level_data in &levels {
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let n_pixels = (original_width * original_height) as usize;
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let mut rgba = vec![255u8; n_pixels * 4];
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let mut offset = 0;
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for _layer in 0..layer_count {
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for _face in 0..face_count {
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for i in 0..n_pixels {
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rgba[i * 4] = level_data[i * 3];
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rgba[i * 4 + 1] = level_data[i * 3 + 1];
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rgba[i * 4 + 2] = level_data[i * 3 + 2];
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rgba[i * 4] = level_data[offset];
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rgba[i * 4 + 1] = level_data[offset + 1];
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rgba[i * 4 + 2] = level_data[offset + 2];
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offset += 3;
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}
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transcoded[level].extend_from_slice(&rgba[0..n_pixels]);
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}
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}
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transcoded.push(rgba);
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// Next mip dimensions are half the current, minimum 1x1
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original_width = (original_width / 2).max(1);
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original_height = (original_height / 2).max(1);
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}
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if is_srgb {
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TranscodeFormat::Uastc(data_format) => {
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let (transcode_block_format, texture_format) =
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get_transcoded_formats(supported_compressed_formats, data_format, is_srgb);
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let (mut original_width, mut original_height) = (width, height);
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let (block_width_pixels, block_height_pixels) = (4, 4);
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let texture_format_info = texture_format.describe();
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let (block_width_pixels, block_height_pixels) = (
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texture_format_info.block_dimensions.0 as u32,
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texture_format_info.block_dimensions.1 as u32,
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);
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let block_bytes = texture_format_info.block_size as u32;
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let transcoder = LowLevelUastcTranscoder::new();
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for (level, level_data) in levels.iter().enumerate() {
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let slice_parameters = SliceParametersUastc {
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num_blocks_x: ((original_width + block_width_pixels - 1)
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/ block_width_pixels)
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.max(1),
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num_blocks_y: ((original_height + block_height_pixels - 1)
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/ block_height_pixels)
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.max(1),
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has_alpha: false,
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original_width,
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original_height,
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};
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let (level_width, level_height) = (
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(width >> level as u32).max(1),
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(height >> level as u32).max(1),
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);
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let (num_blocks_x, num_blocks_y) = (
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((level_width + block_width_pixels - 1) / block_width_pixels) .max(1),
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((level_height + block_height_pixels - 1) / block_height_pixels) .max(1),
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);
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let level_bytes = (num_blocks_x * num_blocks_y * block_bytes) as usize;
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let mut offset = 0;
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for _layer in 0..layer_count {
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for _face in 0..face_count {
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// NOTE: SliceParametersUastc does not implement Clone nor Copy so
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// it has to be created per use
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let slice_parameters = SliceParametersUastc {
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num_blocks_x,
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num_blocks_y,
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has_alpha: false,
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original_width: level_width,
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original_height: level_height,
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};
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transcoder
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.transcode_slice(
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level_data,
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&level_data[offset..(offset + level_bytes)],
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slice_parameters,
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DecodeFlags::HIGH_QUALITY,
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transcode_block_format,
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)
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.map(|transcoded_level| transcoded.push(transcoded_level))
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.map(|mut transcoded_level| transcoded[level].append(&mut transcoded_level))
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.map_err(|error| {
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TextureError::SuperDecompressionError(format!(
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"Failed to transcode mip level {} from UASTC to {:?}: {:?}",
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level, transcode_block_format, error
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))
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})?;
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// Next mip dimensions are half the current, minimum 1x1
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original_width = (original_width / 2).max(1);
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original_height = (original_height / 2).max(1);
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offset += level_bytes;
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}
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}
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}
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texture_format
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}
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)));
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}
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// Reorder data from KTX2 MipXLayerYFaceZ to wgpu LayerYFaceZMipX
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let texture_format_info = texture_format.describe();
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let (block_width_pixels, block_height_pixels) = (
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texture_format_info.block_dimensions.0 as usize,
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texture_format_info.block_dimensions.1 as usize,
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);
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let block_bytes = texture_format_info.block_size as usize;
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let mut wgpu_data = vec![Vec::default(); (layer_count * face_count) as usize];
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for (level, level_data) in levels.iter().enumerate() {
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let (level_width, level_height) = (
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(width as usize >> level).max(1),
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(height as usize >> level).max(1),
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);
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let (num_blocks_x, num_blocks_y) = (
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((level_width + block_width_pixels - 1) / block_width_pixels).max(1),
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((level_height + block_height_pixels - 1) / block_height_pixels).max(1),
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);
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let level_bytes = num_blocks_x * num_blocks_y * block_bytes;
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let mut index = 0;
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for _layer in 0..layer_count {
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for _face in 0..face_count {
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let offset = index * level_bytes;
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wgpu_data[index].extend_from_slice(&level_data[offset..(offset + level_bytes)]);
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index += 1;
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}
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}
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}
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// Assign the data and fill in the rest of the metadata now the possible
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// error cases have been handled
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let mut image = Image::default();
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image.texture_descriptor.format = texture_format;
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image.data = levels.into_iter().flatten().collect::<Vec<_>>();
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image.data = wgpu_data.into_iter().flatten().collect::<Vec<_>>();
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image.texture_descriptor.size = Extent3d {
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width,
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height,
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depth_or_array_layers: if layer_count > 1 { layer_count } else { depth }.max(1),
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};
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depth_or_array_layers: if layer_count > 1 || face_count > 1 {
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layer_count * face_count
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} else {
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depth
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}
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.max(1),
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}
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.physical_size(texture_format);
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image.texture_descriptor.mip_level_count = level_count;
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image.texture_descriptor.dimension = if depth > 1 {
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TextureDimension::D3
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@ -196,6 +253,24 @@ pub fn ktx2_buffer_to_image(
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} else {
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TextureDimension::D1
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};
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let mut dimension = None;
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if face_count == 6 {
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dimension = Some(if layer_count > 1 {
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TextureViewDimension::CubeArray
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} else {
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TextureViewDimension::Cube
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});
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} else if layer_count > 1 {
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dimension = Some(TextureViewDimension::D2Array);
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} else if depth > 1 {
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dimension = Some(TextureViewDimension::D3);
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}
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if dimension.is_some() {
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image.texture_view_descriptor = Some(TextureViewDescriptor {
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dimension,
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..default()
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});
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}
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Ok(image)
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}
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|
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424
examples/3d/skybox.rs
Normal file
424
examples/3d/skybox.rs
Normal file
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@ -0,0 +1,424 @@
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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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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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|
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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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|
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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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transform: Transform {
|
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translation: Vec3::new(0.0, 2.0, 0.0),
|
||||
rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
|
||||
let skybox_handle = asset_server.load(CUBEMAPS[0].0);
|
||||
// camera
|
||||
commands
|
||||
.spawn_bundle(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
|
||||
..default()
|
||||
})
|
||||
.insert(CameraController::default());
|
||||
|
||||
// ambient light
|
||||
// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
|
||||
// environment map, use an appropriate colour and brightness to match
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: Color::rgb_u8(210, 220, 240),
|
||||
brightness: 1.0,
|
||||
});
|
||||
|
||||
commands.insert_resource(Cubemap {
|
||||
is_loaded: false,
|
||||
index: 0,
|
||||
image_handle: skybox_handle,
|
||||
});
|
||||
}
|
||||
|
||||
const CUBEMAP_SWAP_DELAY: f64 = 3.0;
|
||||
|
||||
fn cycle_cubemap_asset(
|
||||
time: Res<Time>,
|
||||
mut next_swap: Local<f64>,
|
||||
mut cubemap: ResMut<Cubemap>,
|
||||
asset_server: Res<AssetServer>,
|
||||
render_device: Res<RenderDevice>,
|
||||
) {
|
||||
let now = time.seconds_since_startup();
|
||||
if *next_swap == 0.0 {
|
||||
*next_swap = now + CUBEMAP_SWAP_DELAY;
|
||||
return;
|
||||
} else if now < *next_swap {
|
||||
return;
|
||||
}
|
||||
*next_swap += CUBEMAP_SWAP_DELAY;
|
||||
|
||||
let supported_compressed_formats =
|
||||
CompressedImageFormats::from_features(render_device.features());
|
||||
|
||||
let mut new_index = cubemap.index;
|
||||
for _ in 0..CUBEMAPS.len() {
|
||||
new_index = (new_index + 1) % CUBEMAPS.len();
|
||||
if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
|
||||
break;
|
||||
}
|
||||
info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
|
||||
}
|
||||
|
||||
// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
|
||||
// is missing
|
||||
if new_index == cubemap.index {
|
||||
return;
|
||||
}
|
||||
|
||||
cubemap.index = new_index;
|
||||
cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
|
||||
cubemap.is_loaded = false;
|
||||
}
|
||||
|
||||
fn asset_loaded(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut images: ResMut<Assets<Image>>,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut cubemap_materials: ResMut<Assets<CubemapMaterial>>,
|
||||
mut cubemap: ResMut<Cubemap>,
|
||||
cubes: Query<&Handle<CubemapMaterial>>,
|
||||
) {
|
||||
if !cubemap.is_loaded
|
||||
&& asset_server.get_load_state(cubemap.image_handle.clone_weak()) == LoadState::Loaded
|
||||
{
|
||||
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
|
||||
let mut image = images.get_mut(&cubemap.image_handle).unwrap();
|
||||
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
|
||||
// so they appear as one texture. The following code reconfigures the texture as necessary.
|
||||
if image.texture_descriptor.array_layer_count() == 1 {
|
||||
image.reinterpret_stacked_2d_as_array(
|
||||
image.texture_descriptor.size.height / image.texture_descriptor.size.width,
|
||||
);
|
||||
image.texture_view_descriptor = Some(TextureViewDescriptor {
|
||||
dimension: Some(TextureViewDimension::Cube),
|
||||
..default()
|
||||
});
|
||||
}
|
||||
|
||||
// spawn cube
|
||||
let mut updated = false;
|
||||
for handle in cubes.iter() {
|
||||
if let Some(material) = cubemap_materials.get_mut(handle) {
|
||||
updated = true;
|
||||
material.base_color_texture = Some(cubemap.image_handle.clone_weak());
|
||||
}
|
||||
}
|
||||
if !updated {
|
||||
commands.spawn_bundle(MaterialMeshBundle::<CubemapMaterial> {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 10000.0 })),
|
||||
material: cubemap_materials.add(CubemapMaterial {
|
||||
base_color_texture: Some(cubemap.image_handle.clone_weak()),
|
||||
}),
|
||||
..default()
|
||||
});
|
||||
}
|
||||
|
||||
cubemap.is_loaded = true;
|
||||
}
|
||||
}
|
||||
|
||||
fn animate_light_direction(
|
||||
time: Res<Time>,
|
||||
mut query: Query<&mut Transform, With<DirectionalLight>>,
|
||||
) {
|
||||
for mut transform in &mut query {
|
||||
transform.rotate_y(time.delta_seconds() * 0.5);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, TypeUuid)]
|
||||
#[uuid = "9509a0f8-3c05-48ee-a13e-a93226c7f488"]
|
||||
struct CubemapMaterial {
|
||||
base_color_texture: Option<Handle<Image>>,
|
||||
}
|
||||
|
||||
impl Material for CubemapMaterial {
|
||||
fn fragment_shader() -> ShaderRef {
|
||||
"shaders/cubemap_unlit.wgsl".into()
|
||||
}
|
||||
|
||||
fn specialize(
|
||||
_pipeline: &MaterialPipeline<Self>,
|
||||
descriptor: &mut RenderPipelineDescriptor,
|
||||
_layout: &MeshVertexBufferLayout,
|
||||
_key: MaterialPipelineKey<Self>,
|
||||
) -> Result<(), SpecializedMeshPipelineError> {
|
||||
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
|
||||
let (pitch, yaw) = (
|
||||
(options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt).clamp(
|
||||
-0.99 * std::f32::consts::FRAC_PI_2,
|
||||
0.99 * std::f32::consts::FRAC_PI_2,
|
||||
),
|
||||
options.yaw - mouse_delta.x * options.sensitivity * dt,
|
||||
);
|
||||
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, yaw, pitch);
|
||||
options.pitch = pitch;
|
||||
options.yaw = yaw;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -116,6 +116,7 @@ Example | Description
|
|||
[Render to Texture](../examples/3d/render_to_texture.rs) | Shows how to render to a texture, useful for mirrors, UI, or exporting images
|
||||
[Shadow Biases](../examples/3d/shadow_biases.rs) | Demonstrates how shadow biases affect shadows in a 3d scene
|
||||
[Shadow Caster and Receiver](../examples/3d/shadow_caster_receiver.rs) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
|
||||
[Skybox](../examples/3d/skybox.rs) | Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats.
|
||||
[Spherical Area Lights](../examples/3d/spherical_area_lights.rs) | Demonstrates how point light radius values affect light behavior
|
||||
[Split Screen](../examples/3d/split_screen.rs) | Demonstrates how to render two cameras to the same window to accomplish "split screen"
|
||||
[Spotlight](../examples/3d/spotlight.rs) | Illustrates spot lights
|
||||
|
|
Loading…
Reference in a new issue