//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats use std::f32::consts::PI; use bevy::{ asset::LoadState, core_pipeline::Skybox, input::mouse::MouseMotion, prelude::*, render::{ render_resource::{TextureViewDescriptor, TextureViewDimension}, renderer::RenderDevice, texture::CompressedImageFormats, }, }; const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[ ( "textures/Ryfjallet_cubemap.png", CompressedImageFormats::NONE, ), ( "textures/Ryfjallet_cubemap_astc4x4.ktx2", CompressedImageFormats::ASTC_LDR, ), ( "textures/Ryfjallet_cubemap_bc7.ktx2", CompressedImageFormats::BC, ), ( "textures/Ryfjallet_cubemap_etc2.ktx2", CompressedImageFormats::ETC2, ), ]; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems( Update, ( cycle_cubemap_asset, asset_loaded.after(cycle_cubemap_asset), camera_controller, animate_light_direction, ), ) .run(); } #[derive(Resource)] struct Cubemap { is_loaded: bool, index: usize, image_handle: Handle, } fn setup(mut commands: Commands, asset_server: Res) { // directional 'sun' light commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: 32000.0, ..default() }, transform: Transform::from_xyz(0.0, 2.0, 0.0) .with_rotation(Quat::from_rotation_x(-PI / 4.)), ..default() }); let skybox_handle = asset_server.load(CUBEMAPS[0].0); // camera commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, CameraController::default(), Skybox(skybox_handle.clone()), )); // 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 color 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: f32 = 3.0; fn cycle_cubemap_asset( time: Res