//! This example shows how to place reflection probes in the scene. //! //! Press Space to switch between no reflections, environment map reflections //! (i.e. the skybox only, not the cubes), and a full reflection probe that //! reflects the skybox and the cubes. Press Enter to pause rotation. //! //! Reflection probes don't work on WebGL 2 or WebGPU. use bevy::core_pipeline::Skybox; use bevy::prelude::*; use std::{ f32::consts::PI, fmt::{Display, Formatter, Result as FmtResult}, }; static STOP_ROTATION_HELP_TEXT: &str = "Press Enter to stop rotation"; static START_ROTATION_HELP_TEXT: &str = "Press Enter to start rotation"; static REFLECTION_MODE_HELP_TEXT: &str = "Press Space to switch reflection mode"; // The mode the application is in. #[derive(Resource)] struct AppStatus { // Which environment maps the user has requested to display. reflection_mode: ReflectionMode, // Whether the user has requested the scene to rotate. rotating: bool, } // Which environment maps the user has requested to display. #[derive(Clone, Copy)] enum ReflectionMode { // No environment maps are shown. None = 0, // Only a world environment map is shown. EnvironmentMap = 1, // Both a world environment map and a reflection probe are present. The // reflection probe is shown in the sphere. ReflectionProbe = 2, } // The various reflection maps. #[derive(Resource)] struct Cubemaps { // The blurry diffuse cubemap. This is used for both the world environment // map and the reflection probe. (In reality you wouldn't do this, but this // reduces complexity of this example a bit.) diffuse: Handle, // The specular cubemap that reflects the world, but not the cubes. specular_environment_map: Handle, // The specular cubemap that reflects both the world and the cubes. specular_reflection_probe: Handle, // The skybox cubemap image. This is almost the same as // `specular_environment_map`. skybox: Handle, } fn main() { // Create the app. App::new() .add_plugins(DefaultPlugins) .init_resource::() .init_resource::() .add_systems(Startup, setup) .add_systems(PreUpdate, add_environment_map_to_camera) .add_systems(Update, change_reflection_type) .add_systems(Update, toggle_rotation) .add_systems( Update, rotate_camera .after(toggle_rotation) .after(change_reflection_type), ) .add_systems(Update, update_text.after(rotate_camera)) .run(); } // Spawns all the scene objects. fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, asset_server: Res, app_status: Res, cubemaps: Res, ) { spawn_scene(&mut commands, &asset_server); spawn_camera(&mut commands); spawn_sphere(&mut commands, &mut meshes, &mut materials); spawn_reflection_probe(&mut commands, &cubemaps); spawn_text(&mut commands, &app_status); } // Spawns the cubes, light, and camera. fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) { commands.spawn(SceneBundle { scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/cubes/Cubes.glb")), ..SceneBundle::default() }); } // Spawns the camera. fn spawn_camera(commands: &mut Commands) { commands.spawn(Camera3dBundle { camera: Camera { hdr: true, ..default() }, transform: Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } // Creates the sphere mesh and spawns it. fn spawn_sphere( commands: &mut Commands, meshes: &mut Assets, materials: &mut Assets, ) { // Create a sphere mesh. let sphere_mesh = meshes.add(Sphere::new(1.0).mesh().ico(7).unwrap()); // Create a sphere. commands.spawn(PbrBundle { mesh: sphere_mesh.clone(), material: materials.add(StandardMaterial { base_color: Srgba::hex("#ffd891").unwrap().into(), metallic: 1.0, perceptual_roughness: 0.0, ..StandardMaterial::default() }), transform: Transform::default(), ..PbrBundle::default() }); } // Spawns the reflection probe. fn spawn_reflection_probe(commands: &mut Commands, cubemaps: &Cubemaps) { commands.spawn(ReflectionProbeBundle { spatial: SpatialBundle { // 2.0 because the sphere's radius is 1.0 and we want to fully enclose it. transform: Transform::from_scale(Vec3::splat(2.0)), ..SpatialBundle::default() }, light_probe: LightProbe, environment_map: EnvironmentMapLight { diffuse_map: cubemaps.diffuse.clone(), specular_map: cubemaps.specular_reflection_probe.clone(), intensity: 5000.0, ..default() }, }); } // Spawns the help text. fn spawn_text(commands: &mut Commands, app_status: &AppStatus) { // Create the text. commands.spawn( TextBundle { text: app_status.create_text(), ..default() } .with_style(Style { position_type: PositionType::Absolute, bottom: Val::Px(12.0), left: Val::Px(12.0), ..default() }), ); } // Adds a world environment map to the camera. This separate system is needed because the camera is // managed by the scene spawner, as it's part of the glTF file with the cubes, so we have to add // the environment map after the fact. fn add_environment_map_to_camera( mut commands: Commands, query: Query>, cubemaps: Res, ) { for camera_entity in query.iter() { commands .entity(camera_entity) .insert(create_camera_environment_map_light(&cubemaps)) .insert(Skybox { image: cubemaps.skybox.clone(), brightness: 5000.0, ..default() }); } } // A system that handles switching between different reflection modes. fn change_reflection_type( mut commands: Commands, light_probe_query: Query>, camera_query: Query>, keyboard: Res>, mut app_status: ResMut, cubemaps: Res, ) { // Only do anything if space was pressed. if !keyboard.just_pressed(KeyCode::Space) { return; } // Switch reflection mode. app_status.reflection_mode = ReflectionMode::try_from((app_status.reflection_mode as u32 + 1) % 3).unwrap(); // Add or remove the light probe. for light_probe in light_probe_query.iter() { commands.entity(light_probe).despawn(); } match app_status.reflection_mode { ReflectionMode::None | ReflectionMode::EnvironmentMap => {} ReflectionMode::ReflectionProbe => spawn_reflection_probe(&mut commands, &cubemaps), } // Add or remove the environment map from the camera. for camera in camera_query.iter() { match app_status.reflection_mode { ReflectionMode::None => { commands.entity(camera).remove::(); } ReflectionMode::EnvironmentMap | ReflectionMode::ReflectionProbe => { commands .entity(camera) .insert(create_camera_environment_map_light(&cubemaps)); } } } } // A system that handles enabling and disabling rotation. fn toggle_rotation(keyboard: Res>, mut app_status: ResMut) { if keyboard.just_pressed(KeyCode::Enter) { app_status.rotating = !app_status.rotating; } } // A system that updates the help text. fn update_text(mut text_query: Query<&mut Text>, app_status: Res) { for mut text in text_query.iter_mut() { *text = app_status.create_text(); } } impl TryFrom for ReflectionMode { type Error = (); fn try_from(value: u32) -> Result { match value { 0 => Ok(ReflectionMode::None), 1 => Ok(ReflectionMode::EnvironmentMap), 2 => Ok(ReflectionMode::ReflectionProbe), _ => Err(()), } } } impl Display for ReflectionMode { fn fmt(&self, formatter: &mut Formatter<'_>) -> FmtResult { let text = match *self { ReflectionMode::None => "No reflections", ReflectionMode::EnvironmentMap => "Environment map", ReflectionMode::ReflectionProbe => "Reflection probe", }; formatter.write_str(text) } } impl AppStatus { // Constructs the help text at the bottom of the screen based on the // application status. fn create_text(&self) -> Text { let rotation_help_text = if self.rotating { STOP_ROTATION_HELP_TEXT } else { START_ROTATION_HELP_TEXT }; Text::from_section( format!( "{}\n{}\n{}", self.reflection_mode, rotation_help_text, REFLECTION_MODE_HELP_TEXT ), TextStyle::default(), ) } } // Creates the world environment map light, used as a fallback if no reflection // probe is applicable to a mesh. fn create_camera_environment_map_light(cubemaps: &Cubemaps) -> EnvironmentMapLight { EnvironmentMapLight { diffuse_map: cubemaps.diffuse.clone(), specular_map: cubemaps.specular_environment_map.clone(), intensity: 5000.0, ..default() } } // Rotates the camera a bit every frame. fn rotate_camera( time: Res