//! This example shows how to configure Physically Based Rendering (PBR) parameters. use bevy::{asset::LoadState, prelude::*}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, environment_map_load_finish) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, asset_server: Res, ) { let sphere_mesh = meshes.add(Sphere::new(0.45)); // add entities to the world for y in -2..=2 { for x in -5..=5 { let x01 = (x + 5) as f32 / 10.0; let y01 = (y + 2) as f32 / 4.0; // sphere commands.spawn(PbrBundle { mesh: sphere_mesh.clone(), material: materials.add(StandardMaterial { base_color: Color::hex("#ffd891").unwrap(), // vary key PBR parameters on a grid of spheres to show the effect metallic: y01, perceptual_roughness: x01, ..default() }), transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0), ..default() }); } } // unlit sphere commands.spawn(PbrBundle { mesh: sphere_mesh, material: materials.add(StandardMaterial { base_color: Color::hex("#ffd891").unwrap(), // vary key PBR parameters on a grid of spheres to show the effect unlit: true, ..default() }), transform: Transform::from_xyz(-5.0, -2.5, 0.0), ..default() }); // light commands.spawn(PointLightBundle { transform: Transform::from_xyz(50.0, 50.0, 50.0), point_light: PointLight { intensity: 100_000_000., range: 100., ..default() }, ..default() }); // labels commands.spawn( TextBundle::from_section( "Perceptual Roughness", TextStyle { font_size: 36.0, ..default() }, ) .with_style(Style { position_type: PositionType::Absolute, top: Val::Px(20.0), left: Val::Px(100.0), ..default() }), ); commands.spawn(TextBundle { text: Text::from_section( "Metallic", TextStyle { font_size: 36.0, ..default() }, ), style: Style { position_type: PositionType::Absolute, top: Val::Px(130.0), right: Val::ZERO, ..default() }, transform: Transform { rotation: Quat::from_rotation_z(std::f32::consts::PI / 2.0), ..default() }, ..default() }); commands.spawn(( TextBundle::from_section( "Loading Environment Map...", TextStyle { font_size: 36.0, color: Color::RED, ..default() }, ) .with_style(Style { position_type: PositionType::Absolute, bottom: Val::Px(20.0), right: Val::Px(20.0), ..default() }), EnvironmentMapLabel, )); // camera commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y), projection: OrthographicProjection { scale: 0.01, ..default() } .into(), ..default() }, EnvironmentMapLight { diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), intensity: 150.0, }, )); } fn environment_map_load_finish( mut commands: Commands, asset_server: Res, environment_maps: Query<&EnvironmentMapLight>, label_query: Query>, ) { if let Ok(environment_map) = environment_maps.get_single() { if asset_server.load_state(&environment_map.diffuse_map) == LoadState::Loaded && asset_server.load_state(&environment_map.specular_map) == LoadState::Loaded { if let Ok(label_entity) = label_query.get_single() { commands.entity(label_entity).despawn(); } } } } #[derive(Component)] struct EnvironmentMapLabel;