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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
322 lines
10 KiB
Rust
322 lines
10 KiB
Rust
//! Demonstrates the clearcoat PBR feature.
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//!
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//! Clearcoat is a separate material layer that represents a thin translucent
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//! layer over a material. Examples include (from the Filament spec [1]) car paint,
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//! soda cans, and lacquered wood.
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//!
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//! In glTF, clearcoat is supported via the `KHR_materials_clearcoat` [2]
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//! extension. This extension is well supported by tools; in particular,
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//! Blender's glTF exporter maps the clearcoat feature of its Principled BSDF
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//! node to this extension, allowing it to appear in Bevy.
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//!
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//! This Bevy example is inspired by the corresponding three.js example [3].
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//!
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//! [1]: https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel
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//!
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//! [2]: https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md
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//!
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//! [3]: https://threejs.org/examples/webgl_materials_physical_clearcoat.html
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::{BLUE, GOLD, WHITE},
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core_pipeline::{tonemapping::Tonemapping::AcesFitted, Skybox},
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math::vec3,
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prelude::*,
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render::texture::ImageLoaderSettings,
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};
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/// The size of each sphere.
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const SPHERE_SCALE: f32 = 0.9;
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/// The speed at which the spheres rotate, in radians per second.
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const SPHERE_ROTATION_SPEED: f32 = 0.8;
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/// Which type of light we're using: a point light or a directional light.
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#[derive(Clone, Copy, PartialEq, Resource, Default)]
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enum LightMode {
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#[default]
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Point,
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Directional,
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}
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/// Tags the example spheres.
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#[derive(Component)]
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struct ExampleSphere;
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/// Entry point.
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pub fn main() {
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App::new()
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.init_resource::<LightMode>()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, animate_light)
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.add_systems(Update, animate_spheres)
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.add_systems(Update, (handle_input, update_help_text).chain())
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.run();
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}
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/// Initializes the scene.
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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light_mode: Res<LightMode>,
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) {
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let sphere = create_sphere_mesh(&mut meshes);
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spawn_car_paint_sphere(&mut commands, &mut materials, &asset_server, &sphere);
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spawn_coated_glass_bubble_sphere(&mut commands, &mut materials, &sphere);
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spawn_golf_ball(&mut commands, &asset_server);
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spawn_scratched_gold_ball(&mut commands, &mut materials, &asset_server, &sphere);
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spawn_light(&mut commands);
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spawn_camera(&mut commands, &asset_server);
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spawn_text(&mut commands, &light_mode);
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}
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/// Generates a sphere.
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fn create_sphere_mesh(meshes: &mut Assets<Mesh>) -> Handle<Mesh> {
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// We're going to use normal maps, so make sure we've generated tangents, or
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// else the normal maps won't show up.
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let mut sphere_mesh = Sphere::new(1.0).mesh().build();
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sphere_mesh
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.generate_tangents()
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.expect("Failed to generate tangents");
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meshes.add(sphere_mesh)
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}
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/// Spawn a regular object with a clearcoat layer. This looks like car paint.
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fn spawn_car_paint_sphere(
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commands: &mut Commands,
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materials: &mut Assets<StandardMaterial>,
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asset_server: &AssetServer,
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sphere: &Handle<Mesh>,
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) {
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commands
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.spawn((
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Mesh3d(sphere.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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clearcoat: 1.0,
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clearcoat_perceptual_roughness: 0.1,
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normal_map_texture: Some(asset_server.load_with_settings(
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"textures/BlueNoise-Normal.png",
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|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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)),
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metallic: 0.9,
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perceptual_roughness: 0.5,
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base_color: BLUE.into(),
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..default()
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})),
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Transform::from_xyz(-1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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))
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.insert(ExampleSphere);
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}
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/// Spawn a semitransparent object with a clearcoat layer.
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fn spawn_coated_glass_bubble_sphere(
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commands: &mut Commands,
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materials: &mut Assets<StandardMaterial>,
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sphere: &Handle<Mesh>,
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) {
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commands
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.spawn((
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Mesh3d(sphere.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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clearcoat: 1.0,
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clearcoat_perceptual_roughness: 0.1,
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metallic: 0.5,
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perceptual_roughness: 0.1,
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base_color: Color::srgba(0.9, 0.9, 0.9, 0.3),
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alpha_mode: AlphaMode::Blend,
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..default()
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})),
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Transform::from_xyz(-1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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))
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.insert(ExampleSphere);
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}
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/// Spawns an object with both a clearcoat normal map (a scratched varnish) and
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/// a main layer normal map (the golf ball pattern).
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///
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/// This object is in glTF format, using the `KHR_materials_clearcoat`
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/// extension.
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fn spawn_golf_ball(commands: &mut Commands, asset_server: &AssetServer) {
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commands.spawn((
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SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/GolfBall/GolfBall.glb")),
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),
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Transform::from_xyz(1.0, 1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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ExampleSphere,
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));
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}
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/// Spawns an object with only a clearcoat normal map (a scratch pattern) and no
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/// main layer normal map.
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fn spawn_scratched_gold_ball(
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commands: &mut Commands,
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materials: &mut Assets<StandardMaterial>,
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asset_server: &AssetServer,
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sphere: &Handle<Mesh>,
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) {
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commands
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.spawn((
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Mesh3d(sphere.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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clearcoat: 1.0,
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clearcoat_perceptual_roughness: 0.3,
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clearcoat_normal_texture: Some(asset_server.load_with_settings(
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"textures/ScratchedGold-Normal.png",
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|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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)),
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metallic: 0.9,
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perceptual_roughness: 0.1,
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base_color: GOLD.into(),
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..default()
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})),
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Transform::from_xyz(1.0, -1.0, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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))
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.insert(ExampleSphere);
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}
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/// Spawns a light.
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fn spawn_light(commands: &mut Commands) {
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commands.spawn(create_point_light());
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}
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/// Spawns a camera with associated skybox and environment map.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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commands
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.spawn((
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Camera3d::default(),
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Camera {
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hdr: true,
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..default()
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},
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Projection::Perspective(PerspectiveProjection {
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fov: 27.0 / 180.0 * PI,
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..default()
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}),
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Transform::from_xyz(0.0, 0.0, 10.0),
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AcesFitted,
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))
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.insert(Skybox {
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brightness: 5000.0,
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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..default()
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})
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.insert(EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 2000.0,
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..default()
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});
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}
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/// Spawns the help text.
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fn spawn_text(commands: &mut Commands, light_mode: &LightMode) {
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commands.spawn((
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light_mode.create_help_text(),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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/// Moves the light around.
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fn animate_light(
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mut lights: Query<&mut Transform, Or<(With<PointLight>, With<DirectionalLight>)>>,
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time: Res<Time>,
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) {
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let now = time.elapsed_secs();
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for mut transform in lights.iter_mut() {
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transform.translation = vec3(
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ops::sin(now * 1.4),
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ops::cos(now * 1.0),
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ops::cos(now * 0.6),
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) * vec3(3.0, 4.0, 3.0);
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transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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}
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/// Rotates the spheres.
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fn animate_spheres(mut spheres: Query<&mut Transform, With<ExampleSphere>>, time: Res<Time>) {
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let now = time.elapsed_secs();
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for mut transform in spheres.iter_mut() {
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transform.rotation = Quat::from_rotation_y(SPHERE_ROTATION_SPEED * now);
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}
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}
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/// Handles the user pressing Space to change the type of light from point to
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/// directional and vice versa.
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fn handle_input(
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mut commands: Commands,
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mut light_query: Query<Entity, Or<(With<PointLight>, With<DirectionalLight>)>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut light_mode: ResMut<LightMode>,
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) {
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if !keyboard.just_pressed(KeyCode::Space) {
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return;
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}
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for light in light_query.iter_mut() {
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match *light_mode {
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LightMode::Point => {
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*light_mode = LightMode::Directional;
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commands
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.entity(light)
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.remove::<PointLight>()
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.insert(create_directional_light());
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}
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LightMode::Directional => {
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*light_mode = LightMode::Point;
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commands
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.entity(light)
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.remove::<DirectionalLight>()
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.insert(create_point_light());
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}
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}
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}
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}
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/// Updates the help text at the bottom of the screen.
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fn update_help_text(mut text_query: Query<&mut Text>, light_mode: Res<LightMode>) {
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for mut text in text_query.iter_mut() {
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*text = light_mode.create_help_text();
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}
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}
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/// Creates or recreates the moving point light.
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fn create_point_light() -> PointLight {
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PointLight {
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color: WHITE.into(),
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intensity: 100000.0,
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..default()
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}
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}
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/// Creates or recreates the moving directional light.
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fn create_directional_light() -> DirectionalLight {
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DirectionalLight {
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color: WHITE.into(),
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illuminance: 1000.0,
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..default()
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}
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}
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impl LightMode {
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/// Creates the help text at the bottom of the screen.
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fn create_help_text(&self) -> Text {
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let help_text = match *self {
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LightMode::Point => "Press Space to switch to a directional light",
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LightMode::Directional => "Press Space to switch to a point light",
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};
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Text::new(help_text)
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}
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}
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