mirror of
https://github.com/bevyengine/bevy
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599e5e4e76
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
421 lines
13 KiB
Rust
421 lines
13 KiB
Rust
//! This example compares Forward, Forward + Prepass, and Deferred rendering.
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use std::f32::consts::*;
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use bevy::{
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core_pipeline::{
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fxaa::Fxaa,
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prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
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},
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pbr::NotShadowReceiver,
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pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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pbr::{DefaultOpaqueRendererMethod, NotShadowCaster, OpaqueRendererMethod},
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prelude::*,
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render::render_resource::TextureFormat,
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};
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fn main() {
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App::new()
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.insert_resource(Msaa::Off)
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.insert_resource(DefaultOpaqueRendererMethod::deferred())
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(DefaultPlugins)
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.insert_resource(Normal(None))
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.insert_resource(Pause(true))
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.add_systems(Startup, (setup, setup_parallax))
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.add_systems(
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Update,
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(animate_light_direction, switch_mode, spin, update_normal),
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)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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// Deferred both supports both hdr: true and hdr: false
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hdr: false,
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..default()
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},
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transform: Transform::from_xyz(0.7, 0.7, 1.0)
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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},
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FogSettings {
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color: Color::srgb_u8(43, 44, 47),
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falloff: FogFalloff::Linear {
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start: 1.0,
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end: 8.0,
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},
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..default()
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},
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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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},
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DepthPrepass,
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MotionVectorPrepass,
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DeferredPrepass,
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Fxaa::default(),
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));
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 15_000.,
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 3,
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maximum_distance: 10.0,
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..default()
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}
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.into(),
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 0.0, -FRAC_PI_4)),
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..default()
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});
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// FlightHelmet
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let helmet_scene = asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0");
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commands.spawn(SceneBundle {
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scene: helmet_scene.clone(),
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..default()
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});
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commands.spawn(SceneBundle {
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scene: helmet_scene,
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transform: Transform::from_xyz(-4.0, 0.0, -3.0),
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..default()
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});
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let mut forward_mat: StandardMaterial = Color::srgb(0.1, 0.2, 0.1).into();
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forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
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let forward_mat_h = materials.add(forward_mat);
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
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material: forward_mat_h.clone(),
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..default()
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});
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let cube_h = meshes.add(Cuboid::new(0.1, 0.1, 0.1));
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let sphere_h = meshes.add(Sphere::new(0.125).mesh().uv(32, 18));
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// Cubes
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commands.spawn(PbrBundle {
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mesh: cube_h.clone(),
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material: forward_mat_h.clone(),
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transform: Transform::from_xyz(-0.3, 0.5, -0.2),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: cube_h,
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material: forward_mat_h,
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transform: Transform::from_xyz(0.2, 0.5, 0.2),
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..default()
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});
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let sphere_color = Color::srgb(10.0, 4.0, 1.0);
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let sphere_pos = Transform::from_xyz(0.4, 0.5, -0.8);
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// Emissive sphere
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let mut unlit_mat: StandardMaterial = sphere_color.into();
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unlit_mat.unlit = true;
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commands.spawn((
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PbrBundle {
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mesh: sphere_h.clone(),
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material: materials.add(unlit_mat),
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transform: sphere_pos,
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..default()
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},
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NotShadowCaster,
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));
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// Light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 800.0,
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radius: 0.125,
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shadows_enabled: true,
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color: sphere_color,
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..default()
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},
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transform: sphere_pos,
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..default()
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});
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// Spheres
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for i in 0..6 {
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let j = i % 3;
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let s_val = if i < 3 { 0.0 } else { 0.2 };
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let material = if j == 0 {
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materials.add(StandardMaterial {
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base_color: Color::srgb(s_val, s_val, 1.0),
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perceptual_roughness: 0.089,
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metallic: 0.0,
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..default()
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})
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} else if j == 1 {
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materials.add(StandardMaterial {
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base_color: Color::srgb(s_val, 1.0, s_val),
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perceptual_roughness: 0.089,
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metallic: 0.0,
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..default()
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})
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} else {
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materials.add(StandardMaterial {
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base_color: Color::srgb(1.0, s_val, s_val),
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perceptual_roughness: 0.089,
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metallic: 0.0,
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..default()
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})
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};
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commands.spawn(PbrBundle {
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mesh: sphere_h.clone(),
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material,
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transform: Transform::from_xyz(
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j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
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0.125,
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-j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
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),
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..default()
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});
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}
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// sky
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
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material: materials.add(StandardMaterial {
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base_color: Srgba::hex("888888").unwrap().into(),
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unlit: true,
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cull_mode: None,
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..default()
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}),
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transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
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..default()
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},
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NotShadowCaster,
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NotShadowReceiver,
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));
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// Example instructions
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commands.spawn(
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TextBundle::from_section(
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"",
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TextStyle {
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font_size: 18.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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);
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}
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#[derive(Resource)]
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struct Pause(bool);
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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pause: Res<Pause>,
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) {
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if pause.0 {
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return;
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}
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() * PI / 5.0);
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}
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}
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fn setup_parallax(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut normal: ResMut<Normal>,
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asset_server: Res<AssetServer>,
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) {
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// The normal map. Note that to generate it in the GIMP image editor, you should
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// open the depth map, and do Filters → Generic → Normal Map
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// You should enable the "flip X" checkbox.
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let normal_handle = asset_server.load("textures/parallax_example/cube_normal.png");
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normal.0 = Some(normal_handle);
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let mut cube = Mesh::from(Cuboid::new(0.15, 0.15, 0.15));
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// NOTE: for normal maps and depth maps to work, the mesh
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// needs tangents generated.
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cube.generate_tangents().unwrap();
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let parallax_material = materials.add(StandardMaterial {
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perceptual_roughness: 0.4,
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base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
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normal_map_texture: normal.0.clone(),
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// The depth map is a greyscale texture where black is the highest level and
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// white the lowest.
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depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
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parallax_depth_scale: 0.09,
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parallax_mapping_method: ParallaxMappingMethod::Relief { max_steps: 4 },
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max_parallax_layer_count: 5.0f32.exp2(),
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..default()
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});
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(cube),
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material: parallax_material,
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transform: Transform::from_xyz(0.4, 0.2, -0.8),
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..default()
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},
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Spin { speed: 0.3 },
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));
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}
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/// Store handle of the normal to later modify its format in [`update_normal`].
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#[derive(Resource)]
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struct Normal(Option<Handle<Image>>);
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// See `examples/3d/parallax_mapping.rs` example for reasoning
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fn update_normal(
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mut already_ran: Local<bool>,
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mut images: ResMut<Assets<Image>>,
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normal: Res<Normal>,
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) {
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if *already_ran {
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return;
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}
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if let Some(normal) = normal.0.as_ref() {
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if let Some(image) = images.get_mut(normal) {
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image.texture_descriptor.format = TextureFormat::Rgba8Unorm;
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*already_ran = true;
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}
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}
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}
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#[derive(Component)]
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struct Spin {
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speed: f32,
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}
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
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if pause.0 {
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return;
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}
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for (mut transform, spin) in query.iter_mut() {
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transform.rotate_local_y(spin.speed * time.delta_seconds());
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transform.rotate_local_x(spin.speed * time.delta_seconds());
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transform.rotate_local_z(-spin.speed * time.delta_seconds());
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}
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}
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#[derive(Resource, Default)]
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enum DefaultRenderMode {
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#[default]
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Deferred,
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Forward,
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ForwardPrepass,
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}
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#[allow(clippy::too_many_arguments)]
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fn switch_mode(
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mut text: Query<&mut Text>,
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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mut default_opaque_renderer_method: ResMut<DefaultOpaqueRendererMethod>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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cameras: Query<Entity, With<Camera>>,
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mut pause: ResMut<Pause>,
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mut hide_ui: Local<bool>,
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mut mode: Local<DefaultRenderMode>,
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) {
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let mut text = text.single_mut();
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let text = &mut text.sections[0].value;
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text.clear();
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if keys.just_pressed(KeyCode::Space) {
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pause.0 = !pause.0;
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}
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if keys.just_pressed(KeyCode::Digit1) {
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*mode = DefaultRenderMode::Deferred;
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default_opaque_renderer_method.set_to_deferred();
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println!("DefaultOpaqueRendererMethod: Deferred");
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for _ in materials.iter_mut() {}
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for camera in &cameras {
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commands.entity(camera).remove::<NormalPrepass>();
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commands.entity(camera).insert(DepthPrepass);
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commands.entity(camera).insert(MotionVectorPrepass);
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commands.entity(camera).insert(DeferredPrepass);
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}
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}
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if keys.just_pressed(KeyCode::Digit2) {
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*mode = DefaultRenderMode::Forward;
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default_opaque_renderer_method.set_to_forward();
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println!("DefaultOpaqueRendererMethod: Forward");
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for _ in materials.iter_mut() {}
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for camera in &cameras {
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commands.entity(camera).remove::<NormalPrepass>();
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commands.entity(camera).remove::<DepthPrepass>();
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commands.entity(camera).remove::<MotionVectorPrepass>();
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commands.entity(camera).remove::<DeferredPrepass>();
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}
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}
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if keys.just_pressed(KeyCode::Digit3) {
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*mode = DefaultRenderMode::ForwardPrepass;
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default_opaque_renderer_method.set_to_forward();
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println!("DefaultOpaqueRendererMethod: Forward + Prepass");
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for _ in materials.iter_mut() {}
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for camera in &cameras {
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commands.entity(camera).insert(NormalPrepass);
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commands.entity(camera).insert(DepthPrepass);
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commands.entity(camera).insert(MotionVectorPrepass);
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commands.entity(camera).remove::<DeferredPrepass>();
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}
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}
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if keys.just_pressed(KeyCode::KeyH) {
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*hide_ui = !*hide_ui;
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}
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if !*hide_ui {
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text.push_str("(H) Hide UI\n");
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text.push_str("(Space) Play/Pause\n\n");
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text.push_str("Rendering Method:\n");
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text.push_str(&format!(
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"(1) {} Deferred\n",
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if let DefaultRenderMode::Deferred = *mode {
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">"
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} else {
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""
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}
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));
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text.push_str(&format!(
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"(2) {} Forward\n",
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if let DefaultRenderMode::Forward = *mode {
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">"
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} else {
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""
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}
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));
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text.push_str(&format!(
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"(3) {} Forward + Prepass\n",
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if let DefaultRenderMode::ForwardPrepass = *mode {
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">"
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} else {
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""
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}
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));
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}
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}
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