mirror of
https://github.com/bevyengine/bevy
synced 2024-12-27 05:23:07 +00:00
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(); } } ```
339 lines
11 KiB
Rust
339 lines
11 KiB
Rust
//! 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, 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<Image>,
|
|
|
|
// The specular cubemap that reflects the world, but not the cubes.
|
|
specular_environment_map: Handle<Image>,
|
|
|
|
// The specular cubemap that reflects both the world and the cubes.
|
|
specular_reflection_probe: Handle<Image>,
|
|
|
|
// The skybox cubemap image. This is almost the same as
|
|
// `specular_environment_map`.
|
|
skybox: Handle<Image>,
|
|
}
|
|
|
|
fn main() {
|
|
// Create the app.
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_resource::<AppStatus>()
|
|
.init_resource::<Cubemaps>()
|
|
.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<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
app_status: Res<AppStatus>,
|
|
cubemaps: Res<Cubemaps>,
|
|
) {
|
|
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(SceneRoot(
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/cubes/Cubes.glb")),
|
|
));
|
|
}
|
|
|
|
// Spawns the camera.
|
|
fn spawn_camera(commands: &mut Commands) {
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
// Creates the sphere mesh and spawns it.
|
|
fn spawn_sphere(
|
|
commands: &mut Commands,
|
|
meshes: &mut Assets<Mesh>,
|
|
materials: &mut Assets<StandardMaterial>,
|
|
) {
|
|
// Create a sphere mesh.
|
|
let sphere_mesh = meshes.add(Sphere::new(1.0).mesh().ico(7).unwrap());
|
|
|
|
// Create a sphere.
|
|
commands.spawn((
|
|
Mesh3d(sphere_mesh.clone()),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Srgba::hex("#ffd891").unwrap().into(),
|
|
metallic: 1.0,
|
|
perceptual_roughness: 0.0,
|
|
..StandardMaterial::default()
|
|
})),
|
|
));
|
|
}
|
|
|
|
// Spawns the reflection probe.
|
|
fn spawn_reflection_probe(commands: &mut Commands, cubemaps: &Cubemaps) {
|
|
commands.spawn((
|
|
LightProbe,
|
|
EnvironmentMapLight {
|
|
diffuse_map: cubemaps.diffuse.clone(),
|
|
specular_map: cubemaps.specular_reflection_probe.clone(),
|
|
intensity: 5000.0,
|
|
..default()
|
|
},
|
|
// 2.0 because the sphere's radius is 1.0 and we want to fully enclose it.
|
|
Transform::from_scale(Vec3::splat(2.0)),
|
|
));
|
|
}
|
|
|
|
// Spawns the help text.
|
|
fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
|
|
// Create the text.
|
|
commands.spawn((
|
|
app_status.create_text(),
|
|
Node {
|
|
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<Entity, Added<Camera3d>>,
|
|
cubemaps: Res<Cubemaps>,
|
|
) {
|
|
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<Entity, With<LightProbe>>,
|
|
camera_query: Query<Entity, With<Camera3d>>,
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
|
mut app_status: ResMut<AppStatus>,
|
|
cubemaps: Res<Cubemaps>,
|
|
) {
|
|
// 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::<EnvironmentMapLight>();
|
|
}
|
|
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<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
|
|
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<AppStatus>) {
|
|
for mut text in text_query.iter_mut() {
|
|
*text = app_status.create_text();
|
|
}
|
|
}
|
|
|
|
impl TryFrom<u32> for ReflectionMode {
|
|
type Error = ();
|
|
|
|
fn try_from(value: u32) -> Result<Self, Self::Error> {
|
|
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
|
|
};
|
|
|
|
format!(
|
|
"{}\n{}\n{}",
|
|
self.reflection_mode, rotation_help_text, REFLECTION_MODE_HELP_TEXT
|
|
)
|
|
.into()
|
|
}
|
|
}
|
|
|
|
// 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<Time>,
|
|
mut camera_query: Query<&mut Transform, With<Camera3d>>,
|
|
app_status: Res<AppStatus>,
|
|
) {
|
|
if !app_status.rotating {
|
|
return;
|
|
}
|
|
|
|
for mut transform in camera_query.iter_mut() {
|
|
transform.translation = Vec2::from_angle(time.delta_secs() * PI / 5.0)
|
|
.rotate(transform.translation.xz())
|
|
.extend(transform.translation.y)
|
|
.xzy();
|
|
transform.look_at(Vec3::ZERO, Vec3::Y);
|
|
}
|
|
}
|
|
|
|
// Loads the cubemaps from the assets directory.
|
|
impl FromWorld for Cubemaps {
|
|
fn from_world(world: &mut World) -> Self {
|
|
// Just use the specular map for the skybox since it's not too blurry.
|
|
// In reality you wouldn't do this--you'd use a real skybox texture--but
|
|
// reusing the textures like this saves space in the Bevy repository.
|
|
let specular_map = world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2");
|
|
|
|
Cubemaps {
|
|
diffuse: world.load_asset("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
|
specular_reflection_probe: world
|
|
.load_asset("environment_maps/cubes_reflection_probe_specular_rgb9e5_zstd.ktx2"),
|
|
specular_environment_map: specular_map.clone(),
|
|
skybox: specular_map,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Default for AppStatus {
|
|
fn default() -> Self {
|
|
Self {
|
|
reflection_mode: ReflectionMode::ReflectionProbe,
|
|
rotating: true,
|
|
}
|
|
}
|
|
}
|