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https://github.com/bevyengine/bevy
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ced216f59a
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
388 lines
12 KiB
Rust
388 lines
12 KiB
Rust
//! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
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//! Press left mouse button to cycle through different views.
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use std::fmt;
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use bevy::{prelude::*, render::render_resource::TextureFormat, window::close_on_esc};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Normal(None))
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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spin,
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update_normal,
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move_camera,
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update_parallax_depth_scale,
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update_parallax_layers,
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switch_method,
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close_on_esc,
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),
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)
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.run();
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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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/// The camera, used to move camera on click.
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#[derive(Component)]
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struct CameraController;
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const DEPTH_CHANGE_RATE: f32 = 0.1;
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const DEPTH_UPDATE_STEP: f32 = 0.03;
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const MAX_DEPTH: f32 = 0.3;
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struct TargetDepth(f32);
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impl Default for TargetDepth {
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fn default() -> Self {
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TargetDepth(0.09)
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}
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}
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struct TargetLayers(f32);
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impl Default for TargetLayers {
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fn default() -> Self {
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TargetLayers(5.0)
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}
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}
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struct CurrentMethod(ParallaxMappingMethod);
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impl Default for CurrentMethod {
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fn default() -> Self {
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CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
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}
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}
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impl fmt::Display for CurrentMethod {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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match self.0 {
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ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
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ParallaxMappingMethod::Relief { max_steps } => {
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write!(f, "Relief Mapping with {max_steps} steps")
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}
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}
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}
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}
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impl CurrentMethod {
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fn next_method(&mut self) {
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use ParallaxMappingMethod::*;
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self.0 = match self.0 {
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Occlusion => Relief { max_steps: 2 },
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Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
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Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
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Relief { .. } => Occlusion,
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}
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}
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}
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fn update_parallax_depth_scale(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut target_depth: Local<TargetDepth>,
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mut depth_update: Local<bool>,
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mut text: Query<&mut Text>,
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) {
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if input.just_pressed(KeyCode::Digit1) {
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target_depth.0 -= DEPTH_UPDATE_STEP;
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target_depth.0 = target_depth.0.max(0.0);
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*depth_update = true;
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}
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if input.just_pressed(KeyCode::Digit2) {
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target_depth.0 += DEPTH_UPDATE_STEP;
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target_depth.0 = target_depth.0.min(MAX_DEPTH);
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*depth_update = true;
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}
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if *depth_update {
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let mut text = text.single_mut();
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for (_, mat) in materials.iter_mut() {
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let current_depth = mat.parallax_depth_scale;
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let new_depth =
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current_depth * (1.0 - DEPTH_CHANGE_RATE) + (target_depth.0 * DEPTH_CHANGE_RATE);
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mat.parallax_depth_scale = new_depth;
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text.sections[0].value = format!("Parallax depth scale: {new_depth:.5}\n");
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if (new_depth - current_depth).abs() <= 0.000000001 {
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*depth_update = false;
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}
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}
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}
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}
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fn switch_method(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut text: Query<&mut Text>,
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mut current: Local<CurrentMethod>,
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) {
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if input.just_pressed(KeyCode::Space) {
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current.next_method();
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} else {
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return;
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}
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let mut text = text.single_mut();
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text.sections[2].value = format!("Method: {}\n", *current);
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for (_, mat) in materials.iter_mut() {
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mat.parallax_mapping_method = current.0;
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}
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}
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fn update_parallax_layers(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut target_layers: Local<TargetLayers>,
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mut text: Query<&mut Text>,
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) {
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if input.just_pressed(KeyCode::Digit3) {
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target_layers.0 -= 1.0;
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target_layers.0 = target_layers.0.max(0.0);
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} else if input.just_pressed(KeyCode::Digit4) {
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target_layers.0 += 1.0;
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} else {
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return;
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}
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let layer_count = target_layers.0.exp2();
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let mut text = text.single_mut();
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text.sections[1].value = format!("Layers: {layer_count:.0}\n");
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for (_, mat) in materials.iter_mut() {
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mat.max_parallax_layer_count = layer_count;
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}
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}
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
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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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// Camera positions to cycle through when left-clicking.
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const CAMERA_POSITIONS: &[Transform] = &[
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Transform {
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translation: Vec3::new(1.5, 1.5, 1.5),
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rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(2.4, 0.0, 0.2),
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rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(2.4, 2.6, -4.3),
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rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(-1.0, 0.8, -1.2),
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rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
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scale: Vec3::ONE,
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},
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];
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fn move_camera(
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mut camera: Query<&mut Transform, With<CameraController>>,
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mut current_view: Local<usize>,
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button: Res<ButtonInput<MouseButton>>,
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) {
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let mut camera = camera.single_mut();
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if button.just_pressed(MouseButton::Left) {
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*current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
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}
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let target = CAMERA_POSITIONS[*current_view];
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camera.translation = camera.translation.lerp(target.translation, 0.2);
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camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
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}
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fn setup(
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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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// Camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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CameraController,
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));
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// light
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commands
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.spawn(PointLightBundle {
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transform: Transform::from_xyz(1.8, 0.7, -1.1),
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point_light: PointLight {
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intensity: 226.0,
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shadows_enabled: true,
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..default()
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},
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..default()
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})
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.with_children(|commands| {
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// represent the light source as a sphere
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let mesh = meshes.add(
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shape::Icosphere {
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radius: 0.05,
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subdivisions: 3,
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}
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.try_into()
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.unwrap(),
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);
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commands.spawn(PbrBundle { mesh, ..default() });
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});
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(
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shape::Plane {
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size: 10.0,
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subdivisions: 0,
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}
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.into(),
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),
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material: materials.add(StandardMaterial {
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// standard material derived from dark green, but
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// with roughness and reflectance set.
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perceptual_roughness: 0.45,
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reflectance: 0.18,
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..Color::rgb_u8(0, 80, 0).into()
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}),
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transform: Transform::from_xyz(0.0, -1.0, 0.0),
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..default()
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});
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let parallax_depth_scale = TargetDepth::default().0;
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let max_parallax_layer_count = TargetLayers::default().0.exp2();
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let parallax_mapping_method = CurrentMethod::default();
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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,
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parallax_mapping_method: parallax_mapping_method.0,
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max_parallax_layer_count,
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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(
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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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Mesh::from(shape::Cube { size: 1.0 })
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.with_generated_tangents()
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.unwrap(),
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),
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material: parallax_material.clone_weak(),
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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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let background_cube = meshes.add(
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Mesh::from(shape::Cube { size: 40.0 })
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.with_generated_tangents()
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.unwrap(),
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);
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let background_cube_bundle = |translation| {
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(
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PbrBundle {
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transform: Transform::from_translation(translation),
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mesh: background_cube.clone(),
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material: parallax_material.clone(),
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..default()
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},
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Spin { speed: -0.1 },
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)
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};
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commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
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commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
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commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
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commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
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let style = TextStyle {
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font_size: 20.0,
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..default()
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};
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// example instructions
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commands.spawn(
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TextBundle::from_sections(vec![
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TextSection::new(
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format!("Parallax depth scale: {parallax_depth_scale:.5}\n"),
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style.clone(),
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),
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TextSection::new(
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format!("Layers: {max_parallax_layer_count:.0}\n"),
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style.clone(),
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),
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TextSection::new(format!("{parallax_mapping_method}\n"), style.clone()),
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TextSection::new("\n\n", style.clone()),
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TextSection::new("Controls:\n", style.clone()),
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TextSection::new("Left click - Change view angle\n", style.clone()),
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TextSection::new(
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"1/2 - Decrease/Increase parallax depth scale\n",
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style.clone(),
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),
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TextSection::new("3/4 - Decrease/Increase layer count\n", style.clone()),
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TextSection::new("Space - Switch parallaxing algorithm\n", style),
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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(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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/// 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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/// Work around the default bevy image loader.
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///
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/// The bevy image loader used by `AssetServer` always loads images in
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/// `Srgb` mode, which is usually what it should do,
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/// but is incompatible with normal maps.
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///
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/// Normal maps require a texture in linear color space,
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/// so we overwrite the format of the normal map we loaded through `AssetServer`
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/// in this system.
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///
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/// Note that this method of conversion is a last resort workaround. You should
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/// get your normal maps from a 3d model file, like gltf.
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///
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/// In this system, we wait until the image is loaded, immediately
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/// change its format and never run the logic afterward.
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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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