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https://github.com/bevyengine/bevy
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17e504812b
# Objective clean up example get_single method, make code clean; ## Solution - replace `Query` with `Single` Query - remove `get_single` or `get_single_mut` condition block
145 lines
4.1 KiB
Rust
145 lines
4.1 KiB
Rust
//! This example shows how to configure Physically Based Rendering (PBR) parameters.
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use bevy::prelude::*;
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use bevy::render::camera::ScalingMode;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, environment_map_load_finish)
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.run();
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}
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/// set up a simple 3D 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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) {
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let sphere_mesh = meshes.add(Sphere::new(0.45));
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// add entities to the world
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for y in -2..=2 {
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for x in -5..=5 {
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let x01 = (x + 5) as f32 / 10.0;
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let y01 = (y + 2) as f32 / 4.0;
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// sphere
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commands.spawn((
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Mesh3d(sphere_mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("#ffd891").unwrap().into(),
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// vary key PBR parameters on a grid of spheres to show the effect
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metallic: y01,
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perceptual_roughness: x01,
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..default()
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})),
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Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
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));
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}
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}
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// unlit sphere
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commands.spawn((
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Mesh3d(sphere_mesh),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("#ffd891").unwrap().into(),
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// vary key PBR parameters on a grid of spheres to show the effect
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unlit: true,
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..default()
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})),
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Transform::from_xyz(-5.0, -2.5, 0.0),
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));
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commands.spawn((
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DirectionalLight {
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illuminance: 1_500.,
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..default()
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},
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Transform::from_xyz(50.0, 50.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// labels
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commands.spawn((
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Text::new("Perceptual Roughness"),
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TextFont {
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font_size: 30.0,
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(20.0),
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left: Val::Px(100.0),
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..default()
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},
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));
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commands.spawn((
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Text::new("Metallic"),
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TextFont {
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font_size: 30.0,
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(130.0),
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right: Val::ZERO,
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..default()
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},
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Transform {
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rotation: Quat::from_rotation_z(std::f32::consts::PI / 2.0),
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..default()
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},
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));
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commands.spawn((
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Text::new("Loading Environment Map..."),
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TextFont {
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font_size: 30.0,
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..default()
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},
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(20.0),
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right: Val::Px(20.0),
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..default()
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},
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EnvironmentMapLabel,
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
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Projection::from(OrthographicProjection {
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scale: 0.01,
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scaling_mode: ScalingMode::WindowSize,
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..OrthographicProjection::default_3d()
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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: 900.0,
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..default()
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},
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));
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}
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fn environment_map_load_finish(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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environment_map: Single<&EnvironmentMapLight>,
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label_entity: Single<Entity, With<EnvironmentMapLabel>>,
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) {
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if asset_server
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.load_state(&environment_map.diffuse_map)
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.is_loaded()
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&& asset_server
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.load_state(&environment_map.specular_map)
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.is_loaded()
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{
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commands.entity(*label_entity).despawn();
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}
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}
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#[derive(Component)]
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struct EnvironmentMapLabel;
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