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https://github.com/bevyengine/bevy
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# Objective - Fixes: https://github.com/bevyengine/bevy/issues/14036 ## Solution - Add a world space transformation for the environment sample direction. ## Testing - I have tested the newly added `transform` field using the newly added `rotate_environment_map` example. https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb ## Migration Guide - Since we have added a new filed to the `EnvironmentMapLight` struct, users will need to include `..default()` or some rotation value in their initialization code.
124 lines
3.9 KiB
Rust
124 lines
3.9 KiB
Rust
//! Demonstrates how to rotate the skybox and the environment map simultaneously.
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::{GOLD, WHITE},
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core_pipeline::{tonemapping::Tonemapping::AcesFitted, Skybox},
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prelude::*,
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render::texture::ImageLoaderSettings,
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};
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/// Entry point.
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pub 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, rotate_skybox_and_environment_map)
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.run();
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}
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/// Initializes the scene.
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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let sphere_mesh = create_sphere_mesh(&mut meshes);
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spawn_sphere(&mut commands, &mut materials, &asset_server, &sphere_mesh);
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spawn_light(&mut commands);
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spawn_camera(&mut commands, &asset_server);
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}
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/// Rotate the skybox and the environment map per frame.
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fn rotate_skybox_and_environment_map(
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mut environments: Query<(&mut Skybox, &mut EnvironmentMapLight)>,
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time: Res<Time>,
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) {
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let now = time.elapsed_seconds();
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let rotation = Quat::from_rotation_y(0.2 * now);
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for (mut skybox, mut environment_map) in environments.iter_mut() {
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skybox.rotation = rotation;
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environment_map.rotation = rotation;
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}
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}
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/// Generates a sphere.
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fn create_sphere_mesh(meshes: &mut Assets<Mesh>) -> Handle<Mesh> {
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// We're going to use normal maps, so make sure we've generated tangents, or
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// else the normal maps won't show up.
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let mut sphere_mesh = Sphere::new(1.0).mesh().build();
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sphere_mesh
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.generate_tangents()
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.expect("Failed to generate tangents");
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meshes.add(sphere_mesh)
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}
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/// Spawn a regular object with a clearcoat layer. This looks like car paint.
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fn spawn_sphere(
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commands: &mut Commands,
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materials: &mut Assets<StandardMaterial>,
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asset_server: &AssetServer,
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sphere_mesh: &Handle<Mesh>,
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) {
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commands.spawn(PbrBundle {
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mesh: sphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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clearcoat: 1.0,
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clearcoat_perceptual_roughness: 0.3,
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clearcoat_normal_texture: Some(asset_server.load_with_settings(
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"textures/ScratchedGold-Normal.png",
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|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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)),
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metallic: 0.9,
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perceptual_roughness: 0.1,
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base_color: GOLD.into(),
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.0, 0.0).with_scale(Vec3::splat(1.25)),
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..default()
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});
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}
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/// Spawns a light.
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fn spawn_light(commands: &mut Commands) {
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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color: WHITE.into(),
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intensity: 100000.0,
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..default()
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},
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..default()
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});
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}
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/// Spawns a camera with associated skybox and environment map.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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commands
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.spawn(Camera3dBundle {
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camera: Camera {
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hdr: true,
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..default()
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},
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projection: Projection::Perspective(PerspectiveProjection {
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fov: 27.0 / 180.0 * PI,
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.0, 10.0),
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tonemapping: AcesFitted,
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..default()
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})
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.insert(Skybox {
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brightness: 5000.0,
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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..default()
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})
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.insert(EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 2000.0,
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..default()
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});
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}
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