mirror of
https://github.com/bevyengine/bevy
synced 2024-12-29 22:43:14 +00:00
40640fdf42
# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
323 lines
10 KiB
Rust
323 lines
10 KiB
Rust
//! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
|
|
//! Press left mouse button to cycle through different views.
|
|
|
|
use std::fmt;
|
|
|
|
use bevy::{image::ImageLoaderSettings, math::ops, prelude::*};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
spin,
|
|
move_camera,
|
|
update_parallax_depth_scale,
|
|
update_parallax_layers,
|
|
switch_method,
|
|
),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Spin {
|
|
speed: f32,
|
|
}
|
|
|
|
/// The camera, used to move camera on click.
|
|
#[derive(Component)]
|
|
struct CameraController;
|
|
|
|
const DEPTH_CHANGE_RATE: f32 = 0.1;
|
|
const DEPTH_UPDATE_STEP: f32 = 0.03;
|
|
const MAX_DEPTH: f32 = 0.3;
|
|
|
|
struct TargetDepth(f32);
|
|
impl Default for TargetDepth {
|
|
fn default() -> Self {
|
|
TargetDepth(0.09)
|
|
}
|
|
}
|
|
struct TargetLayers(f32);
|
|
impl Default for TargetLayers {
|
|
fn default() -> Self {
|
|
TargetLayers(5.0)
|
|
}
|
|
}
|
|
struct CurrentMethod(ParallaxMappingMethod);
|
|
impl Default for CurrentMethod {
|
|
fn default() -> Self {
|
|
CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
|
|
}
|
|
}
|
|
impl fmt::Display for CurrentMethod {
|
|
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
|
match self.0 {
|
|
ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
|
|
ParallaxMappingMethod::Relief { max_steps } => {
|
|
write!(f, "Relief Mapping with {max_steps} steps")
|
|
}
|
|
}
|
|
}
|
|
}
|
|
impl CurrentMethod {
|
|
fn next_method(&mut self) {
|
|
use ParallaxMappingMethod::*;
|
|
self.0 = match self.0 {
|
|
Occlusion => Relief { max_steps: 2 },
|
|
Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
|
|
Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
|
|
Relief { .. } => Occlusion,
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update_parallax_depth_scale(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut target_depth: Local<TargetDepth>,
|
|
mut depth_update: Local<bool>,
|
|
mut writer: TextUiWriter,
|
|
text: Single<Entity, With<Text>>,
|
|
) {
|
|
if input.just_pressed(KeyCode::Digit1) {
|
|
target_depth.0 -= DEPTH_UPDATE_STEP;
|
|
target_depth.0 = target_depth.0.max(0.0);
|
|
*depth_update = true;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit2) {
|
|
target_depth.0 += DEPTH_UPDATE_STEP;
|
|
target_depth.0 = target_depth.0.min(MAX_DEPTH);
|
|
*depth_update = true;
|
|
}
|
|
if *depth_update {
|
|
for (_, mat) in materials.iter_mut() {
|
|
let current_depth = mat.parallax_depth_scale;
|
|
let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
|
|
mat.parallax_depth_scale = new_depth;
|
|
*writer.text(*text, 1) = format!("Parallax depth scale: {new_depth:.5}\n");
|
|
if (new_depth - current_depth).abs() <= 0.000000001 {
|
|
*depth_update = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn switch_method(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
text: Single<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
mut current: Local<CurrentMethod>,
|
|
) {
|
|
if input.just_pressed(KeyCode::Space) {
|
|
current.next_method();
|
|
} else {
|
|
return;
|
|
}
|
|
let text_entity = *text;
|
|
*writer.text(text_entity, 3) = format!("Method: {}\n", *current);
|
|
|
|
for (_, mat) in materials.iter_mut() {
|
|
mat.parallax_mapping_method = current.0;
|
|
}
|
|
}
|
|
|
|
fn update_parallax_layers(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut target_layers: Local<TargetLayers>,
|
|
text: Single<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
if input.just_pressed(KeyCode::Digit3) {
|
|
target_layers.0 -= 1.0;
|
|
target_layers.0 = target_layers.0.max(0.0);
|
|
} else if input.just_pressed(KeyCode::Digit4) {
|
|
target_layers.0 += 1.0;
|
|
} else {
|
|
return;
|
|
}
|
|
let layer_count = ops::exp2(target_layers.0);
|
|
let text_entity = *text;
|
|
*writer.text(text_entity, 2) = format!("Layers: {layer_count:.0}\n");
|
|
|
|
for (_, mat) in materials.iter_mut() {
|
|
mat.max_parallax_layer_count = layer_count;
|
|
}
|
|
}
|
|
|
|
fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
|
|
for (mut transform, spin) in query.iter_mut() {
|
|
transform.rotate_local_y(spin.speed * time.delta_secs());
|
|
transform.rotate_local_x(spin.speed * time.delta_secs());
|
|
transform.rotate_local_z(-spin.speed * time.delta_secs());
|
|
}
|
|
}
|
|
|
|
// Camera positions to cycle through when left-clicking.
|
|
const CAMERA_POSITIONS: &[Transform] = &[
|
|
Transform {
|
|
translation: Vec3::new(1.5, 1.5, 1.5),
|
|
rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
|
|
scale: Vec3::ONE,
|
|
},
|
|
Transform {
|
|
translation: Vec3::new(2.4, 0.0, 0.2),
|
|
rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
|
|
scale: Vec3::ONE,
|
|
},
|
|
Transform {
|
|
translation: Vec3::new(2.4, 2.6, -4.3),
|
|
rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
|
|
scale: Vec3::ONE,
|
|
},
|
|
Transform {
|
|
translation: Vec3::new(-1.0, 0.8, -1.2),
|
|
rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
|
|
scale: Vec3::ONE,
|
|
},
|
|
];
|
|
|
|
fn move_camera(
|
|
mut camera: Single<&mut Transform, With<CameraController>>,
|
|
mut current_view: Local<usize>,
|
|
button: Res<ButtonInput<MouseButton>>,
|
|
) {
|
|
if button.just_pressed(MouseButton::Left) {
|
|
*current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
|
|
}
|
|
let target = CAMERA_POSITIONS[*current_view];
|
|
camera.translation = camera.translation.lerp(target.translation, 0.2);
|
|
camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// The normal map. Note that to generate it in the GIMP image editor, you should
|
|
// open the depth map, and do Filters → Generic → Normal Map
|
|
// You should enable the "flip X" checkbox.
|
|
let normal_handle = asset_server.load_with_settings(
|
|
"textures/parallax_example/cube_normal.png",
|
|
// The normal map texture is in linear color space. Lighting won't look correct
|
|
// if `is_srgb` is `true`, which is the default.
|
|
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
|
|
);
|
|
|
|
// Camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
|
|
CameraController,
|
|
));
|
|
|
|
// light
|
|
commands
|
|
.spawn((
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(2.0, 1.0, -1.1),
|
|
))
|
|
.with_children(|commands| {
|
|
// represent the light source as a sphere
|
|
let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
|
|
commands.spawn((Mesh3d(mesh), MeshMaterial3d(materials.add(Color::WHITE))));
|
|
});
|
|
|
|
// Plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
// standard material derived from dark green, but
|
|
// with roughness and reflectance set.
|
|
perceptual_roughness: 0.45,
|
|
reflectance: 0.18,
|
|
..Color::srgb_u8(0, 80, 0).into()
|
|
})),
|
|
Transform::from_xyz(0.0, -1.0, 0.0),
|
|
));
|
|
|
|
let parallax_depth_scale = TargetDepth::default().0;
|
|
let max_parallax_layer_count = ops::exp2(TargetLayers::default().0);
|
|
let parallax_mapping_method = CurrentMethod::default();
|
|
let parallax_material = materials.add(StandardMaterial {
|
|
perceptual_roughness: 0.4,
|
|
base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
|
|
normal_map_texture: Some(normal_handle),
|
|
// The depth map is a grayscale texture where black is the highest level and
|
|
// white the lowest.
|
|
depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
|
|
parallax_depth_scale,
|
|
parallax_mapping_method: parallax_mapping_method.0,
|
|
max_parallax_layer_count,
|
|
..default()
|
|
});
|
|
commands.spawn((
|
|
Mesh3d(
|
|
meshes.add(
|
|
// NOTE: for normal maps and depth maps to work, the mesh
|
|
// needs tangents generated.
|
|
Mesh::from(Cuboid::default())
|
|
.with_generated_tangents()
|
|
.unwrap(),
|
|
),
|
|
),
|
|
MeshMaterial3d(parallax_material.clone()),
|
|
Spin { speed: 0.3 },
|
|
));
|
|
|
|
let background_cube = meshes.add(
|
|
Mesh::from(Cuboid::new(40.0, 40.0, 40.0))
|
|
.with_generated_tangents()
|
|
.unwrap(),
|
|
);
|
|
|
|
let background_cube_bundle = |translation| {
|
|
(
|
|
Mesh3d(background_cube.clone()),
|
|
MeshMaterial3d(parallax_material.clone()),
|
|
Transform::from_translation(translation),
|
|
Spin { speed: -0.1 },
|
|
)
|
|
};
|
|
commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
|
|
commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
|
|
commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
|
|
commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
|
|
|
|
// example instructions
|
|
commands
|
|
.spawn((
|
|
Text::default(),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
))
|
|
.with_children(|p| {
|
|
p.spawn(TextSpan(format!(
|
|
"Parallax depth scale: {parallax_depth_scale:.5}\n"
|
|
)));
|
|
p.spawn(TextSpan(format!("Layers: {max_parallax_layer_count:.0}\n")));
|
|
p.spawn(TextSpan(format!("{parallax_mapping_method}\n")));
|
|
p.spawn(TextSpan::new("\n\n"));
|
|
p.spawn(TextSpan::new("Controls:\n"));
|
|
p.spawn(TextSpan::new("Left click - Change view angle\n"));
|
|
p.spawn(TextSpan::new(
|
|
"1/2 - Decrease/Increase parallax depth scale\n",
|
|
));
|
|
p.spawn(TextSpan::new("3/4 - Decrease/Increase layer count\n"));
|
|
p.spawn(TextSpan::new("Space - Switch parallaxing algorithm\n"));
|
|
});
|
|
}
|