mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
961b24deaf
This commit expands Bevy's existing tonemapping feature to a complete set of filmic color grading tools, matching those of engines like Unity, Unreal, and Godot. The following features are supported: * White point adjustment. This is inspired by Unity's implementation of the feature, but simplified and optimized. *Temperature* and *tint* control the adjustments to the *x* and *y* chromaticity values of [CIE 1931]. Following Unity, the adjustments are made relative to the [D65 standard illuminant] in the [LMS color space]. * Hue rotation. This simply converts the RGB value to [HSV], alters the hue, and converts back. * Color correction. This allows the *gamma*, *gain*, and *lift* values to be adjusted according to the standard [ASC CDL combined function]. * Separate color correction for shadows, midtones, and highlights. Blender's source code was used as a reference for the implementation of this. The midtone ranges can be adjusted by the user. To avoid abrupt color changes, a small crossfade is used between the different sections of the image, again following Blender's formulas. A new example, `color_grading`, has been added, offering a GUI to change all the color grading settings. It uses the same test scene as the existing `tonemapping` example, which has been factored out into a shared glTF scene. [CIE 1931]: https://en.wikipedia.org/wiki/CIE_1931_color_space [D65 standard illuminant]: https://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D [LMS color space]: https://en.wikipedia.org/wiki/LMS_color_space [HSV]: https://en.wikipedia.org/wiki/HSL_and_HSV [ASC CDL combined function]: https://en.wikipedia.org/wiki/ASC_CDL#Combined_Function ## Changelog ### Added * Many new filmic color grading options have been added to the `ColorGrading` component. ## Migration Guide * `ColorGrading::gamma` and `ColorGrading::pre_saturation` are now set separately for the `shadows`, `midtones`, and `highlights` sections. You can migrate code with the `ColorGrading::all_sections` and `ColorGrading::all_sections_mut` functions, which access and/or update all sections at once. * `ColorGrading::post_saturation` and `ColorGrading::exposure` are now fields of `ColorGrading::global`. ## Screenshots ![Screenshot 2024-04-27 143144](https://github.com/bevyengine/bevy/assets/157897/c1de5894-917d-4101-b5c9-e644d141a941) ![Screenshot 2024-04-27 143216](https://github.com/bevyengine/bevy/assets/157897/da393c8a-d747-42f5-b47c-6465044c788d)
659 lines
21 KiB
Rust
659 lines
21 KiB
Rust
//! This example showcases light transmission
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:-------------------|:-----------------------------------------------------|
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//! | `J`/`K`/`L`/`;` | Change Screen Space Transmission Quality |
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//! | `O` / `P` | Decrease / Increase Screen Space Transmission Steps |
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//! | `1` / `2` | Decrease / Increase Diffuse Transmission |
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//! | `Q` / `W` | Decrease / Increase Specular Transmission |
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//! | `A` / `S` | Decrease / Increase Thickness |
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//! | `Z` / `X` | Decrease / Increase IOR |
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//! | `E` / `R` | Decrease / Increase Perceptual Roughness |
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//! | `U` / `I` | Decrease / Increase Reflectance |
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//! | Arrow Keys | Control Camera |
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//! | `C` | Randomize Colors |
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//! | `H` | Toggle HDR + Bloom |
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//! | `D` | Toggle Depth Prepass |
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//! | `T` | Toggle TAA |
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::*,
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core_pipeline::{
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bloom::BloomSettings, core_3d::ScreenSpaceTransmissionQuality, prepass::DepthPrepass,
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tonemapping::Tonemapping,
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},
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pbr::{NotShadowCaster, PointLightShadowMap, TransmittedShadowReceiver},
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prelude::*,
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render::{
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camera::{Exposure, TemporalJitter},
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view::{ColorGrading, ColorGradingGlobal},
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},
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};
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#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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use bevy::core_pipeline::experimental::taa::{
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TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
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};
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use rand::random;
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.insert_resource(ClearColor(Color::BLACK))
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.insert_resource(PointLightShadowMap { size: 2048 })
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.insert_resource(AmbientLight {
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brightness: 0.0,
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..default()
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})
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.add_systems(Startup, setup)
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.add_systems(Update, (example_control_system, flicker_system));
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// *Note:* TAA is not _required_ for specular transmission, but
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// it _greatly enhances_ the look of the resulting blur effects.
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// Sadly, it's not available under WebGL.
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#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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app.insert_resource(Msaa::Off)
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.add_plugins(TemporalAntiAliasPlugin);
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app.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 icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
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let cube_mesh = meshes.add(Cuboid::new(0.7, 0.7, 0.7));
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let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
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let cylinder_mesh = meshes.add(Cylinder::new(0.5, 2.0).mesh().resolution(50));
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// Cube #1
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commands.spawn((
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PbrBundle {
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mesh: cube_mesh.clone(),
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material: materials.add(StandardMaterial::default()),
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transform: Transform::from_xyz(0.25, 0.5, -2.0).with_rotation(Quat::from_euler(
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EulerRot::XYZ,
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1.4,
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3.7,
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21.3,
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)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: false,
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diffuse_transmission: false,
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},
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));
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// Cube #2
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commands.spawn((
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PbrBundle {
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mesh: cube_mesh,
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material: materials.add(StandardMaterial::default()),
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transform: Transform::from_xyz(-0.75, 0.7, -2.0).with_rotation(Quat::from_euler(
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EulerRot::XYZ,
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0.4,
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2.3,
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4.7,
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)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: false,
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diffuse_transmission: false,
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},
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));
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// Candle
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commands.spawn((
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PbrBundle {
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mesh: cylinder_mesh,
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material: materials.add(StandardMaterial {
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base_color: Color::srgb(0.9, 0.2, 0.3),
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diffuse_transmission: 0.7,
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perceptual_roughness: 0.32,
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thickness: 0.2,
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..default()
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}),
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transform: Transform::from_xyz(-1.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: false,
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diffuse_transmission: true,
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},
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));
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// Candle Flame
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let scaled_white = LinearRgba::from(ANTIQUE_WHITE) * 80.;
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let scaled_orange = LinearRgba::from(ORANGE_RED) * 16.;
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let emissive = LinearRgba {
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red: scaled_white.red + scaled_orange.red,
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green: scaled_white.green + scaled_orange.green,
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blue: scaled_white.blue + scaled_orange.blue,
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alpha: 1.0,
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}
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.into();
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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emissive,
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diffuse_transmission: 1.0,
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..default()
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}),
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transform: Transform::from_xyz(-1.0, 1.15, 0.0).with_scale(Vec3::new(0.1, 0.2, 0.1)),
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..default()
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},
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Flicker,
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NotShadowCaster,
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));
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// Glass Sphere
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color: Color::WHITE,
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specular_transmission: 0.9,
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diffuse_transmission: 1.0,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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..default()
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}),
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transform: Transform::from_xyz(1.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: true,
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diffuse_transmission: false,
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},
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));
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// R Sphere
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color: RED.into(),
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specular_transmission: 0.9,
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diffuse_transmission: 1.0,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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..default()
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}),
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transform: Transform::from_xyz(1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: true,
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diffuse_transmission: false,
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},
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));
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// G Sphere
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color: LIME.into(),
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specular_transmission: 0.9,
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diffuse_transmission: 1.0,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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..default()
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}),
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transform: Transform::from_xyz(0.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: true,
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diffuse_transmission: false,
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},
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));
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// B Sphere
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh,
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material: materials.add(StandardMaterial {
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base_color: BLUE.into(),
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specular_transmission: 0.9,
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diffuse_transmission: 1.0,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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..default()
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}),
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transform: Transform::from_xyz(-1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: true,
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diffuse_transmission: false,
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},
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));
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// Chessboard Plane
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let black_material = materials.add(StandardMaterial {
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base_color: Color::BLACK,
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reflectance: 0.3,
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perceptual_roughness: 0.8,
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..default()
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});
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let white_material = materials.add(StandardMaterial {
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base_color: Color::WHITE,
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reflectance: 0.3,
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perceptual_roughness: 0.8,
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..default()
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});
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for x in -3..4 {
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for z in -3..4 {
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commands.spawn((
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PbrBundle {
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mesh: plane_mesh.clone(),
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material: if (x + z) % 2 == 0 {
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black_material.clone()
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} else {
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white_material.clone()
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},
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transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: false,
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diffuse_transmission: false,
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},
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));
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}
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}
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// Paper
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commands.spawn((
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PbrBundle {
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mesh: plane_mesh,
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material: materials.add(StandardMaterial {
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base_color: Color::WHITE,
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diffuse_transmission: 0.6,
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perceptual_roughness: 0.8,
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reflectance: 1.0,
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double_sided: true,
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cull_mode: None,
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.5, -3.0)
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.with_scale(Vec3::new(2.0, 1.0, 1.0))
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.with_rotation(Quat::from_euler(EulerRot::XYZ, PI / 2.0, 0.0, 0.0)),
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..default()
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},
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TransmittedShadowReceiver,
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ExampleControls {
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specular_transmission: false,
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color: false,
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diffuse_transmission: true,
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},
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));
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// Candle Light
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commands.spawn((
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PointLightBundle {
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transform: Transform::from_xyz(-1.0, 1.7, 0.0),
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point_light: PointLight {
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color: Color::from(
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LinearRgba::from(ANTIQUE_WHITE).mix(&LinearRgba::from(ORANGE_RED), 0.2),
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),
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intensity: 4_000.0,
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radius: 0.2,
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range: 5.0,
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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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Flicker,
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));
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// Camera
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commands.spawn((
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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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transform: Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
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color_grading: ColorGrading {
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global: ColorGradingGlobal {
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post_saturation: 1.2,
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..default()
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},
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..default()
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},
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tonemapping: Tonemapping::TonyMcMapface,
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exposure: Exposure { ev100: 6.0 },
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..default()
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},
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#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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TemporalAntiAliasBundle::default(),
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EnvironmentMapLight {
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intensity: 25.0,
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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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},
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BloomSettings::default(),
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));
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// Controls Text
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let text_style = TextStyle {
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font_size: 18.0,
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..default()
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};
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commands.spawn((
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TextBundle::from_section("", text_style).with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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ExampleDisplay,
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));
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}
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#[derive(Component)]
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struct Flicker;
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#[derive(Component)]
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struct ExampleControls {
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diffuse_transmission: bool,
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specular_transmission: bool,
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color: bool,
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}
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struct ExampleState {
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diffuse_transmission: f32,
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specular_transmission: f32,
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thickness: f32,
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ior: f32,
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perceptual_roughness: f32,
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reflectance: f32,
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auto_camera: bool,
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}
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#[derive(Component)]
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struct ExampleDisplay;
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impl Default for ExampleState {
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fn default() -> Self {
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ExampleState {
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diffuse_transmission: 0.5,
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specular_transmission: 0.9,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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reflectance: 0.5,
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auto_camera: true,
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}
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn example_control_system(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
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mut camera: Query<
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(
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Entity,
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&mut Camera,
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&mut Camera3d,
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&mut Transform,
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Option<&DepthPrepass>,
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Option<&TemporalJitter>,
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),
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With<Camera3d>,
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>,
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mut display: Query<&mut Text, With<ExampleDisplay>>,
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mut state: Local<ExampleState>,
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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if input.pressed(KeyCode::Digit2) {
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state.diffuse_transmission = (state.diffuse_transmission + time.delta_seconds()).min(1.0);
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} else if input.pressed(KeyCode::Digit1) {
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state.diffuse_transmission = (state.diffuse_transmission - time.delta_seconds()).max(0.0);
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}
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if input.pressed(KeyCode::KeyW) {
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state.specular_transmission = (state.specular_transmission + time.delta_seconds()).min(1.0);
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} else if input.pressed(KeyCode::KeyQ) {
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state.specular_transmission = (state.specular_transmission - time.delta_seconds()).max(0.0);
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}
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if input.pressed(KeyCode::KeyS) {
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state.thickness = (state.thickness + time.delta_seconds()).min(5.0);
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} else if input.pressed(KeyCode::KeyA) {
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state.thickness = (state.thickness - time.delta_seconds()).max(0.0);
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}
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if input.pressed(KeyCode::KeyX) {
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state.ior = (state.ior + time.delta_seconds()).min(3.0);
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} else if input.pressed(KeyCode::KeyZ) {
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state.ior = (state.ior - time.delta_seconds()).max(1.0);
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}
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if input.pressed(KeyCode::KeyI) {
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state.reflectance = (state.reflectance + time.delta_seconds()).min(1.0);
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} else if input.pressed(KeyCode::KeyU) {
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state.reflectance = (state.reflectance - time.delta_seconds()).max(0.0);
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}
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if input.pressed(KeyCode::KeyR) {
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state.perceptual_roughness = (state.perceptual_roughness + time.delta_seconds()).min(1.0);
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} else if input.pressed(KeyCode::KeyE) {
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state.perceptual_roughness = (state.perceptual_roughness - time.delta_seconds()).max(0.0);
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}
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let randomize_colors = input.just_pressed(KeyCode::KeyC);
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for (material_handle, controls) in &controllable {
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let material = materials.get_mut(material_handle).unwrap();
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if controls.specular_transmission {
|
|
material.specular_transmission = state.specular_transmission;
|
|
material.thickness = state.thickness;
|
|
material.ior = state.ior;
|
|
material.perceptual_roughness = state.perceptual_roughness;
|
|
material.reflectance = state.reflectance;
|
|
}
|
|
|
|
if controls.diffuse_transmission {
|
|
material.diffuse_transmission = state.diffuse_transmission;
|
|
}
|
|
|
|
if controls.color && randomize_colors {
|
|
material.base_color =
|
|
Color::srgba(random(), random(), random(), material.base_color.alpha());
|
|
}
|
|
}
|
|
|
|
let (
|
|
camera_entity,
|
|
mut camera,
|
|
mut camera_3d,
|
|
mut camera_transform,
|
|
depth_prepass,
|
|
temporal_jitter,
|
|
) = camera.single_mut();
|
|
|
|
if input.just_pressed(KeyCode::KeyH) {
|
|
camera.hdr = !camera.hdr;
|
|
}
|
|
|
|
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
|
|
if input.just_pressed(KeyCode::KeyD) {
|
|
if depth_prepass.is_none() {
|
|
commands.entity(camera_entity).insert(DepthPrepass);
|
|
} else {
|
|
commands.entity(camera_entity).remove::<DepthPrepass>();
|
|
}
|
|
}
|
|
|
|
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
|
|
if input.just_pressed(KeyCode::KeyT) {
|
|
if temporal_jitter.is_none() {
|
|
commands.entity(camera_entity).insert((
|
|
TemporalJitter::default(),
|
|
TemporalAntiAliasSettings::default(),
|
|
));
|
|
} else {
|
|
commands
|
|
.entity(camera_entity)
|
|
.remove::<(TemporalJitter, TemporalAntiAliasSettings)>();
|
|
}
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyO) && camera_3d.screen_space_specular_transmission_steps > 0 {
|
|
camera_3d.screen_space_specular_transmission_steps -= 1;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyP) && camera_3d.screen_space_specular_transmission_steps < 4 {
|
|
camera_3d.screen_space_specular_transmission_steps += 1;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyJ) {
|
|
camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::Low;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyK) {
|
|
camera_3d.screen_space_specular_transmission_quality =
|
|
ScreenSpaceTransmissionQuality::Medium;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyL) {
|
|
camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::High;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::Semicolon) {
|
|
camera_3d.screen_space_specular_transmission_quality =
|
|
ScreenSpaceTransmissionQuality::Ultra;
|
|
}
|
|
|
|
let rotation = if input.pressed(KeyCode::ArrowRight) {
|
|
state.auto_camera = false;
|
|
time.delta_seconds()
|
|
} else if input.pressed(KeyCode::ArrowLeft) {
|
|
state.auto_camera = false;
|
|
-time.delta_seconds()
|
|
} else if state.auto_camera {
|
|
time.delta_seconds() * 0.25
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
let distance_change =
|
|
if input.pressed(KeyCode::ArrowDown) && camera_transform.translation.length() < 25.0 {
|
|
time.delta_seconds()
|
|
} else if input.pressed(KeyCode::ArrowUp) && camera_transform.translation.length() > 2.0 {
|
|
-time.delta_seconds()
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
camera_transform.translation *= distance_change.exp();
|
|
|
|
camera_transform.rotate_around(
|
|
Vec3::ZERO,
|
|
Quat::from_euler(EulerRot::XYZ, 0.0, rotation, 0.0),
|
|
);
|
|
|
|
let mut display = display.single_mut();
|
|
display.sections[0].value = format!(
|
|
concat!(
|
|
" J / K / L / ; Screen Space Specular Transmissive Quality: {:?}\n",
|
|
" O / P Screen Space Specular Transmissive Steps: {}\n",
|
|
" 1 / 2 Diffuse Transmission: {:.2}\n",
|
|
" Q / W Specular Transmission: {:.2}\n",
|
|
" A / S Thickness: {:.2}\n",
|
|
" Z / X IOR: {:.2}\n",
|
|
" E / R Perceptual Roughness: {:.2}\n",
|
|
" U / I Reflectance: {:.2}\n",
|
|
" Arrow Keys Control Camera\n",
|
|
" C Randomize Colors\n",
|
|
" H HDR + Bloom: {}\n",
|
|
" D Depth Prepass: {}\n",
|
|
" T TAA: {}\n",
|
|
),
|
|
camera_3d.screen_space_specular_transmission_quality,
|
|
camera_3d.screen_space_specular_transmission_steps,
|
|
state.diffuse_transmission,
|
|
state.specular_transmission,
|
|
state.thickness,
|
|
state.ior,
|
|
state.perceptual_roughness,
|
|
state.reflectance,
|
|
if camera.hdr { "ON " } else { "OFF" },
|
|
if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
|
|
if depth_prepass.is_some() {
|
|
"ON "
|
|
} else {
|
|
"OFF"
|
|
}
|
|
} else {
|
|
"N/A (WebGL)"
|
|
},
|
|
if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
|
|
if temporal_jitter.is_some() {
|
|
if depth_prepass.is_some() {
|
|
"ON "
|
|
} else {
|
|
"N/A (Needs Depth Prepass)"
|
|
}
|
|
} else {
|
|
"OFF"
|
|
}
|
|
} else {
|
|
"N/A (WebGL)"
|
|
},
|
|
);
|
|
}
|
|
|
|
fn flicker_system(
|
|
mut flame: Query<&mut Transform, (With<Flicker>, With<Handle<Mesh>>)>,
|
|
mut light: Query<(&mut PointLight, &mut Transform), (With<Flicker>, Without<Handle<Mesh>>)>,
|
|
time: Res<Time>,
|
|
) {
|
|
let s = time.elapsed_seconds();
|
|
let a = (s * 6.0).cos() * 0.0125 + (s * 4.0).cos() * 0.025;
|
|
let b = (s * 5.0).cos() * 0.0125 + (s * 3.0).cos() * 0.025;
|
|
let c = (s * 7.0).cos() * 0.0125 + (s * 2.0).cos() * 0.025;
|
|
let (mut light, mut light_transform) = light.single_mut();
|
|
let mut flame_transform = flame.single_mut();
|
|
light.intensity = 4_000.0 + 3000.0 * (a + b + c);
|
|
flame_transform.translation = Vec3::new(-1.0, 1.23, 0.0);
|
|
flame_transform.look_at(Vec3::new(-1.0 - c, 1.7 - b, 0.0 - a), Vec3::X);
|
|
flame_transform.rotate(Quat::from_euler(EulerRot::XYZ, 0.0, 0.0, PI / 2.0));
|
|
light_transform.translation = Vec3::new(-1.0 - c, 1.7, 0.0 - a);
|
|
flame_transform.translation = Vec3::new(-1.0 - c, 1.23, 0.0 - a);
|
|
}
|