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https://github.com/bevyengine/bevy
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dd619a1087
# Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
357 lines
11 KiB
Rust
357 lines
11 KiB
Rust
//! This example shows how to place reflection probes in the scene.
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//!
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//! Press Space to switch between no reflections, environment map reflections
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//! (i.e. the skybox only, not the cubes), and a full reflection probe that
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//! reflects the skybox and the cubes. Press Enter to pause rotation.
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//!
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//! Reflection probes don't work on WebGL 2 or WebGPU.
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use bevy::core_pipeline::Skybox;
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use bevy::prelude::*;
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use std::fmt::{Display, Formatter, Result as FmtResult};
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// Rotation speed in radians per frame.
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const ROTATION_SPEED: f32 = 0.005;
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static STOP_ROTATION_HELP_TEXT: &str = "Press Enter to stop rotation";
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static START_ROTATION_HELP_TEXT: &str = "Press Enter to start rotation";
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static REFLECTION_MODE_HELP_TEXT: &str = "Press Space to switch reflection mode";
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// The mode the application is in.
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#[derive(Resource)]
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struct AppStatus {
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// Which environment maps the user has requested to display.
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reflection_mode: ReflectionMode,
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// Whether the user has requested the scene to rotate.
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rotating: bool,
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}
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// Which environment maps the user has requested to display.
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#[derive(Clone, Copy)]
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enum ReflectionMode {
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// No environment maps are shown.
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None = 0,
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// Only a world environment map is shown.
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EnvironmentMap = 1,
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// Both a world environment map and a reflection probe are present. The
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// reflection probe is shown in the sphere.
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ReflectionProbe = 2,
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}
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// The various reflection maps.
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#[derive(Resource)]
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struct Cubemaps {
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// The blurry diffuse cubemap. This is used for both the world environment
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// map and the reflection probe. (In reality you wouldn't do this, but this
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// reduces complexity of this example a bit.)
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diffuse: Handle<Image>,
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// The specular cubemap that reflects the world, but not the cubes.
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specular_environment_map: Handle<Image>,
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// The specular cubemap that reflects both the world and the cubes.
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specular_reflection_probe: Handle<Image>,
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// The skybox cubemap image. This is almost the same as
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// `specular_environment_map`.
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skybox: Handle<Image>,
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}
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fn main() {
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// Create the app.
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<AppStatus>()
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.init_resource::<Cubemaps>()
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.add_systems(Startup, setup)
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.add_systems(PreUpdate, add_environment_map_to_camera)
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.add_systems(Update, change_reflection_type)
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.add_systems(Update, toggle_rotation)
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.add_systems(
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Update,
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rotate_camera
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.after(toggle_rotation)
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.after(change_reflection_type),
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)
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.add_systems(Update, update_text.after(rotate_camera))
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.run();
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}
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// Spawns all the scene objects.
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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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app_status: Res<AppStatus>,
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cubemaps: Res<Cubemaps>,
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) {
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spawn_scene(&mut commands, &asset_server);
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spawn_camera(&mut commands);
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spawn_sphere(&mut commands, &mut meshes, &mut materials);
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spawn_reflection_probe(&mut commands, &cubemaps);
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spawn_text(&mut commands, &asset_server, &app_status);
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}
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// Spawns the cubes, light, and camera.
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fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/cubes/Cubes.glb#Scene0"),
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..SceneBundle::default()
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});
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}
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// Spawns the camera.
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fn spawn_camera(commands: &mut Commands) {
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commands.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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transform: Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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// Creates the sphere mesh and spawns it.
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fn spawn_sphere(
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commands: &mut Commands,
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meshes: &mut Assets<Mesh>,
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materials: &mut Assets<StandardMaterial>,
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) {
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// Create a sphere mesh.
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let sphere_mesh = meshes.add(Sphere::new(1.0).mesh().ico(7).unwrap());
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// Create a sphere.
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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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base_color: Color::hex("#ffd891").unwrap(),
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metallic: 1.0,
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perceptual_roughness: 0.0,
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..StandardMaterial::default()
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}),
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transform: Transform::default(),
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..PbrBundle::default()
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});
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}
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// Spawns the reflection probe.
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fn spawn_reflection_probe(commands: &mut Commands, cubemaps: &Cubemaps) {
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commands.spawn(ReflectionProbeBundle {
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spatial: SpatialBundle {
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// 2.0 because the sphere's radius is 1.0 and we want to fully enclose it.
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transform: Transform::from_scale(Vec3::splat(2.0)),
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..SpatialBundle::default()
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},
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light_probe: LightProbe,
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environment_map: EnvironmentMapLight {
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diffuse_map: cubemaps.diffuse.clone(),
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specular_map: cubemaps.specular_reflection_probe.clone(),
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intensity: 5000.0,
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},
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});
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}
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// Spawns the help text.
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fn spawn_text(commands: &mut Commands, asset_server: &AssetServer, app_status: &AppStatus) {
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// Create the text.
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commands.spawn(
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TextBundle {
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text: app_status.create_text(asset_server),
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..TextBundle::default()
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}
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: 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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);
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}
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// Adds a world environment map to the camera. This separate system is needed because the camera is
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// managed by the scene spawner, as it's part of the glTF file with the cubes, so we have to add
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// the environment map after the fact.
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fn add_environment_map_to_camera(
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mut commands: Commands,
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query: Query<Entity, Added<Camera3d>>,
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cubemaps: Res<Cubemaps>,
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) {
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for camera_entity in query.iter() {
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commands
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.entity(camera_entity)
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.insert(create_camera_environment_map_light(&cubemaps))
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.insert(Skybox {
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image: cubemaps.skybox.clone(),
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brightness: 5000.0,
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});
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}
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}
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// A system that handles switching between different reflection modes.
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fn change_reflection_type(
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mut commands: Commands,
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light_probe_query: Query<Entity, With<LightProbe>>,
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camera_query: Query<Entity, With<Camera3d>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut app_status: ResMut<AppStatus>,
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cubemaps: Res<Cubemaps>,
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) {
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// Only do anything if space was pressed.
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if !keyboard.just_pressed(KeyCode::Space) {
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return;
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}
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// Switch reflection mode.
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app_status.reflection_mode =
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ReflectionMode::try_from((app_status.reflection_mode as u32 + 1) % 3).unwrap();
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// Add or remove the light probe.
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for light_probe in light_probe_query.iter() {
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commands.entity(light_probe).despawn();
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}
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match app_status.reflection_mode {
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ReflectionMode::None | ReflectionMode::EnvironmentMap => {}
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ReflectionMode::ReflectionProbe => spawn_reflection_probe(&mut commands, &cubemaps),
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}
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// Add or remove the environment map from the camera.
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for camera in camera_query.iter() {
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match app_status.reflection_mode {
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ReflectionMode::None => {
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commands.entity(camera).remove::<EnvironmentMapLight>();
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}
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ReflectionMode::EnvironmentMap | ReflectionMode::ReflectionProbe => {
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commands
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.entity(camera)
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.insert(create_camera_environment_map_light(&cubemaps));
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}
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}
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}
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}
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// A system that handles enabling and disabling rotation.
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fn toggle_rotation(keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
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if keyboard.just_pressed(KeyCode::Enter) {
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app_status.rotating = !app_status.rotating;
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}
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}
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// A system that updates the help text.
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fn update_text(
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mut text_query: Query<&mut Text>,
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app_status: Res<AppStatus>,
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asset_server: Res<AssetServer>,
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) {
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for mut text in text_query.iter_mut() {
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*text = app_status.create_text(&asset_server);
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}
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}
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impl TryFrom<u32> for ReflectionMode {
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type Error = ();
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fn try_from(value: u32) -> Result<Self, Self::Error> {
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match value {
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0 => Ok(ReflectionMode::None),
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1 => Ok(ReflectionMode::EnvironmentMap),
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2 => Ok(ReflectionMode::ReflectionProbe),
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_ => Err(()),
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}
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}
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}
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impl Display for ReflectionMode {
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fn fmt(&self, formatter: &mut Formatter<'_>) -> FmtResult {
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let text = match *self {
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ReflectionMode::None => "No reflections",
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ReflectionMode::EnvironmentMap => "Environment map",
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ReflectionMode::ReflectionProbe => "Reflection probe",
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};
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formatter.write_str(text)
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}
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}
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impl AppStatus {
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// Constructs the help text at the bottom of the screen based on the
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// application status.
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fn create_text(&self, asset_server: &AssetServer) -> Text {
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let rotation_help_text = if self.rotating {
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STOP_ROTATION_HELP_TEXT
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} else {
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START_ROTATION_HELP_TEXT
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};
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Text::from_section(
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format!(
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"{}\n{}\n{}",
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self.reflection_mode, rotation_help_text, REFLECTION_MODE_HELP_TEXT
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),
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TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 24.0,
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color: Color::ANTIQUE_WHITE,
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},
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)
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}
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}
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// Creates the world environment map light, used as a fallback if no reflection
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// probe is applicable to a mesh.
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fn create_camera_environment_map_light(cubemaps: &Cubemaps) -> EnvironmentMapLight {
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EnvironmentMapLight {
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diffuse_map: cubemaps.diffuse.clone(),
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specular_map: cubemaps.specular_environment_map.clone(),
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intensity: 5000.0,
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}
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}
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// Rotates the camera a bit every frame.
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fn rotate_camera(
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mut camera_query: Query<&mut Transform, With<Camera3d>>,
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app_status: Res<AppStatus>,
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) {
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if !app_status.rotating {
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return;
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}
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for mut transform in camera_query.iter_mut() {
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transform.translation = Vec2::from_angle(ROTATION_SPEED)
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.rotate(transform.translation.xz())
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.extend(transform.translation.y)
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.xzy();
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transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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}
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// Loads the cubemaps from the assets directory.
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impl FromWorld for Cubemaps {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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// Just use the specular map for the skybox since it's not too blurry.
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// In reality you wouldn't do this--you'd use a real skybox texture--but
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// reusing the textures like this saves space in the Bevy repository.
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let specular_map = asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2");
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Cubemaps {
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diffuse: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_reflection_probe: asset_server
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.load("environment_maps/cubes_reflection_probe_specular_rgb9e5_zstd.ktx2"),
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specular_environment_map: specular_map.clone(),
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skybox: specular_map,
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}
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}
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}
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impl Default for AppStatus {
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fn default() -> Self {
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Self {
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reflection_mode: ReflectionMode::ReflectionProbe,
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rotating: true,
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}
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}
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}
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