bevy/examples/3d/blend_modes.rs
Rob Parrett c66c2c7420
Omit font size where it closely matches the default in examples (#13952)
# Objective

In a few examples, we're specifying a font or font size that is the same
as the current default value. Might as well use the default. That'll be
one less thing to worry about if we ever need to change the default font
size. (wink)

In a few others, we were using a value of `25.0` and it didn't seem like
it was different for an important reason, so I switched to the default
there too.

(There are a bunch of examples that use non-default font sizes for
various reasons. Not trying address them all here.)
2024-06-20 21:01:28 +00:00

357 lines
10 KiB
Rust

//! This example showcases different blend modes.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:------------------------------------|
//! | `Up` / `Down` | Increase / Decrease Alpha |
//! | `Left` / `Right` | Rotate Camera |
//! | `H` | Toggle HDR |
//! | `Spacebar` | Toggle Unlit |
//! | `C` | Randomize Colors |
use bevy::{color::palettes::css::ORANGE, prelude::*};
use rand::random;
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, example_control_system);
// Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
// Since this example uses HDR, we must disable MSAA for WASM builds, at least
// until WebGPU is ready and no longer behind a feature flag in Web browsers.
#[cfg(target_arch = "wasm32")]
app.insert_resource(Msaa::Off);
app.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let base_color = Color::srgb(0.9, 0.2, 0.3);
let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
// Opaque
let opaque = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Opaque,
..default()
}),
transform: Transform::from_xyz(-4.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Blend
let blend = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Blend,
..default()
}),
transform: Transform::from_xyz(-2.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Premultiplied
let premultiplied = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Premultiplied,
..default()
}),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Add
let add = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Add,
..default()
}),
transform: Transform::from_xyz(2.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Multiply
let multiply = commands
.spawn((
PbrBundle {
mesh: icosphere_mesh,
material: materials.add(StandardMaterial {
base_color,
alpha_mode: AlphaMode::Multiply,
..default()
}),
transform: Transform::from_xyz(4.0, 0.0, 0.0),
..default()
},
ExampleControls {
unlit: true,
color: true,
},
))
.id();
// Chessboard Plane
let black_material = materials.add(Color::BLACK);
let white_material = materials.add(Color::WHITE);
let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
for x in -3..4 {
for z in -3..4 {
commands.spawn((
PbrBundle {
mesh: plane_mesh.clone(),
material: if (x + z) % 2 == 0 {
black_material.clone()
} else {
white_material.clone()
},
transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
..default()
},
ExampleControls {
unlit: false,
color: true,
},
));
}
}
// Light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Controls Text
// We need the full version of this font so we can use box drawing characters.
let font = asset_server.load("fonts/FiraMono-Medium.ttf");
let text_style = TextStyle {
font: font.clone(),
..default()
};
let label_text_style = TextStyle {
font,
color: ORANGE.into(),
..default()
};
commands.spawn(
TextBundle::from_section(
"Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors",
text_style.clone(),
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
commands.spawn((
TextBundle::from_section("", text_style).with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
right: Val::Px(12.0),
..default()
}),
ExampleDisplay,
));
let mut label = |entity: Entity, label: &str| {
commands
.spawn((
NodeBundle {
style: Style {
position_type: PositionType::Absolute,
..default()
},
..default()
},
ExampleLabel { entity },
))
.with_children(|parent| {
parent.spawn(
TextBundle::from_section(label, label_text_style.clone())
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::ZERO,
..default()
})
.with_no_wrap(),
);
});
};
label(opaque, "┌─ Opaque\n\n\n\n");
label(blend, "┌─ Blend\n\n\n");
label(premultiplied, "┌─ Premultiplied\n\n");
label(add, "┌─ Add\n");
label(multiply, "┌─ Multiply");
}
#[derive(Component)]
struct ExampleControls {
unlit: bool,
color: bool,
}
#[derive(Component)]
struct ExampleLabel {
entity: Entity,
}
struct ExampleState {
alpha: f32,
unlit: bool,
}
#[derive(Component)]
struct ExampleDisplay;
impl Default for ExampleState {
fn default() -> Self {
ExampleState {
alpha: 0.9,
unlit: false,
}
}
}
#[allow(clippy::too_many_arguments)]
fn example_control_system(
mut materials: ResMut<Assets<StandardMaterial>>,
controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
mut camera: Query<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
mut labels: Query<(&mut Style, &ExampleLabel)>,
mut display: Query<&mut Text, With<ExampleDisplay>>,
labelled: Query<&GlobalTransform>,
mut state: Local<ExampleState>,
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.pressed(KeyCode::ArrowUp) {
state.alpha = (state.alpha + time.delta_seconds()).min(1.0);
} else if input.pressed(KeyCode::ArrowDown) {
state.alpha = (state.alpha - time.delta_seconds()).max(0.0);
}
if input.just_pressed(KeyCode::Space) {
state.unlit = !state.unlit;
}
let randomize_colors = input.just_pressed(KeyCode::KeyC);
for (material_handle, controls) in &controllable {
let material = materials.get_mut(material_handle).unwrap();
if controls.color && randomize_colors {
material.base_color = Srgba {
red: random(),
green: random(),
blue: random(),
alpha: state.alpha,
}
.into();
} else {
material.base_color.set_alpha(state.alpha);
}
if controls.unlit {
material.unlit = state.unlit;
}
}
let (mut camera, mut camera_transform, camera_global_transform) = camera.single_mut();
if input.just_pressed(KeyCode::KeyH) {
camera.hdr = !camera.hdr;
}
let rotation = if input.pressed(KeyCode::ArrowLeft) {
time.delta_seconds()
} else if input.pressed(KeyCode::ArrowRight) {
-time.delta_seconds()
} else {
0.0
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
for (mut style, label) in &mut labels {
let world_position = labelled.get(label.entity).unwrap().translation() + Vec3::Y;
let viewport_position = camera
.world_to_viewport(camera_global_transform, world_position)
.unwrap();
style.top = Val::Px(viewport_position.y);
style.left = Val::Px(viewport_position.x);
}
let mut display = display.single_mut();
display.sections[0].value = format!(
" HDR: {}\nAlpha: {:.2}",
if camera.hdr { "ON " } else { "OFF" },
state.alpha
);
}