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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
632 lines
20 KiB
Rust
632 lines
20 KiB
Rust
//! This example shows how irradiance volumes affect the indirect lighting of
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//! objects in a scene.
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//!
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//! The controls are as follows:
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//!
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//! * Space toggles the irradiance volume on and off.
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//!
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//! * Enter toggles the camera rotation on and off.
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//!
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//! * Tab switches the object between a plain sphere and a running fox.
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//!
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//! * Backspace shows and hides the voxel cubes.
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//!
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//! * Clicking anywhere moves the object.
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use bevy::{
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color::palettes::css::*,
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core_pipeline::Skybox,
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math::{uvec3, vec3},
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pbr::{
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irradiance_volume::IrradianceVolume, ExtendedMaterial, MaterialExtension, NotShadowCaster,
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},
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prelude::*,
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render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
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window::PrimaryWindow,
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/irradiance_volume_voxel_visualization.wgsl";
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// Rotation speed in radians per frame.
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const ROTATION_SPEED: f32 = 0.2;
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const FOX_SCALE: f32 = 0.05;
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const SPHERE_SCALE: f32 = 2.0;
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const IRRADIANCE_VOLUME_INTENSITY: f32 = 1800.0;
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const AMBIENT_LIGHT_BRIGHTNESS: f32 = 0.06;
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const VOXEL_CUBE_SCALE: f32 = 0.4;
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static DISABLE_IRRADIANCE_VOLUME_HELP_TEXT: &str = "Space: Disable the irradiance volume";
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static ENABLE_IRRADIANCE_VOLUME_HELP_TEXT: &str = "Space: Enable the irradiance volume";
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static HIDE_VOXELS_HELP_TEXT: &str = "Backspace: Hide the voxels";
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static SHOW_VOXELS_HELP_TEXT: &str = "Backspace: Show the voxels";
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static STOP_ROTATION_HELP_TEXT: &str = "Enter: Stop rotation";
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static START_ROTATION_HELP_TEXT: &str = "Enter: Start rotation";
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static SWITCH_TO_FOX_HELP_TEXT: &str = "Tab: Switch to a skinned mesh";
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static SWITCH_TO_SPHERE_HELP_TEXT: &str = "Tab: Switch to a plain sphere mesh";
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static CLICK_TO_MOVE_HELP_TEXT: &str = "Left click: Move the object";
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static GIZMO_COLOR: Color = Color::Srgba(YELLOW);
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static VOXEL_FROM_WORLD: Mat4 = Mat4::from_cols_array_2d(&[
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[-42.317566, 0.0, 0.0, 0.0],
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[0.0, 0.0, 44.601563, 0.0],
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[0.0, 16.73776, 0.0, 0.0],
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[0.0, 6.544792, 0.0, 1.0],
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]);
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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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// Whether the user wants the irradiance volume to be applied.
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irradiance_volume_present: bool,
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// Whether the user wants the unskinned sphere mesh or the skinned fox mesh.
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model: ExampleModel,
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// Whether the user has requested the scene to rotate.
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rotating: bool,
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// Whether the user has requested the voxels to be displayed.
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voxels_visible: bool,
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}
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// Which model the user wants to display.
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#[derive(Clone, Copy, PartialEq)]
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enum ExampleModel {
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// The plain sphere.
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Sphere,
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// The fox, which is skinned.
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Fox,
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}
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// Handles to all the assets used in this example.
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#[derive(Resource)]
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struct ExampleAssets {
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// The glTF scene containing the colored floor.
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main_scene: Handle<Scene>,
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// The 3D texture containing the irradiance volume.
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irradiance_volume: Handle<Image>,
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// The plain sphere mesh.
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main_sphere: Handle<Mesh>,
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// The material used for the sphere.
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main_sphere_material: Handle<StandardMaterial>,
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// The glTF scene containing the animated fox.
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fox: Handle<Scene>,
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// The graph containing the animation that the fox will play.
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fox_animation_graph: Handle<AnimationGraph>,
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// The node within the animation graph containing the animation.
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fox_animation_node: AnimationNodeIndex,
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// The voxel cube mesh.
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voxel_cube: Handle<Mesh>,
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// The skybox.
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skybox: Handle<Image>,
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}
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// The sphere and fox both have this component.
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#[derive(Component)]
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struct MainObject;
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// Marks each of the voxel cubes.
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#[derive(Component)]
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struct VoxelCube;
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// Marks the voxel cube parent object.
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#[derive(Component)]
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struct VoxelCubeParent;
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type VoxelVisualizationMaterial = ExtendedMaterial<StandardMaterial, VoxelVisualizationExtension>;
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct VoxelVisualizationExtension {
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#[uniform(100)]
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irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo,
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}
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#[derive(ShaderType, Debug, Clone)]
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struct VoxelVisualizationIrradianceVolumeInfo {
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world_from_voxel: Mat4,
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voxel_from_world: Mat4,
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resolution: UVec3,
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intensity: f32,
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}
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fn main() {
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// Create the example app.
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Irradiance Volumes Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(MaterialPlugin::<VoxelVisualizationMaterial>::default())
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.init_resource::<AppStatus>()
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.init_resource::<ExampleAssets>()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.0,
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})
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.add_systems(Startup, setup)
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.add_systems(PreUpdate, create_cubes)
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.add_systems(Update, rotate_camera)
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.add_systems(Update, play_animations)
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.add_systems(
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Update,
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handle_mouse_clicks
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.after(rotate_camera)
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.after(play_animations),
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)
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.add_systems(
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Update,
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change_main_object
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.after(rotate_camera)
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.after(play_animations),
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)
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.add_systems(
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Update,
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toggle_irradiance_volumes
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.after(rotate_camera)
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.after(play_animations),
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)
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.add_systems(
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Update,
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toggle_voxel_visibility
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.after(rotate_camera)
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.after(play_animations),
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)
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.add_systems(
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Update,
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toggle_rotation.after(rotate_camera).after(play_animations),
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)
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.add_systems(
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Update,
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draw_gizmo
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.after(handle_mouse_clicks)
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.after(change_main_object)
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.after(toggle_irradiance_volumes)
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.after(toggle_voxel_visibility)
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.after(toggle_rotation),
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)
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.add_systems(
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Update,
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update_text
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.after(handle_mouse_clicks)
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.after(change_main_object)
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.after(toggle_irradiance_volumes)
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.after(toggle_voxel_visibility)
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.after(toggle_rotation),
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)
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.run();
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}
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// Spawns all the scene objects.
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fn setup(mut commands: Commands, assets: Res<ExampleAssets>, app_status: Res<AppStatus>) {
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spawn_main_scene(&mut commands, &assets);
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spawn_camera(&mut commands, &assets);
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spawn_irradiance_volume(&mut commands, &assets);
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spawn_light(&mut commands);
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spawn_sphere(&mut commands, &assets);
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spawn_voxel_cube_parent(&mut commands);
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spawn_fox(&mut commands, &assets);
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spawn_text(&mut commands, &app_status);
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}
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fn spawn_main_scene(commands: &mut Commands, assets: &ExampleAssets) {
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commands.spawn(SceneRoot(assets.main_scene.clone()));
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}
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fn spawn_camera(commands: &mut Commands, assets: &ExampleAssets) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y),
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Skybox {
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image: assets.skybox.clone(),
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brightness: 150.0,
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..default()
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},
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));
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}
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fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {
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commands.spawn((
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Transform::from_matrix(VOXEL_FROM_WORLD),
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IrradianceVolume {
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voxels: assets.irradiance_volume.clone(),
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intensity: IRRADIANCE_VOLUME_INTENSITY,
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},
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LightProbe,
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));
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}
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fn spawn_light(commands: &mut Commands) {
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commands.spawn((
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PointLight {
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intensity: 250000.0,
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0762, 5.9039, 1.0055),
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));
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}
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fn spawn_sphere(commands: &mut Commands, assets: &ExampleAssets) {
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commands
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.spawn((
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Mesh3d(assets.main_sphere.clone()),
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MeshMaterial3d(assets.main_sphere_material.clone()),
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Transform::from_xyz(0.0, SPHERE_SCALE, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
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))
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.insert(MainObject);
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}
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fn spawn_voxel_cube_parent(commands: &mut Commands) {
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commands.spawn((Visibility::Hidden, Transform::default(), VoxelCubeParent));
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}
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fn spawn_fox(commands: &mut Commands, assets: &ExampleAssets) {
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commands.spawn((
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SceneRoot(assets.fox.clone()),
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Visibility::Hidden,
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Transform::from_scale(Vec3::splat(FOX_SCALE)),
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MainObject,
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));
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}
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fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
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commands.spawn((
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app_status.create_text(),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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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(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
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for mut text in text_query.iter_mut() {
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*text = app_status.create_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) -> Text {
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let irradiance_volume_help_text = if self.irradiance_volume_present {
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DISABLE_IRRADIANCE_VOLUME_HELP_TEXT
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} else {
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ENABLE_IRRADIANCE_VOLUME_HELP_TEXT
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};
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let voxels_help_text = if self.voxels_visible {
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HIDE_VOXELS_HELP_TEXT
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} else {
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SHOW_VOXELS_HELP_TEXT
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};
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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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let switch_mesh_help_text = match self.model {
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ExampleModel::Sphere => SWITCH_TO_FOX_HELP_TEXT,
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ExampleModel::Fox => SWITCH_TO_SPHERE_HELP_TEXT,
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};
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format!(
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"{CLICK_TO_MOVE_HELP_TEXT}\n\
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{voxels_help_text}\n\
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{irradiance_volume_help_text}\n\
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{rotation_help_text}\n\
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{switch_mesh_help_text}"
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)
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.into()
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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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time: Res<Time>,
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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 * time.delta_secs())
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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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// Toggles between the unskinned sphere model and the skinned fox model if the
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// user requests it.
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fn change_main_object(
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keyboard: Res<ButtonInput<KeyCode>>,
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mut app_status: ResMut<AppStatus>,
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mut sphere_query: Query<&mut Visibility, (With<MainObject>, With<Mesh3d>, Without<SceneRoot>)>,
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mut fox_query: Query<&mut Visibility, (With<MainObject>, With<SceneRoot>)>,
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) {
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if !keyboard.just_pressed(KeyCode::Tab) {
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return;
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}
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let Some(mut sphere_visibility) = sphere_query.iter_mut().next() else {
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return;
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};
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let Some(mut fox_visibility) = fox_query.iter_mut().next() else {
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return;
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};
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match app_status.model {
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ExampleModel::Sphere => {
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*sphere_visibility = Visibility::Hidden;
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*fox_visibility = Visibility::Visible;
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app_status.model = ExampleModel::Fox;
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}
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ExampleModel::Fox => {
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*sphere_visibility = Visibility::Visible;
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*fox_visibility = Visibility::Hidden;
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app_status.model = ExampleModel::Sphere;
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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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irradiance_volume_present: true,
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rotating: true,
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model: ExampleModel::Sphere,
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voxels_visible: false,
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}
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}
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}
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// Turns on and off the irradiance volume as requested by the user.
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fn toggle_irradiance_volumes(
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mut commands: Commands,
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keyboard: Res<ButtonInput<KeyCode>>,
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light_probe_query: Query<Entity, With<LightProbe>>,
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mut app_status: ResMut<AppStatus>,
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assets: Res<ExampleAssets>,
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mut ambient_light: ResMut<AmbientLight>,
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) {
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if !keyboard.just_pressed(KeyCode::Space) {
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return;
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};
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let Some(light_probe) = light_probe_query.iter().next() else {
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return;
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};
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if app_status.irradiance_volume_present {
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commands.entity(light_probe).remove::<IrradianceVolume>();
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ambient_light.brightness = AMBIENT_LIGHT_BRIGHTNESS * IRRADIANCE_VOLUME_INTENSITY;
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app_status.irradiance_volume_present = false;
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} else {
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commands.entity(light_probe).insert(IrradianceVolume {
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voxels: assets.irradiance_volume.clone(),
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intensity: IRRADIANCE_VOLUME_INTENSITY,
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});
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ambient_light.brightness = 0.0;
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app_status.irradiance_volume_present = true;
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}
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}
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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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// Handles clicks on the plane that reposition the object.
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fn handle_mouse_clicks(
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buttons: Res<ButtonInput<MouseButton>>,
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windows: Query<&Window, With<PrimaryWindow>>,
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cameras: Query<(&Camera, &GlobalTransform)>,
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mut main_objects: Query<&mut Transform, With<MainObject>>,
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) {
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if !buttons.pressed(MouseButton::Left) {
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return;
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}
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let Some(mouse_position) = windows.iter().next().and_then(Window::cursor_position) else {
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return;
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};
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let Some((camera, camera_transform)) = cameras.iter().next() else {
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return;
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};
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// Figure out where the user clicked on the plane.
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let Ok(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
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return;
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};
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let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, InfinitePlane3d::new(Vec3::Y)) else {
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return;
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};
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let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;
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// Move all the main objeccts.
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for mut transform in main_objects.iter_mut() {
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transform.translation = vec3(
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plane_intersection.x,
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transform.translation.y,
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plane_intersection.z,
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);
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}
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}
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impl FromWorld for ExampleAssets {
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fn from_world(world: &mut World) -> Self {
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let fox_animation =
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world.load_asset(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb"));
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let (fox_animation_graph, fox_animation_node) =
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AnimationGraph::from_clip(fox_animation.clone());
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ExampleAssets {
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main_sphere: world.add_asset(Sphere::default().mesh().uv(32, 18)),
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fox: world.load_asset(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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main_sphere_material: world.add_asset(Color::from(SILVER)),
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main_scene: world.load_asset(
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GltfAssetLabel::Scene(0)
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.from_asset("models/IrradianceVolumeExample/IrradianceVolumeExample.glb"),
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),
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irradiance_volume: world.load_asset("irradiance_volumes/Example.vxgi.ktx2"),
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fox_animation_graph: world.add_asset(fox_animation_graph),
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fox_animation_node,
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voxel_cube: world.add_asset(Cuboid::default()),
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// Just use a 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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skybox: world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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}
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}
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}
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// Plays the animation on the fox.
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fn play_animations(
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mut commands: Commands,
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assets: Res<ExampleAssets>,
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mut players: Query<(Entity, &mut AnimationPlayer), Without<AnimationGraphHandle>>,
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) {
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for (entity, mut player) in players.iter_mut() {
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commands
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.entity(entity)
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.insert(AnimationGraphHandle(assets.fox_animation_graph.clone()));
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player.play(assets.fox_animation_node).repeat();
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}
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}
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fn create_cubes(
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image_assets: Res<Assets<Image>>,
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mut commands: Commands,
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irradiance_volumes: Query<(&IrradianceVolume, &GlobalTransform)>,
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voxel_cube_parents: Query<Entity, With<VoxelCubeParent>>,
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voxel_cubes: Query<Entity, With<VoxelCube>>,
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example_assets: Res<ExampleAssets>,
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mut voxel_visualization_material_assets: ResMut<Assets<VoxelVisualizationMaterial>>,
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) {
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// If voxel cubes have already been spawned, don't do anything.
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if !voxel_cubes.is_empty() {
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return;
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}
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let Some(voxel_cube_parent) = voxel_cube_parents.iter().next() else {
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return;
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};
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for (irradiance_volume, global_transform) in irradiance_volumes.iter() {
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let Some(image) = image_assets.get(&irradiance_volume.voxels) else {
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continue;
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};
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let resolution = image.texture_descriptor.size;
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let voxel_cube_material = voxel_visualization_material_assets.add(ExtendedMaterial {
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base: StandardMaterial::from(Color::from(RED)),
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extension: VoxelVisualizationExtension {
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irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
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world_from_voxel: VOXEL_FROM_WORLD.inverse(),
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voxel_from_world: VOXEL_FROM_WORLD,
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resolution: uvec3(
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resolution.width,
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resolution.height,
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resolution.depth_or_array_layers,
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),
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intensity: IRRADIANCE_VOLUME_INTENSITY,
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},
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},
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});
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let scale = vec3(
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1.0 / resolution.width as f32,
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1.0 / resolution.height as f32,
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1.0 / resolution.depth_or_array_layers as f32,
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);
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// Spawn a cube for each voxel.
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for z in 0..resolution.depth_or_array_layers {
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for y in 0..resolution.height {
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for x in 0..resolution.width {
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let uvw = (uvec3(x, y, z).as_vec3() + 0.5) * scale - 0.5;
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let pos = global_transform.transform_point(uvw);
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let voxel_cube = commands
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.spawn((
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Mesh3d(example_assets.voxel_cube.clone()),
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MeshMaterial3d(voxel_cube_material.clone()),
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Transform::from_scale(Vec3::splat(VOXEL_CUBE_SCALE))
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.with_translation(pos),
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))
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.insert(VoxelCube)
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.insert(NotShadowCaster)
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.id();
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commands.entity(voxel_cube_parent).add_child(voxel_cube);
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}
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}
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}
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}
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}
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// Draws a gizmo showing the bounds of the irradiance volume.
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fn draw_gizmo(
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mut gizmos: Gizmos,
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irradiance_volume_query: Query<&GlobalTransform, With<IrradianceVolume>>,
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app_status: Res<AppStatus>,
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) {
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if app_status.voxels_visible {
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for transform in irradiance_volume_query.iter() {
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gizmos.cuboid(*transform, GIZMO_COLOR);
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}
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}
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}
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// Handles a request from the user to toggle the voxel visibility on and off.
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fn toggle_voxel_visibility(
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keyboard: Res<ButtonInput<KeyCode>>,
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mut app_status: ResMut<AppStatus>,
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mut voxel_cube_parent_query: Query<&mut Visibility, With<VoxelCubeParent>>,
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) {
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if !keyboard.just_pressed(KeyCode::Backspace) {
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return;
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}
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app_status.voxels_visible = !app_status.voxels_visible;
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for mut visibility in voxel_cube_parent_query.iter_mut() {
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*visibility = if app_status.voxels_visible {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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}
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}
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impl MaterialExtension for VoxelVisualizationExtension {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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