bevy/examples/3d/pbr.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

143 lines
4.2 KiB
Rust

//! This example shows how to configure Physically Based Rendering (PBR) parameters.
use bevy::{asset::LoadState, prelude::*, render::camera::ScalingMode};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, environment_map_load_finish)
.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 sphere_mesh = meshes.add(Sphere::new(0.45));
// add entities to the world
for y in -2..=2 {
for x in -5..=5 {
let x01 = (x + 5) as f32 / 10.0;
let y01 = (y + 2) as f32 / 4.0;
// sphere
commands.spawn((
Mesh3d(sphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("#ffd891").unwrap().into(),
// vary key PBR parameters on a grid of spheres to show the effect
metallic: y01,
perceptual_roughness: x01,
..default()
})),
Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
));
}
}
// unlit sphere
commands.spawn((
Mesh3d(sphere_mesh),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("#ffd891").unwrap().into(),
// vary key PBR parameters on a grid of spheres to show the effect
unlit: true,
..default()
})),
Transform::from_xyz(-5.0, -2.5, 0.0),
));
commands.spawn((
DirectionalLight {
illuminance: 1_500.,
..default()
},
Transform::from_xyz(50.0, 50.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// labels
commands.spawn((
Text::new("Perceptual Roughness"),
TextStyle {
font_size: 30.0,
..default()
},
Style {
position_type: PositionType::Absolute,
top: Val::Px(20.0),
left: Val::Px(100.0),
..default()
},
));
commands.spawn((
Text::new("Metallic"),
TextStyle {
font_size: 30.0,
..default()
},
Style {
position_type: PositionType::Absolute,
top: Val::Px(130.0),
right: Val::ZERO,
..default()
},
Transform {
rotation: Quat::from_rotation_z(std::f32::consts::PI / 2.0),
..default()
},
));
commands.spawn((
Text::new("Loading Environment Map..."),
TextStyle {
font_size: 30.0,
..default()
},
Style {
position_type: PositionType::Absolute,
bottom: Val::Px(20.0),
right: Val::Px(20.0),
..default()
},
EnvironmentMapLabel,
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::WindowSize(100.0),
..OrthographicProjection::default_3d()
}),
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 900.0,
..default()
},
));
}
fn environment_map_load_finish(
mut commands: Commands,
asset_server: Res<AssetServer>,
environment_maps: Query<&EnvironmentMapLight>,
label_query: Query<Entity, With<EnvironmentMapLabel>>,
) {
if let Ok(environment_map) = environment_maps.get_single() {
if asset_server.load_state(&environment_map.diffuse_map) == LoadState::Loaded
&& asset_server.load_state(&environment_map.specular_map) == LoadState::Loaded
{
if let Ok(label_entity) = label_query.get_single() {
commands.entity(label_entity).despawn();
}
}
}
}
#[derive(Component)]
struct EnvironmentMapLabel;