mirror of
https://github.com/bevyengine/bevy
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de004da8d5
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
373 lines
12 KiB
Rust
373 lines
12 KiB
Rust
//! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
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//! Press left mouse button to cycle through different views.
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use std::fmt;
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use bevy::{prelude::*, render::render_resource::TextureFormat, window::close_on_esc};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Normal(None))
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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spin,
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update_normal,
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move_camera,
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update_parallax_depth_scale,
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update_parallax_layers,
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switch_method,
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close_on_esc,
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),
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)
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.run();
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}
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#[derive(Component)]
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struct Spin {
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speed: f32,
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}
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/// The camera, used to move camera on click.
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#[derive(Component)]
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struct CameraController;
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const DEPTH_CHANGE_RATE: f32 = 0.1;
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const DEPTH_UPDATE_STEP: f32 = 0.03;
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const MAX_DEPTH: f32 = 0.3;
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struct TargetDepth(f32);
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impl Default for TargetDepth {
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fn default() -> Self {
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TargetDepth(0.09)
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}
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}
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struct TargetLayers(f32);
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impl Default for TargetLayers {
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fn default() -> Self {
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TargetLayers(5.0)
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}
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}
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struct CurrentMethod(ParallaxMappingMethod);
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impl Default for CurrentMethod {
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fn default() -> Self {
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CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
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}
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}
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impl fmt::Display for CurrentMethod {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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match self.0 {
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ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
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ParallaxMappingMethod::Relief { max_steps } => {
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write!(f, "Relief Mapping with {max_steps} steps")
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}
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}
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}
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}
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impl CurrentMethod {
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fn next_method(&mut self) {
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use ParallaxMappingMethod::*;
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self.0 = match self.0 {
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Occlusion => Relief { max_steps: 2 },
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Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
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Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
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Relief { .. } => Occlusion,
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}
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}
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}
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fn update_parallax_depth_scale(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut target_depth: Local<TargetDepth>,
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mut depth_update: Local<bool>,
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mut text: Query<&mut Text>,
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) {
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if input.just_pressed(KeyCode::Digit1) {
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target_depth.0 -= DEPTH_UPDATE_STEP;
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target_depth.0 = target_depth.0.max(0.0);
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*depth_update = true;
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}
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if input.just_pressed(KeyCode::Digit2) {
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target_depth.0 += DEPTH_UPDATE_STEP;
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target_depth.0 = target_depth.0.min(MAX_DEPTH);
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*depth_update = true;
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}
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if *depth_update {
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let mut text = text.single_mut();
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for (_, mat) in materials.iter_mut() {
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let current_depth = mat.parallax_depth_scale;
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let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
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mat.parallax_depth_scale = new_depth;
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text.sections[0].value = format!("Parallax depth scale: {new_depth:.5}\n");
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if (new_depth - current_depth).abs() <= 0.000000001 {
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*depth_update = false;
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}
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}
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}
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}
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fn switch_method(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut text: Query<&mut Text>,
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mut current: Local<CurrentMethod>,
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) {
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if input.just_pressed(KeyCode::Space) {
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current.next_method();
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} else {
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return;
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}
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let mut text = text.single_mut();
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text.sections[2].value = format!("Method: {}\n", *current);
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for (_, mat) in materials.iter_mut() {
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mat.parallax_mapping_method = current.0;
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}
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}
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fn update_parallax_layers(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut target_layers: Local<TargetLayers>,
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mut text: Query<&mut Text>,
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) {
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if input.just_pressed(KeyCode::Digit3) {
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target_layers.0 -= 1.0;
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target_layers.0 = target_layers.0.max(0.0);
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} else if input.just_pressed(KeyCode::Digit4) {
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target_layers.0 += 1.0;
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} else {
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return;
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}
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let layer_count = target_layers.0.exp2();
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let mut text = text.single_mut();
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text.sections[1].value = format!("Layers: {layer_count:.0}\n");
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for (_, mat) in materials.iter_mut() {
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mat.max_parallax_layer_count = layer_count;
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}
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}
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
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for (mut transform, spin) in query.iter_mut() {
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transform.rotate_local_y(spin.speed * time.delta_seconds());
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transform.rotate_local_x(spin.speed * time.delta_seconds());
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transform.rotate_local_z(-spin.speed * time.delta_seconds());
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}
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}
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// Camera positions to cycle through when left-clicking.
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const CAMERA_POSITIONS: &[Transform] = &[
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Transform {
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translation: Vec3::new(1.5, 1.5, 1.5),
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rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(2.4, 0.0, 0.2),
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rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(2.4, 2.6, -4.3),
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rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(-1.0, 0.8, -1.2),
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rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
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scale: Vec3::ONE,
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},
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];
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fn move_camera(
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mut camera: Query<&mut Transform, With<CameraController>>,
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mut current_view: Local<usize>,
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button: Res<ButtonInput<MouseButton>>,
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) {
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let mut camera = camera.single_mut();
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if button.just_pressed(MouseButton::Left) {
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*current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
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}
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let target = CAMERA_POSITIONS[*current_view];
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camera.translation = camera.translation.lerp(target.translation, 0.2);
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camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
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}
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fn setup(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut normal: ResMut<Normal>,
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asset_server: Res<AssetServer>,
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) {
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// The normal map. Note that to generate it in the GIMP image editor, you should
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// open the depth map, and do Filters → Generic → Normal Map
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// You should enable the "flip X" checkbox.
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let normal_handle = asset_server.load("textures/parallax_example/cube_normal.png");
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normal.0 = Some(normal_handle);
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// Camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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CameraController,
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));
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// light
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commands
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.spawn(PointLightBundle {
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transform: Transform::from_xyz(2.0, 1.0, -1.1),
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point_light: PointLight {
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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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.with_children(|commands| {
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// represent the light source as a sphere
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let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
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commands.spawn(PbrBundle { mesh, ..default() });
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});
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)),
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material: materials.add(StandardMaterial {
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// standard material derived from dark green, but
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// with roughness and reflectance set.
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perceptual_roughness: 0.45,
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reflectance: 0.18,
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..LegacyColor::rgb_u8(0, 80, 0).into()
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}),
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transform: Transform::from_xyz(0.0, -1.0, 0.0),
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..default()
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});
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let parallax_depth_scale = TargetDepth::default().0;
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let max_parallax_layer_count = TargetLayers::default().0.exp2();
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let parallax_mapping_method = CurrentMethod::default();
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let parallax_material = materials.add(StandardMaterial {
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perceptual_roughness: 0.4,
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base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
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normal_map_texture: normal.0.clone(),
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// The depth map is a greyscale texture where black is the highest level and
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// white the lowest.
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depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
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parallax_depth_scale,
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parallax_mapping_method: parallax_mapping_method.0,
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max_parallax_layer_count,
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..default()
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});
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(
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// NOTE: for normal maps and depth maps to work, the mesh
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// needs tangents generated.
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Mesh::from(Cuboid::default())
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.with_generated_tangents()
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.unwrap(),
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),
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material: parallax_material.clone_weak(),
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..default()
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},
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Spin { speed: 0.3 },
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));
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let background_cube = meshes.add(
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Mesh::from(Cuboid::new(40.0, 40.0, 40.0))
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.with_generated_tangents()
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.unwrap(),
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);
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let background_cube_bundle = |translation| {
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(
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PbrBundle {
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transform: Transform::from_translation(translation),
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mesh: background_cube.clone(),
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material: parallax_material.clone(),
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..default()
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},
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Spin { speed: -0.1 },
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)
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};
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commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
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commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
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commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
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commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
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let style = TextStyle {
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font_size: 20.0,
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..default()
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};
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// example instructions
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commands.spawn(
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TextBundle::from_sections(vec![
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TextSection::new(
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format!("Parallax depth scale: {parallax_depth_scale:.5}\n"),
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style.clone(),
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),
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TextSection::new(
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format!("Layers: {max_parallax_layer_count:.0}\n"),
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style.clone(),
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),
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TextSection::new(format!("{parallax_mapping_method}\n"), style.clone()),
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TextSection::new("\n\n", style.clone()),
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TextSection::new("Controls:\n", style.clone()),
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TextSection::new("Left click - Change view angle\n", style.clone()),
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TextSection::new(
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"1/2 - Decrease/Increase parallax depth scale\n",
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style.clone(),
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),
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TextSection::new("3/4 - Decrease/Increase layer count\n", style.clone()),
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TextSection::new("Space - Switch parallaxing algorithm\n", style),
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])
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: 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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/// Store handle of the normal to later modify its format in [`update_normal`].
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#[derive(Resource)]
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struct Normal(Option<Handle<Image>>);
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/// Work around the default bevy image loader.
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///
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/// The bevy image loader used by `AssetServer` always loads images in
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/// `Srgb` mode, which is usually what it should do,
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/// but is incompatible with normal maps.
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///
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/// Normal maps require a texture in linear color space,
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/// so we overwrite the format of the normal map we loaded through `AssetServer`
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/// in this system.
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///
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/// Note that this method of conversion is a last resort workaround. You should
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/// get your normal maps from a 3d model file, like gltf.
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///
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/// In this system, we wait until the image is loaded, immediately
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/// change its format and never run the logic afterward.
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fn update_normal(
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mut already_ran: Local<bool>,
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mut images: ResMut<Assets<Image>>,
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normal: Res<Normal>,
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) {
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if *already_ran {
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return;
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}
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if let Some(normal) = normal.0.as_ref() {
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if let Some(image) = images.get_mut(normal) {
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image.texture_descriptor.format = TextureFormat::Rgba8Unorm;
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*already_ran = true;
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}
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}
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}
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