forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
skybox.rs
424 lines (391 loc) · 13.5 KB
/
skybox.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
use bevy::{
asset::LoadState,
input::mouse::MouseMotion,
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypeUuid,
render::{
mesh::MeshVertexBufferLayout,
render_asset::RenderAssets,
render_resource::{
AsBindGroup, AsBindGroupError, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
OwnedBindingResource, PreparedBindGroup, RenderPipelineDescriptor, SamplerBindingType,
ShaderRef, ShaderStages, SpecializedMeshPipelineError, TextureSampleType,
TextureViewDescriptor, TextureViewDimension,
},
renderer::RenderDevice,
texture::{CompressedImageFormats, FallbackImage},
},
};
const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
(
"textures/Ryfjallet_cubemap.png",
CompressedImageFormats::NONE,
),
(
"textures/Ryfjallet_cubemap_astc4x4.ktx2",
CompressedImageFormats::ASTC_LDR,
),
(
"textures/Ryfjallet_cubemap_bc7.ktx2",
CompressedImageFormats::BC,
),
(
"textures/Ryfjallet_cubemap_etc2.ktx2",
CompressedImageFormats::ETC2,
),
];
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MaterialPlugin::<CubemapMaterial>::default())
.add_startup_system(setup)
.add_system(cycle_cubemap_asset)
.add_system(asset_loaded.after(cycle_cubemap_asset))
.add_system(camera_controller)
.add_system(animate_light_direction)
.run();
}
struct Cubemap {
is_loaded: bool,
index: usize,
image_handle: Handle<Image>,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// directional 'sun' light
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 32000.0,
..default()
},
transform: Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
..default()
},
..default()
});
let skybox_handle = asset_server.load(CUBEMAPS[0].0);
// camera
commands
.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
..default()
})
.insert(CameraController::default());
// ambient light
// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
// environment map, use an appropriate colour and brightness to match
commands.insert_resource(AmbientLight {
color: Color::rgb_u8(210, 220, 240),
brightness: 1.0,
});
commands.insert_resource(Cubemap {
is_loaded: false,
index: 0,
image_handle: skybox_handle,
});
}
const CUBEMAP_SWAP_DELAY: f64 = 3.0;
fn cycle_cubemap_asset(
time: Res<Time>,
mut next_swap: Local<f64>,
mut cubemap: ResMut<Cubemap>,
asset_server: Res<AssetServer>,
render_device: Res<RenderDevice>,
) {
let now = time.seconds_since_startup();
if *next_swap == 0.0 {
*next_swap = now + CUBEMAP_SWAP_DELAY;
return;
} else if now < *next_swap {
return;
}
*next_swap += CUBEMAP_SWAP_DELAY;
let supported_compressed_formats =
CompressedImageFormats::from_features(render_device.features());
let mut new_index = cubemap.index;
for _ in 0..CUBEMAPS.len() {
new_index = (new_index + 1) % CUBEMAPS.len();
if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
break;
}
info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
}
// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
// is missing
if new_index == cubemap.index {
return;
}
cubemap.index = new_index;
cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
cubemap.is_loaded = false;
}
fn asset_loaded(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut cubemap_materials: ResMut<Assets<CubemapMaterial>>,
mut cubemap: ResMut<Cubemap>,
cubes: Query<&Handle<CubemapMaterial>>,
) {
if !cubemap.is_loaded
&& asset_server.get_load_state(cubemap.image_handle.clone_weak()) == LoadState::Loaded
{
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let mut image = images.get_mut(&cubemap.image_handle).unwrap();
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(
image.texture_descriptor.size.height / image.texture_descriptor.size.width,
);
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
// spawn cube
let mut updated = false;
for handle in cubes.iter() {
if let Some(material) = cubemap_materials.get_mut(handle) {
updated = true;
material.base_color_texture = Some(cubemap.image_handle.clone_weak());
}
}
if !updated {
commands.spawn_bundle(MaterialMeshBundle::<CubemapMaterial> {
mesh: meshes.add(Mesh::from(shape::Cube { size: 10000.0 })),
material: cubemap_materials.add(CubemapMaterial {
base_color_texture: Some(cubemap.image_handle.clone_weak()),
}),
..default()
});
}
cubemap.is_loaded = true;
}
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() * 0.5);
}
}
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "9509a0f8-3c05-48ee-a13e-a93226c7f488"]
struct CubemapMaterial {
base_color_texture: Option<Handle<Image>>,
}
impl Material for CubemapMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/cubemap_unlit.wgsl".into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.primitive.cull_mode = None;
Ok(())
}
}
impl AsBindGroup for CubemapMaterial {
type Data = ();
fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
_fallback_image: &FallbackImage,
) -> Result<PreparedBindGroup<Self>, AsBindGroupError> {
let base_color_texture = self
.base_color_texture
.as_ref()
.ok_or(AsBindGroupError::RetryNextUpdate)?;
let image = images
.get(base_color_texture)
.ok_or(AsBindGroupError::RetryNextUpdate)?;
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&image.texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(&image.sampler),
},
],
label: Some("cubemap_texture_material_bind_group"),
layout,
});
Ok(PreparedBindGroup {
bind_group,
bindings: vec![
OwnedBindingResource::TextureView(image.texture_view.clone()),
OwnedBindingResource::Sampler(image.sampler.clone()),
],
data: (),
})
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// Cubemap Base Color Texture
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::Cube,
},
count: None,
},
// Cubemap Base Color Texture Sampler
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: None,
})
}
}
#[derive(Component)]
pub struct CameraController {
pub enabled: bool,
pub initialized: bool,
pub sensitivity: f32,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub mouse_key_enable_mouse: MouseButton,
pub keyboard_key_enable_mouse: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub friction: f32,
pub pitch: f32,
pub yaw: f32,
pub velocity: Vec3,
}
impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
initialized: false,
sensitivity: 0.5,
key_forward: KeyCode::W,
key_back: KeyCode::S,
key_left: KeyCode::A,
key_right: KeyCode::D,
key_up: KeyCode::E,
key_down: KeyCode::Q,
key_run: KeyCode::LShift,
mouse_key_enable_mouse: MouseButton::Left,
keyboard_key_enable_mouse: KeyCode::M,
walk_speed: 2.0,
run_speed: 6.0,
friction: 0.5,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::ZERO,
}
}
}
pub fn camera_controller(
time: Res<Time>,
mut mouse_events: EventReader<MouseMotion>,
mouse_button_input: Res<Input<MouseButton>>,
key_input: Res<Input<KeyCode>>,
mut move_toggled: Local<bool>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();
if let Ok((mut transform, mut options)) = query.get_single_mut() {
if !options.initialized {
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
options.yaw = yaw;
options.pitch = pitch;
options.initialized = true;
}
if !options.enabled {
return;
}
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(options.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(options.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(options.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(options.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(options.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(options.key_down) {
axis_input.y -= 1.0;
}
if key_input.just_pressed(options.keyboard_key_enable_mouse) {
*move_toggled = !*move_toggled;
}
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(options.key_run) {
options.run_speed
} else {
options.walk_speed
};
options.velocity = axis_input.normalize() * max_speed;
} else {
let friction = options.friction.clamp(0.0, 1.0);
options.velocity *= 1.0 - friction;
if options.velocity.length_squared() < 1e-6 {
options.velocity = Vec3::ZERO;
}
}
let forward = transform.forward();
let right = transform.right();
transform.translation += options.velocity.x * dt * right
+ options.velocity.y * dt * Vec3::Y
+ options.velocity.z * dt * forward;
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
for mouse_event in mouse_events.iter() {
mouse_delta += mouse_event.delta;
}
}
if mouse_delta != Vec2::ZERO {
// Apply look update
let (pitch, yaw) = (
(options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt).clamp(
-0.99 * std::f32::consts::FRAC_PI_2,
0.99 * std::f32::consts::FRAC_PI_2,
),
options.yaw - mouse_delta.x * options.sensitivity * dt,
);
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, yaw, pitch);
options.pitch = pitch;
options.yaw = yaw;
}
}
}