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Part 2 of #23619 In **Bevy 0.19** we are landing a subset of Bevy's Next Generation Scene system (often known as BSN), which now lives in the `bevy_scene` / `bevy::scene` crate. However the old `bevy_scene` system still needs to stick around for a bit longer, as it provides some features that Bevy's Next Generation Scene system doesn't (yet!): 1. It is not _yet_ possible to write a World _to_ BSN, so the old system is still necessary for "round trip World serialization". 2. The GLTF scene loader has not yet been ported to BSN, so the old system is still necessary to spawn GLTF scenes in Bevy. For this reason, we have renamed the old `bevy_scene` crate to `bevy_world_serialization`. If you were referencing `bevy_scene::*` or `bevy::scene::*` types, rename those paths to `bevy_world_serialization::*` and `bevy::world_serialization::*` respectively. Additionally, to avoid confusion / conflicts with the new scene system, all "scene" terminology / types have been reframed as "world serialization": - `Scene` -> `WorldAsset` (as this was always just a World wrapper) - `SceneRoot` -> `WorldAssetRoot` - `DynamicScene` -> `DynamicWorld` - `DynamicScene::from_scene` -> `DynamicWorld::from_world_asset` - `DynamicSceneBuilder` -> `DynamicWorldBuilder` - `DynamicSceneRoot` -> `DynamicWorldRoot` - `SceneInstanceReady` -> `WorldInstanceReady` - `SceneLoader` -> `WorldAssetLoader` - `ScenePlugin` -> `WorldSerializationPlugin` - `SceneRootTemplate` -> `WorldAssetRootTemplate` - `SceneSpawner` -> `WorldInstanceSpawner` - `SceneFilter` -> `WorldFilter` - `SceneLoaderError` -> `WorldAssetLoaderError` - `SceneSpawnError` -> `WorldInstanceSpawnError` Note that I went with `bevy_world_serialization` over `bevy_ecs_serialization`, as that is what all of the internal features described themselves as. I think it is both more specific and does a better job of making itself decoupled from `bevy_ecs` proper.
371 lines
12 KiB
Rust
371 lines
12 KiB
Rust
//! Demonstrates anisotropy with the glTF sample barn lamp model.
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use std::fmt::Display;
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use bevy::{
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color::palettes::{self, css::WHITE},
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light::Skybox,
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math::vec3,
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prelude::*,
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time::Stopwatch,
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};
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/// The initial position of the camera.
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const CAMERA_INITIAL_POSITION: Vec3 = vec3(-0.4, 0.0, 0.0);
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/// The current settings of the app, as chosen by the user.
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#[derive(Resource)]
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struct AppStatus {
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/// Which type of light is in the scene.
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light_mode: LightMode,
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/// Whether anisotropy is enabled.
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anisotropy_enabled: bool,
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/// Which mesh is visible
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visible_scene: Scene,
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}
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/// Which type of light we're using: a directional light, a point light, or an
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/// environment map.
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#[derive(Clone, Copy, PartialEq, Default)]
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enum LightMode {
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/// A rotating directional light.
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#[default]
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Directional,
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/// A rotating point light.
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Point,
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/// An environment map (image-based lighting, including skybox).
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EnvironmentMap,
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}
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/// A component that stores the version of the material with anisotropy and the
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/// version of the material without it.
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///
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/// This is placed on each mesh with a material. It exists so that the
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/// appropriate system can replace the materials when the user presses Enter to
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/// turn anisotropy on and off.
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#[derive(Component)]
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struct MaterialVariants {
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/// The version of the material in the glTF file, with anisotropy.
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anisotropic: Handle<StandardMaterial>,
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/// The version of the material with anisotropy removed.
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isotropic: Handle<StandardMaterial>,
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}
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#[derive(Default, Clone, Copy, PartialEq, Eq, Component)]
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enum Scene {
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#[default]
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BarnLamp,
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Sphere,
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}
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impl Scene {
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fn next(&self) -> Self {
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match self {
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Self::BarnLamp => Self::Sphere,
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Self::Sphere => Self::BarnLamp,
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}
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}
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}
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impl Display for Scene {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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let scene_name = match self {
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Self::BarnLamp => "Barn Lamp",
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Self::Sphere => "Sphere",
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};
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write!(f, "{scene_name}")
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}
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}
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/// The application entry point.
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fn main() {
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App::new()
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.init_resource::<AppStatus>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Anisotropy 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_systems(Startup, setup)
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.add_systems(Update, create_material_variants)
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.add_systems(Update, animate_light)
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.add_systems(Update, rotate_camera)
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.add_systems(Update, (handle_input, update_help_text).chain())
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.run();
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}
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/// Creates the initial scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
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));
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spawn_directional_light(&mut commands);
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commands.spawn((
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WorldAssetRoot(
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asset_server.load("models/AnisotropyBarnLamp/AnisotropyBarnLamp.gltf#Scene0"),
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),
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Transform::from_xyz(0.0, 0.07, -0.13),
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Scene::BarnLamp,
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));
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commands.spawn((
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Mesh3d(
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asset_server.add(
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Mesh::from(Sphere::new(0.1))
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.with_generated_tangents()
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.unwrap(),
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),
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),
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MeshMaterial3d(asset_server.add(StandardMaterial {
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base_color: palettes::tailwind::GRAY_300.into(),
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anisotropy_rotation: 0.5,
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anisotropy_strength: 1.,
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..default()
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})),
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Scene::Sphere,
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Visibility::Hidden,
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));
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spawn_text(&mut commands, &app_status);
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}
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/// Spawns the help text.
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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_help_text(),
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Node {
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position_type: PositionType::Absolute,
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bottom: px(12),
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left: px(12),
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..default()
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},
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));
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}
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/// For each material, creates a version with the anisotropy removed.
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///
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/// This allows the user to press Enter to toggle anisotropy on and off.
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fn create_material_variants(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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new_meshes: Query<
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(Entity, &MeshMaterial3d<StandardMaterial>),
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(
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Added<MeshMaterial3d<StandardMaterial>>,
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Without<MaterialVariants>,
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),
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>,
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) {
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for (entity, anisotropic_material_handle) in new_meshes.iter() {
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let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
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continue;
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};
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commands.entity(entity).insert(MaterialVariants {
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anisotropic: anisotropic_material_handle.0.clone(),
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isotropic: materials.add(StandardMaterial {
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anisotropy_texture: None,
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anisotropy_strength: 0.0,
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anisotropy_rotation: 0.0,
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..anisotropic_material
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}),
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});
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}
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}
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/// A system that animates the light every frame, if there is one.
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fn animate_light(
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mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>,
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time: Res<Time>,
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) {
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let now = time.elapsed_secs();
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for mut transform in lights.iter_mut() {
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transform.translation = vec3(ops::cos(now), 1.0, ops::sin(now)) * vec3(3.0, 4.0, 3.0);
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transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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}
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/// A system that rotates the camera if the environment map is enabled.
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fn rotate_camera(
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mut camera: Query<&mut Transform, With<Camera>>,
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app_status: Res<AppStatus>,
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time: Res<Time>,
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mut stopwatch: Local<Stopwatch>,
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) {
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if app_status.light_mode == LightMode::EnvironmentMap {
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stopwatch.tick(time.delta());
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}
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let now = stopwatch.elapsed_secs();
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for mut transform in camera.iter_mut() {
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*transform = Transform::from_translation(
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Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION),
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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}
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}
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/// Handles requests from the user to change the lighting or toggle anisotropy.
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fn handle_input(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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cameras: Query<Entity, With<Camera>>,
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lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>)>>,
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mut meshes: Query<(&mut MeshMaterial3d<StandardMaterial>, &MaterialVariants)>,
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mut scenes: Query<(&mut Visibility, &Scene)>,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut app_status: ResMut<AppStatus>,
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) {
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// If Space was pressed, change the lighting.
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if keyboard.just_pressed(KeyCode::Space) {
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match app_status.light_mode {
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LightMode::Directional => {
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// Switch to a point light. Despawn all existing lights and
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// create the light point.
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app_status.light_mode = LightMode::Point;
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for light in lights.iter() {
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commands.entity(light).despawn();
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}
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spawn_point_light(&mut commands);
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}
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LightMode::Point => {
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// Switch to the environment map. Despawn all existing lights,
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// and create the skybox and environment map.
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app_status.light_mode = LightMode::EnvironmentMap;
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for light in lights.iter() {
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commands.entity(light).despawn();
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}
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for camera in cameras.iter() {
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add_skybox_and_environment_map(&mut commands, &asset_server, camera);
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}
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}
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LightMode::EnvironmentMap => {
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// Switch back to a directional light. Despawn the skybox and
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// environment map light, and recreate the directional light.
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app_status.light_mode = LightMode::Directional;
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for camera in cameras.iter() {
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commands
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.entity(camera)
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.remove::<Skybox>()
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.remove::<EnvironmentMapLight>();
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}
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spawn_directional_light(&mut commands);
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}
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}
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}
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// If Enter was pressed, toggle anisotropy on and off.
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if keyboard.just_pressed(KeyCode::Enter) {
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app_status.anisotropy_enabled = !app_status.anisotropy_enabled;
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// Go through each mesh and alter its material.
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for (mut material_handle, material_variants) in meshes.iter_mut() {
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material_handle.0 = if app_status.anisotropy_enabled {
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material_variants.anisotropic.clone()
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} else {
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material_variants.isotropic.clone()
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}
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}
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}
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if keyboard.just_pressed(KeyCode::KeyQ) {
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app_status.visible_scene = app_status.visible_scene.next();
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for (mut visibility, scene) in scenes.iter_mut() {
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let new_vis = if *scene == app_status.visible_scene {
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Visibility::Inherited
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} else {
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Visibility::Hidden
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};
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*visibility = new_vis;
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}
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}
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}
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/// A system that updates the help text based on the current app status.
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fn update_help_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_help_text();
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}
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}
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/// Adds the skybox and environment map to the scene.
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fn add_skybox_and_environment_map(
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commands: &mut Commands,
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asset_server: &AssetServer,
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entity: Entity,
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) {
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commands
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.entity(entity)
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.insert(Skybox {
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brightness: 5000.0,
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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..default()
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})
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.insert(EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 2500.0,
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..default()
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});
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}
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/// Spawns a rotating directional light.
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fn spawn_directional_light(commands: &mut Commands) {
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commands.spawn(DirectionalLight {
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color: WHITE.into(),
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illuminance: 3000.0,
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..default()
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});
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}
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/// Spawns a rotating point light.
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fn spawn_point_light(commands: &mut Commands) {
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commands.spawn(PointLight {
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color: WHITE.into(),
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intensity: 200000.0,
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..default()
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});
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}
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impl AppStatus {
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/// Creates the help text as appropriate for the current app status.
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fn create_help_text(&self) -> Text {
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// Choose the appropriate help text for the anisotropy toggle.
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let material_variant_help_text = if self.anisotropy_enabled {
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"Press Enter to disable anisotropy"
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} else {
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"Press Enter to enable anisotropy"
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};
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// Choose the appropriate help text for the light toggle.
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let light_help_text = match self.light_mode {
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LightMode::Directional => "Press Space to switch to a point light",
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LightMode::Point => "Press Space to switch to an environment map",
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LightMode::EnvironmentMap => "Press Space to switch to a directional light",
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};
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// Choose the appropriate help text for the scene selector.
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let mesh_help_text = format!("Press Q to change to {}", self.visible_scene.next());
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// Build the `Text` object.
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format!("{material_variant_help_text}\n{light_help_text}\n{mesh_help_text}",).into()
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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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light_mode: default(),
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anisotropy_enabled: true,
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visible_scene: default(),
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}
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}
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}
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