
# Objective Closes #19564. The current `Event` trait looks like this: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The `Event` trait is used by both buffered events (`EventReader`/`EventWriter`) and observer events. If they are observer events, they can optionally be targeted at specific `Entity`s or `ComponentId`s, and can even be propagated to other entities. However, there has long been a desire to split the trait semantically for a variety of reasons, see #14843, #14272, and #16031 for discussion. Some reasons include: - It's very uncommon to use a single event type as both a buffered event and targeted observer event. They are used differently and tend to have distinct semantics. - A common footgun is using buffered events with observers or event readers with observer events, as there is no type-level error that prevents this kind of misuse. - #19440 made `Trigger::target` return an `Option<Entity>`. This *seriously* hurts ergonomics for the general case of entity observers, as you need to `.unwrap()` each time. If we could statically determine whether the event is expected to have an entity target, this would be unnecessary. There's really two main ways that we can categorize events: push vs. pull (i.e. "observer event" vs. "buffered event") and global vs. targeted: | | Push | Pull | | ------------ | --------------- | --------------------------- | | **Global** | Global observer | `EventReader`/`EventWriter` | | **Targeted** | Entity observer | - | There are many ways to approach this, each with their tradeoffs. Ultimately, we kind of want to split events both ways: - A type-level distinction between observer events and buffered events, to prevent people from using the wrong kind of event in APIs - A statically designated entity target for observer events to avoid accidentally using untargeted events for targeted APIs This PR achieves these goals by splitting event traits into `Event`, `EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait implemented by all events. ## `Event`, `EntityEvent`, and `BufferedEvent` `Event` is now a very simple trait shared by all events. ```rust pub trait Event: Send + Sync + 'static { // Required for observer APIs fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` You can call `trigger` for *any* event, and use a global observer for listening to the event. ```rust #[derive(Event)] struct Speak { message: String, } // ... app.add_observer(|trigger: On<Speak>| { println!("{}", trigger.message); }); // ... commands.trigger(Speak { message: "Y'all like these reworked events?".to_string(), }); ``` To allow an event to be targeted at entities and even propagated further, you can additionally implement the `EntityEvent` trait: ```rust pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This lets you call `trigger_targets`, and to use targeted observer APIs like `EntityCommands::observe`: ```rust #[derive(Event, EntityEvent)] #[entity_event(traversal = &'static ChildOf, auto_propagate)] struct Damage { amount: f32, } // ... let enemy = commands.spawn((Enemy, Health(100.0))).id(); // Spawn some armor as a child of the enemy entity. // When the armor takes damage, it will bubble the event up to the enemy. let armor_piece = commands .spawn((ArmorPiece, Health(25.0), ChildOf(enemy))) .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| { // Note: `On::target` only exists because this is an `EntityEvent`. let mut health = query.get(trigger.target()).unwrap(); health.0 -= trigger.amount(); }); commands.trigger_targets(Damage { amount: 10.0 }, armor_piece); ``` > [!NOTE] > You *can* still also trigger an `EntityEvent` without targets using `trigger`. We probably *could* make this an either-or thing, but I'm not sure that's actually desirable. To allow an event to be used with the buffered API, you can implement `BufferedEvent`: ```rust pub trait BufferedEvent: Event {} ``` The event can then be used with `EventReader`/`EventWriter`: ```rust #[derive(Event, BufferedEvent)] struct Message(String); fn write_hello(mut writer: EventWriter<Message>) { writer.write(Message("I hope these examples are alright".to_string())); } fn read_messages(mut reader: EventReader<Message>) { // Process all buffered events of type `Message`. for Message(message) in reader.read() { println!("{message}"); } } ``` In summary: - Need a basic event you can trigger and observe? Derive `Event`! - Need the event to be targeted at an entity? Derive `EntityEvent`! - Need the event to be buffered and support the `EventReader`/`EventWriter` API? Derive `BufferedEvent`! ## Alternatives I'll now cover some of the alternative approaches I have considered and briefly explored. I made this section collapsible since it ended up being quite long :P <details> <summary>Expand this to see alternatives</summary> ### 1. Unified `Event` Trait One option is not to have *three* separate traits (`Event`, `EntityEvent`, `BufferedEvent`), and to instead just use associated constants on `Event` to determine whether an event supports targeting and buffering or not: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; const BUFFERED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` Methods can then use bounds like `where E: Event<TARGETED = true>` or `where E: Event<BUFFERED = true>` to limit APIs to specific kinds of events. This would keep everything under one `Event` trait, but I don't think it's necessarily a good idea. It makes APIs harder to read, and docs can't easily refer to specific types of events. You can also create weird invariants: what if you specify `TARGETED = false`, but have `Traversal` and/or `AUTO_PROPAGATE` enabled? ### 2. `Event` and `Trigger` Another option is to only split the traits between buffered events and observer events, since that is the main thing people have been asking for, and they have the largest API difference. If we did this, I think we would need to make the terms *clearly* separate. We can't really use `Event` and `BufferedEvent` as the names, since it would be strange that `BufferedEvent` doesn't implement `Event`. Something like `ObserverEvent` and `BufferedEvent` could work, but it'd be more verbose. For this approach, I would instead keep `Event` for the current `EventReader`/`EventWriter` API, and call the observer event a `Trigger`, since the "trigger" terminology is already used in the observer context within Bevy (both as a noun and a verb). This is also what a long [bikeshed on Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791) seemed to land on at the end of last year. ```rust // For `EventReader`/`EventWriter` pub trait Event: Send + Sync + 'static {} // For observers pub trait Trigger: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The problem is that "event" is just a really good term for something that "happens". Observers are rapidly becoming the more prominent API, so it'd be weird to give them the `Trigger` name and leave the good `Event` name for the less common API. So, even though a split like this seems neat on the surface, I think it ultimately wouldn't really work. We want to keep the `Event` name for observer events, and there is no good alternative for the buffered variant. (`Message` was suggested, but saying stuff like "sends a collision message" is weird.) ### 3. `GlobalEvent` + `TargetedEvent` What if instead of focusing on the buffered vs. observed split, we *only* make a distinction between global and targeted events? ```rust // A shared event trait to allow global observers to work pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For buffered events and non-targeted observer events pub trait GlobalEvent: Event {} // For targeted observer events pub trait TargetedEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is actually the first approach I implemented, and it has the neat characteristic that you can only use non-targeted APIs like `trigger` with a `GlobalEvent` and targeted APIs like `trigger_targets` with a `TargetedEvent`. You have full control over whether the entity should or should not have a target, as they are fully distinct at the type-level. However, there's a few problems: - There is no type-level indication of whether a `GlobalEvent` supports buffered events or just non-targeted observer events - An `Event` on its own does literally nothing, it's just a shared trait required to make global observers accept both non-targeted and targeted events - If an event is both a `GlobalEvent` and `TargetedEvent`, global observers again have ambiguity on whether an event has a target or not, undermining some of the benefits - The names are not ideal ### 4. `Event` and `EntityEvent` We can fix some of the problems of Alternative 3 by accepting that targeted events can also be used in non-targeted contexts, and simply having the `Event` and `EntityEvent` traits: ```rust // For buffered events and non-targeted observer events pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For targeted observer events pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is essentially identical to this PR, just without a dedicated `BufferedEvent`. The remaining major "problem" is that there is still zero type-level indication of whether an `Event` event *actually* supports the buffered API. This leads us to the solution proposed in this PR, using `Event`, `EntityEvent`, and `BufferedEvent`. </details> ## Conclusion The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR aims to solve all the common problems with Bevy's current event model while keeping the "weirdness" factor minimal. It splits in terms of both the push vs. pull *and* global vs. targeted aspects, while maintaining a shared concept for an "event". ### Why I Like This - The term "event" remains as a single concept for all the different kinds of events in Bevy. - Despite all event types being "events", they use fundamentally different APIs. Instead of assuming that you can use an event type with any pattern (when only one is typically supported), you explicitly opt in to each one with dedicated traits. - Using separate traits for each type of event helps with documentation and clearer function signatures. - I can safely make assumptions on expected usage. - If I see that an event is an `EntityEvent`, I can assume that I can use `observe` on it and get targeted events. - If I see that an event is a `BufferedEvent`, I can assume that I can use `EventReader` to read events. - If I see both `EntityEvent` and `BufferedEvent`, I can assume that both APIs are supported. In summary: This allows for a unified concept for events, while limiting the different ways to use them with opt-in traits. No more guess-work involved when using APIs. ### Problems? - Because `BufferedEvent` implements `Event` (for more consistent semantics etc.), you can still use all buffered events for non-targeted observers. I think this is fine/good. The important part is that if you see that an event implements `BufferedEvent`, you know that the `EventReader`/`EventWriter` API should be supported. Whether it *also* supports other APIs is secondary. - I currently only support `trigger_targets` for an `EntityEvent`. However, you can technically target components too, without targeting any entities. I consider that such a niche and advanced use case that it's not a huge problem to only support it for `EntityEvent`s, but we could also split `trigger_targets` into `trigger_entities` and `trigger_components` if we wanted to (or implement components as entities :P). - You can still trigger an `EntityEvent` *without* targets. I consider this correct, since `Event` implements the non-targeted behavior, and it'd be weird if implementing another trait *removed* behavior. However, it does mean that global observers for entity events can technically return `Entity::PLACEHOLDER` again (since I got rid of the `Option<Entity>` added in #19440 for ergonomics). I think that's enough of an edge case that it's not a huge problem, but it is worth keeping in mind. - ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type currently duplicates the `Event` implementation, so you instead need to manually implement one of them.~~ Changed to always requiring `Event` to be derived. ## Related Work There are plans to implement multi-event support for observers, especially for UI contexts. [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508) API looked like this: ```rust // Truncated for brevity trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` I believe this shouldn't be in conflict with this PR. If anything, this PR might *help* achieve the multi-event pattern for entity observers with fewer footguns: by statically enforcing that all of these events are `EntityEvent`s in the context of `EntityCommands::observe`, we can avoid misuse or weird cases where *some* events inside the trigger are targeted while others are not.
527 lines
18 KiB
Rust
527 lines
18 KiB
Rust
//! Demonstrates how to combine baked and dynamic lighting.
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use bevy::{
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gltf::GltfMeshName,
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pbr::Lightmap,
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picking::{backend::HitData, pointer::PointerInteraction},
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prelude::*,
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scene::SceneInstanceReady,
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};
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use crate::widgets::{RadioButton, RadioButtonText, WidgetClickEvent, WidgetClickSender};
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#[path = "../helpers/widgets.rs"]
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mod widgets;
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/// How bright the lightmaps are.
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const LIGHTMAP_EXPOSURE: f32 = 600.0;
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/// How far above the ground the sphere's origin is when moved, in scene units.
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const SPHERE_OFFSET: f32 = 0.2;
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/// The settings that the user has currently chosen for the app.
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#[derive(Clone, Default, Resource)]
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struct AppStatus {
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/// The lighting mode that the user currently has set: baked, mixed, or
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/// real-time.
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lighting_mode: LightingMode,
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}
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/// The type of lighting to use in the scene.
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#[derive(Clone, Copy, PartialEq, Default)]
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enum LightingMode {
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/// All light is computed ahead of time; no lighting takes place at runtime.
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///
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/// In this mode, the sphere can't be moved, as the light shining on it was
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/// precomputed. On the plus side, the sphere has indirect lighting in this
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/// mode, as the red hue on the bottom of the sphere demonstrates.
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Baked,
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/// All light for the static objects is computed ahead of time, but the
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/// light for the dynamic sphere is computed at runtime.
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///
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/// In this mode, the sphere can be moved, and the light will be computed
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/// for it as you do so. The sphere loses indirect illumination; notice the
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/// lack of a red hue at the base of the sphere. However, the rest of the
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/// scene has indirect illumination. Note also that the sphere doesn't cast
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/// a shadow on the static objects in this mode, because shadows are part of
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/// the lighting computation.
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MixedDirect,
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/// Indirect light for the static objects is computed ahead of time, and
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/// direct light for all objects is computed at runtime.
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///
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/// In this mode, the sphere can be moved, and the light will be computed
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/// for it as you do so. The sphere loses indirect illumination; notice the
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/// lack of a red hue at the base of the sphere. However, the rest of the
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/// scene has indirect illumination. The sphere does cast a shadow on
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/// objects in this mode, because the direct light for all objects is being
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/// computed dynamically.
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#[default]
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MixedIndirect,
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/// Light is computed at runtime for all objects.
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///
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/// In this mode, no lightmaps are used at all. All objects are dynamically
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/// lit, which provides maximum flexibility. However, the downside is that
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/// global illumination is lost; note that the base of the sphere isn't red
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/// as it is in baked mode.
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RealTime,
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}
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/// An event that's fired whenever the user changes the lighting mode.
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///
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/// This is also fired when the scene loads for the first time.
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#[derive(Clone, Copy, Default, Event, BufferedEvent)]
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struct LightingModeChanged;
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#[derive(Clone, Copy, Component, Debug)]
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struct HelpText;
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/// The name of every static object in the scene that has a lightmap, as well as
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/// the UV rect of its lightmap.
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///
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/// Storing this as an array and doing a linear search through it is rather
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/// inefficient, but we do it anyway for clarity's sake.
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static LIGHTMAPS: [(&str, Rect); 5] = [
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(
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"Plane",
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uv_rect_opengl(Vec2::splat(0.026), Vec2::splat(0.710)),
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),
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(
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"SheenChair_fabric",
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uv_rect_opengl(vec2(0.7864, 0.02377), vec2(0.1910, 0.1912)),
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),
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(
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"SheenChair_label",
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uv_rect_opengl(vec2(0.275, -0.016), vec2(0.858, 0.486)),
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),
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(
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"SheenChair_metal",
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uv_rect_opengl(vec2(0.998, 0.506), vec2(-0.029, -0.067)),
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),
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(
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"SheenChair_wood",
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uv_rect_opengl(vec2(0.787, 0.257), vec2(0.179, 0.177)),
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),
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];
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static SPHERE_UV_RECT: Rect = uv_rect_opengl(vec2(0.788, 0.484), Vec2::splat(0.062));
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/// The initial position of the sphere.
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///
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/// When the user sets the light mode to [`LightingMode::Baked`], we reset the
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/// position to this point.
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const INITIAL_SPHERE_POSITION: Vec3 = vec3(0.0, 0.5233223, 0.0);
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fn main() {
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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 Mixed Lighting 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(MeshPickingPlugin)
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.insert_resource(AmbientLight {
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color: ClearColor::default().0,
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brightness: 10000.0,
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affects_lightmapped_meshes: true,
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})
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.init_resource::<AppStatus>()
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.add_event::<WidgetClickEvent<LightingMode>>()
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.add_event::<LightingModeChanged>()
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.add_systems(Startup, setup)
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.add_systems(Update, update_lightmaps)
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.add_systems(Update, update_directional_light)
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.add_systems(Update, make_sphere_nonpickable)
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.add_systems(Update, update_radio_buttons)
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.add_systems(Update, handle_lighting_mode_change)
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.add_systems(Update, widgets::handle_ui_interactions::<LightingMode>)
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.add_systems(Update, reset_sphere_position)
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.add_systems(Update, move_sphere)
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.add_systems(Update, adjust_help_text)
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.run();
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}
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/// Creates the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
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spawn_camera(&mut commands);
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spawn_scene(&mut commands, &asset_server);
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spawn_buttons(&mut commands);
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spawn_help_text(&mut commands, &app_status);
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}
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/// Spawns the 3D camera.
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fn spawn_camera(commands: &mut Commands) {
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commands
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.spawn(Camera3d::default())
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.insert(Transform::from_xyz(-0.7, 0.7, 1.0).looking_at(vec3(0.0, 0.3, 0.0), Vec3::Y));
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}
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/// Spawns the scene.
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///
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/// The scene is loaded from a glTF file.
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fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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commands
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.spawn(SceneRoot(
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asset_server.load(
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GltfAssetLabel::Scene(0)
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.from_asset("models/MixedLightingExample/MixedLightingExample.gltf"),
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),
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))
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.observe(
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|_: On<SceneInstanceReady>,
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mut lighting_mode_change_event_writer: EventWriter<LightingModeChanged>| {
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// When the scene loads, send a `LightingModeChanged` event so
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// that we set up the lightmaps.
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lighting_mode_change_event_writer.write(LightingModeChanged);
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},
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);
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}
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/// Spawns the buttons that allow the user to change the lighting mode.
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fn spawn_buttons(commands: &mut Commands) {
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commands
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.spawn(widgets::main_ui_node())
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.with_children(|parent| {
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widgets::spawn_option_buttons(
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parent,
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"Lighting",
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&[
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(LightingMode::Baked, "Baked"),
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(LightingMode::MixedDirect, "Mixed (Direct)"),
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(LightingMode::MixedIndirect, "Mixed (Indirect)"),
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(LightingMode::RealTime, "Real-Time"),
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],
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);
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});
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}
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/// Spawns the help text at the top of the window.
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fn spawn_help_text(commands: &mut Commands, app_status: &AppStatus) {
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commands.spawn((
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create_help_text(app_status),
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Node {
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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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HelpText,
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));
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}
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/// Adds lightmaps to and/or removes lightmaps from objects in the scene when
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/// the lighting mode changes.
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///
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/// This is also called right after the scene loads in order to set up the
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/// lightmaps.
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fn update_lightmaps(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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meshes: Query<(Entity, &GltfMeshName, &MeshMaterial3d<StandardMaterial>), With<Mesh3d>>,
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mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>,
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app_status: Res<AppStatus>,
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) {
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// Only run if the lighting mode changed. (Note that a change event is fired
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// when the scene first loads.)
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if lighting_mode_change_event_reader.read().next().is_none() {
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return;
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}
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// Select the lightmap to use, based on the lighting mode.
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let lightmap: Option<Handle<Image>> = match app_status.lighting_mode {
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LightingMode::Baked => {
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Some(asset_server.load("lightmaps/MixedLightingExample-Baked.zstd.ktx2"))
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}
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LightingMode::MixedDirect => {
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Some(asset_server.load("lightmaps/MixedLightingExample-MixedDirect.zstd.ktx2"))
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}
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LightingMode::MixedIndirect => {
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Some(asset_server.load("lightmaps/MixedLightingExample-MixedIndirect.zstd.ktx2"))
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}
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LightingMode::RealTime => None,
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};
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'outer: for (entity, name, material) in &meshes {
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// Add lightmaps to or remove lightmaps from the scenery objects in the
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// scene (all objects but the sphere).
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//
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// Note that doing a linear search through the `LIGHTMAPS` array is
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// inefficient, but we do it anyway in this example to improve clarity.
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for (lightmap_name, uv_rect) in LIGHTMAPS {
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if &**name != lightmap_name {
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continue;
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}
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// Lightmap exposure defaults to zero, so we need to set it.
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if let Some(ref mut material) = materials.get_mut(material) {
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material.lightmap_exposure = LIGHTMAP_EXPOSURE;
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}
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// Add or remove the lightmap.
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match lightmap {
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Some(ref lightmap) => {
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commands.entity(entity).insert(Lightmap {
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image: (*lightmap).clone(),
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uv_rect,
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bicubic_sampling: false,
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});
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}
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None => {
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commands.entity(entity).remove::<Lightmap>();
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}
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}
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continue 'outer;
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}
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|
|
// Add lightmaps to or remove lightmaps from the sphere.
|
|
if &**name == "Sphere" {
|
|
// Lightmap exposure defaults to zero, so we need to set it.
|
|
if let Some(ref mut material) = materials.get_mut(material) {
|
|
material.lightmap_exposure = LIGHTMAP_EXPOSURE;
|
|
}
|
|
|
|
// Add or remove the lightmap from the sphere. We only apply the
|
|
// lightmap in fully-baked mode.
|
|
match (&lightmap, app_status.lighting_mode) {
|
|
(Some(lightmap), LightingMode::Baked) => {
|
|
commands.entity(entity).insert(Lightmap {
|
|
image: (*lightmap).clone(),
|
|
uv_rect: SPHERE_UV_RECT,
|
|
bicubic_sampling: false,
|
|
});
|
|
}
|
|
_ => {
|
|
commands.entity(entity).remove::<Lightmap>();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Converts a uv rectangle from the OpenGL coordinate system (origin in the
|
|
/// lower left) to the Vulkan coordinate system (origin in the upper left) that
|
|
/// Bevy uses.
|
|
///
|
|
/// For this particular example, the baking tool happened to use the OpenGL
|
|
/// coordinate system, so it was more convenient to do the conversion at compile
|
|
/// time than to pre-calculate and hard-code the values.
|
|
const fn uv_rect_opengl(gl_min: Vec2, size: Vec2) -> Rect {
|
|
let min = vec2(gl_min.x, 1.0 - gl_min.y - size.y);
|
|
Rect {
|
|
min,
|
|
max: vec2(min.x + size.x, min.y + size.y),
|
|
}
|
|
}
|
|
|
|
/// Ensures that clicking on the scene to move the sphere doesn't result in a
|
|
/// hit on the sphere itself.
|
|
fn make_sphere_nonpickable(
|
|
mut commands: Commands,
|
|
mut query: Query<(Entity, &Name), (With<Mesh3d>, Without<Pickable>)>,
|
|
) {
|
|
for (sphere, name) in &mut query {
|
|
if &**name == "Sphere" {
|
|
commands.entity(sphere).insert(Pickable::IGNORE);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Updates the directional light settings as necessary when the lighting mode
|
|
/// changes.
|
|
fn update_directional_light(
|
|
mut lights: Query<&mut DirectionalLight>,
|
|
mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>,
|
|
app_status: Res<AppStatus>,
|
|
) {
|
|
// Only run if the lighting mode changed. (Note that a change event is fired
|
|
// when the scene first loads.)
|
|
if lighting_mode_change_event_reader.read().next().is_none() {
|
|
return;
|
|
}
|
|
|
|
// Real-time direct light is used on the scenery if we're using mixed
|
|
// indirect or real-time mode.
|
|
let scenery_is_lit_in_real_time = matches!(
|
|
app_status.lighting_mode,
|
|
LightingMode::MixedIndirect | LightingMode::RealTime
|
|
);
|
|
|
|
for mut light in &mut lights {
|
|
light.affects_lightmapped_mesh_diffuse = scenery_is_lit_in_real_time;
|
|
// Don't bother enabling shadows if they won't show up on the scenery.
|
|
light.shadows_enabled = scenery_is_lit_in_real_time;
|
|
}
|
|
}
|
|
|
|
/// Updates the state of the selection widgets at the bottom of the window when
|
|
/// the lighting mode changes.
|
|
fn update_radio_buttons(
|
|
mut widgets: Query<
|
|
(
|
|
Entity,
|
|
Option<&mut BackgroundColor>,
|
|
Has<Text>,
|
|
&WidgetClickSender<LightingMode>,
|
|
),
|
|
Or<(With<RadioButton>, With<RadioButtonText>)>,
|
|
>,
|
|
app_status: Res<AppStatus>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
for (entity, image, has_text, sender) in &mut widgets {
|
|
let selected = **sender == app_status.lighting_mode;
|
|
|
|
if let Some(mut bg_color) = image {
|
|
widgets::update_ui_radio_button(&mut bg_color, selected);
|
|
}
|
|
if has_text {
|
|
widgets::update_ui_radio_button_text(entity, &mut writer, selected);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Handles clicks on the widgets at the bottom of the screen and fires
|
|
/// [`LightingModeChanged`] events.
|
|
fn handle_lighting_mode_change(
|
|
mut widget_click_event_reader: EventReader<WidgetClickEvent<LightingMode>>,
|
|
mut lighting_mode_change_event_writer: EventWriter<LightingModeChanged>,
|
|
mut app_status: ResMut<AppStatus>,
|
|
) {
|
|
for event in widget_click_event_reader.read() {
|
|
app_status.lighting_mode = **event;
|
|
lighting_mode_change_event_writer.write(LightingModeChanged);
|
|
}
|
|
}
|
|
|
|
/// Moves the sphere to its original position when the user selects the baked
|
|
/// lighting mode.
|
|
///
|
|
/// As the light from the sphere is precomputed and depends on the sphere's
|
|
/// original position, the sphere must be placed there in order for the lighting
|
|
/// to be correct.
|
|
fn reset_sphere_position(
|
|
mut objects: Query<(&Name, &mut Transform)>,
|
|
mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>,
|
|
app_status: Res<AppStatus>,
|
|
) {
|
|
// Only run if the lighting mode changed and if the lighting mode is
|
|
// `LightingMode::Baked`. (Note that a change event is fired when the scene
|
|
// first loads.)
|
|
if lighting_mode_change_event_reader.read().next().is_none()
|
|
|| app_status.lighting_mode != LightingMode::Baked
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (name, mut transform) in &mut objects {
|
|
if &**name == "Sphere" {
|
|
transform.translation = INITIAL_SPHERE_POSITION;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Updates the position of the sphere when the user clicks on a spot in the
|
|
/// scene.
|
|
///
|
|
/// Note that the position of the sphere is locked in baked lighting mode.
|
|
fn move_sphere(
|
|
mouse_button_input: Res<ButtonInput<MouseButton>>,
|
|
pointers: Query<&PointerInteraction>,
|
|
mut meshes: Query<(&GltfMeshName, &ChildOf), With<Mesh3d>>,
|
|
mut transforms: Query<&mut Transform>,
|
|
app_status: Res<AppStatus>,
|
|
) {
|
|
// Only run when the left button is clicked and we're not in baked lighting
|
|
// mode.
|
|
if app_status.lighting_mode == LightingMode::Baked
|
|
|| !mouse_button_input.pressed(MouseButton::Left)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Find the sphere.
|
|
let Some(child_of) = meshes
|
|
.iter_mut()
|
|
.filter_map(|(name, child_of)| {
|
|
if &**name == "Sphere" {
|
|
Some(child_of)
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.next()
|
|
else {
|
|
return;
|
|
};
|
|
|
|
// Grab its transform.
|
|
let Ok(mut transform) = transforms.get_mut(child_of.parent()) else {
|
|
return;
|
|
};
|
|
|
|
// Set its transform to the appropriate position, as determined by the
|
|
// picking subsystem.
|
|
for interaction in pointers.iter() {
|
|
if let Some(&(
|
|
_,
|
|
HitData {
|
|
position: Some(position),
|
|
..
|
|
},
|
|
)) = interaction.get_nearest_hit()
|
|
{
|
|
transform.translation = position + vec3(0.0, SPHERE_OFFSET, 0.0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Changes the help text at the top of the screen when the lighting mode
|
|
/// changes.
|
|
fn adjust_help_text(
|
|
mut commands: Commands,
|
|
help_texts: Query<Entity, With<HelpText>>,
|
|
app_status: Res<AppStatus>,
|
|
mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>,
|
|
) {
|
|
if lighting_mode_change_event_reader.read().next().is_none() {
|
|
return;
|
|
}
|
|
|
|
for help_text in &help_texts {
|
|
commands
|
|
.entity(help_text)
|
|
.insert(create_help_text(&app_status));
|
|
}
|
|
}
|
|
|
|
/// Returns appropriate text to display at the top of the screen.
|
|
fn create_help_text(app_status: &AppStatus) -> Text {
|
|
match app_status.lighting_mode {
|
|
LightingMode::Baked => Text::new(
|
|
"Scenery: Static, baked direct light, baked indirect light
|
|
Sphere: Static, baked direct light, baked indirect light",
|
|
),
|
|
LightingMode::MixedDirect => Text::new(
|
|
"Scenery: Static, baked direct light, baked indirect light
|
|
Sphere: Dynamic, real-time direct light, no indirect light
|
|
Click in the scene to move the sphere",
|
|
),
|
|
LightingMode::MixedIndirect => Text::new(
|
|
"Scenery: Static, real-time direct light, baked indirect light
|
|
Sphere: Dynamic, real-time direct light, no indirect light
|
|
Click in the scene to move the sphere",
|
|
),
|
|
LightingMode::RealTime => Text::new(
|
|
"Scenery: Dynamic, real-time direct light, no indirect light
|
|
Sphere: Dynamic, real-time direct light, no indirect light
|
|
Click in the scene to move the sphere",
|
|
),
|
|
}
|
|
}
|