
# Objective - make lights usable without bevy_render ## Solution - make a new crate for lights to live in ## Testing - 3d_scene, lighting, volumetric_fog, ssr, transmission, pcss, light_textures Note: no breaking changes because of re-exports, except for light textures, which were introduced this cycle so it doesn't matter anyways
694 lines
23 KiB
Rust
694 lines
23 KiB
Rust
//! Demonstrates light textures, which modulate light sources.
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use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_4, PI};
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use std::fmt::{self, Formatter};
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use bevy::{
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color::palettes::css::{SILVER, YELLOW},
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input::mouse::AccumulatedMouseMotion,
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pbr::{decal, DirectionalLightTexture, NotShadowCaster, PointLightTexture, SpotLightTexture},
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prelude::*,
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render::renderer::{RenderAdapter, RenderDevice},
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window::SystemCursorIcon,
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winit::cursor::CursorIcon,
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};
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use light_consts::lux::{AMBIENT_DAYLIGHT, CLEAR_SUNRISE};
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use ops::{acos, cos, sin};
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use widgets::{
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WidgetClickEvent, WidgetClickSender, BUTTON_BORDER, BUTTON_BORDER_COLOR,
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BUTTON_BORDER_RADIUS_SIZE, BUTTON_PADDING,
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};
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#[path = "../helpers/widgets.rs"]
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mod widgets;
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/// The speed at which the cube rotates, in radians per frame.
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const CUBE_ROTATION_SPEED: f32 = 0.02;
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/// The speed at which the selection can be moved, in spherical coordinate
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/// radians per mouse unit.
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const MOVE_SPEED: f32 = 0.008;
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/// The speed at which the selection can be scaled, in reciprocal mouse units.
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const SCALE_SPEED: f32 = 0.05;
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/// The speed at which the selection can be scaled, in radians per mouse unit.
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const ROLL_SPEED: f32 = 0.01;
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/// Various settings for the demo.
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#[derive(Resource, Default)]
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struct AppStatus {
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/// The object that will be moved, scaled, or rotated when the mouse is
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/// dragged.
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selection: Selection,
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/// What happens when the mouse is dragged: one of a move, rotate, or scale
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/// operation.
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drag_mode: DragMode,
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}
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/// The object that will be moved, scaled, or rotated when the mouse is dragged.
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#[derive(Clone, Copy, Component, Default, PartialEq)]
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enum Selection {
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/// The camera.
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///
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/// The camera can only be moved, not scaled or rotated.
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#[default]
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Camera,
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/// The spotlight, which uses a torch-like light texture
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SpotLight,
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/// The point light, which uses a light texture cubemap constructed from the faces mesh
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PointLight,
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/// The directional light, which uses a caustic-like texture
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DirectionalLight,
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}
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impl fmt::Display for Selection {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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match *self {
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Selection::Camera => f.write_str("camera"),
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Selection::SpotLight => f.write_str("spotlight"),
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Selection::PointLight => f.write_str("point light"),
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Selection::DirectionalLight => f.write_str("directional light"),
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}
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}
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}
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/// What happens when the mouse is dragged: one of a move, rotate, or scale
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/// operation.
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#[derive(Clone, Copy, Component, Default, PartialEq, Debug)]
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enum DragMode {
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/// The mouse moves the current selection.
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#[default]
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Move,
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/// The mouse scales the current selection.
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///
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/// This only applies to decals, not cameras.
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Scale,
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/// The mouse rotates the current selection around its local Z axis.
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///
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/// This only applies to decals, not cameras.
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Roll,
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}
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impl fmt::Display for DragMode {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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match *self {
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DragMode::Move => f.write_str("move"),
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DragMode::Scale => f.write_str("scale"),
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DragMode::Roll => f.write_str("roll"),
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}
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}
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}
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/// A marker component for the help text in the top left corner of the window.
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#[derive(Clone, Copy, Component)]
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struct HelpText;
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/// Entry point.
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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 Light Textures Example".into(),
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..default()
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}),
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..default()
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}))
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.init_resource::<AppStatus>()
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.add_event::<WidgetClickEvent<Selection>>()
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.add_event::<WidgetClickEvent<Visibility>>()
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.add_systems(Startup, setup)
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.add_systems(Update, draw_gizmos)
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.add_systems(Update, rotate_cube)
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.add_systems(Update, hide_shadows)
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.add_systems(Update, widgets::handle_ui_interactions::<Selection>)
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.add_systems(Update, widgets::handle_ui_interactions::<Visibility>)
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.add_systems(
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Update,
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(handle_selection_change, update_radio_buttons)
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.after(widgets::handle_ui_interactions::<Selection>)
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.after(widgets::handle_ui_interactions::<Visibility>),
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)
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.add_systems(Update, toggle_visibility)
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.add_systems(Update, update_directional_light)
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.add_systems(Update, process_move_input)
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.add_systems(Update, process_scale_input)
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.add_systems(Update, process_roll_input)
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.add_systems(Update, switch_drag_mode)
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.add_systems(Update, update_help_text)
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.add_systems(Update, update_button_visibility)
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.run();
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}
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/// Creates the scene.
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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app_status: Res<AppStatus>,
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render_device: Res<RenderDevice>,
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render_adapter: Res<RenderAdapter>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Error out if clustered decals (and so light textures) aren't supported on the current platform.
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if !decal::clustered::clustered_decals_are_usable(&render_device, &render_adapter) {
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error!("Light textures aren't usable on this platform.");
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commands.send_event(AppExit::error());
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}
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spawn_cubes(&mut commands, &mut meshes, &mut materials);
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spawn_camera(&mut commands);
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spawn_light(&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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spawn_light_textures(&mut commands, &asset_server, &mut meshes, &mut materials);
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}
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#[derive(Component)]
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struct Rotate;
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/// Spawns the cube onto which the decals are projected.
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fn spawn_cubes(
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commands: &mut Commands,
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meshes: &mut Assets<Mesh>,
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materials: &mut Assets<StandardMaterial>,
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) {
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// Rotate the cube a bit just to make it more interesting.
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let mut transform = Transform::IDENTITY;
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transform.rotate_y(FRAC_PI_3);
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(3.0, 3.0, 3.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: SILVER.into(),
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..default()
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})),
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transform,
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Rotate,
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(-13.0, -13.0, -13.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: SILVER.into(),
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..default()
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})),
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transform,
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));
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}
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/// Spawns the directional light.
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fn spawn_light(commands: &mut Commands, asset_server: &AssetServer) {
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commands
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.spawn((
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Visibility::Hidden,
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Transform::from_xyz(8.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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Selection::DirectionalLight,
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))
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.with_child((
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DirectionalLight {
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illuminance: AMBIENT_DAYLIGHT,
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..default()
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},
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DirectionalLightTexture {
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image: asset_server.load("lightmaps/caustic_directional_texture.png"),
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tiled: true,
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},
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Visibility::Visible,
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));
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}
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/// Spawns the 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(0.0, 2.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y))
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// Tag the camera with `Selection::Camera`.
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.insert(Selection::Camera);
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}
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fn spawn_light_textures(
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commands: &mut Commands,
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asset_server: &AssetServer,
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meshes: &mut Assets<Mesh>,
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materials: &mut Assets<StandardMaterial>,
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) {
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commands.spawn((
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SpotLight {
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color: Color::srgb(1.0, 1.0, 0.8),
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intensity: 10e6,
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outer_angle: 0.25,
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inner_angle: 0.25,
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shadows_enabled: true,
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..default()
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},
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Transform::from_translation(Vec3::new(6.0, 1.0, 2.0)).looking_at(Vec3::ZERO, Vec3::Y),
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SpotLightTexture {
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image: asset_server.load("lightmaps/torch_spotlight_texture.png"),
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},
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Visibility::Inherited,
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Selection::SpotLight,
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));
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commands
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.spawn((
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Visibility::Hidden,
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Transform::from_translation(Vec3::new(0.0, 1.8, 0.01)).with_scale(Vec3::splat(0.1)),
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Selection::PointLight,
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))
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.with_children(|parent| {
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parent.spawn(SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/Faces/faces.glb")),
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));
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parent.spawn((
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Mesh3d(meshes.add(Sphere::new(1.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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emissive: Color::srgb(0.0, 0.0, 300.0).to_linear(),
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..default()
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})),
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));
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parent.spawn((
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PointLight {
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color: Color::srgb(0.0, 0.0, 1.0),
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intensity: 1e6,
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shadows_enabled: true,
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..default()
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},
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PointLightTexture {
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image: asset_server.load("lightmaps/faces_pointlight_texture_blurred.png"),
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cubemap_layout: decal::clustered::CubemapLayout::CrossVertical,
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},
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));
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});
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}
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/// Spawns the buttons at the bottom of the screen.
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fn spawn_buttons(commands: &mut Commands) {
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// Spawn the radio buttons that allow the user to select an object to
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// control.
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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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"Drag to Move",
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&[
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(Selection::Camera, "Camera"),
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(Selection::SpotLight, "Spotlight"),
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(Selection::PointLight, "Point Light"),
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(Selection::DirectionalLight, "Directional Light"),
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],
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);
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});
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// Spawn the drag buttons that allow the user to control the scale and roll
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// of the selected object.
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commands
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.spawn(Node {
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flex_direction: FlexDirection::Row,
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position_type: PositionType::Absolute,
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right: Val::Px(10.0),
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bottom: Val::Px(10.0),
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column_gap: Val::Px(6.0),
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..default()
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})
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.with_children(|parent| {
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widgets::spawn_option_buttons(
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parent,
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"",
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&[
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(Visibility::Inherited, "Show"),
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(Visibility::Hidden, "Hide"),
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],
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);
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spawn_drag_button(parent, "Scale").insert(DragMode::Scale);
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spawn_drag_button(parent, "Roll").insert(DragMode::Roll);
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});
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}
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/// Spawns a button that the user can drag to change a parameter.
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fn spawn_drag_button<'a>(
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commands: &'a mut ChildSpawnerCommands,
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label: &str,
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) -> EntityCommands<'a> {
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let mut kid = commands.spawn(Node {
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border: BUTTON_BORDER,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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padding: BUTTON_PADDING,
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..default()
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});
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kid.insert((
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Button,
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BackgroundColor(Color::BLACK),
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BorderRadius::all(BUTTON_BORDER_RADIUS_SIZE),
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BUTTON_BORDER_COLOR,
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))
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.with_children(|parent| {
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widgets::spawn_ui_text(parent, label, Color::WHITE);
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});
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kid
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}
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/// Spawns the help text at the top of the screen.
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fn spawn_help_text(commands: &mut Commands, app_status: &AppStatus) {
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commands.spawn((
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Text::new(create_help_string(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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/// Draws the outlines that show the bounds of the spotlight.
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fn draw_gizmos(mut gizmos: Gizmos, spotlight: Query<(&GlobalTransform, &SpotLight, &Visibility)>) {
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if let Ok((global_transform, spotlight, visibility)) = spotlight.single() {
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if visibility != Visibility::Hidden {
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gizmos.primitive_3d(
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&Cone::new(7.0 * spotlight.outer_angle, 7.0),
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Isometry3d {
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rotation: global_transform.rotation() * Quat::from_rotation_x(FRAC_PI_2),
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translation: global_transform.translation_vec3a() * 0.5,
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},
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YELLOW,
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);
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}
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}
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}
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/// Rotates the cube a bit every frame.
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fn rotate_cube(mut meshes: Query<&mut Transform, With<Rotate>>) {
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for mut transform in &mut meshes {
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transform.rotate_y(CUBE_ROTATION_SPEED);
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}
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}
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/// Hide shadows on all meshes except the main cube
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fn hide_shadows(
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mut commands: Commands,
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meshes: Query<Entity, (With<Mesh3d>, Without<NotShadowCaster>, Without<Rotate>)>,
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) {
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for ent in &meshes {
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commands.entity(ent).insert(NotShadowCaster);
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}
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}
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/// Updates the state of the radio buttons when the user clicks on one.
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fn update_radio_buttons(
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mut widgets: Query<(
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Entity,
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Option<&mut BackgroundColor>,
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Has<Text>,
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&WidgetClickSender<Selection>,
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)>,
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app_status: Res<AppStatus>,
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mut writer: TextUiWriter,
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visible: Query<(&Visibility, &Selection)>,
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mut visibility_widgets: Query<
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(
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Entity,
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Option<&mut BackgroundColor>,
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Has<Text>,
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&WidgetClickSender<Visibility>,
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),
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Without<WidgetClickSender<Selection>>,
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>,
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) {
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for (entity, maybe_bg_color, has_text, sender) in &mut widgets {
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let selected = app_status.selection == **sender;
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if let Some(mut bg_color) = maybe_bg_color {
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widgets::update_ui_radio_button(&mut bg_color, selected);
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}
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if has_text {
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widgets::update_ui_radio_button_text(entity, &mut writer, selected);
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}
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}
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let visibility = visible
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.iter()
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.filter(|(_, selection)| **selection == app_status.selection)
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.map(|(visibility, _)| *visibility)
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.next()
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.unwrap_or_default();
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for (entity, maybe_bg_color, has_text, sender) in &mut visibility_widgets {
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if let Some(mut bg_color) = maybe_bg_color {
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widgets::update_ui_radio_button(&mut bg_color, **sender == visibility);
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}
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if has_text {
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widgets::update_ui_radio_button_text(entity, &mut writer, **sender == visibility);
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}
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}
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}
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/// Changes the selection when the user clicks a radio button.
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fn handle_selection_change(
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mut events: EventReader<WidgetClickEvent<Selection>>,
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mut app_status: ResMut<AppStatus>,
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) {
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for event in events.read() {
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app_status.selection = **event;
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}
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}
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fn toggle_visibility(
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mut events: EventReader<WidgetClickEvent<Visibility>>,
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app_status: Res<AppStatus>,
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mut visibility: Query<(&mut Visibility, &Selection)>,
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) {
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if let Some(vis) = events.read().last() {
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for (mut visibility, selection) in visibility.iter_mut() {
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if selection == &app_status.selection {
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*visibility = **vis;
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}
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}
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}
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}
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/// Process a drag event that moves the selected object.
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fn process_move_input(
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mut selections: Query<(&mut Transform, &Selection)>,
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mouse_buttons: Res<ButtonInput<MouseButton>>,
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mouse_motion: Res<AccumulatedMouseMotion>,
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app_status: Res<AppStatus>,
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) {
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// Only process drags when movement is selected.
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if !mouse_buttons.pressed(MouseButton::Left) || app_status.drag_mode != DragMode::Move {
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return;
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}
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for (mut transform, selection) in &mut selections {
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if app_status.selection != *selection {
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continue;
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}
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// use simple movement for the point light
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if *selection == Selection::PointLight {
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transform.translation +=
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(mouse_motion.delta * Vec2::new(1.0, -1.0) * MOVE_SPEED).extend(0.0);
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return;
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}
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let position = transform.translation;
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// Convert to spherical coordinates.
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let radius = position.length();
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let mut theta = acos(position.y / radius);
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let mut phi = position.z.signum() * acos(position.x * position.xz().length_recip());
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// Camera movement is the inverse of object movement.
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let (phi_factor, theta_factor) = match *selection {
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Selection::Camera => (1.0, -1.0),
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_ => (-1.0, 1.0),
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};
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// Adjust the spherical coordinates. Clamp the inclination to (0, π).
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phi += phi_factor * mouse_motion.delta.x * MOVE_SPEED;
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theta = f32::clamp(
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theta + theta_factor * mouse_motion.delta.y * MOVE_SPEED,
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|
0.001,
|
|
PI - 0.001,
|
|
);
|
|
|
|
// Convert spherical coordinates back to Cartesian coordinates.
|
|
transform.translation =
|
|
radius * vec3(sin(theta) * cos(phi), cos(theta), sin(theta) * sin(phi));
|
|
|
|
// Look at the center, but preserve the previous roll angle.
|
|
let roll = transform.rotation.to_euler(EulerRot::YXZ).2;
|
|
transform.look_at(Vec3::ZERO, Vec3::Y);
|
|
let (yaw, pitch, _) = transform.rotation.to_euler(EulerRot::YXZ);
|
|
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
|
|
}
|
|
}
|
|
|
|
/// Processes a drag event that scales the selected target.
|
|
fn process_scale_input(
|
|
mut scale_selections: Query<(&mut Transform, &Selection)>,
|
|
mut spotlight_selections: Query<(&mut SpotLight, &Selection)>,
|
|
mouse_buttons: Res<ButtonInput<MouseButton>>,
|
|
mouse_motion: Res<AccumulatedMouseMotion>,
|
|
app_status: Res<AppStatus>,
|
|
) {
|
|
// Only process drags when the scaling operation is selected.
|
|
if !mouse_buttons.pressed(MouseButton::Left) || app_status.drag_mode != DragMode::Scale {
|
|
return;
|
|
}
|
|
|
|
for (mut transform, selection) in &mut scale_selections {
|
|
if app_status.selection == *selection {
|
|
transform.scale *= 1.0 + mouse_motion.delta.x * SCALE_SPEED;
|
|
}
|
|
}
|
|
|
|
for (mut spotlight, selection) in &mut spotlight_selections {
|
|
if app_status.selection == *selection {
|
|
spotlight.outer_angle =
|
|
(spotlight.outer_angle * (1.0 + mouse_motion.delta.x * SCALE_SPEED)).min(FRAC_PI_4);
|
|
spotlight.inner_angle = spotlight.outer_angle;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Processes a drag event that rotates the selected target along its local Z
|
|
/// axis.
|
|
fn process_roll_input(
|
|
mut selections: Query<(&mut Transform, &Selection)>,
|
|
mouse_buttons: Res<ButtonInput<MouseButton>>,
|
|
mouse_motion: Res<AccumulatedMouseMotion>,
|
|
app_status: Res<AppStatus>,
|
|
) {
|
|
// Only process drags when the rolling operation is selected.
|
|
if !mouse_buttons.pressed(MouseButton::Left) || app_status.drag_mode != DragMode::Roll {
|
|
return;
|
|
}
|
|
|
|
for (mut transform, selection) in &mut selections {
|
|
if app_status.selection != *selection {
|
|
continue;
|
|
}
|
|
|
|
let (yaw, pitch, mut roll) = transform.rotation.to_euler(EulerRot::YXZ);
|
|
roll += mouse_motion.delta.x * ROLL_SPEED;
|
|
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
|
|
}
|
|
}
|
|
|
|
/// Creates the help string at the top left of the screen.
|
|
fn create_help_string(app_status: &AppStatus) -> String {
|
|
format!(
|
|
"Click and drag to {} {}",
|
|
app_status.drag_mode, app_status.selection
|
|
)
|
|
}
|
|
|
|
/// Changes the drag mode when the user hovers over the "Scale" and "Roll"
|
|
/// buttons in the lower right.
|
|
///
|
|
/// If the user is hovering over no such button, this system changes the drag
|
|
/// mode back to its default value of [`DragMode::Move`].
|
|
fn switch_drag_mode(
|
|
mut commands: Commands,
|
|
mut interactions: Query<(&Interaction, &DragMode)>,
|
|
mut windows: Query<Entity, With<Window>>,
|
|
mouse_buttons: Res<ButtonInput<MouseButton>>,
|
|
mut app_status: ResMut<AppStatus>,
|
|
) {
|
|
if mouse_buttons.pressed(MouseButton::Left) {
|
|
return;
|
|
}
|
|
|
|
for (interaction, drag_mode) in &mut interactions {
|
|
if *interaction != Interaction::Hovered {
|
|
continue;
|
|
}
|
|
|
|
app_status.drag_mode = *drag_mode;
|
|
|
|
// Set the cursor to provide the user with a nice visual hint.
|
|
for window in &mut windows {
|
|
commands
|
|
.entity(window)
|
|
.insert(CursorIcon::from(SystemCursorIcon::EwResize));
|
|
}
|
|
return;
|
|
}
|
|
|
|
app_status.drag_mode = DragMode::Move;
|
|
|
|
for window in &mut windows {
|
|
commands.entity(window).remove::<CursorIcon>();
|
|
}
|
|
}
|
|
|
|
/// Updates the help text in the top left of the screen to reflect the current
|
|
/// selection and drag mode.
|
|
fn update_help_text(mut help_text: Query<&mut Text, With<HelpText>>, app_status: Res<AppStatus>) {
|
|
for mut text in &mut help_text {
|
|
text.0 = create_help_string(&app_status);
|
|
}
|
|
}
|
|
|
|
/// Updates the visibility of the drag mode buttons so that they aren't visible
|
|
/// if the camera is selected.
|
|
fn update_button_visibility(
|
|
mut nodes: Query<&mut Visibility, Or<(With<DragMode>, With<WidgetClickSender<Visibility>>)>>,
|
|
app_status: Res<AppStatus>,
|
|
) {
|
|
for mut visibility in &mut nodes {
|
|
*visibility = match app_status.selection {
|
|
Selection::Camera => Visibility::Hidden,
|
|
_ => Visibility::Visible,
|
|
};
|
|
}
|
|
}
|
|
|
|
fn update_directional_light(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
selections: Query<(&Selection, &Visibility)>,
|
|
mut light: Query<(
|
|
Entity,
|
|
&mut DirectionalLight,
|
|
Option<&DirectionalLightTexture>,
|
|
)>,
|
|
) {
|
|
let directional_visible = selections
|
|
.iter()
|
|
.filter(|(selection, _)| **selection == Selection::DirectionalLight)
|
|
.any(|(_, visibility)| visibility != Visibility::Hidden);
|
|
let any_texture_light_visible = selections
|
|
.iter()
|
|
.filter(|(selection, _)| {
|
|
**selection == Selection::PointLight || **selection == Selection::SpotLight
|
|
})
|
|
.any(|(_, visibility)| visibility != Visibility::Hidden);
|
|
|
|
let (entity, mut light, maybe_texture) = light
|
|
.single_mut()
|
|
.expect("there should be a single directional light");
|
|
|
|
if directional_visible {
|
|
light.illuminance = AMBIENT_DAYLIGHT;
|
|
if maybe_texture.is_none() {
|
|
commands.entity(entity).insert(DirectionalLightTexture {
|
|
image: asset_server.load("lightmaps/caustic_directional_texture.png"),
|
|
tiled: true,
|
|
});
|
|
}
|
|
} else if any_texture_light_visible {
|
|
light.illuminance = CLEAR_SUNRISE;
|
|
if maybe_texture.is_some() {
|
|
commands.entity(entity).remove::<DirectionalLightTexture>();
|
|
}
|
|
} else {
|
|
light.illuminance = AMBIENT_DAYLIGHT;
|
|
if maybe_texture.is_some() {
|
|
commands.entity(entity).remove::<DirectionalLightTexture>();
|
|
}
|
|
}
|
|
}
|