bevy/examples/3d/solari.rs

121 lines
3.7 KiB
Rust

//! Demonstrates realtime dynamic raytraced lighting using Bevy Solari.
#[path = "../helpers/camera_controller.rs"]
mod camera_controller;
use argh::FromArgs;
use bevy::{
prelude::*,
render::{camera::CameraMainTextureUsages, mesh::Indices, render_resource::TextureUsages},
scene::SceneInstanceReady,
solari::{
pathtracer::{Pathtracer, PathtracingPlugin},
prelude::{RaytracingMesh3d, SolariLighting, SolariPlugins},
},
};
use camera_controller::{CameraController, CameraControllerPlugin};
use std::f32::consts::PI;
/// `bevy_solari` demo.
#[derive(FromArgs, Resource, Clone, Copy)]
struct Args {
/// use the reference pathtracer instead of the realtime lighting system.
#[argh(switch)]
pathtracer: Option<bool>,
}
fn main() {
let args: Args = argh::from_env();
let mut app = App::new();
app.add_plugins((DefaultPlugins, SolariPlugins, CameraControllerPlugin))
.insert_resource(args)
.add_systems(Startup, setup);
if args.pathtracer == Some(true) {
app.add_plugins(PathtracingPlugin);
}
app.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
commands
.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/CornellBox/CornellBox.glb"),
)))
.observe(add_raytracing_meshes_on_scene_load);
commands.spawn((
DirectionalLight {
illuminance: light_consts::lux::FULL_DAYLIGHT,
shadows_enabled: false, // Solari replaces shadow mapping
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::XYZ, PI * -0.43, PI * -0.08, 0.0)),
));
let mut camera = commands.spawn((
Camera3d::default(),
Camera {
clear_color: ClearColorConfig::Custom(Color::BLACK),
..default()
},
CameraController {
walk_speed: 500.0,
run_speed: 1500.0,
..Default::default()
},
Transform::from_xyz(-278.0, 273.0, 800.0),
// Msaa::Off and CameraMainTextureUsages with STORAGE_BINDING are required for Solari
CameraMainTextureUsages::default().with(TextureUsages::STORAGE_BINDING),
Msaa::Off,
));
if args.pathtracer == Some(true) {
camera.insert(Pathtracer::default());
} else {
camera.insert(SolariLighting::default());
}
}
fn add_raytracing_meshes_on_scene_load(
trigger: On<SceneInstanceReady>,
children: Query<&Children>,
mesh: Query<&Mesh3d>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut commands: Commands,
args: Res<Args>,
) {
// Ensure meshes are bevy_solari compatible
for (_, mesh) in meshes.iter_mut() {
mesh.remove_attribute(Mesh::ATTRIBUTE_UV_1.id);
mesh.remove_attribute(Mesh::ATTRIBUTE_COLOR.id);
mesh.generate_tangents().unwrap();
if let Some(indices) = mesh.indices_mut() {
if let Indices::U16(u16_indices) = indices {
*indices = Indices::U32(u16_indices.iter().map(|i| *i as u32).collect());
}
}
}
// Add raytracing mesh handles
for descendant in children.iter_descendants(trigger.target()) {
if let Ok(mesh) = mesh.get(descendant) {
commands
.entity(descendant)
.insert(RaytracingMesh3d(mesh.0.clone()));
if args.pathtracer == Some(true) {
commands.entity(descendant).remove::<Mesh3d>();
}
}
}
// Increase material emissive intensity to make it prettier for the example
for (_, material) in materials.iter_mut() {
material.emissive *= 200.0;
}
}