 015f2c69ca
			
		
	
	
		015f2c69ca
		
			
		
	
	
	
	
		
			
			# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			618 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			618 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases light transmission
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding        | Action                                               |
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| //! |:-------------------|:-----------------------------------------------------|
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| //! | `J`/`K`/`L`/`;`    | Change Screen Space Transmission Quality             |
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| //! | `O` / `P`          | Decrease / Increase Screen Space Transmission Steps  |
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| //! | `1` / `2`          | Decrease / Increase Diffuse Transmission             |
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| //! | `Q` / `W`          | Decrease / Increase Specular Transmission            |
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| //! | `A` / `S`          | Decrease / Increase Thickness                        |
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| //! | `Z` / `X`          | Decrease / Increase IOR                              |
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| //! | `E` / `R`          | Decrease / Increase Perceptual Roughness             |
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| //! | `U` / `I`          | Decrease / Increase Reflectance                      |
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| //! | Arrow Keys         | Control Camera                                       |
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| //! | `C`                | Randomize Colors                                     |
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| //! | `H`                | Toggle HDR + Bloom                                   |
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| //! | `D`                | Toggle Depth Prepass                                 |
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| //! | `T`                | Toggle TAA                                           |
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     color::palettes::css::*,
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|     core_pipeline::{
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|         bloom::Bloom, core_3d::ScreenSpaceTransmissionQuality, prepass::DepthPrepass,
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|         tonemapping::Tonemapping,
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|     },
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|     math::ops,
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|     pbr::{NotShadowCaster, PointLightShadowMap, TransmittedShadowReceiver},
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|     prelude::*,
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|     render::{
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|         camera::{Exposure, TemporalJitter},
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|         view::{ColorGrading, ColorGradingGlobal},
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|     },
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| };
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| 
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| #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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| use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing};
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| use rand::random;
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| 
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| fn main() {
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|     let mut app = App::new();
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| 
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|     app.add_plugins(DefaultPlugins)
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|         .insert_resource(ClearColor(Color::BLACK))
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|         .insert_resource(PointLightShadowMap { size: 2048 })
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|         .insert_resource(AmbientLight {
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|             brightness: 0.0,
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|             ..default()
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|         })
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (example_control_system, flicker_system));
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| 
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|     // *Note:* TAA is not _required_ for specular transmission, but
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|     // it _greatly enhances_ the look of the resulting blur effects.
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|     // Sadly, it's not available under WebGL.
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|     #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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|     app.add_plugins(TemporalAntiAliasPlugin);
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| 
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|     app.run();
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
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|     let cube_mesh = meshes.add(Cuboid::new(0.7, 0.7, 0.7));
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|     let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
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|     let cylinder_mesh = meshes.add(Cylinder::new(0.5, 2.0).mesh().resolution(50));
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| 
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|     // Cube #1
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|     commands.spawn((
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|         Mesh3d(cube_mesh.clone()),
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|         MeshMaterial3d(materials.add(StandardMaterial::default())),
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|         Transform::from_xyz(0.25, 0.5, -2.0).with_rotation(Quat::from_euler(
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|             EulerRot::XYZ,
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|             1.4,
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|             3.7,
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|             21.3,
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|         )),
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|         ExampleControls {
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|             color: true,
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|             specular_transmission: false,
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|             diffuse_transmission: false,
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|         },
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|     ));
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| 
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|     // Cube #2
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|     commands.spawn((
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|         Mesh3d(cube_mesh),
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|         MeshMaterial3d(materials.add(StandardMaterial::default())),
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|         Transform::from_xyz(-0.75, 0.7, -2.0).with_rotation(Quat::from_euler(
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|             EulerRot::XYZ,
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|             0.4,
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|             2.3,
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|             4.7,
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|         )),
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|         ExampleControls {
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|             color: true,
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|             specular_transmission: false,
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|             diffuse_transmission: false,
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|         },
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|     ));
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| 
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|     // Candle
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|     commands.spawn((
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|         Mesh3d(cylinder_mesh),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Color::srgb(0.9, 0.2, 0.3),
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|             diffuse_transmission: 0.7,
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|             perceptual_roughness: 0.32,
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|             thickness: 0.2,
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|             ..default()
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|         })),
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|         Transform::from_xyz(-1.0, 0.0, 0.0),
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|         ExampleControls {
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|             color: true,
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|             specular_transmission: false,
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|             diffuse_transmission: true,
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|         },
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|     ));
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| 
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|     // Candle Flame
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|     let scaled_white = LinearRgba::from(ANTIQUE_WHITE) * 20.;
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|     let scaled_orange = LinearRgba::from(ORANGE_RED) * 4.;
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|     let emissive = LinearRgba {
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|         red: scaled_white.red + scaled_orange.red,
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|         green: scaled_white.green + scaled_orange.green,
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|         blue: scaled_white.blue + scaled_orange.blue,
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|         alpha: 1.0,
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|     };
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| 
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|     commands.spawn((
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|         Mesh3d(icosphere_mesh.clone()),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             emissive,
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|             diffuse_transmission: 1.0,
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|             ..default()
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|         })),
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|         Transform::from_xyz(-1.0, 1.15, 0.0).with_scale(Vec3::new(0.1, 0.2, 0.1)),
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|         Flicker,
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|         NotShadowCaster,
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|     ));
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| 
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|     // Glass Sphere
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|     commands.spawn((
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|         Mesh3d(icosphere_mesh.clone()),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Color::WHITE,
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|             specular_transmission: 0.9,
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|             diffuse_transmission: 1.0,
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|             thickness: 1.8,
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|             ior: 1.5,
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|             perceptual_roughness: 0.12,
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|             ..default()
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|         })),
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|         Transform::from_xyz(1.0, 0.0, 0.0),
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|         ExampleControls {
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|             color: true,
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|             specular_transmission: true,
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|             diffuse_transmission: false,
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|         },
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|     ));
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| 
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|     // R Sphere
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|     commands.spawn((
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|         Mesh3d(icosphere_mesh.clone()),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: RED.into(),
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|             specular_transmission: 0.9,
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|             diffuse_transmission: 1.0,
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|             thickness: 1.8,
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|             ior: 1.5,
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|             perceptual_roughness: 0.12,
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|             ..default()
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|         })),
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|         Transform::from_xyz(1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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|         ExampleControls {
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|             color: true,
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|             specular_transmission: true,
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|             diffuse_transmission: false,
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|         },
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|     ));
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| 
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|     // G Sphere
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|     commands.spawn((
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|         Mesh3d(icosphere_mesh.clone()),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: LIME.into(),
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|             specular_transmission: 0.9,
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|             diffuse_transmission: 1.0,
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|             thickness: 1.8,
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|             ior: 1.5,
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|             perceptual_roughness: 0.12,
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|             ..default()
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|         })),
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|         Transform::from_xyz(0.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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|         ExampleControls {
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|             color: true,
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|             specular_transmission: true,
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|             diffuse_transmission: false,
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|         },
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|     ));
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| 
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|     // B Sphere
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|     commands.spawn((
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|         Mesh3d(icosphere_mesh),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: BLUE.into(),
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|             specular_transmission: 0.9,
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|             diffuse_transmission: 1.0,
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|             thickness: 1.8,
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|             ior: 1.5,
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|             perceptual_roughness: 0.12,
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|             ..default()
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|         })),
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|         Transform::from_xyz(-1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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|         ExampleControls {
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|             color: true,
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|             specular_transmission: true,
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|             diffuse_transmission: false,
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|         },
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|     ));
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| 
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|     // Chessboard Plane
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|     let black_material = materials.add(StandardMaterial {
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|         base_color: Color::BLACK,
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|         reflectance: 0.3,
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|         perceptual_roughness: 0.8,
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|         ..default()
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|     });
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| 
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|     let white_material = materials.add(StandardMaterial {
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|         base_color: Color::WHITE,
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|         reflectance: 0.3,
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|         perceptual_roughness: 0.8,
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|         ..default()
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|     });
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| 
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|     for x in -3..4 {
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|         for z in -3..4 {
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|             commands.spawn((
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|                 Mesh3d(plane_mesh.clone()),
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|                 MeshMaterial3d(if (x + z) % 2 == 0 {
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|                     black_material.clone()
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|                 } else {
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|                     white_material.clone()
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|                 }),
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|                 Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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|                 ExampleControls {
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|                     color: true,
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|                     specular_transmission: false,
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|                     diffuse_transmission: false,
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|                 },
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|             ));
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|         }
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|     }
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| 
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|     // Paper
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|     commands.spawn((
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|         Mesh3d(plane_mesh),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Color::WHITE,
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|             diffuse_transmission: 0.6,
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|             perceptual_roughness: 0.8,
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|             reflectance: 1.0,
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|             double_sided: true,
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|             cull_mode: None,
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|             ..default()
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|         })),
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|         Transform::from_xyz(0.0, 0.5, -3.0)
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|             .with_scale(Vec3::new(2.0, 1.0, 1.0))
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|             .with_rotation(Quat::from_euler(EulerRot::XYZ, PI / 2.0, 0.0, 0.0)),
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|         TransmittedShadowReceiver,
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|         ExampleControls {
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|             specular_transmission: false,
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|             color: false,
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|             diffuse_transmission: true,
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|         },
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|     ));
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| 
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|     // Candle Light
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|     commands.spawn((
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|         Transform::from_xyz(-1.0, 1.7, 0.0),
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|         PointLight {
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|             color: Color::from(
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|                 LinearRgba::from(ANTIQUE_WHITE).mix(&LinearRgba::from(ORANGE_RED), 0.2),
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|             ),
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|             intensity: 4_000.0,
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|             radius: 0.2,
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|             range: 5.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Flicker,
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|     ));
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| 
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|     // Camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Camera {
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|             hdr: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ColorGrading {
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|             global: ColorGradingGlobal {
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|                 post_saturation: 1.2,
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|                 ..default()
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|             },
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|             ..default()
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|         },
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|         Tonemapping::TonyMcMapface,
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|         Exposure { ev100: 6.0 },
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|         #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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|         Msaa::Off,
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|         #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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|         TemporalAntiAliasing::default(),
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|         EnvironmentMapLight {
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|             intensity: 25.0,
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|             diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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|             specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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|             ..default()
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|         },
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|         Bloom::default(),
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|     ));
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| 
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|     // Controls Text
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|     commands.spawn((
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|         Text::default(),
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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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|         ExampleDisplay,
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|     ));
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| }
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| 
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| #[derive(Component)]
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| struct Flicker;
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| 
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| #[derive(Component)]
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| struct ExampleControls {
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|     diffuse_transmission: bool,
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|     specular_transmission: bool,
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|     color: bool,
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| }
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| 
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| struct ExampleState {
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|     diffuse_transmission: f32,
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|     specular_transmission: f32,
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|     thickness: f32,
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|     ior: f32,
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|     perceptual_roughness: f32,
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|     reflectance: f32,
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|     auto_camera: bool,
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| }
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| 
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| #[derive(Component)]
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| struct ExampleDisplay;
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| 
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| impl Default for ExampleState {
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|     fn default() -> Self {
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|         ExampleState {
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|             diffuse_transmission: 0.5,
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|             specular_transmission: 0.9,
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|             thickness: 1.8,
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|             ior: 1.5,
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|             perceptual_roughness: 0.12,
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|             reflectance: 0.5,
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|             auto_camera: true,
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|         }
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|     }
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| }
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| 
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| #[allow(clippy::too_many_arguments)]
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| fn example_control_system(
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|     mut commands: Commands,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     controllable: Query<(&MeshMaterial3d<StandardMaterial>, &ExampleControls)>,
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|     camera: Single<
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|         (
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|             Entity,
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|             &mut Camera,
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|             &mut Camera3d,
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|             &mut Transform,
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|             Option<&DepthPrepass>,
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|             Option<&TemporalJitter>,
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|         ),
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|         With<Camera3d>,
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|     >,
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|     mut display: Single<&mut Text, With<ExampleDisplay>>,
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|     mut state: Local<ExampleState>,
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|     time: Res<Time>,
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|     input: Res<ButtonInput<KeyCode>>,
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| ) {
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|     if input.pressed(KeyCode::Digit2) {
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|         state.diffuse_transmission = (state.diffuse_transmission + time.delta_secs()).min(1.0);
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|     } else if input.pressed(KeyCode::Digit1) {
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|         state.diffuse_transmission = (state.diffuse_transmission - time.delta_secs()).max(0.0);
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|     }
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| 
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|     if input.pressed(KeyCode::KeyW) {
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|         state.specular_transmission = (state.specular_transmission + time.delta_secs()).min(1.0);
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|     } else if input.pressed(KeyCode::KeyQ) {
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|         state.specular_transmission = (state.specular_transmission - time.delta_secs()).max(0.0);
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|     }
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| 
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|     if input.pressed(KeyCode::KeyS) {
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|         state.thickness = (state.thickness + time.delta_secs()).min(5.0);
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|     } else if input.pressed(KeyCode::KeyA) {
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|         state.thickness = (state.thickness - time.delta_secs()).max(0.0);
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|     }
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| 
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|     if input.pressed(KeyCode::KeyX) {
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|         state.ior = (state.ior + time.delta_secs()).min(3.0);
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|     } else if input.pressed(KeyCode::KeyZ) {
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|         state.ior = (state.ior - time.delta_secs()).max(1.0);
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|     }
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| 
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|     if input.pressed(KeyCode::KeyI) {
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|         state.reflectance = (state.reflectance + time.delta_secs()).min(1.0);
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|     } else if input.pressed(KeyCode::KeyU) {
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|         state.reflectance = (state.reflectance - time.delta_secs()).max(0.0);
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|     }
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| 
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|     if input.pressed(KeyCode::KeyR) {
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|         state.perceptual_roughness = (state.perceptual_roughness + time.delta_secs()).min(1.0);
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|     } else if input.pressed(KeyCode::KeyE) {
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|         state.perceptual_roughness = (state.perceptual_roughness - time.delta_secs()).max(0.0);
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|     }
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| 
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|     let randomize_colors = input.just_pressed(KeyCode::KeyC);
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| 
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|     for (material_handle, controls) in &controllable {
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|         let material = materials.get_mut(material_handle).unwrap();
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|         if controls.specular_transmission {
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|             material.specular_transmission = state.specular_transmission;
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|             material.thickness = state.thickness;
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|             material.ior = state.ior;
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|             material.perceptual_roughness = state.perceptual_roughness;
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|             material.reflectance = state.reflectance;
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|         }
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| 
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|         if controls.diffuse_transmission {
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|             material.diffuse_transmission = state.diffuse_transmission;
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|         }
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| 
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|         if controls.color && randomize_colors {
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|             material.base_color =
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|                 Color::srgba(random(), random(), random(), material.base_color.alpha());
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|         }
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|     }
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| 
 | |
|     let (
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|         camera_entity,
 | |
|         mut camera,
 | |
|         mut camera_3d,
 | |
|         mut camera_transform,
 | |
|         depth_prepass,
 | |
|         temporal_jitter,
 | |
|     ) = camera.into_inner();
 | |
| 
 | |
|     if input.just_pressed(KeyCode::KeyH) {
 | |
|         camera.hdr = !camera.hdr;
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|     }
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| 
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|     #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
 | |
|     if input.just_pressed(KeyCode::KeyD) {
 | |
|         if depth_prepass.is_none() {
 | |
|             commands.entity(camera_entity).insert(DepthPrepass);
 | |
|         } else {
 | |
|             commands.entity(camera_entity).remove::<DepthPrepass>();
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
 | |
|     if input.just_pressed(KeyCode::KeyT) {
 | |
|         if temporal_jitter.is_none() {
 | |
|             commands
 | |
|                 .entity(camera_entity)
 | |
|                 .insert((TemporalJitter::default(), TemporalAntiAliasing::default()));
 | |
|         } else {
 | |
|             commands
 | |
|                 .entity(camera_entity)
 | |
|                 .remove::<(TemporalJitter, TemporalAntiAliasing)>();
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     if input.just_pressed(KeyCode::KeyO) && camera_3d.screen_space_specular_transmission_steps > 0 {
 | |
|         camera_3d.screen_space_specular_transmission_steps -= 1;
 | |
|     }
 | |
| 
 | |
|     if input.just_pressed(KeyCode::KeyP) && camera_3d.screen_space_specular_transmission_steps < 4 {
 | |
|         camera_3d.screen_space_specular_transmission_steps += 1;
 | |
|     }
 | |
| 
 | |
|     if input.just_pressed(KeyCode::KeyJ) {
 | |
|         camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::Low;
 | |
|     }
 | |
| 
 | |
|     if input.just_pressed(KeyCode::KeyK) {
 | |
|         camera_3d.screen_space_specular_transmission_quality =
 | |
|             ScreenSpaceTransmissionQuality::Medium;
 | |
|     }
 | |
| 
 | |
|     if input.just_pressed(KeyCode::KeyL) {
 | |
|         camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::High;
 | |
|     }
 | |
| 
 | |
|     if input.just_pressed(KeyCode::Semicolon) {
 | |
|         camera_3d.screen_space_specular_transmission_quality =
 | |
|             ScreenSpaceTransmissionQuality::Ultra;
 | |
|     }
 | |
| 
 | |
|     let rotation = if input.pressed(KeyCode::ArrowRight) {
 | |
|         state.auto_camera = false;
 | |
|         time.delta_secs()
 | |
|     } else if input.pressed(KeyCode::ArrowLeft) {
 | |
|         state.auto_camera = false;
 | |
|         -time.delta_secs()
 | |
|     } else if state.auto_camera {
 | |
|         time.delta_secs() * 0.25
 | |
|     } else {
 | |
|         0.0
 | |
|     };
 | |
| 
 | |
|     let distance_change =
 | |
|         if input.pressed(KeyCode::ArrowDown) && camera_transform.translation.length() < 25.0 {
 | |
|             time.delta_secs()
 | |
|         } else if input.pressed(KeyCode::ArrowUp) && camera_transform.translation.length() > 2.0 {
 | |
|             -time.delta_secs()
 | |
|         } else {
 | |
|             0.0
 | |
|         };
 | |
| 
 | |
|     camera_transform.translation *= ops::exp(distance_change);
 | |
| 
 | |
|     camera_transform.rotate_around(
 | |
|         Vec3::ZERO,
 | |
|         Quat::from_euler(EulerRot::XYZ, 0.0, rotation, 0.0),
 | |
|     );
 | |
| 
 | |
|     display.0 = format!(
 | |
|         concat!(
 | |
|             " J / K / L / ;  Screen Space Specular Transmissive Quality: {:?}\n",
 | |
|             "         O / P  Screen Space Specular Transmissive Steps: {}\n",
 | |
|             "         1 / 2  Diffuse Transmission: {:.2}\n",
 | |
|             "         Q / W  Specular Transmission: {:.2}\n",
 | |
|             "         A / S  Thickness: {:.2}\n",
 | |
|             "         Z / X  IOR: {:.2}\n",
 | |
|             "         E / R  Perceptual Roughness: {:.2}\n",
 | |
|             "         U / I  Reflectance: {:.2}\n",
 | |
|             "    Arrow Keys  Control Camera\n",
 | |
|             "             C  Randomize Colors\n",
 | |
|             "             H  HDR + Bloom: {}\n",
 | |
|             "             D  Depth Prepass: {}\n",
 | |
|             "             T  TAA: {}\n",
 | |
|         ),
 | |
|         camera_3d.screen_space_specular_transmission_quality,
 | |
|         camera_3d.screen_space_specular_transmission_steps,
 | |
|         state.diffuse_transmission,
 | |
|         state.specular_transmission,
 | |
|         state.thickness,
 | |
|         state.ior,
 | |
|         state.perceptual_roughness,
 | |
|         state.reflectance,
 | |
|         if camera.hdr { "ON " } else { "OFF" },
 | |
|         if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
 | |
|             if depth_prepass.is_some() {
 | |
|                 "ON "
 | |
|             } else {
 | |
|                 "OFF"
 | |
|             }
 | |
|         } else {
 | |
|             "N/A (WebGL)"
 | |
|         },
 | |
|         if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
 | |
|             if temporal_jitter.is_some() {
 | |
|                 if depth_prepass.is_some() {
 | |
|                     "ON "
 | |
|                 } else {
 | |
|                     "N/A (Needs Depth Prepass)"
 | |
|                 }
 | |
|             } else {
 | |
|                 "OFF"
 | |
|             }
 | |
|         } else {
 | |
|             "N/A (WebGL)"
 | |
|         },
 | |
|     );
 | |
| }
 | |
| 
 | |
| fn flicker_system(
 | |
|     mut flame: Single<&mut Transform, (With<Flicker>, With<Mesh3d>)>,
 | |
|     light: Single<(&mut PointLight, &mut Transform), (With<Flicker>, Without<Mesh3d>)>,
 | |
|     time: Res<Time>,
 | |
| ) {
 | |
|     let s = time.elapsed_secs();
 | |
|     let a = ops::cos(s * 6.0) * 0.0125 + ops::cos(s * 4.0) * 0.025;
 | |
|     let b = ops::cos(s * 5.0) * 0.0125 + ops::cos(s * 3.0) * 0.025;
 | |
|     let c = ops::cos(s * 7.0) * 0.0125 + ops::cos(s * 2.0) * 0.025;
 | |
|     let (mut light, mut light_transform) = light.into_inner();
 | |
|     light.intensity = 4_000.0 + 3000.0 * (a + b + c);
 | |
|     flame.translation = Vec3::new(-1.0, 1.23, 0.0);
 | |
|     flame.look_at(Vec3::new(-1.0 - c, 1.7 - b, 0.0 - a), Vec3::X);
 | |
|     flame.rotate(Quat::from_euler(EulerRot::XYZ, 0.0, 0.0, PI / 2.0));
 | |
|     light_transform.translation = Vec3::new(-1.0 - c, 1.7, 0.0 - a);
 | |
|     flame.translation = Vec3::new(-1.0 - c, 1.23, 0.0 - a);
 | |
| }
 |