
This reverts commit 0b5302d96a
.
# Objective
- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast
## Solution
- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state
This is not an issue with the work done in #17482 that is still
interesting
526 lines
18 KiB
Rust
526 lines
18 KiB
Rust
//! Demonstrates how to combine baked and dynamic lighting.
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use bevy::{
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pbr::Lightmap,
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picking::{backend::HitData, pointer::PointerInteraction},
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prelude::*,
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scene::SceneInstanceReady,
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};
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use crate::widgets::{RadioButton, RadioButtonText, WidgetClickEvent, WidgetClickSender};
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#[path = "../helpers/widgets.rs"]
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mod widgets;
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/// How bright the lightmaps are.
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const LIGHTMAP_EXPOSURE: f32 = 600.0;
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/// How far above the ground the sphere's origin is when moved, in scene units.
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const SPHERE_OFFSET: f32 = 0.2;
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/// The settings that the user has currently chosen for the app.
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#[derive(Clone, Default, Resource)]
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struct AppStatus {
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/// The lighting mode that the user currently has set: baked, mixed, or
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/// real-time.
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lighting_mode: LightingMode,
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}
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/// The type of lighting to use in the scene.
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#[derive(Clone, Copy, PartialEq, Default)]
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enum LightingMode {
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/// All light is computed ahead of time; no lighting takes place at runtime.
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///
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/// In this mode, the sphere can't be moved, as the light shining on it was
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/// precomputed. On the plus side, the sphere has indirect lighting in this
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/// mode, as the red hue on the bottom of the sphere demonstrates.
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Baked,
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/// All light for the static objects is computed ahead of time, but the
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/// light for the dynamic sphere is computed at runtime.
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///
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/// In this mode, the sphere can be moved, and the light will be computed
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/// for it as you do so. The sphere loses indirect illumination; notice the
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/// lack of a red hue at the base of the sphere. However, the rest of the
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/// scene has indirect illumination. Note also that the sphere doesn't cast
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/// a shadow on the static objects in this mode, because shadows are part of
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/// the lighting computation.
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MixedDirect,
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/// Indirect light for the static objects is computed ahead of time, and
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/// direct light for all objects is computed at runtime.
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///
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/// In this mode, the sphere can be moved, and the light will be computed
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/// for it as you do so. The sphere loses indirect illumination; notice the
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/// lack of a red hue at the base of the sphere. However, the rest of the
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/// scene has indirect illumination. The sphere does cast a shadow on
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/// objects in this mode, because the direct light for all objects is being
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/// computed dynamically.
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#[default]
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MixedIndirect,
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/// Light is computed at runtime for all objects.
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///
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/// In this mode, no lightmaps are used at all. All objects are dynamically
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/// lit, which provides maximum flexibility. However, the downside is that
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/// global illumination is lost; note that the base of the sphere isn't red
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/// as it is in baked mode.
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RealTime,
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}
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/// An event that's fired whenever the user changes the lighting mode.
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///
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/// This is also fired when the scene loads for the first time.
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#[derive(Clone, Copy, Default, Event)]
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struct LightingModeChanged;
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#[derive(Clone, Copy, Component, Debug)]
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struct HelpText;
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/// The name of every static object in the scene that has a lightmap, as well as
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/// the UV rect of its lightmap.
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///
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/// Storing this as an array and doing a linear search through it is rather
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/// inefficient, but we do it anyway for clarity's sake.
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static LIGHTMAPS: [(&str, Rect); 5] = [
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(
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"Plane",
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uv_rect_opengl(Vec2::splat(0.026), Vec2::splat(0.710)),
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),
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(
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"SheenChair_fabric",
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uv_rect_opengl(vec2(0.7864, 0.02377), vec2(0.1910, 0.1912)),
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),
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(
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"SheenChair_label",
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uv_rect_opengl(vec2(0.275, -0.016), vec2(0.858, 0.486)),
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),
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(
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"SheenChair_metal",
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uv_rect_opengl(vec2(0.998, 0.506), vec2(-0.029, -0.067)),
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),
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(
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"SheenChair_wood",
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uv_rect_opengl(vec2(0.787, 0.257), vec2(0.179, 0.177)),
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),
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];
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static SPHERE_UV_RECT: Rect = uv_rect_opengl(vec2(0.788, 0.484), Vec2::splat(0.062));
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/// The initial position of the sphere.
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///
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/// When the user sets the light mode to [`LightingMode::Baked`], we reset the
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/// position to this point.
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const INITIAL_SPHERE_POSITION: Vec3 = vec3(0.0, 0.5233223, 0.0);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Mixed Lighting Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(MeshPickingPlugin)
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.insert_resource(AmbientLight {
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color: ClearColor::default().0,
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brightness: 10000.0,
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affects_lightmapped_meshes: true,
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})
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.init_resource::<AppStatus>()
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.add_event::<WidgetClickEvent<LightingMode>>()
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.add_event::<LightingModeChanged>()
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.add_systems(Startup, setup)
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.add_systems(Update, update_lightmaps)
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.add_systems(Update, update_directional_light)
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.add_systems(Update, make_sphere_nonpickable)
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.add_systems(Update, update_radio_buttons)
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.add_systems(Update, handle_lighting_mode_change)
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.add_systems(Update, widgets::handle_ui_interactions::<LightingMode>)
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.add_systems(Update, reset_sphere_position)
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.add_systems(Update, move_sphere)
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.add_systems(Update, adjust_help_text)
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.run();
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}
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/// Creates the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
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spawn_camera(&mut commands);
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spawn_scene(&mut commands, &asset_server);
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spawn_buttons(&mut commands);
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spawn_help_text(&mut commands, &app_status);
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}
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/// Spawns the 3D camera.
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fn spawn_camera(commands: &mut Commands) {
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commands
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.spawn(Camera3d::default())
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.insert(Transform::from_xyz(-0.7, 0.7, 1.0).looking_at(vec3(0.0, 0.3, 0.0), Vec3::Y));
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}
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/// Spawns the scene.
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///
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/// The scene is loaded from a glTF file.
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fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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commands
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.spawn(SceneRoot(
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asset_server.load(
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GltfAssetLabel::Scene(0)
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.from_asset("models/MixedLightingExample/MixedLightingExample.gltf"),
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),
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))
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.observe(
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|_: Trigger<SceneInstanceReady>,
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mut lighting_mode_change_event_writer: EventWriter<LightingModeChanged>| {
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// When the scene loads, send a `LightingModeChanged` event so
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// that we set up the lightmaps.
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lighting_mode_change_event_writer.write(LightingModeChanged);
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},
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);
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}
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/// Spawns the buttons that allow the user to change the lighting mode.
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fn spawn_buttons(commands: &mut Commands) {
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commands
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.spawn(widgets::main_ui_node())
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.with_children(|parent| {
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widgets::spawn_option_buttons(
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parent,
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"Lighting",
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&[
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(LightingMode::Baked, "Baked"),
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(LightingMode::MixedDirect, "Mixed (Direct)"),
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(LightingMode::MixedIndirect, "Mixed (Indirect)"),
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(LightingMode::RealTime, "Real-Time"),
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],
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);
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});
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}
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/// Spawns the help text at the top of the window.
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fn spawn_help_text(commands: &mut Commands, app_status: &AppStatus) {
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commands.spawn((
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create_help_text(app_status),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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HelpText,
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));
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}
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/// Adds lightmaps to and/or removes lightmaps from objects in the scene when
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/// the lighting mode changes.
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///
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/// This is also called right after the scene loads in order to set up the
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/// lightmaps.
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fn update_lightmaps(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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meshes: Query<(Entity, &Name, &MeshMaterial3d<StandardMaterial>), With<Mesh3d>>,
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mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>,
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app_status: Res<AppStatus>,
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) {
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// Only run if the lighting mode changed. (Note that a change event is fired
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// when the scene first loads.)
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if lighting_mode_change_event_reader.read().next().is_none() {
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return;
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}
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// Select the lightmap to use, based on the lighting mode.
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let lightmap: Option<Handle<Image>> = match app_status.lighting_mode {
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LightingMode::Baked => {
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Some(asset_server.load("lightmaps/MixedLightingExample-Baked.zstd.ktx2"))
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}
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LightingMode::MixedDirect => {
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Some(asset_server.load("lightmaps/MixedLightingExample-MixedDirect.zstd.ktx2"))
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}
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LightingMode::MixedIndirect => {
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Some(asset_server.load("lightmaps/MixedLightingExample-MixedIndirect.zstd.ktx2"))
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}
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LightingMode::RealTime => None,
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};
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'outer: for (entity, name, material) in &meshes {
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// Add lightmaps to or remove lightmaps from the scenery objects in the
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// scene (all objects but the sphere).
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//
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// Note that doing a linear search through the `LIGHTMAPS` array is
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// inefficient, but we do it anyway in this example to improve clarity.
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for (lightmap_name, uv_rect) in LIGHTMAPS {
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if &**name != lightmap_name {
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continue;
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}
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// Lightmap exposure defaults to zero, so we need to set it.
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if let Some(ref mut material) = materials.get_mut(material) {
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material.lightmap_exposure = LIGHTMAP_EXPOSURE;
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}
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// Add or remove the lightmap.
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match lightmap {
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Some(ref lightmap) => {
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commands.entity(entity).insert(Lightmap {
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image: (*lightmap).clone(),
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uv_rect,
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bicubic_sampling: false,
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});
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}
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None => {
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commands.entity(entity).remove::<Lightmap>();
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}
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}
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continue 'outer;
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}
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// Add lightmaps to or remove lightmaps from the sphere.
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if &**name == "Sphere" {
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// Lightmap exposure defaults to zero, so we need to set it.
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if let Some(ref mut material) = materials.get_mut(material) {
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material.lightmap_exposure = LIGHTMAP_EXPOSURE;
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}
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// Add or remove the lightmap from the sphere. We only apply the
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// lightmap in fully-baked mode.
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match (&lightmap, app_status.lighting_mode) {
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(Some(lightmap), LightingMode::Baked) => {
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commands.entity(entity).insert(Lightmap {
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image: (*lightmap).clone(),
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uv_rect: SPHERE_UV_RECT,
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bicubic_sampling: false,
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});
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}
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_ => {
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commands.entity(entity).remove::<Lightmap>();
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}
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}
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}
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}
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}
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/// Converts a uv rectangle from the OpenGL coordinate system (origin in the
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/// lower left) to the Vulkan coordinate system (origin in the upper left) that
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/// Bevy uses.
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///
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/// For this particular example, the baking tool happened to use the OpenGL
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/// coordinate system, so it was more convenient to do the conversion at compile
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/// time than to pre-calculate and hard-code the values.
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const fn uv_rect_opengl(gl_min: Vec2, size: Vec2) -> Rect {
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let min = vec2(gl_min.x, 1.0 - gl_min.y - size.y);
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Rect {
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min,
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max: vec2(min.x + size.x, min.y + size.y),
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}
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}
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/// Ensures that clicking on the scene to move the sphere doesn't result in a
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/// hit on the sphere itself.
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fn make_sphere_nonpickable(
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mut commands: Commands,
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mut query: Query<(Entity, &Name), (With<Mesh3d>, Without<Pickable>)>,
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) {
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for (sphere, name) in &mut query {
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if &**name == "Sphere" {
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commands.entity(sphere).insert(Pickable::IGNORE);
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}
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}
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}
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/// Updates the directional light settings as necessary when the lighting mode
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/// changes.
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fn update_directional_light(
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mut lights: Query<&mut DirectionalLight>,
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mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>,
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app_status: Res<AppStatus>,
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) {
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// Only run if the lighting mode changed. (Note that a change event is fired
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// when the scene first loads.)
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if lighting_mode_change_event_reader.read().next().is_none() {
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return;
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}
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// Real-time direct light is used on the scenery if we're using mixed
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// indirect or real-time mode.
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let scenery_is_lit_in_real_time = matches!(
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app_status.lighting_mode,
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LightingMode::MixedIndirect | LightingMode::RealTime
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);
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for mut light in &mut lights {
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light.affects_lightmapped_mesh_diffuse = scenery_is_lit_in_real_time;
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// Don't bother enabling shadows if they won't show up on the scenery.
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light.shadows_enabled = scenery_is_lit_in_real_time;
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}
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}
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/// Updates the state of the selection widgets at the bottom of the window when
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/// the lighting mode changes.
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fn update_radio_buttons(
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mut 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<LightingMode>,
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),
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Or<(With<RadioButton>, With<RadioButtonText>)>,
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>,
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app_status: Res<AppStatus>,
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mut writer: TextUiWriter,
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) {
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for (entity, image, has_text, sender) in &mut widgets {
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let selected = **sender == app_status.lighting_mode;
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if let Some(mut bg_color) = image {
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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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}
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/// Handles clicks on the widgets at the bottom of the screen and fires
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/// [`LightingModeChanged`] events.
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fn handle_lighting_mode_change(
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mut widget_click_event_reader: EventReader<WidgetClickEvent<LightingMode>>,
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mut lighting_mode_change_event_writer: EventWriter<LightingModeChanged>,
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mut app_status: ResMut<AppStatus>,
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) {
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for event in widget_click_event_reader.read() {
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app_status.lighting_mode = **event;
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lighting_mode_change_event_writer.write(LightingModeChanged);
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}
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}
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/// Moves the sphere to its original position when the user selects the baked
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/// lighting mode.
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///
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/// As the light from the sphere is precomputed and depends on the sphere's
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/// original position, the sphere must be placed there in order for the lighting
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/// to be correct.
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fn reset_sphere_position(
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mut objects: Query<(&Name, &mut Transform)>,
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mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>,
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app_status: Res<AppStatus>,
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) {
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// Only run if the lighting mode changed and if the lighting mode is
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// `LightingMode::Baked`. (Note that a change event is fired when the scene
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// first loads.)
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if lighting_mode_change_event_reader.read().next().is_none()
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|| app_status.lighting_mode != LightingMode::Baked
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{
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return;
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}
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for (name, mut transform) in &mut objects {
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if &**name == "Sphere" {
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transform.translation = INITIAL_SPHERE_POSITION;
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break;
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}
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}
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}
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/// Updates the position of the sphere when the user clicks on a spot in the
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/// scene.
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///
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/// Note that the position of the sphere is locked in baked lighting mode.
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fn move_sphere(
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mouse_button_input: Res<ButtonInput<MouseButton>>,
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pointers: Query<&PointerInteraction>,
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mut meshes: Query<(&Name, &ChildOf), With<Mesh3d>>,
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mut transforms: Query<&mut Transform>,
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app_status: Res<AppStatus>,
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) {
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// Only run when the left button is clicked and we're not in baked lighting
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// mode.
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if app_status.lighting_mode == LightingMode::Baked
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|| !mouse_button_input.pressed(MouseButton::Left)
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{
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return;
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}
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// Find the sphere.
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let Some(child_of) = meshes
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.iter_mut()
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.filter_map(|(name, child_of)| {
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if &**name == "Sphere" {
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Some(child_of)
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} else {
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None
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}
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})
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.next()
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else {
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return;
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};
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// Grab its transform.
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let Ok(mut transform) = transforms.get_mut(child_of.parent) else {
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return;
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};
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// Set its transform to the appropriate position, as determined by the
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// picking subsystem.
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for interaction in pointers.iter() {
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if let Some(&(
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_,
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HitData {
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position: Some(position),
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..
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},
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)) = interaction.get_nearest_hit()
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{
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transform.translation = position + vec3(0.0, SPHERE_OFFSET, 0.0);
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}
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}
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}
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/// Changes the help text at the top of the screen when the lighting mode
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/// changes.
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fn adjust_help_text(
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mut commands: Commands,
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help_texts: Query<Entity, With<HelpText>>,
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app_status: Res<AppStatus>,
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mut lighting_mode_change_event_reader: EventReader<LightingModeChanged>,
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) {
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if lighting_mode_change_event_reader.read().next().is_none() {
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return;
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}
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for help_text in &help_texts {
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commands
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.entity(help_text)
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|
.insert(create_help_text(&app_status));
|
|
}
|
|
}
|
|
|
|
/// Returns appropriate text to display at the top of the screen.
|
|
fn create_help_text(app_status: &AppStatus) -> Text {
|
|
match app_status.lighting_mode {
|
|
LightingMode::Baked => Text::new(
|
|
"Scenery: Static, baked direct light, baked indirect light
|
|
Sphere: Static, baked direct light, baked indirect light",
|
|
),
|
|
LightingMode::MixedDirect => Text::new(
|
|
"Scenery: Static, baked direct light, baked indirect light
|
|
Sphere: Dynamic, real-time direct light, no indirect light
|
|
Click in the scene to move the sphere",
|
|
),
|
|
LightingMode::MixedIndirect => Text::new(
|
|
"Scenery: Static, real-time direct light, baked indirect light
|
|
Sphere: Dynamic, real-time direct light, no indirect light
|
|
Click in the scene to move the sphere",
|
|
),
|
|
LightingMode::RealTime => Text::new(
|
|
"Scenery: Dynamic, real-time direct light, no indirect light
|
|
Sphere: Dynamic, real-time direct light, no indirect light
|
|
Click in the scene to move the sphere",
|
|
),
|
|
}
|
|
}
|