 b96193e6ca
			
		
	
	
		b96193e6ca
		
			
		
	
	
	
	
		
			
			# Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
		
			
				
	
	
		
			178 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			178 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
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| 
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| #[path = "../helpers/camera_controller.rs"]
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| mod camera_controller;
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| 
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| use bevy::{
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|     asset::LoadState,
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|     core_pipeline::Skybox,
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|     prelude::*,
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|     render::{
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|         render_resource::{TextureViewDescriptor, TextureViewDimension},
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|         renderer::RenderDevice,
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|         texture::CompressedImageFormats,
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|     },
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| };
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| use camera_controller::{CameraController, CameraControllerPlugin};
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| use std::f32::consts::PI;
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| 
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| const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
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|     (
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|         "textures/Ryfjallet_cubemap.png",
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|         CompressedImageFormats::NONE,
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|     ),
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|     (
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|         "textures/Ryfjallet_cubemap_astc4x4.ktx2",
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|         CompressedImageFormats::ASTC_LDR,
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|     ),
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|     (
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|         "textures/Ryfjallet_cubemap_bc7.ktx2",
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|         CompressedImageFormats::BC,
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|     ),
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|     (
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|         "textures/Ryfjallet_cubemap_etc2.ktx2",
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|         CompressedImageFormats::ETC2,
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|     ),
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| ];
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugins(CameraControllerPlugin)
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|         .add_systems(Startup, setup)
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|         .add_systems(
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|             Update,
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|             (
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|                 cycle_cubemap_asset,
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|                 asset_loaded.after(cycle_cubemap_asset),
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|                 animate_light_direction,
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|             ),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Resource)]
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| struct Cubemap {
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|     is_loaded: bool,
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|     index: usize,
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|     image_handle: Handle<Image>,
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // directional 'sun' light
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             illuminance: 32000.0,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(0.0, 2.0, 0.0)
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|             .with_rotation(Quat::from_rotation_x(-PI / 4.)),
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|         ..default()
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|     });
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| 
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|     let skybox_handle = asset_server.load(CUBEMAPS[0].0);
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|     // camera
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         },
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|         CameraController::default(),
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|         Skybox {
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|             image: skybox_handle.clone(),
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|             brightness: 1000.0,
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|         },
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|     ));
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| 
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|     // ambient light
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|     // NOTE: The ambient light is used to scale how bright the environment map is so with a bright
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|     // environment map, use an appropriate color and brightness to match
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|     commands.insert_resource(AmbientLight {
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|         color: LegacyColor::rgb_u8(210, 220, 240),
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|         brightness: 1.0,
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|     });
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| 
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|     commands.insert_resource(Cubemap {
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|         is_loaded: false,
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|         index: 0,
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|         image_handle: skybox_handle,
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|     });
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| }
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| 
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| const CUBEMAP_SWAP_DELAY: f32 = 3.0;
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| 
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| fn cycle_cubemap_asset(
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|     time: Res<Time>,
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|     mut next_swap: Local<f32>,
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|     mut cubemap: ResMut<Cubemap>,
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|     asset_server: Res<AssetServer>,
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|     render_device: Res<RenderDevice>,
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| ) {
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|     let now = time.elapsed_seconds();
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|     if *next_swap == 0.0 {
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|         *next_swap = now + CUBEMAP_SWAP_DELAY;
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|         return;
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|     } else if now < *next_swap {
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|         return;
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|     }
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|     *next_swap += CUBEMAP_SWAP_DELAY;
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| 
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|     let supported_compressed_formats =
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|         CompressedImageFormats::from_features(render_device.features());
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| 
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|     let mut new_index = cubemap.index;
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|     for _ in 0..CUBEMAPS.len() {
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|         new_index = (new_index + 1) % CUBEMAPS.len();
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|         if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
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|             break;
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|         }
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|         info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
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|     }
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| 
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|     // Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
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|     // is missing
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|     if new_index == cubemap.index {
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|         return;
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|     }
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| 
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|     cubemap.index = new_index;
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|     cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
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|     cubemap.is_loaded = false;
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| }
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| 
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| fn asset_loaded(
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|     asset_server: Res<AssetServer>,
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|     mut images: ResMut<Assets<Image>>,
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|     mut cubemap: ResMut<Cubemap>,
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|     mut skyboxes: Query<&mut Skybox>,
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| ) {
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|     if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle) == LoadState::Loaded {
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|         info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
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|         let image = images.get_mut(&cubemap.image_handle).unwrap();
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|         // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
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|         // so they appear as one texture. The following code reconfigures the texture as necessary.
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|         if image.texture_descriptor.array_layer_count() == 1 {
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|             image.reinterpret_stacked_2d_as_array(image.height() / image.width());
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|             image.texture_view_descriptor = Some(TextureViewDescriptor {
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|                 dimension: Some(TextureViewDimension::Cube),
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|                 ..default()
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|             });
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|         }
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| 
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|         for mut skybox in &mut skyboxes {
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|             skybox.image = cubemap.image_handle.clone();
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|         }
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| 
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|         cubemap.is_loaded = true;
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|     }
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| }
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| 
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| fn animate_light_direction(
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<DirectionalLight>>,
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| ) {
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|     for mut transform in &mut query {
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|         transform.rotate_y(time.delta_seconds() * 0.5);
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|     }
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| }
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