# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			324 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			324 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
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//! Press left mouse button to cycle through different views.
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use std::fmt;
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use bevy::{image::ImageLoaderSettings, math::ops, prelude::*};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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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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                spin,
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                move_camera,
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                update_parallax_depth_scale,
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                update_parallax_layers,
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                switch_method,
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            ),
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        )
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        .run();
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}
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#[derive(Component)]
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struct Spin {
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    speed: f32,
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}
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/// The camera, used to move camera on click.
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#[derive(Component)]
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struct CameraController;
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const DEPTH_CHANGE_RATE: f32 = 0.1;
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const DEPTH_UPDATE_STEP: f32 = 0.03;
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const MAX_DEPTH: f32 = 0.3;
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struct TargetDepth(f32);
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impl Default for TargetDepth {
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    fn default() -> Self {
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        TargetDepth(0.09)
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    }
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}
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struct TargetLayers(f32);
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impl Default for TargetLayers {
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    fn default() -> Self {
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        TargetLayers(5.0)
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    }
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}
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struct CurrentMethod(ParallaxMappingMethod);
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impl Default for CurrentMethod {
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    fn default() -> Self {
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        CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
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    }
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}
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impl fmt::Display for CurrentMethod {
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    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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        match self.0 {
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            ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
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            ParallaxMappingMethod::Relief { max_steps } => {
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                write!(f, "Relief Mapping with {max_steps} steps")
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            }
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        }
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    }
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}
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impl CurrentMethod {
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    fn next_method(&mut self) {
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        use ParallaxMappingMethod::*;
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        self.0 = match self.0 {
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            Occlusion => Relief { max_steps: 2 },
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            Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
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            Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
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            Relief { .. } => Occlusion,
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        }
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    }
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}
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fn update_parallax_depth_scale(
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    input: Res<ButtonInput<KeyCode>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    mut target_depth: Local<TargetDepth>,
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    mut depth_update: Local<bool>,
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    mut writer: TextUiWriter,
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    text: Single<Entity, With<Text>>,
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) {
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    if input.just_pressed(KeyCode::Digit1) {
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        target_depth.0 -= DEPTH_UPDATE_STEP;
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        target_depth.0 = target_depth.0.max(0.0);
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        *depth_update = true;
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    }
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    if input.just_pressed(KeyCode::Digit2) {
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        target_depth.0 += DEPTH_UPDATE_STEP;
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        target_depth.0 = target_depth.0.min(MAX_DEPTH);
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        *depth_update = true;
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    }
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    if *depth_update {
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        for (_, mat) in materials.iter_mut() {
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            let current_depth = mat.parallax_depth_scale;
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            let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
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            mat.parallax_depth_scale = new_depth;
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            *writer.text(*text, 1) = format!("Parallax depth scale: {new_depth:.5}\n");
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            if (new_depth - current_depth).abs() <= 0.000000001 {
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                *depth_update = false;
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            }
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        }
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    }
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}
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fn switch_method(
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    input: Res<ButtonInput<KeyCode>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    text: Single<Entity, With<Text>>,
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    mut writer: TextUiWriter,
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    mut current: Local<CurrentMethod>,
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) {
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    if input.just_pressed(KeyCode::Space) {
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        current.next_method();
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    } else {
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        return;
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    }
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    let text_entity = *text;
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    *writer.text(text_entity, 3) = format!("Method: {}\n", *current);
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    for (_, mat) in materials.iter_mut() {
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        mat.parallax_mapping_method = current.0;
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    }
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}
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fn update_parallax_layers(
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    input: Res<ButtonInput<KeyCode>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    mut target_layers: Local<TargetLayers>,
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    text: Single<Entity, With<Text>>,
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    mut writer: TextUiWriter,
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) {
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    if input.just_pressed(KeyCode::Digit3) {
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        target_layers.0 -= 1.0;
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        target_layers.0 = target_layers.0.max(0.0);
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    } else if input.just_pressed(KeyCode::Digit4) {
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        target_layers.0 += 1.0;
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    } else {
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        return;
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    }
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    let layer_count = ops::exp2(target_layers.0);
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    let text_entity = *text;
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    *writer.text(text_entity, 2) = format!("Layers: {layer_count:.0}\n");
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    for (_, mat) in materials.iter_mut() {
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        mat.max_parallax_layer_count = layer_count;
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    }
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}
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
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    for (mut transform, spin) in query.iter_mut() {
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        transform.rotate_local_y(spin.speed * time.delta_secs());
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        transform.rotate_local_x(spin.speed * time.delta_secs());
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        transform.rotate_local_z(-spin.speed * time.delta_secs());
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    }
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}
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// Camera positions to cycle through when left-clicking.
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const CAMERA_POSITIONS: &[Transform] = &[
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    Transform {
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        translation: Vec3::new(1.5, 1.5, 1.5),
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        rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
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        scale: Vec3::ONE,
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    },
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    Transform {
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        translation: Vec3::new(2.4, 0.0, 0.2),
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        rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
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        scale: Vec3::ONE,
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    },
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    Transform {
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        translation: Vec3::new(2.4, 2.6, -4.3),
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        rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
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        scale: Vec3::ONE,
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    },
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    Transform {
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        translation: Vec3::new(-1.0, 0.8, -1.2),
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        rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
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        scale: Vec3::ONE,
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    },
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];
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fn move_camera(
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    mut camera: Single<&mut Transform, With<CameraController>>,
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    mut current_view: Local<usize>,
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    button: Res<ButtonInput<MouseButton>>,
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) {
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    if button.just_pressed(MouseButton::Left) {
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        *current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
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    }
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    let target = CAMERA_POSITIONS[*current_view];
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    camera.translation = camera.translation.lerp(target.translation, 0.2);
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    camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
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}
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fn setup(
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    mut commands: Commands,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    asset_server: Res<AssetServer>,
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) {
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    // The normal map. Note that to generate it in the GIMP image editor, you should
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    // open the depth map, and do Filters → Generic → Normal Map
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    // You should enable the "flip X" checkbox.
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    let normal_handle = asset_server.load_with_settings(
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        "textures/parallax_example/cube_normal.png",
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        // The normal map texture is in linear color space. Lighting won't look correct
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        // if `is_srgb` is `true`, which is the default.
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        |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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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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        Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
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        CameraController,
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    ));
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    // light
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    commands
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        .spawn((
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            PointLight {
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                shadows_enabled: true,
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                ..default()
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            },
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            Transform::from_xyz(2.0, 1.0, -1.1),
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        ))
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        .with_children(|commands| {
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            // represent the light source as a sphere
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            let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
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            commands.spawn((Mesh3d(mesh), MeshMaterial3d(materials.add(Color::WHITE))));
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        });
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    // Plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            // standard material derived from dark green, but
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            // with roughness and reflectance set.
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            perceptual_roughness: 0.45,
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            reflectance: 0.18,
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            ..Color::srgb_u8(0, 80, 0).into()
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        })),
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        Transform::from_xyz(0.0, -1.0, 0.0),
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    ));
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    let parallax_depth_scale = TargetDepth::default().0;
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    let max_parallax_layer_count = ops::exp2(TargetLayers::default().0);
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    let parallax_mapping_method = CurrentMethod::default();
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    let parallax_material = materials.add(StandardMaterial {
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        perceptual_roughness: 0.4,
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        base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
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        normal_map_texture: Some(normal_handle),
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        // The depth map is a grayscale texture where black is the highest level and
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        // white the lowest.
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        depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
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        parallax_depth_scale,
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        parallax_mapping_method: parallax_mapping_method.0,
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        max_parallax_layer_count,
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        ..default()
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    });
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    commands.spawn((
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        Mesh3d(
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            meshes.add(
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                // NOTE: for normal maps and depth maps to work, the mesh
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                // needs tangents generated.
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                Mesh::from(Cuboid::default())
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                    .with_generated_tangents()
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                    .unwrap(),
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            ),
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        ),
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        MeshMaterial3d(parallax_material.clone()),
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        Spin { speed: 0.3 },
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    ));
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    let background_cube = meshes.add(
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        Mesh::from(Cuboid::new(40.0, 40.0, 40.0))
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            .with_generated_tangents()
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            .unwrap(),
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    );
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    let background_cube_bundle = |translation| {
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        (
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            Mesh3d(background_cube.clone()),
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            MeshMaterial3d(parallax_material.clone()),
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            Transform::from_translation(translation),
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            Spin { speed: -0.1 },
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        )
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    };
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    commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
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    commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
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    commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
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    commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
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    // example instructions
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    commands
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        .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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        ))
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        .with_children(|p| {
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            p.spawn(TextSpan(format!(
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                "Parallax depth scale: {parallax_depth_scale:.5}\n"
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            )));
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            p.spawn(TextSpan(format!("Layers: {max_parallax_layer_count:.0}\n")));
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            p.spawn(TextSpan(format!("{parallax_mapping_method}\n")));
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            p.spawn(TextSpan::new("\n\n"));
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            p.spawn(TextSpan::new("Controls:\n"));
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            p.spawn(TextSpan::new("Left click - Change view angle\n"));
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            p.spawn(TextSpan::new(
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                "1/2 - Decrease/Increase parallax depth scale\n",
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            ));
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            p.spawn(TextSpan::new("3/4 - Decrease/Increase layer count\n"));
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            p.spawn(TextSpan::new("Space - Switch parallaxing algorithm\n"));
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        });
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}
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