369 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			369 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates anisotropy with the glTF sample barn lamp model.
 | 
						|
 | 
						|
use std::fmt::Display;
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    color::palettes::{self, css::WHITE},
 | 
						|
    core_pipeline::Skybox,
 | 
						|
    math::vec3,
 | 
						|
    prelude::*,
 | 
						|
    time::Stopwatch,
 | 
						|
};
 | 
						|
 | 
						|
/// The initial position of the camera.
 | 
						|
const CAMERA_INITIAL_POSITION: Vec3 = vec3(-0.4, 0.0, 0.0);
 | 
						|
 | 
						|
/// The current settings of the app, as chosen by the user.
 | 
						|
#[derive(Resource)]
 | 
						|
struct AppStatus {
 | 
						|
    /// Which type of light is in the scene.
 | 
						|
    light_mode: LightMode,
 | 
						|
    /// Whether anisotropy is enabled.
 | 
						|
    anisotropy_enabled: bool,
 | 
						|
    /// Which mesh is visible
 | 
						|
    visible_scene: Scene,
 | 
						|
}
 | 
						|
 | 
						|
/// Which type of light we're using: a directional light, a point light, or an
 | 
						|
/// environment map.
 | 
						|
#[derive(Clone, Copy, PartialEq, Default)]
 | 
						|
enum LightMode {
 | 
						|
    /// A rotating directional light.
 | 
						|
    #[default]
 | 
						|
    Directional,
 | 
						|
    /// A rotating point light.
 | 
						|
    Point,
 | 
						|
    /// An environment map (image-based lighting, including skybox).
 | 
						|
    EnvironmentMap,
 | 
						|
}
 | 
						|
 | 
						|
/// A component that stores the version of the material with anisotropy and the
 | 
						|
/// version of the material without it.
 | 
						|
///
 | 
						|
/// This is placed on each mesh with a material. It exists so that the
 | 
						|
/// appropriate system can replace the materials when the user presses Enter to
 | 
						|
/// turn anisotropy on and off.
 | 
						|
#[derive(Component)]
 | 
						|
struct MaterialVariants {
 | 
						|
    /// The version of the material in the glTF file, with anisotropy.
 | 
						|
    anisotropic: Handle<StandardMaterial>,
 | 
						|
    /// The version of the material with anisotropy removed.
 | 
						|
    isotropic: Handle<StandardMaterial>,
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Default, Clone, Copy, PartialEq, Eq, Component)]
 | 
						|
enum Scene {
 | 
						|
    #[default]
 | 
						|
    BarnLamp,
 | 
						|
    Sphere,
 | 
						|
}
 | 
						|
 | 
						|
impl Scene {
 | 
						|
    fn next(&self) -> Self {
 | 
						|
        match self {
 | 
						|
            Self::BarnLamp => Self::Sphere,
 | 
						|
            Self::Sphere => Self::BarnLamp,
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
impl Display for Scene {
 | 
						|
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
 | 
						|
        let scene_name = match self {
 | 
						|
            Self::BarnLamp => "Barn Lamp",
 | 
						|
            Self::Sphere => "Sphere",
 | 
						|
        };
 | 
						|
        write!(f, "{scene_name}")
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// The application entry point.
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .init_resource::<AppStatus>()
 | 
						|
        .add_plugins(DefaultPlugins.set(WindowPlugin {
 | 
						|
            primary_window: Some(Window {
 | 
						|
                title: "Bevy Anisotropy Example".into(),
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            ..default()
 | 
						|
        }))
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, create_material_variants)
 | 
						|
        .add_systems(Update, animate_light)
 | 
						|
        .add_systems(Update, rotate_camera)
 | 
						|
        .add_systems(Update, (handle_input, update_help_text).chain())
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
/// Creates the initial scene.
 | 
						|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
 | 
						|
    spawn_directional_light(&mut commands);
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        SceneRoot(asset_server.load("models/AnisotropyBarnLamp/AnisotropyBarnLamp.gltf#Scene0")),
 | 
						|
        Transform::from_xyz(0.0, 0.07, -0.13),
 | 
						|
        Scene::BarnLamp,
 | 
						|
    ));
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(
 | 
						|
            asset_server.add(
 | 
						|
                Mesh::from(Sphere::new(0.1))
 | 
						|
                    .with_generated_tangents()
 | 
						|
                    .unwrap(),
 | 
						|
            ),
 | 
						|
        ),
 | 
						|
        MeshMaterial3d(asset_server.add(StandardMaterial {
 | 
						|
            base_color: palettes::tailwind::GRAY_300.into(),
 | 
						|
            anisotropy_rotation: 0.5,
 | 
						|
            anisotropy_strength: 1.,
 | 
						|
            ..default()
 | 
						|
        })),
 | 
						|
        Scene::Sphere,
 | 
						|
        Visibility::Hidden,
 | 
						|
    ));
 | 
						|
 | 
						|
    spawn_text(&mut commands, &app_status);
 | 
						|
}
 | 
						|
 | 
						|
/// Spawns the help text.
 | 
						|
fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
 | 
						|
    commands.spawn((
 | 
						|
        app_status.create_help_text(),
 | 
						|
        Node {
 | 
						|
            position_type: PositionType::Absolute,
 | 
						|
            bottom: Val::Px(12.0),
 | 
						|
            left: Val::Px(12.0),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
/// For each material, creates a version with the anisotropy removed.
 | 
						|
///
 | 
						|
/// This allows the user to press Enter to toggle anisotropy on and off.
 | 
						|
fn create_material_variants(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
    new_meshes: Query<
 | 
						|
        (Entity, &MeshMaterial3d<StandardMaterial>),
 | 
						|
        (
 | 
						|
            Added<MeshMaterial3d<StandardMaterial>>,
 | 
						|
            Without<MaterialVariants>,
 | 
						|
        ),
 | 
						|
    >,
 | 
						|
) {
 | 
						|
    for (entity, anisotropic_material_handle) in new_meshes.iter() {
 | 
						|
        let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
 | 
						|
            continue;
 | 
						|
        };
 | 
						|
 | 
						|
        commands.entity(entity).insert(MaterialVariants {
 | 
						|
            anisotropic: anisotropic_material_handle.0.clone(),
 | 
						|
            isotropic: materials.add(StandardMaterial {
 | 
						|
                anisotropy_texture: None,
 | 
						|
                anisotropy_strength: 0.0,
 | 
						|
                anisotropy_rotation: 0.0,
 | 
						|
                ..anisotropic_material
 | 
						|
            }),
 | 
						|
        });
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// A system that animates the light every frame, if there is one.
 | 
						|
fn animate_light(
 | 
						|
    mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>,
 | 
						|
    time: Res<Time>,
 | 
						|
) {
 | 
						|
    let now = time.elapsed_secs();
 | 
						|
    for mut transform in lights.iter_mut() {
 | 
						|
        transform.translation = vec3(ops::cos(now), 1.0, ops::sin(now)) * vec3(3.0, 4.0, 3.0);
 | 
						|
        transform.look_at(Vec3::ZERO, Vec3::Y);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// A system that rotates the camera if the environment map is enabled.
 | 
						|
fn rotate_camera(
 | 
						|
    mut camera: Query<&mut Transform, With<Camera>>,
 | 
						|
    app_status: Res<AppStatus>,
 | 
						|
    time: Res<Time>,
 | 
						|
    mut stopwatch: Local<Stopwatch>,
 | 
						|
) {
 | 
						|
    if app_status.light_mode == LightMode::EnvironmentMap {
 | 
						|
        stopwatch.tick(time.delta());
 | 
						|
    }
 | 
						|
 | 
						|
    let now = stopwatch.elapsed_secs();
 | 
						|
    for mut transform in camera.iter_mut() {
 | 
						|
        *transform = Transform::from_translation(
 | 
						|
            Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION),
 | 
						|
        )
 | 
						|
        .looking_at(Vec3::ZERO, Vec3::Y);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// Handles requests from the user to change the lighting or toggle anisotropy.
 | 
						|
fn handle_input(
 | 
						|
    mut commands: Commands,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    cameras: Query<Entity, With<Camera>>,
 | 
						|
    lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>)>>,
 | 
						|
    mut meshes: Query<(&mut MeshMaterial3d<StandardMaterial>, &MaterialVariants)>,
 | 
						|
    mut scenes: Query<(&mut Visibility, &Scene)>,
 | 
						|
    keyboard: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut app_status: ResMut<AppStatus>,
 | 
						|
) {
 | 
						|
    // If Space was pressed, change the lighting.
 | 
						|
    if keyboard.just_pressed(KeyCode::Space) {
 | 
						|
        match app_status.light_mode {
 | 
						|
            LightMode::Directional => {
 | 
						|
                // Switch to a point light. Despawn all existing lights and
 | 
						|
                // create the light point.
 | 
						|
                app_status.light_mode = LightMode::Point;
 | 
						|
                for light in lights.iter() {
 | 
						|
                    commands.entity(light).despawn();
 | 
						|
                }
 | 
						|
                spawn_point_light(&mut commands);
 | 
						|
            }
 | 
						|
 | 
						|
            LightMode::Point => {
 | 
						|
                // Switch to the environment map. Despawn all existing lights,
 | 
						|
                // and create the skybox and environment map.
 | 
						|
                app_status.light_mode = LightMode::EnvironmentMap;
 | 
						|
                for light in lights.iter() {
 | 
						|
                    commands.entity(light).despawn();
 | 
						|
                }
 | 
						|
                for camera in cameras.iter() {
 | 
						|
                    add_skybox_and_environment_map(&mut commands, &asset_server, camera);
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            LightMode::EnvironmentMap => {
 | 
						|
                // Switch back to a directional light. Despawn the skybox and
 | 
						|
                // environment map light, and recreate the directional light.
 | 
						|
                app_status.light_mode = LightMode::Directional;
 | 
						|
                for camera in cameras.iter() {
 | 
						|
                    commands
 | 
						|
                        .entity(camera)
 | 
						|
                        .remove::<Skybox>()
 | 
						|
                        .remove::<EnvironmentMapLight>();
 | 
						|
                }
 | 
						|
                spawn_directional_light(&mut commands);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    // If Enter was pressed, toggle anisotropy on and off.
 | 
						|
    if keyboard.just_pressed(KeyCode::Enter) {
 | 
						|
        app_status.anisotropy_enabled = !app_status.anisotropy_enabled;
 | 
						|
 | 
						|
        // Go through each mesh and alter its material.
 | 
						|
        for (mut material_handle, material_variants) in meshes.iter_mut() {
 | 
						|
            material_handle.0 = if app_status.anisotropy_enabled {
 | 
						|
                material_variants.anisotropic.clone()
 | 
						|
            } else {
 | 
						|
                material_variants.isotropic.clone()
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if keyboard.just_pressed(KeyCode::KeyQ) {
 | 
						|
        app_status.visible_scene = app_status.visible_scene.next();
 | 
						|
        for (mut visibility, scene) in scenes.iter_mut() {
 | 
						|
            let new_vis = if *scene == app_status.visible_scene {
 | 
						|
                Visibility::Inherited
 | 
						|
            } else {
 | 
						|
                Visibility::Hidden
 | 
						|
            };
 | 
						|
            *visibility = new_vis;
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// A system that updates the help text based on the current app status.
 | 
						|
fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
 | 
						|
    for mut text in text_query.iter_mut() {
 | 
						|
        *text = app_status.create_help_text();
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// Adds the skybox and environment map to the scene.
 | 
						|
fn add_skybox_and_environment_map(
 | 
						|
    commands: &mut Commands,
 | 
						|
    asset_server: &AssetServer,
 | 
						|
    entity: Entity,
 | 
						|
) {
 | 
						|
    commands
 | 
						|
        .entity(entity)
 | 
						|
        .insert(Skybox {
 | 
						|
            brightness: 5000.0,
 | 
						|
            image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
 | 
						|
            ..default()
 | 
						|
        })
 | 
						|
        .insert(EnvironmentMapLight {
 | 
						|
            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
 | 
						|
            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
 | 
						|
            intensity: 2500.0,
 | 
						|
            ..default()
 | 
						|
        });
 | 
						|
}
 | 
						|
 | 
						|
/// Spawns a rotating directional light.
 | 
						|
fn spawn_directional_light(commands: &mut Commands) {
 | 
						|
    commands.spawn(DirectionalLight {
 | 
						|
        color: WHITE.into(),
 | 
						|
        illuminance: 3000.0,
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 | 
						|
 | 
						|
/// Spawns a rotating point light.
 | 
						|
fn spawn_point_light(commands: &mut Commands) {
 | 
						|
    commands.spawn(PointLight {
 | 
						|
        color: WHITE.into(),
 | 
						|
        intensity: 200000.0,
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 | 
						|
 | 
						|
impl AppStatus {
 | 
						|
    /// Creates the help text as appropriate for the current app status.
 | 
						|
    fn create_help_text(&self) -> Text {
 | 
						|
        // Choose the appropriate help text for the anisotropy toggle.
 | 
						|
        let material_variant_help_text = if self.anisotropy_enabled {
 | 
						|
            "Press Enter to disable anisotropy"
 | 
						|
        } else {
 | 
						|
            "Press Enter to enable anisotropy"
 | 
						|
        };
 | 
						|
 | 
						|
        // Choose the appropriate help text for the light toggle.
 | 
						|
        let light_help_text = match self.light_mode {
 | 
						|
            LightMode::Directional => "Press Space to switch to a point light",
 | 
						|
            LightMode::Point => "Press Space to switch to an environment map",
 | 
						|
            LightMode::EnvironmentMap => "Press Space to switch to a directional light",
 | 
						|
        };
 | 
						|
 | 
						|
        // Choose the appropriate help text for the scene selector.
 | 
						|
        let mesh_help_text = format!("Press Q to change to {}", self.visible_scene.next());
 | 
						|
 | 
						|
        // Build the `Text` object.
 | 
						|
        format!("{material_variant_help_text}\n{light_help_text}\n{mesh_help_text}",).into()
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
impl Default for AppStatus {
 | 
						|
    fn default() -> Self {
 | 
						|
        Self {
 | 
						|
            light_mode: default(),
 | 
						|
            anisotropy_enabled: true,
 | 
						|
            visible_scene: default(),
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |