
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
658 lines
21 KiB
Rust
658 lines
21 KiB
Rust
//! This example showcases light transmission
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:-------------------|:-----------------------------------------------------|
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//! | `J`/`K`/`L`/`;` | Change Screen Space Transmission Quality |
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//! | `O` / `P` | Decrease / Increase Screen Space Transmission Steps |
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//! | `1` / `2` | Decrease / Increase Diffuse Transmission |
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//! | `Q` / `W` | Decrease / Increase Specular Transmission |
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//! | `A` / `S` | Decrease / Increase Thickness |
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//! | `Z` / `X` | Decrease / Increase IOR |
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//! | `E` / `R` | Decrease / Increase Perceptual Roughness |
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//! | `U` / `I` | Decrease / Increase Reflectance |
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//! | Arrow Keys | Control Camera |
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//! | `C` | Randomize Colors |
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//! | `H` | Toggle HDR + Bloom |
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//! | `D` | Toggle Depth Prepass |
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//! | `T` | Toggle TAA |
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::{
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bloom::BloomSettings, core_3d::ScreenSpaceTransmissionQuality, prepass::DepthPrepass,
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tonemapping::Tonemapping,
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},
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pbr::{NotShadowCaster, PointLightShadowMap, TransmittedShadowReceiver},
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prelude::*,
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render::camera::TemporalJitter,
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render::view::ColorGrading,
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};
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#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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use bevy::core_pipeline::experimental::taa::{
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TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
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};
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use rand::random;
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.insert_resource(ClearColor(Color::BLACK))
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.insert_resource(PointLightShadowMap { size: 2048 })
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.insert_resource(AmbientLight {
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brightness: 0.0,
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..default()
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})
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.add_systems(Startup, setup)
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.add_systems(Update, (example_control_system, flicker_system));
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// *Note:* TAA is not _required_ for specular transmission, but
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// it _greatly enhances_ the look of the resulting blur effects.
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// Sadly, it's not available under WebGL.
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#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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app.insert_resource(Msaa::Off)
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.add_plugins(TemporalAntiAliasPlugin);
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app.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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let icosphere_mesh = meshes.add(
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Mesh::try_from(shape::Icosphere {
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radius: 0.9,
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subdivisions: 7,
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})
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.unwrap(),
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);
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let cube_mesh = meshes.add(shape::Cube { size: 0.7 });
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let plane_mesh = meshes.add(shape::Plane::from_size(2.0));
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let cylinder_mesh = meshes.add(Mesh::from(shape::Cylinder {
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radius: 0.5,
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height: 2.0,
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resolution: 50,
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segments: 1,
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}));
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// Cube #1
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commands.spawn((
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PbrBundle {
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mesh: cube_mesh.clone(),
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material: materials.add(StandardMaterial::default()),
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transform: Transform::from_xyz(0.25, 0.5, -2.0).with_rotation(Quat::from_euler(
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EulerRot::XYZ,
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1.4,
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3.7,
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21.3,
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)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: false,
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diffuse_transmission: false,
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},
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));
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// Cube #2
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commands.spawn((
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PbrBundle {
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mesh: cube_mesh,
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material: materials.add(StandardMaterial::default()),
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transform: Transform::from_xyz(-0.75, 0.7, -2.0).with_rotation(Quat::from_euler(
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EulerRot::XYZ,
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0.4,
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2.3,
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4.7,
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)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: false,
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diffuse_transmission: false,
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},
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));
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// Candle
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commands.spawn((
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PbrBundle {
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mesh: cylinder_mesh,
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material: materials.add(StandardMaterial {
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base_color: Color::rgba(0.9, 0.2, 0.3, 1.0),
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diffuse_transmission: 0.7,
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perceptual_roughness: 0.32,
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thickness: 0.2,
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..default()
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}),
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transform: Transform::from_xyz(-1.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: false,
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diffuse_transmission: true,
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},
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));
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// Candle Flame
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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emissive: Color::ANTIQUE_WHITE * 20.0 + Color::ORANGE_RED * 4.0,
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diffuse_transmission: 1.0,
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..default()
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}),
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transform: Transform::from_xyz(-1.0, 1.15, 0.0).with_scale(Vec3::new(0.1, 0.2, 0.1)),
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..default()
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},
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Flicker,
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NotShadowCaster,
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));
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// Glass Sphere
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color: Color::WHITE,
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specular_transmission: 0.9,
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diffuse_transmission: 1.0,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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..default()
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}),
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transform: Transform::from_xyz(1.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: true,
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diffuse_transmission: false,
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},
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));
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// R Sphere
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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specular_transmission: 0.9,
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diffuse_transmission: 1.0,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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..default()
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}),
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transform: Transform::from_xyz(1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: true,
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diffuse_transmission: false,
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},
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));
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// G Sphere
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color: Color::GREEN,
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specular_transmission: 0.9,
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diffuse_transmission: 1.0,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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..default()
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}),
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transform: Transform::from_xyz(0.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: true,
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diffuse_transmission: false,
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},
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));
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// B Sphere
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commands.spawn((
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PbrBundle {
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mesh: icosphere_mesh,
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material: materials.add(StandardMaterial {
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base_color: Color::BLUE,
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specular_transmission: 0.9,
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diffuse_transmission: 1.0,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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..default()
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}),
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transform: Transform::from_xyz(-1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: true,
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diffuse_transmission: false,
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},
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));
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// Chessboard Plane
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let black_material = materials.add(StandardMaterial {
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base_color: Color::BLACK,
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reflectance: 0.3,
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perceptual_roughness: 0.8,
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..default()
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});
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let white_material = materials.add(StandardMaterial {
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base_color: Color::WHITE,
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reflectance: 0.3,
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perceptual_roughness: 0.8,
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..default()
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});
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for x in -3..4 {
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for z in -3..4 {
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commands.spawn((
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PbrBundle {
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mesh: plane_mesh.clone(),
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material: if (x + z) % 2 == 0 {
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black_material.clone()
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} else {
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white_material.clone()
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},
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transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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..default()
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},
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ExampleControls {
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color: true,
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specular_transmission: false,
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diffuse_transmission: false,
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},
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));
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}
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}
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// Paper
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commands.spawn((
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PbrBundle {
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mesh: plane_mesh,
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material: materials.add(StandardMaterial {
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base_color: Color::WHITE,
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diffuse_transmission: 0.6,
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perceptual_roughness: 0.8,
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reflectance: 1.0,
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double_sided: true,
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cull_mode: None,
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.5, -3.0)
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.with_scale(Vec3::new(2.0, 1.0, 1.0))
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.with_rotation(Quat::from_euler(EulerRot::XYZ, PI / 2.0, 0.0, 0.0)),
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..default()
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},
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TransmittedShadowReceiver,
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ExampleControls {
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specular_transmission: false,
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color: false,
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diffuse_transmission: true,
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},
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));
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// Candle Light
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commands.spawn((
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PointLightBundle {
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transform: Transform::from_xyz(-1.0, 1.7, 0.0),
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point_light: PointLight {
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color: Color::ANTIQUE_WHITE * 0.8 + Color::ORANGE_RED * 0.2,
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intensity: 1600.0,
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radius: 0.2,
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range: 5.0,
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shadows_enabled: true,
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..default()
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},
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..default()
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},
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Flicker,
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));
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// Camera
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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hdr: true,
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..default()
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},
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transform: Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
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color_grading: ColorGrading {
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exposure: -2.0,
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post_saturation: 1.2,
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..default()
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},
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tonemapping: Tonemapping::TonyMcMapface,
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..default()
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},
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#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
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TemporalAntiAliasBundle::default(),
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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},
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BloomSettings::default(),
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));
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// Controls Text
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let text_style = TextStyle {
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font_size: 18.0,
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color: Color::WHITE,
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..Default::default()
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};
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commands.spawn((
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TextBundle::from_section("", text_style).with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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ExampleDisplay,
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));
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}
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#[derive(Component)]
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struct Flicker;
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#[derive(Component)]
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struct ExampleControls {
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diffuse_transmission: bool,
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specular_transmission: bool,
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color: bool,
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}
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struct ExampleState {
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diffuse_transmission: f32,
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specular_transmission: f32,
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thickness: f32,
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ior: f32,
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perceptual_roughness: f32,
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reflectance: f32,
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auto_camera: bool,
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}
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#[derive(Component)]
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struct ExampleDisplay;
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impl Default for ExampleState {
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fn default() -> Self {
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ExampleState {
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diffuse_transmission: 0.5,
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specular_transmission: 0.9,
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thickness: 1.8,
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ior: 1.5,
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perceptual_roughness: 0.12,
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reflectance: 0.5,
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auto_camera: true,
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}
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn example_control_system(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
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mut camera: Query<
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(
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Entity,
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&mut Camera,
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&mut Camera3d,
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&mut Transform,
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Option<&DepthPrepass>,
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Option<&TemporalJitter>,
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),
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With<Camera3d>,
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>,
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mut display: Query<&mut Text, With<ExampleDisplay>>,
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mut state: Local<ExampleState>,
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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if input.pressed(KeyCode::Digit2) {
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state.diffuse_transmission = (state.diffuse_transmission + time.delta_seconds()).min(1.0);
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} else if input.pressed(KeyCode::Digit1) {
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state.diffuse_transmission = (state.diffuse_transmission - time.delta_seconds()).max(0.0);
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}
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if input.pressed(KeyCode::KeyW) {
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state.specular_transmission = (state.specular_transmission + time.delta_seconds()).min(1.0);
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} else if input.pressed(KeyCode::KeyQ) {
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state.specular_transmission = (state.specular_transmission - time.delta_seconds()).max(0.0);
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}
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if input.pressed(KeyCode::KeyS) {
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state.thickness = (state.thickness + time.delta_seconds()).min(5.0);
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} else if input.pressed(KeyCode::KeyA) {
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state.thickness = (state.thickness - time.delta_seconds()).max(0.0);
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}
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if input.pressed(KeyCode::KeyX) {
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state.ior = (state.ior + time.delta_seconds()).min(3.0);
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} else if input.pressed(KeyCode::KeyZ) {
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state.ior = (state.ior - time.delta_seconds()).max(1.0);
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}
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if input.pressed(KeyCode::KeyI) {
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state.reflectance = (state.reflectance + time.delta_seconds()).min(1.0);
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} else if input.pressed(KeyCode::KeyU) {
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state.reflectance = (state.reflectance - time.delta_seconds()).max(0.0);
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}
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if input.pressed(KeyCode::KeyR) {
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state.perceptual_roughness = (state.perceptual_roughness + time.delta_seconds()).min(1.0);
|
|
} else if input.pressed(KeyCode::KeyE) {
|
|
state.perceptual_roughness = (state.perceptual_roughness - time.delta_seconds()).max(0.0);
|
|
}
|
|
|
|
let randomize_colors = input.just_pressed(KeyCode::KeyC);
|
|
|
|
for (material_handle, controls) in &controllable {
|
|
let material = materials.get_mut(material_handle).unwrap();
|
|
if controls.specular_transmission {
|
|
material.specular_transmission = state.specular_transmission;
|
|
material.thickness = state.thickness;
|
|
material.ior = state.ior;
|
|
material.perceptual_roughness = state.perceptual_roughness;
|
|
material.reflectance = state.reflectance;
|
|
}
|
|
|
|
if controls.diffuse_transmission {
|
|
material.diffuse_transmission = state.diffuse_transmission;
|
|
}
|
|
|
|
if controls.color && randomize_colors {
|
|
material.base_color.set_r(random());
|
|
material.base_color.set_g(random());
|
|
material.base_color.set_b(random());
|
|
}
|
|
}
|
|
|
|
let (
|
|
camera_entity,
|
|
mut camera,
|
|
mut camera_3d,
|
|
mut camera_transform,
|
|
depth_prepass,
|
|
temporal_jitter,
|
|
) = camera.single_mut();
|
|
|
|
if input.just_pressed(KeyCode::KeyH) {
|
|
camera.hdr = !camera.hdr;
|
|
}
|
|
|
|
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
|
|
if input.just_pressed(KeyCode::KeyD) {
|
|
if depth_prepass.is_none() {
|
|
commands.entity(camera_entity).insert(DepthPrepass);
|
|
} else {
|
|
commands.entity(camera_entity).remove::<DepthPrepass>();
|
|
}
|
|
}
|
|
|
|
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
|
|
if input.just_pressed(KeyCode::KeyT) {
|
|
if temporal_jitter.is_none() {
|
|
commands.entity(camera_entity).insert((
|
|
TemporalJitter::default(),
|
|
TemporalAntiAliasSettings::default(),
|
|
));
|
|
} else {
|
|
commands
|
|
.entity(camera_entity)
|
|
.remove::<(TemporalJitter, TemporalAntiAliasSettings)>();
|
|
}
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyO) && camera_3d.screen_space_specular_transmission_steps > 0 {
|
|
camera_3d.screen_space_specular_transmission_steps -= 1;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyP) && camera_3d.screen_space_specular_transmission_steps < 4 {
|
|
camera_3d.screen_space_specular_transmission_steps += 1;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyJ) {
|
|
camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::Low;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyK) {
|
|
camera_3d.screen_space_specular_transmission_quality =
|
|
ScreenSpaceTransmissionQuality::Medium;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyL) {
|
|
camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::High;
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::Semicolon) {
|
|
camera_3d.screen_space_specular_transmission_quality =
|
|
ScreenSpaceTransmissionQuality::Ultra;
|
|
}
|
|
|
|
let rotation = if input.pressed(KeyCode::ArrowRight) {
|
|
state.auto_camera = false;
|
|
time.delta_seconds()
|
|
} else if input.pressed(KeyCode::ArrowLeft) {
|
|
state.auto_camera = false;
|
|
-time.delta_seconds()
|
|
} else if state.auto_camera {
|
|
time.delta_seconds() * 0.25
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
let distance_change =
|
|
if input.pressed(KeyCode::ArrowDown) && camera_transform.translation.length() < 25.0 {
|
|
time.delta_seconds()
|
|
} else if input.pressed(KeyCode::ArrowUp) && camera_transform.translation.length() > 2.0 {
|
|
-time.delta_seconds()
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
camera_transform.translation *= distance_change.exp();
|
|
|
|
camera_transform.rotate_around(
|
|
Vec3::ZERO,
|
|
Quat::from_euler(EulerRot::XYZ, 0.0, rotation, 0.0),
|
|
);
|
|
|
|
let mut display = display.single_mut();
|
|
display.sections[0].value = format!(
|
|
concat!(
|
|
" J / K / L / ; Screen Space Specular Transmissive Quality: {:?}\n",
|
|
" O / P Screen Space Specular Transmissive Steps: {}\n",
|
|
" 1 / 2 Diffuse Transmission: {:.2}\n",
|
|
" Q / W Specular Transmission: {:.2}\n",
|
|
" A / S Thickness: {:.2}\n",
|
|
" Z / X IOR: {:.2}\n",
|
|
" E / R Perceptual Roughness: {:.2}\n",
|
|
" U / I Reflectance: {:.2}\n",
|
|
" Arrow Keys Control Camera\n",
|
|
" C Randomize Colors\n",
|
|
" H HDR + Bloom: {}\n",
|
|
" D Depth Prepass: {}\n",
|
|
" T TAA: {}\n",
|
|
),
|
|
camera_3d.screen_space_specular_transmission_quality,
|
|
camera_3d.screen_space_specular_transmission_steps,
|
|
state.diffuse_transmission,
|
|
state.specular_transmission,
|
|
state.thickness,
|
|
state.ior,
|
|
state.perceptual_roughness,
|
|
state.reflectance,
|
|
if camera.hdr { "ON " } else { "OFF" },
|
|
if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
|
|
if depth_prepass.is_some() {
|
|
"ON "
|
|
} else {
|
|
"OFF"
|
|
}
|
|
} else {
|
|
"N/A (WebGL)"
|
|
},
|
|
if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
|
|
if temporal_jitter.is_some() {
|
|
if depth_prepass.is_some() {
|
|
"ON "
|
|
} else {
|
|
"N/A (Needs Depth Prepass)"
|
|
}
|
|
} else {
|
|
"OFF"
|
|
}
|
|
} else {
|
|
"N/A (WebGL)"
|
|
},
|
|
);
|
|
}
|
|
|
|
fn flicker_system(
|
|
mut flame: Query<&mut Transform, (With<Flicker>, With<Handle<Mesh>>)>,
|
|
mut light: Query<(&mut PointLight, &mut Transform), (With<Flicker>, Without<Handle<Mesh>>)>,
|
|
time: Res<Time>,
|
|
) {
|
|
let s = time.elapsed_seconds();
|
|
let a = (s * 6.0).cos() * 0.0125 + (s * 4.0).cos() * 0.025;
|
|
let b = (s * 5.0).cos() * 0.0125 + (s * 3.0).cos() * 0.025;
|
|
let c = (s * 7.0).cos() * 0.0125 + (s * 2.0).cos() * 0.025;
|
|
let (mut light, mut light_transform) = light.single_mut();
|
|
let mut flame_transform = flame.single_mut();
|
|
light.intensity = 1600.0 + 3000.0 * (a + b + c);
|
|
flame_transform.translation = Vec3::new(-1.0, 1.23, 0.0);
|
|
flame_transform.look_at(Vec3::new(-1.0 - c, 1.7 - b, 0.0 - a), Vec3::X);
|
|
flame_transform.rotate(Quat::from_euler(EulerRot::XYZ, 0.0, 0.0, PI / 2.0));
|
|
light_transform.translation = Vec3::new(-1.0 - c, 1.7, 0.0 - a);
|
|
flame_transform.translation = Vec3::new(-1.0 - c, 1.23, 0.0 - a);
|
|
}
|