
* bevy_pbr2: Add support for most of the StandardMaterial textures Normal maps are not included here as they require tangents in a vertex attribute. * bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init * texture_pipelined: Add a light to the scene so we can see stuff * WIP bevy_pbr2: back to front sorting hack * bevy_pbr2: Uniform control flow for texture sampling in pbr.frag From 'fintelia' on the Bevy Render Rework Round 2 discussion: "My understanding is that GPUs these days never use the "execute both branches and select the result" strategy. Rather, what they do is evaluate the branch condition on all threads of a warp, and jump over it if all of them evaluate to false. If even a single thread needs to execute the if statement body, however, then the remaining threads are paused until that is completed." * bevy_pbr2: Simplify texture and sampler names The StandardMaterial_ prefix is no longer needed * bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now * bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform * bevy_pbr2: Add pbr_pipelined example * Fix view vector in pbr frag to work in ortho * bevy_pbr2: Use a 90 degree y fov and light range projection for lights * bevy_pbr2: Add AmbientLight resource * bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader * bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection The uniform contains the view_projection matrix so this was incorrect. * bevy_pbr2: PointLight is an OmniLight as it has a radius * bevy_pbr2: Factoring out duplicated code * bevy_pbr2: Implement RenderAsset for StandardMaterial * Remove unnecessary texture and sampler clones * fix comment formatting * remove redundant Buffer:from * Don't extract meshes when their material textures aren't ready * make missing textures in the queue step an error Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
87 lines
2.7 KiB
Rust
87 lines
2.7 KiB
Rust
use bevy::{
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ecs::prelude::*,
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math::Vec3,
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pbr2::{OmniLight, OmniLightBundle, PbrBundle, StandardMaterial},
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prelude::{App, Assets, Transform},
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render2::{
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camera::{OrthographicCameraBundle, OrthographicProjection},
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color::Color,
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mesh::{shape, Mesh},
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},
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PipelinedDefaultPlugins,
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};
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/// This example shows how to configure Physically Based Rendering (PBR) parameters.
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fn main() {
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App::new()
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.add_plugins(PipelinedDefaultPlugins)
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.add_startup_system(setup.system())
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.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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) {
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// add entities to the world
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for y in -2..=2 {
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for x in -5..=5 {
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let x01 = (x + 5) as f32 / 10.0;
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let y01 = (y + 2) as f32 / 4.0;
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// sphere
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.45,
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subdivisions: 32,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("ffd891").unwrap(),
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// vary key PBR parameters on a grid of spheres to show the effect
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metallic: y01,
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perceptual_roughness: x01,
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..Default::default()
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}),
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transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
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..Default::default()
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});
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}
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}
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// unlit sphere
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.45,
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subdivisions: 32,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("ffd891").unwrap(),
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// vary key PBR parameters on a grid of spheres to show the effect
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unlit: true,
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..Default::default()
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}),
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transform: Transform::from_xyz(-5.0, -2.5, 0.0),
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..Default::default()
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});
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// light
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commands.spawn_bundle(OmniLightBundle {
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transform: Transform::from_translation(Vec3::new(50.0, 50.0, 50.0)),
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omni_light: OmniLight {
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intensity: 50000.,
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range: 100.,
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..Default::default()
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},
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..Default::default()
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});
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// camera
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commands.spawn_bundle(OrthographicCameraBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 8.0))
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.looking_at(Vec3::default(), Vec3::Y),
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orthographic_projection: OrthographicProjection {
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scale: 0.01,
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..Default::default()
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},
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..OrthographicCameraBundle::new_3d()
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});
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}
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