bevy/examples/3d/pbr_pipelined.rs
Robert Swain b1a91a823f bevy_pbr2: Add support for most of the StandardMaterial textures (#4)
* 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>
2021-07-24 16:43:37 -07:00

87 lines
2.7 KiB
Rust

use bevy::{
ecs::prelude::*,
math::Vec3,
pbr2::{OmniLight, OmniLightBundle, PbrBundle, StandardMaterial},
prelude::{App, Assets, Transform},
render2::{
camera::{OrthographicCameraBundle, OrthographicProjection},
color::Color,
mesh::{shape, Mesh},
},
PipelinedDefaultPlugins,
};
/// This example shows how to configure Physically Based Rendering (PBR) parameters.
fn main() {
App::new()
.add_plugins(PipelinedDefaultPlugins)
.add_startup_system(setup.system())
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// add entities to the world
for y in -2..=2 {
for x in -5..=5 {
let x01 = (x + 5) as f32 / 10.0;
let y01 = (y + 2) as f32 / 4.0;
// sphere
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.45,
subdivisions: 32,
})),
material: materials.add(StandardMaterial {
base_color: Color::hex("ffd891").unwrap(),
// vary key PBR parameters on a grid of spheres to show the effect
metallic: y01,
perceptual_roughness: x01,
..Default::default()
}),
transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
..Default::default()
});
}
}
// unlit sphere
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.45,
subdivisions: 32,
})),
material: materials.add(StandardMaterial {
base_color: Color::hex("ffd891").unwrap(),
// vary key PBR parameters on a grid of spheres to show the effect
unlit: true,
..Default::default()
}),
transform: Transform::from_xyz(-5.0, -2.5, 0.0),
..Default::default()
});
// light
commands.spawn_bundle(OmniLightBundle {
transform: Transform::from_translation(Vec3::new(50.0, 50.0, 50.0)),
omni_light: OmniLight {
intensity: 50000.,
range: 100.,
..Default::default()
},
..Default::default()
});
// camera
commands.spawn_bundle(OrthographicCameraBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 8.0))
.looking_at(Vec3::default(), Vec3::Y),
orthographic_projection: OrthographicProjection {
scale: 0.01,
..Default::default()
},
..OrthographicCameraBundle::new_3d()
});
}