bevy/examples/animation/animation_graph.rs
Patrick Walton bf3692a011
Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. (#16761)
This PR adds support for *mixed lighting* to Bevy, whereby some parts of
the scene are lightmapped, while others take part in real-time lighting.
(Here *real-time lighting* means lighting at runtime via the PBR shader,
as opposed to precomputed light using lightmaps.) It does so by adding a
new field, `affects_lightmapped_meshes` to `IrradianceVolume` and
`AmbientLight`, and a corresponding field
`affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`,
`SpotLight`, and `EnvironmentMapLight`. By default, this value is set to
true; when set to false, the light contributes nothing to the diffuse
irradiance component to meshes with lightmaps.

Note that specular light is unaffected. This is because the correct way
to bake specular lighting is *directional lightmaps*, which we have no
support for yet.

There are two general ways I expect this field to be used:

1. When diffuse indirect light is baked into lightmaps, irradiance
volumes and reflection probes shouldn't contribute any diffuse light to
the static geometry that has a lightmap. That's because the baking tool
should have already accounted for it, and in a higher-quality fashion,
as lightmaps typically offer a higher effective texture resolution than
the light probe does.

2. When direct diffuse light is baked into a lightmap, punctual lights
shouldn't contribute any diffuse light to static geometry with a
lightmap, to avoid double-counting. It may seem odd to bake *direct*
light into a lightmap, as opposed to indirect light. But there is a use
case: in a scene with many lights, avoiding light leaks requires shadow
mapping, which quickly becomes prohibitive when many lights are
involved. Baking lightmaps allows light leaks to be eliminated on static
geometry.

A new example, `mixed_lighting`, has been added. It demonstrates a sofa
(model from the [glTF Sample Assets]) that has been lightmapped offline
using [Bakery]. It has four modes:

1. In *baked* mode, all objects are locked in place, and all the diffuse
direct and indirect light has been calculated ahead of time. Note that
the bottom of the sphere has a red tint from the sofa, illustrating that
the baking tool captured indirect light for it.

2. In *mixed direct* mode, lightmaps capturing diffuse direct and
indirect light have been pre-calculated for the static objects, but the
dynamic sphere has real-time lighting. Note that, because the diffuse
lighting has been entirely pre-calculated for the scenery, the dynamic
sphere casts no shadow. In a real app, you would typically use real-time
lighting for the most important light so that dynamic objects can shadow
the scenery and relegate baked lighting to the less important lights for
which shadows aren't as important. Also note that there is no red tint
on the sphere, because there is no global illumination applied to it. In
an actual game, you could fix this problem by supplementing the
lightmapped objects with an irradiance volume.

3. In *mixed indirect* mode, all direct light is calculated in
real-time, and the static objects have pre-calculated indirect lighting.
This corresponds to the mode that most applications are expected to use.
Because direct light on the scenery is computed dynamically, shadows are
fully supported. As in mixed direct mode, there is no global
illumination on the sphere; in a real application, irradiance volumes
could be used to supplement the lightmaps.

4. In *real-time* mode, no lightmaps are used at all, and all punctual
lights are rendered in real-time. No global illumination exists.

In the example, you can click around to move the sphere, unless you're
in baked mode, in which case the sphere must be locked in place to be
lit correctly.

## Showcase

Baked mode:
![Screenshot 2024-12-13
112926](https://github.com/user-attachments/assets/cc00d84e-abd7-4117-97e9-17267d815c6a)

Mixed direct mode:
![Screenshot 2024-12-13
112933](https://github.com/user-attachments/assets/49997305-349a-4f6a-b451-8cccbb469889)

Mixed indirect mode (default):
![Screenshot 2024-12-13
112939](https://github.com/user-attachments/assets/0f4f6d8a-998f-474b-9fa5-fe4c212c921c)

Real-time mode:
![Screenshot 2024-12-13
112944](https://github.com/user-attachments/assets/fdbc4535-d902-4ba0-bfbc-f5c7b723fac8)

## Migration guide

* The `AmbientLight` resource, the `IrradianceVolume` component, and the
`EnvironmentMapLight` component now have `affects_lightmapped_meshes`
fields. If you don't need to use that field (for example, if you aren't
using lightmaps), you can safely set the field to true.
* `DirectionalLight`, `PointLight`, and `SpotLight` now have
`affects_lightmapped_mesh_diffuse` fields. If you don't need to use that
field (for example, if you aren't using lightmaps), you can safely set
the field to true.

[glTF Sample Assets]:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main

[Bakery]:
https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper
2024-12-16 23:48:33 +00:00

558 lines
17 KiB
Rust

//! Demonstrates animation blending with animation graphs.
//!
//! The animation graph is shown on screen. You can change the weights of the
//! playing animations by clicking and dragging left or right within the nodes.
use bevy::{
color::palettes::{
basic::WHITE,
css::{ANTIQUE_WHITE, DARK_GREEN},
},
prelude::*,
ui::RelativeCursorPosition,
};
use argh::FromArgs;
#[cfg(not(target_arch = "wasm32"))]
use {
bevy::{asset::io::file::FileAssetReader, tasks::IoTaskPool},
ron::ser::PrettyConfig,
std::{fs::File, path::Path},
};
/// Where to find the serialized animation graph.
static ANIMATION_GRAPH_PATH: &str = "animation_graphs/Fox.animgraph.ron";
/// The indices of the nodes containing animation clips in the graph.
static CLIP_NODE_INDICES: [u32; 3] = [2, 3, 4];
/// The help text in the upper left corner.
static HELP_TEXT: &str = "Click and drag an animation clip node to change its weight";
/// The node widgets in the UI.
static NODE_TYPES: [NodeType; 5] = [
NodeType::Clip(ClipNode::new("Idle", 0)),
NodeType::Clip(ClipNode::new("Walk", 1)),
NodeType::Blend("Root"),
NodeType::Blend("Blend\n0.5"),
NodeType::Clip(ClipNode::new("Run", 2)),
];
/// The positions of the node widgets in the UI.
///
/// These are in the same order as [`NODE_TYPES`] above.
static NODE_RECTS: [NodeRect; 5] = [
NodeRect::new(10.00, 10.00, 97.64, 48.41),
NodeRect::new(10.00, 78.41, 97.64, 48.41),
NodeRect::new(286.08, 78.41, 97.64, 48.41),
NodeRect::new(148.04, 112.61, 97.64, 48.41), // was 44.20
NodeRect::new(10.00, 146.82, 97.64, 48.41),
];
/// The positions of the horizontal lines in the UI.
static HORIZONTAL_LINES: [Line; 6] = [
Line::new(107.64, 34.21, 158.24),
Line::new(107.64, 102.61, 20.20),
Line::new(107.64, 171.02, 20.20),
Line::new(127.84, 136.82, 20.20),
Line::new(245.68, 136.82, 20.20),
Line::new(265.88, 102.61, 20.20),
];
/// The positions of the vertical lines in the UI.
static VERTICAL_LINES: [Line; 2] = [
Line::new(127.83, 102.61, 68.40),
Line::new(265.88, 34.21, 102.61),
];
/// Initializes the app.
fn main() {
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Animation Graph Example".into(),
..default()
}),
..default()
}))
.add_systems(Startup, (setup_assets, setup_scene, setup_ui))
.add_systems(Update, init_animations)
.add_systems(
Update,
(handle_weight_drag, update_ui, sync_weights).chain(),
)
.insert_resource(args)
.insert_resource(AmbientLight {
color: WHITE.into(),
brightness: 100.0,
..default()
})
.run();
}
/// Demonstrates animation blending with animation graphs
#[derive(FromArgs, Resource)]
struct Args {
/// disables loading of the animation graph asset from disk
#[argh(switch)]
no_load: bool,
/// regenerates the asset file; implies `--no-load`
#[argh(switch)]
save: bool,
}
/// The [`AnimationGraph`] asset, which specifies how the animations are to
/// be blended together.
#[derive(Clone, Resource)]
struct ExampleAnimationGraph(Handle<AnimationGraph>);
/// The current weights of the three playing animations.
#[derive(Component)]
struct ExampleAnimationWeights {
/// The weights of the three playing animations.
weights: [f32; 3],
}
/// Initializes the scene.
fn setup_assets(
mut commands: Commands,
mut asset_server: ResMut<AssetServer>,
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
args: Res<Args>,
) {
// Create or load the assets.
if args.no_load || args.save {
setup_assets_programmatically(
&mut commands,
&mut asset_server,
&mut animation_graphs,
args.save,
);
} else {
setup_assets_via_serialized_animation_graph(&mut commands, &mut asset_server);
}
}
fn setup_ui(mut commands: Commands) {
setup_help_text(&mut commands);
setup_node_rects(&mut commands);
setup_node_lines(&mut commands);
}
/// Creates the assets programmatically, including the animation graph.
/// Optionally saves them to disk if `save` is present (corresponding to the
/// `--save` option).
fn setup_assets_programmatically(
commands: &mut Commands,
asset_server: &mut AssetServer,
animation_graphs: &mut Assets<AnimationGraph>,
_save: bool,
) {
// Create the nodes.
let mut animation_graph = AnimationGraph::new();
let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
animation_graph.add_clip(
asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
1.0,
animation_graph.root,
);
animation_graph.add_clip(
asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
1.0,
blend_node,
);
animation_graph.add_clip(
asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
1.0,
blend_node,
);
// If asked to save, do so.
#[cfg(not(target_arch = "wasm32"))]
if _save {
let animation_graph = animation_graph.clone();
IoTaskPool::get()
.spawn(async move {
let mut animation_graph_writer = File::create(Path::join(
&FileAssetReader::get_base_path(),
Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
))
.expect("Failed to open the animation graph asset");
ron::ser::to_writer_pretty(
&mut animation_graph_writer,
&animation_graph,
PrettyConfig::default(),
)
.expect("Failed to serialize the animation graph");
})
.detach();
}
// Add the graph.
let handle = animation_graphs.add(animation_graph);
// Save the assets in a resource.
commands.insert_resource(ExampleAnimationGraph(handle));
}
fn setup_assets_via_serialized_animation_graph(
commands: &mut Commands,
asset_server: &mut AssetServer,
) {
commands.insert_resource(ExampleAnimationGraph(
asset_server.load(ANIMATION_GRAPH_PATH),
));
}
/// Spawns the animated fox.
fn setup_scene(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
));
commands.spawn((
PointLight {
intensity: 10_000_000.0,
shadows_enabled: true,
..default()
},
Transform::from_xyz(-4.0, 8.0, 13.0),
));
commands.spawn((
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
),
Transform::from_scale(Vec3::splat(0.07)),
));
// Ground
commands.spawn((
Mesh3d(meshes.add(Circle::new(7.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
}
/// Places the help text at the top left of the window.
fn setup_help_text(commands: &mut Commands) {
commands.spawn((
Text::new(HELP_TEXT),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
/// Initializes the node UI widgets.
fn setup_node_rects(commands: &mut Commands) {
for (node_rect, node_type) in NODE_RECTS.iter().zip(NODE_TYPES.iter()) {
let node_string = match *node_type {
NodeType::Clip(ref clip) => clip.text,
NodeType::Blend(text) => text,
};
let text = commands
.spawn((
Text::new(node_string),
TextFont {
font_size: 16.0,
..default()
},
TextColor(ANTIQUE_WHITE.into()),
TextLayout::new_with_justify(JustifyText::Center),
))
.id();
let container = {
let mut container = commands.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(node_rect.bottom),
left: Val::Px(node_rect.left),
height: Val::Px(node_rect.height),
width: Val::Px(node_rect.width),
align_items: AlignItems::Center,
justify_items: JustifyItems::Center,
align_content: AlignContent::Center,
justify_content: JustifyContent::Center,
..default()
},
BorderColor(WHITE.into()),
Outline::new(Val::Px(1.), Val::ZERO, Color::WHITE),
));
if let NodeType::Clip(ref clip) = node_type {
container.insert((
Interaction::None,
RelativeCursorPosition::default(),
(*clip).clone(),
));
}
container.id()
};
// Create the background color.
if let NodeType::Clip(_) = node_type {
let background = commands
.spawn((
Node {
position_type: PositionType::Absolute,
top: Val::Px(0.),
left: Val::Px(0.),
height: Val::Px(node_rect.height),
width: Val::Px(node_rect.width),
..default()
},
BackgroundColor(DARK_GREEN.into()),
))
.id();
commands.entity(container).add_child(background);
}
commands.entity(container).add_child(text);
}
}
/// Creates boxes for the horizontal and vertical lines.
///
/// This is a bit hacky: it uses 1-pixel-wide and 1-pixel-high boxes to draw
/// vertical and horizontal lines, respectively.
fn setup_node_lines(commands: &mut Commands) {
for line in &HORIZONTAL_LINES {
commands.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(line.bottom),
left: Val::Px(line.left),
height: Val::Px(0.0),
width: Val::Px(line.length),
border: UiRect::bottom(Val::Px(1.0)),
..default()
},
BorderColor(WHITE.into()),
));
}
for line in &VERTICAL_LINES {
commands.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(line.bottom),
left: Val::Px(line.left),
height: Val::Px(line.length),
width: Val::Px(0.0),
border: UiRect::left(Val::Px(1.0)),
..default()
},
BorderColor(WHITE.into()),
));
}
}
/// Attaches the animation graph to the scene, and plays all three animations.
fn init_animations(
mut commands: Commands,
mut query: Query<(Entity, &mut AnimationPlayer)>,
animation_graph: Res<ExampleAnimationGraph>,
mut done: Local<bool>,
) {
if *done {
return;
}
for (entity, mut player) in query.iter_mut() {
commands.entity(entity).insert((
AnimationGraphHandle(animation_graph.0.clone()),
ExampleAnimationWeights::default(),
));
for &node_index in &CLIP_NODE_INDICES {
player.play(node_index.into()).repeat();
}
*done = true;
}
}
/// Read cursor position relative to clip nodes, allowing the user to change weights
/// when dragging the node UI widgets.
fn handle_weight_drag(
mut interaction_query: Query<(&Interaction, &RelativeCursorPosition, &ClipNode)>,
mut animation_weights_query: Query<&mut ExampleAnimationWeights>,
) {
for (interaction, relative_cursor, clip_node) in &mut interaction_query {
if !matches!(*interaction, Interaction::Pressed) {
continue;
}
let Some(pos) = relative_cursor.normalized else {
continue;
};
for mut animation_weights in animation_weights_query.iter_mut() {
animation_weights.weights[clip_node.index] = pos.x.clamp(0., 1.);
}
}
}
// Updates the UI based on the weights that the user has chosen.
fn update_ui(
mut text_query: Query<&mut Text>,
mut background_query: Query<&mut Node, Without<Text>>,
container_query: Query<(&Children, &ClipNode)>,
animation_weights_query: Query<&ExampleAnimationWeights, Changed<ExampleAnimationWeights>>,
) {
for animation_weights in animation_weights_query.iter() {
for (children, clip_node) in &container_query {
// Draw the green background color to visually indicate the weight.
let mut bg_iter = background_query.iter_many_mut(children);
if let Some(mut node) = bg_iter.fetch_next() {
// All nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
node.width =
Val::Px(NODE_RECTS[0].width * animation_weights.weights[clip_node.index]);
}
// Update the node labels with the current weights.
let mut text_iter = text_query.iter_many_mut(children);
if let Some(mut text) = text_iter.fetch_next() {
**text = format!(
"{}\n{:.2}",
clip_node.text, animation_weights.weights[clip_node.index]
);
}
}
}
}
/// Takes the weights that were set in the UI and assigns them to the actual
/// playing animation.
fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
for (mut animation_player, animation_weights) in query.iter_mut() {
for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
.iter()
.zip(animation_weights.weights.iter())
{
// If the animation happens to be no longer active, restart it.
if !animation_player.is_playing_animation(animation_node_index.into()) {
animation_player.play(animation_node_index.into());
}
// Set the weight.
if let Some(active_animation) =
animation_player.animation_mut(animation_node_index.into())
{
active_animation.set_weight(animation_weight);
}
}
}
}
/// An on-screen representation of a node.
#[derive(Debug)]
struct NodeRect {
/// The number of pixels that this rectangle is from the left edge of the
/// window.
left: f32,
/// The number of pixels that this rectangle is from the bottom edge of the
/// window.
bottom: f32,
/// The width of this rectangle in pixels.
width: f32,
/// The height of this rectangle in pixels.
height: f32,
}
/// Either a straight horizontal or a straight vertical line on screen.
///
/// The line starts at (`left`, `bottom`) and goes either right (if the line is
/// horizontal) or down (if the line is vertical).
struct Line {
/// The number of pixels that the start of this line is from the left edge
/// of the screen.
left: f32,
/// The number of pixels that the start of this line is from the bottom edge
/// of the screen.
bottom: f32,
/// The length of the line.
length: f32,
}
/// The type of each node in the UI: either a clip node or a blend node.
enum NodeType {
/// A clip node, which specifies an animation.
Clip(ClipNode),
/// A blend node with no animation and a string label.
Blend(&'static str),
}
/// The label for the UI representation of a clip node.
#[derive(Clone, Component)]
struct ClipNode {
/// The string label of the node.
text: &'static str,
/// Which of the three animations this UI widget represents.
index: usize,
}
impl Default for ExampleAnimationWeights {
fn default() -> Self {
Self { weights: [1.0; 3] }
}
}
impl ClipNode {
/// Creates a new [`ClipNodeText`] from a label and the animation index.
const fn new(text: &'static str, index: usize) -> Self {
Self { text, index }
}
}
impl NodeRect {
/// Creates a new [`NodeRect`] from the lower-left corner and size.
///
/// Note that node rectangles are anchored in the *lower*-left corner. The
/// `bottom` parameter specifies vertical distance from the *bottom* of the
/// window.
const fn new(left: f32, bottom: f32, width: f32, height: f32) -> NodeRect {
NodeRect {
left,
bottom,
width,
height,
}
}
}
impl Line {
/// Creates a new [`Line`], either horizontal or vertical.
///
/// Note that the line's start point is anchored in the lower-*left* corner,
/// and that the `length` extends either to the right or downward.
const fn new(left: f32, bottom: f32, length: f32) -> Self {
Self {
left,
bottom,
length,
}
}
}