upgrade to 0.7
parent
fb419df631
commit
4c4d9c1a7c
File diff suppressed because it is too large
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10
Cargo.toml
10
Cargo.toml
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@ -1,11 +1,9 @@
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[package]
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name = "moria"
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version = "0.1.0"
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edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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edition = "2021"
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[dependencies]
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bevy = "0.5.0"
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bevy_mod_raycast = "0.2.2"
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bevy_prototype_debug_lines = "0.3.3"
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bevy = "0.7.0"
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bevy_mod_raycast = "0.5.0"
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bevy_prototype_debug_lines = { version = "0.7", features = ["3d"] }
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@ -5,6 +5,7 @@ use crate::{pillar::UnlitPillar, player::*};
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pub struct MyRaycastSet;
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#[derive(Component)]
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pub struct Camera;
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pub fn spawn_camera(commands: &mut Commands) {
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commands
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@ -1,3 +1,6 @@
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use bevy::prelude::*;
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#[derive(Component)]
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pub struct Illumination {
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pub radius: f32,
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}
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@ -4,6 +4,7 @@ use crate::{illumination::Illumination, player::Player};
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const RANGE: f32 = 25.0;
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#[derive(Component)]
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pub struct LightBall;
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pub fn light_up_ball_when_close_to_player(
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mut commands: Commands,
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@ -13,7 +14,7 @@ pub fn light_up_ball_when_close_to_player(
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&Transform,
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&LightBall,
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&mut Handle<StandardMaterial>,
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Option<&mut Light>,
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Option<&mut PointLight>,
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Option<&mut Illumination>,
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)>,
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materials: Res<LightBallMaterials>,
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@ -34,7 +35,7 @@ pub fn light_up_ball_when_close_to_player(
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if let Some(mut l) = light {
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l.intensity = 300.0 * (RANGE - dis) / RANGE;
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} else {
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commands.entity(entity).insert(Light {
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commands.entity(entity).insert(PointLight {
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color: Color::rgb(15.0, 15.0, 15.0),
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intensity: 300.0 * (RANGE - dis) / RANGE,
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..Default::default()
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@ -54,7 +55,7 @@ pub fn light_up_ball_when_close_to_player(
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// remove light if there is one
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if light.is_some() {
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commands.entity(entity).remove::<Light>();
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commands.entity(entity).remove::<PointLight>();
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}
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if illumination.is_some() {
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commands.entity(entity).remove::<Illumination>();
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@ -1,12 +1,12 @@
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use bevy::{
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prelude::*,
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render::texture::{AddressMode, FilterMode},
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render::render_resource::{AddressMode, FilterMode},
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};
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use crate::AppState;
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pub struct LoadedAssets {
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pub floor: Handle<Texture>,
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pub floor: Handle<Image>,
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}
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impl FromWorld for LoadedAssets {
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fn from_world(world: &mut World) -> Self {
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@ -19,14 +19,14 @@ impl FromWorld for LoadedAssets {
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pub fn loading(
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assets: Res<LoadedAssets>,
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mut textures: ResMut<Assets<Texture>>,
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mut textures: ResMut<Assets<Image>>,
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mut state: ResMut<State<AppState>>,
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) {
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if let Some(t) = textures.get_mut(&assets.floor) {
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t.sampler.address_mode_u = AddressMode::MirrorRepeat;
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t.sampler.address_mode_v = AddressMode::Repeat;
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t.sampler.address_mode_w = AddressMode::Repeat;
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t.sampler.mipmap_filter = FilterMode::Linear;
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t.sampler_descriptor.address_mode_u = AddressMode::MirrorRepeat;
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t.sampler_descriptor.address_mode_v = AddressMode::Repeat;
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t.sampler_descriptor.address_mode_w = AddressMode::Repeat;
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t.sampler_descriptor.mipmap_filter = FilterMode::Linear;
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state.set(AppState::Game).unwrap();
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}
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85
src/main.rs
85
src/main.rs
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@ -1,5 +1,5 @@
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use bevy::{input::system::exit_on_esc_system, pbr::AmbientLight, prelude::*};
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use bevy_mod_raycast::{build_rays, update_raycast, PluginState, RayCastMesh, RaycastSystem};
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use bevy_mod_raycast::{DefaultRaycastingPlugin, RayCastMesh, RaycastSystem};
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use bevy_prototype_debug_lines::*;
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mod camera;
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@ -10,7 +10,6 @@ mod light_balls;
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mod loading;
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mod pillar;
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mod player;
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mod rendering;
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use camera::*;
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use debug::*;
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@ -25,66 +24,51 @@ pub enum AppState {
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}
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fn main() {
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App::build()
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)))
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.add_plugins(rendering::CustomPlugins)
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.add_plugin(DebugLinesPlugin)
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.add_plugins(DefaultPlugins)
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.add_plugin(DebugLinesPlugin::with_depth_test(true))
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.init_resource::<Debug>()
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.init_resource::<LightBallMaterials>()
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.init_resource::<PillarMaterials>()
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.init_resource::<MouseCoords>()
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.init_resource::<FloatingOrbsInterpolationState>()
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.init_resource::<PillarActivationProgress>()
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.init_resource::<LightExcitationState>()
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.init_resource::<loading::LoadedAssets>()
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.add_state(AppState::Loading)
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// raycasting
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.init_resource::<PluginState<MyRaycastSet>>()
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.add_system_to_stage(
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CoreStage::PostUpdate,
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build_rays::<MyRaycastSet>
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.system()
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.label(RaycastSystem::BuildRays),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_raycast::<MyRaycastSet>
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.system()
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.label(RaycastSystem::UpdateRaycast)
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.after(RaycastSystem::BuildRays),
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)
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.add_plugin(DefaultRaycastingPlugin::<MyRaycastSet>::default())
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.add_system_to_stage(
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CoreStage::PreUpdate,
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update_raycast_with_cursor
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.system()
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.before(RaycastSystem::BuildRays),
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update_raycast_with_cursor.before(RaycastSystem::<MyRaycastSet>::BuildRays),
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)
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// loading
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.add_system_set(
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SystemSet::on_update(AppState::Loading).with_system(loading::loading.system()),
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)
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.add_system_set(SystemSet::on_update(AppState::Loading).with_system(loading::loading))
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// game
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup.system()))
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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.with_system(update_raw_mouse_coords.system())
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.with_system(update_processed_mouse_coords.system())
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.with_system(exit_on_esc_system.system())
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.with_system(light_movement.system())
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.with_system(move_light_friends.system())
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.with_system(update_floating_orbs_interpolation.system())
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.with_system(move_player.system())
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.with_system(camera_follow_player.system())
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.with_system(light_up_ball_when_close_to_player.system())
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.with_system(increase_progress_when_activating_pillar.system())
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.with_system(activate_pillar_when_progress_is_1.system())
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.with_system(decrease_pillar_strength.system())
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.with_system(toggle_debug.system()),
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.with_system(update_raw_mouse_coords)
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.with_system(update_processed_mouse_coords)
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.with_system(exit_on_esc_system)
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.with_system(light_movement)
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.with_system(move_light_friends)
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.with_system(update_floating_orbs_interpolation)
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.with_system(move_player)
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.with_system(camera_follow_player)
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.with_system(light_up_ball_when_close_to_player)
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.with_system(increase_progress_when_activating_pillar)
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.with_system(activate_pillar_when_progress_is_1)
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.with_system(decrease_pillar_strength)
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.with_system(update_light_excitation_state)
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.with_system(toggle_debug),
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)
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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.with_run_criteria(debug_run_criteria.system())
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.with_system(debug_draw_illumination.system()),
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.with_run_criteria(debug_run_criteria)
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.with_system(debug_draw_illumination),
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)
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.run();
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}
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@ -127,7 +111,24 @@ fn setup(
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// columns
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// columns::spawn_columns(&mut commands, &mut meshes, &mut materials);
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spawn_pillar(&mut commands, &pillar_materials, Vec3::new(0.0, 1.0, 30.0));
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spawn_pillar(
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&mut commands,
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&pillar_materials,
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&mut materials,
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Vec3::new(0.0, 1.0, 50.0),
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);
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spawn_pillar(
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&mut commands,
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&pillar_materials,
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&mut materials,
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Vec3::new(-30.0, 1.0, 50.0),
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);
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spawn_pillar(
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&mut commands,
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&pillar_materials,
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&mut materials,
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Vec3::new(30.0, 1.0, 50.0),
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);
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// player
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spawn_player(&mut commands, &mut meshes, &mut materials);
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@ -5,19 +5,27 @@ use crate::{camera::MouseCoords, player::LightFriends};
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const SIZE: f32 = 10.0;
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const HEIGHT: f32 = 20.0;
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#[derive(Component)]
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pub struct UnlitPillar;
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#[derive(Component)]
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pub struct LitPillar {
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created_at: f64,
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}
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pub fn spawn_pillar(commands: &mut Commands, materials: &PillarMaterials, pos: Vec3) {
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let mut column_material: StandardMaterial = Color::rgb(0.7, 0.7, 0.7).into();
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column_material.metallic = 0.0;
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column_material.reflectance = 0.0;
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pub fn spawn_pillar(
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commands: &mut Commands,
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pillar_mats: &PillarMaterials,
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materials: &mut Assets<StandardMaterial>,
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pos: Vec3,
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) {
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let mut unlit: StandardMaterial = Color::rgb(0.9, 0.9, 0.9).into();
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unlit.metallic = 0.0;
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unlit.reflectance = 0.0;
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let unlit = materials.add(unlit);
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commands
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.spawn_bundle(PbrBundle {
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mesh: materials.mesh.clone(),
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material: materials.unlit.clone(),
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mesh: pillar_mats.mesh.clone(),
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material: unlit,
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transform: Transform::from_translation(pos),
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..Default::default()
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})
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pub fn activate_pillar_when_progress_is_1(
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mut commands: Commands,
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mut progress: ResMut<PillarActivationProgress>,
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mut query: Query<(&mut Handle<StandardMaterial>, &UnlitPillar)>,
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materials: Res<PillarMaterials>,
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mut progress_res: ResMut<PillarActivationProgress>,
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query: Query<(&Handle<StandardMaterial>, &UnlitPillar)>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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time: Res<Time>,
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) {
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if let Some(p) = progress.0 {
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if p.1 >= 1.0 {
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progress.0 = None;
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if let Some((entity, progress)) = progress_res.0 {
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if progress >= 1.0 {
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progress_res.0 = None;
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// activate pillar
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commands
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.entity(p.0)
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.entity(entity)
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.remove::<UnlitPillar>()
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.insert(LitPillar {
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created_at: time.seconds_since_startup(),
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})
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.insert(Light {
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.insert(PointLight {
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color: Color::rgb(15.0, 15.0, 15.0),
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intensity: 500.0,
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..Default::default()
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});
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if let Ok((mut handle, _)) = query.get_mut(p.0) {
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*handle = materials.lit.clone();
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if let Ok((handle, _)) = query.get(entity) {
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if let Some(mat) = materials.get_mut(handle) {
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mat.base_color = Color::rgb(15.0, 15.0, 15.0);
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mat.emissive = Color::rgb(15.0, 15.0, 15.0);
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}
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}
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} else {
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if let Ok((handle, _)) = query.get(entity) {
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if let Some(mat) = materials.get_mut(handle) {
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mat.base_color = Color::rgb(15.0, 15.0, 15.0) * progress;
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mat.emissive = Color::rgb(15.0, 15.0, 15.0) * progress;
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}
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}
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}
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}
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@ -95,61 +113,54 @@ pub fn activate_pillar_when_progress_is_1(
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pub fn decrease_pillar_strength(
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mut commands: Commands,
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materials: Res<PillarMaterials>,
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mut query: Query<(
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Entity,
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&mut Light,
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&mut Handle<StandardMaterial>,
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&mut PointLight,
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&Handle<StandardMaterial>,
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&LitPillar,
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)>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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time: Res<Time>,
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) {
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let t = time.seconds_since_startup();
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for (entity, mut light, mut handle, pillar) in query.iter_mut() {
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for (entity, mut light, handle, pillar) in query.iter_mut() {
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let d = t - pillar.created_at;
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const DUR: f32 = 10.0;
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let i = (DUR - d as f32) / DUR;
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if d > 30.0 {
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if i < 0.0 {
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// deactivate pillar
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commands
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.entity(entity)
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.remove::<LitPillar>()
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.remove::<Light>()
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.remove::<PointLight>()
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.insert(UnlitPillar);
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*handle = materials.unlit.clone();
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if let Some(mat) = materials.get_mut(handle) {
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mat.base_color = Color::rgb(0.9, 0.9, 0.9);
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mat.emissive = Color::rgb(0., 0., 0.);
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}
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} else {
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let i = (30.0 - d as f32) / 30.0;
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light.intensity = i * 500.0;
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if let Some(mat) = materials.get_mut(handle) {
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mat.base_color = Color::rgb(15.0, 15.0, 15.0) * i.powf(1.3);
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mat.emissive = Color::rgb(15.0, 15.0, 15.0) * i.powf(1.3);
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}
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}
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}
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}
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pub struct PillarMaterials {
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unlit: Handle<StandardMaterial>,
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lit: Handle<StandardMaterial>,
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mesh: Handle<Mesh>,
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}
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impl FromWorld for PillarMaterials {
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fn from_world(world: &mut World) -> Self {
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let world = world.cell();
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let mut materials = world
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.get_resource_mut::<Assets<StandardMaterial>>()
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.unwrap();
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let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
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let mut unlit: StandardMaterial = Color::rgb(0.9, 0.9, 0.9).into();
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unlit.metallic = 0.0;
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unlit.reflectance = 0.0;
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let unlit = materials.add(unlit);
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let mut lit: StandardMaterial = Color::rgb(15.0, 15.0, 15.0).into();
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lit.metallic = 0.5;
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lit.reflectance = 0.5;
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lit.emissive = Color::rgb(15.0, 15.0, 15.0);
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let lit = materials.add(lit);
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let mesh = meshes.add(Mesh::from(shape::Box::new(SIZE, HEIGHT, SIZE)));
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Self { lit, unlit, mesh }
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Self { mesh }
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}
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}
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|
|
|
@ -2,7 +2,9 @@ use bevy::prelude::*;
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use crate::{camera::MouseCoords, illumination::Illumination, pillar::PillarActivationProgress};
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#[derive(Component)]
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pub struct Player;
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#[derive(Component)]
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pub struct PlayerLight {
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i: u8,
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}
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|
@ -51,9 +53,9 @@ pub fn spawn_player(
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..Default::default()
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})
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.insert_bundle(LightBundle {
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.insert_bundle(PointLightBundle {
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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light: Light {
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point_light: PointLight {
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color: color.as_rgba() * 10.0,
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..Default::default()
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},
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|
@ -65,6 +67,7 @@ pub fn spawn_player(
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});
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}
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#[derive(Component)]
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pub struct LightFriends;
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pub fn move_light_friends(
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mut query: Query<(&mut Transform, &LightFriends)>,
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|
@ -90,27 +93,42 @@ pub fn move_light_friends(
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}
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}
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#[derive(Default)]
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pub struct LightExcitationState(f32);
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pub fn update_light_excitation_state(
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pillar_progress: Res<PillarActivationProgress>,
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mut excitation: ResMut<LightExcitationState>,
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) {
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// light pillar activation progress
|
||||
let p = pillar_progress.0.map(|(_, p)| p).unwrap_or(0.0);
|
||||
|
||||
if p > excitation.0 {
|
||||
excitation.0 = (excitation.0 + 0.008).clamp(0.0, 1.0);
|
||||
} else {
|
||||
excitation.0 = (excitation.0 - 0.008).clamp(0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn light_movement(
|
||||
mut query: Query<(&mut Transform, &PlayerLight)>,
|
||||
time: Res<Time>,
|
||||
interpolation: Res<FloatingOrbsInterpolationState>,
|
||||
pillar_progress: Res<PillarActivationProgress>,
|
||||
excitation: Res<LightExcitationState>,
|
||||
) {
|
||||
let t = time.seconds_since_startup();
|
||||
// light pillar activation progress
|
||||
let p = pillar_progress.0.map(|(_, p)| p).unwrap_or(0.0);
|
||||
let p = excitation.0;
|
||||
|
||||
// make the friends go further when the button is pressed, but close in when activating a pillar
|
||||
let width = (5.0 + interpolation.0 * 7.0) * (1.0 - p);
|
||||
|
||||
let p = p as f64 / 3.0;
|
||||
let p = 1.0 + 0.8 * p as f64;
|
||||
for (mut trans, light) in query.iter_mut() {
|
||||
let i = light.i as f64;
|
||||
let i2 = i / 2.0;
|
||||
trans.translation = Vec3::new(
|
||||
width * i2 as f32 * (t * (0.4 + p) * i2 + i).cos() as f32,
|
||||
3.0 * (t * (1.1 + p) * i2 + i).sin() as f32 + 4.0,
|
||||
width * (t * (0.4 + p) * i + i).sin() as f32,
|
||||
width * i2 as f32 * (t * 0.4 * i2 + i * p).cos() as f32,
|
||||
3.0 * (t * 1.1 * i2 + i * p).sin() as f32 + 4.0,
|
||||
width * (t * 0.4 * i + i * p).sin() as f32,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,102 +0,0 @@
|
|||
use bevy::app::{PluginGroup, PluginGroupBuilder};
|
||||
use bevy::pbr::render_graph::{LightsNode, PBR_PIPELINE_HANDLE};
|
||||
use bevy::prelude::*;
|
||||
use bevy::render::{
|
||||
pipeline::PipelineDescriptor,
|
||||
render_graph::{base, AssetRenderResourcesNode, RenderGraph, RenderResourcesNode},
|
||||
shader::Shader,
|
||||
};
|
||||
|
||||
mod pipeline;
|
||||
use pipeline::build_pbr_pipeline;
|
||||
|
||||
pub struct CustomPlugins;
|
||||
impl PluginGroup for CustomPlugins {
|
||||
fn build(&mut self, group: &mut PluginGroupBuilder) {
|
||||
group.add(bevy::log::LogPlugin::default());
|
||||
group.add(bevy::core::CorePlugin::default());
|
||||
group.add(bevy::transform::TransformPlugin::default());
|
||||
group.add(bevy::diagnostic::DiagnosticsPlugin::default());
|
||||
group.add(bevy::input::InputPlugin::default());
|
||||
group.add(bevy::window::WindowPlugin::default());
|
||||
group.add(bevy::asset::AssetPlugin::default());
|
||||
group.add(bevy::scene::ScenePlugin::default());
|
||||
|
||||
group.add(bevy::render::RenderPlugin::default());
|
||||
group.add(bevy::sprite::SpritePlugin::default());
|
||||
group.add(CustomPbrPlugin::default());
|
||||
group.add(bevy::ui::UiPlugin::default());
|
||||
group.add(bevy::text::TextPlugin::default());
|
||||
group.add(bevy::gilrs::GilrsPlugin::default());
|
||||
group.add(bevy::gltf::GltfPlugin::default());
|
||||
group.add(bevy::winit::WinitPlugin::default());
|
||||
group.add(bevy::wgpu::WgpuPlugin::default());
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct CustomPbrPlugin;
|
||||
impl Plugin for CustomPbrPlugin {
|
||||
fn build(&self, app: &mut AppBuilder) {
|
||||
app.add_asset::<StandardMaterial>()
|
||||
.register_type::<Light>()
|
||||
.add_system_to_stage(
|
||||
CoreStage::PostUpdate,
|
||||
bevy::render::shader::asset_shader_defs_system::<StandardMaterial>.system(),
|
||||
)
|
||||
.init_resource::<bevy::pbr::AmbientLight>();
|
||||
add_pbr_graph(app.world_mut());
|
||||
|
||||
// add default StandardMaterial
|
||||
let mut materials = app
|
||||
.world_mut()
|
||||
.get_resource_mut::<Assets<StandardMaterial>>()
|
||||
.unwrap();
|
||||
materials.set_untracked(
|
||||
Handle::<StandardMaterial>::default(),
|
||||
StandardMaterial {
|
||||
base_color: Color::PINK,
|
||||
unlit: true,
|
||||
..Default::default()
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// the names of pbr graph nodes
|
||||
mod node {
|
||||
pub const TRANSFORM: &str = "transform";
|
||||
pub const STANDARD_MATERIAL: &str = "standard_material";
|
||||
pub const LIGHTS: &str = "lights";
|
||||
}
|
||||
|
||||
fn add_pbr_graph(world: &mut World) {
|
||||
{
|
||||
let mut graph = world.get_resource_mut::<RenderGraph>().unwrap();
|
||||
graph.add_system_node(
|
||||
node::TRANSFORM,
|
||||
RenderResourcesNode::<GlobalTransform>::new(true),
|
||||
);
|
||||
graph.add_system_node(
|
||||
node::STANDARD_MATERIAL,
|
||||
AssetRenderResourcesNode::<StandardMaterial>::new(true),
|
||||
);
|
||||
graph.add_system_node(node::LIGHTS, LightsNode::new(30));
|
||||
|
||||
// TODO: replace these with "autowire" groups
|
||||
graph
|
||||
.add_node_edge(node::STANDARD_MATERIAL, base::node::MAIN_PASS)
|
||||
.unwrap();
|
||||
graph
|
||||
.add_node_edge(node::TRANSFORM, base::node::MAIN_PASS)
|
||||
.unwrap();
|
||||
graph
|
||||
.add_node_edge(node::LIGHTS, base::node::MAIN_PASS)
|
||||
.unwrap();
|
||||
}
|
||||
let pipeline = build_pbr_pipeline(&mut world.get_resource_mut::<Assets<Shader>>().unwrap());
|
||||
let mut pipelines = world
|
||||
.get_resource_mut::<Assets<PipelineDescriptor>>()
|
||||
.unwrap();
|
||||
pipelines.set_untracked(PBR_PIPELINE_HANDLE, pipeline);
|
||||
}
|
Loading…
Reference in New Issue