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03ebb738f3
Author | SHA1 | Date |
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annieversary | 03ebb738f3 | |
annieversary | 9a0c360172 | |
annieversary | 6b2075c2a4 | |
annieversary | d727f52ff0 | |
annieversary | f101e735f6 |
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@ -457,6 +457,15 @@ dependencies = [
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"glam 0.13.1",
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]
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[[package]]
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name = "bevy_mod_raycast"
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version = "0.2.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "2b699d78034aaf5730a4c10a09fd5a2e6886964a42fa7453b9e5f8b926cd846e"
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dependencies = [
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"bevy",
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]
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[[package]]
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name = "bevy_pbr"
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version = "0.5.0"
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@ -2124,6 +2133,7 @@ name = "moria"
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version = "0.1.0"
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dependencies = [
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"bevy",
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"bevy_mod_raycast",
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]
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[[package]]
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@ -7,3 +7,4 @@ edition = "2018"
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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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Binary file not shown.
After Width: | Height: | Size: 8.7 KiB |
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@ -0,0 +1,58 @@
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use bevy::prelude::*;
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use bevy_mod_raycast::{RayCastMethod, RayCastSource};
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use crate::player::*;
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pub struct MyRaycastSet;
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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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.spawn_bundle(PerspectiveCameraBundle::default())
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.insert(Camera)
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.insert(RayCastSource::<MyRaycastSet>::new());
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}
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pub fn camera_follow_player(
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player: Query<(&Transform, &Player), Without<Camera>>,
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mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
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) {
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let player_pos = if let Some(player) = player.iter().next() {
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player.0.translation
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} else {
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return;
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};
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for (mut trans, _) in camera.iter_mut() {
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trans.translation = player_pos + Vec3::new(-50.0, 100.0, 50.0);
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trans.look_at(player_pos, Vec3::Y);
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}
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}
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// update our `RayCastSource` with the current cursor position every frame.
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pub fn update_raycast_with_cursor(
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mut cursor: EventReader<CursorMoved>,
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mut query: Query<&mut RayCastSource<MyRaycastSet>>,
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) {
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for mut pick_source in query.iter_mut() {
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// Grab the most recent cursor event if it exists:
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if let Some(cursor_latest) = cursor.iter().last() {
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pick_source.cast_method = RayCastMethod::Screenspace(cursor_latest.position);
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}
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}
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}
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#[derive(Default)]
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pub struct MouseCoords(pub Vec3);
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// Update our `RayCastSource` with the current cursor position every frame.
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pub fn update_mouse_coords(
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query: Query<&RayCastSource<MyRaycastSet>>,
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mut coords: ResMut<MouseCoords>,
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) {
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for pick_source in query.iter() {
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if let Some((_, intersection)) = pick_source.intersect_top() {
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coords.0 = intersection.position();
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}
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}
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}
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@ -1,3 +1,5 @@
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#![allow(dead_code)]
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use bevy::prelude::*;
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const DIS: f32 = 300.0;
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@ -2,6 +2,8 @@ use bevy::prelude::*;
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use crate::player::Player;
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const RANGE: f32 = 25.0;
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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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@ -23,17 +25,17 @@ pub fn light_up_ball_when_close_to_player(
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for (entity, trans, _, mut material, light) in thingies.iter_mut() {
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let dis = trans.translation.distance(player_pos);
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if dis < 20.0 {
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if dis < RANGE {
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*material = materials.lit.clone();
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// change intensity,
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// add light if there isn't one
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if let Some(mut l) = light {
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l.intensity = 300.0 * (20.0 - dis) / 20.0;
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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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color: Color::rgb(15.0, 15.0, 15.0),
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intensity: 300.0 * (20.0 - dis) / 20.0,
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intensity: 300.0 * (RANGE - dis) / RANGE,
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..Default::default()
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});
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}
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@ -0,0 +1,33 @@
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use bevy::{
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prelude::*,
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render::texture::{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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}
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impl FromWorld for LoadedAssets {
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fn from_world(world: &mut World) -> Self {
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let server = world.get_resource::<AssetServer>().unwrap();
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let floor = server.load("textures/floor.png");
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Self { floor }
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}
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}
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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 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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state.set(AppState::Game).unwrap();
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}
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}
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116
src/main.rs
116
src/main.rs
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@ -1,53 +1,110 @@
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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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mod light_balls;
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use light_balls::*;
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mod player;
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use player::*;
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mod camera;
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mod columns;
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use columns::*;
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mod light_balls;
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mod loading;
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mod player;
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mod rendering;
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use camera::*;
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use light_balls::*;
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use player::*;
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#[derive(Clone, PartialEq, Eq, Hash, Debug)]
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pub enum AppState {
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Loading,
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Game,
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}
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fn main() {
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App::build()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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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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.init_resource::<LightBallMaterials>()
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.add_startup_system(setup.system())
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.add_system(exit_on_esc_system.system())
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.add_system(light_movement.system())
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.add_system(move_player.system())
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.add_system(camera_follow_player.system())
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.add_system(light_up_ball_when_close_to_player.system())
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.init_resource::<MouseCoords>()
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.init_resource::<FloatingOrbsInterpolationState>()
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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_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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)
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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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// game
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup.system()))
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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.with_system(update_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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)
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.run();
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}
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pub struct Camera;
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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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assets: Res<loading::LoadedAssets>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut ambient: ResMut<AmbientLight>,
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light_ball_materials: Res<LightBallMaterials>,
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) {
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// set ambient light to 0
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// set ambient light to very low
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ambient.color = Color::rgb(0.3, 0.3, 0.3);
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ambient.brightness = 0.02;
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ambient.brightness = 0.01;
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// floor
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let mut floor_material: StandardMaterial = Color::rgb(0.1, 0.1, 0.1).into();
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let mut floor_material = StandardMaterial {
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base_color_texture: Some(assets.floor.clone()),
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base_color: Color::rgb(0.3, 0.3, 0.3),
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..Default::default()
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};
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floor_material.metallic = 0.0;
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floor_material.reflectance = 0.0;
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let floor_material = materials.add(floor_material);
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 10000.0 })),
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material: floor_material,
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..Default::default()
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});
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for i in -10..10 {
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for j in -10..10 {
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
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material: floor_material.clone(),
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transform: Transform::from_xyz(100.0 * i as f32, 0.0, 100.0 * j as f32),
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..Default::default()
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})
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.insert(RayCastMesh::<camera::MyRaycastSet>::default());
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}
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}
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// columns
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spawn_columns(&mut commands, &mut meshes, &mut materials);
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// columns::spawn_columns(&mut commands, &mut meshes, &mut materials);
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// player
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spawn_player(&mut commands, &mut meshes, &mut materials);
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@ -57,20 +114,15 @@ fn setup(
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spawn_light_ball(
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&mut commands,
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&light_ball_materials,
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Vec3::new(i as f32 * 30.0, 2.0, 6.0),
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Vec3::new(i as f32 * 30.0, 2.0, 10.0),
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);
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spawn_light_ball(
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&mut commands,
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&light_ball_materials,
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Vec3::new(i as f32 * 30.0, 2.0, -6.0),
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Vec3::new(i as f32 * 30.0, 2.0, -10.0),
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);
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}
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// camera
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commands
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.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-20.0, 100.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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})
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.insert(Camera);
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spawn_camera(&mut commands);
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}
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|
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111
src/player.rs
111
src/player.rs
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@ -1,6 +1,6 @@
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use bevy::prelude::*;
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use crate::Camera;
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use crate::camera::MouseCoords;
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pub struct Player;
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pub struct PlayerLight {
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|
@ -19,20 +19,26 @@ pub fn spawn_player(
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..Default::default()
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})),
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material: materials.add(Color::rgb(1.0, 1.0, 1.0).into()),
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transform: Transform::from_xyz(33.0, 1.0, 0.0),
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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..Default::default()
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})
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.insert(Player)
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.with_children(|parent| {
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// light
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let mut light_material: StandardMaterial = Color::rgb(0.3, 0.5, 0.3).into();
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light_material.metallic = 0.5;
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light_material.reflectance = 0.5;
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light_material.emissive = Color::rgb(15.0, 15.0, 15.0);
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let light_material = materials.add(light_material);
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.insert(Player);
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for i in 0..5 {
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parent
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// light
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let mut light_material: StandardMaterial = Color::rgb(0.737255, 0.560784, 0.560784).into();
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light_material.metallic = 0.5;
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light_material.reflectance = 0.5;
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light_material.emissive = Color::rgb(7.52, 5.72, 5.72);
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let light_material = materials.add(light_material);
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commands
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.spawn()
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.insert(LightFriends)
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.insert(Transform::default())
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.insert(GlobalTransform::default())
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.with_children(|children| {
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for i in 0..6 {
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children
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.2,
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|
@ -45,6 +51,7 @@ pub fn spawn_player(
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.insert_bundle(LightBundle {
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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light: Light {
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color: Color::rgb(7.52, 5.72, 5.72),
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..Default::default()
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},
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..Default::default()
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|
@ -54,14 +61,56 @@ pub fn spawn_player(
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});
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}
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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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player: Query<(&Transform, &Player), Without<LightFriends>>,
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coords: Res<MouseCoords>,
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interpolation: Res<FloatingOrbsInterpolationState>,
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time: Res<Time>,
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) {
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let player_pos = if let Some(player) = player.iter().next() {
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player.0.translation
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} else {
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return;
|
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};
|
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|
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for (mut trans, _light) in query.iter_mut() {
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// interpolate between player pos and mouse click pos
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let i = interpolation.0;
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let center = i * coords.0 + (1.0 - i) * player_pos;
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|
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let mut d = trans.translation - center;
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d.y = 0.0;
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trans.translation -= d * time.delta_seconds();
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}
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}
|
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|
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pub fn light_movement(mut query: Query<(&mut Transform, &PlayerLight)>, time: Res<Time>) {
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let t = time.seconds_since_startup();
|
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for (mut trans, light) in query.iter_mut() {
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let i = light.i as f64;
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let i2 = i / 2.0;
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trans.translation.y = 6.0 * (t * 1.1 * i2 + i).sin() as f32 + 7.0;
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trans.translation.x = 5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32;
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trans.translation.z = 5.0 * (t * 0.4 * i + i).sin() as f32;
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trans.translation = Vec3::new(
|
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5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32,
|
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3.0 * (t * 1.1 * i2 + i).sin() as f32 + 4.0,
|
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5.0 * (t * 0.4 * i + i).sin() as f32,
|
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);
|
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}
|
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}
|
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|
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#[derive(Default)]
|
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pub struct FloatingOrbsInterpolationState(f32);
|
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pub fn update_floating_orbs_interpolation(
|
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mut state: ResMut<FloatingOrbsInterpolationState>,
|
||||
input: Res<Input<MouseButton>>,
|
||||
time: Res<Time>,
|
||||
) {
|
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let ds = time.delta_seconds();
|
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if input.pressed(MouseButton::Left) {
|
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state.0 = (state.0 + 0.5 * ds).clamp(0.0, 1.0);
|
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} else {
|
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state.0 = (state.0 - ds).clamp(0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -72,9 +121,6 @@ pub fn move_player(
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) {
|
||||
let ds = time.delta_seconds() * 5.0;
|
||||
|
||||
// TODO rotate according to camera position
|
||||
// but make it snap to coord system
|
||||
|
||||
for (mut transform, _) in query.iter_mut() {
|
||||
if input.pressed(KeyCode::W) {
|
||||
transform.translation += Vec3::X * ds;
|
||||
|
@ -90,32 +136,3 @@ pub fn move_player(
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn camera_follow_player(
|
||||
player: Query<(&Transform, &Player), Without<Camera>>,
|
||||
mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let player_pos = if let Some(player) = player.iter().next() {
|
||||
player.0.translation
|
||||
} else {
|
||||
return;
|
||||
};
|
||||
|
||||
let ds = time.delta_seconds() * 5.0;
|
||||
for (mut trans, _) in camera.iter_mut() {
|
||||
trans.look_at(player_pos, Vec3::Y);
|
||||
|
||||
// keep a distance to the player
|
||||
if trans.translation.distance(player_pos) > 170.0 {
|
||||
let mut d = trans.rotation * Vec3::Z * ds;
|
||||
d.y = 0.0;
|
||||
trans.translation -= d;
|
||||
}
|
||||
if trans.translation.distance(player_pos) < 100.0 {
|
||||
let mut d = trans.rotation * Vec3::Z * ds;
|
||||
d.y = 0.0;
|
||||
trans.translation += d;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,102 @@
|
|||
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);
|
||||
}
|
|
@ -0,0 +1,392 @@
|
|||
// From the Filament design doc
|
||||
// https://google.github.io/filament/Filament.html#table_symbols
|
||||
// Symbol Definition
|
||||
// v View unit vector
|
||||
// l Incident light unit vector
|
||||
// n Surface normal unit vector
|
||||
// h Half unit vector between l and v
|
||||
// f BRDF
|
||||
// f_d Diffuse component of a BRDF
|
||||
// f_r Specular component of a BRDF
|
||||
// α Roughness, remapped from using input perceptualRoughness
|
||||
// σ Diffuse reflectance
|
||||
// Ω Spherical domain
|
||||
// f0 Reflectance at normal incidence
|
||||
// f90 Reflectance at grazing angle
|
||||
// χ+(a) Heaviside function (1 if a>0 and 0 otherwise)
|
||||
// nior Index of refraction (IOR) of an interface
|
||||
// ⟨n⋅l⟩ Dot product clamped to [0..1]
|
||||
// ⟨a⟩ Saturated value (clamped to [0..1])
|
||||
|
||||
// The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material
|
||||
// and consists of two components, the diffuse component (f_d) and the specular component (f_r):
|
||||
// f(v,l) = f_d(v,l) + f_r(v,l)
|
||||
//
|
||||
// The form of the microfacet model is the same for diffuse and specular
|
||||
// f_r(v,l) = f_d(v,l) = 1 / { |n⋅v||n⋅l| } ∫_Ω D(m,α) G(v,l,m) f_m(v,l,m) (v⋅m) (l⋅m) dm
|
||||
//
|
||||
// In which:
|
||||
// D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets
|
||||
// G models the visibility (or occlusion or shadow-masking) of the microfacets
|
||||
// f_m is the microfacet BRDF and differs between specular and diffuse components
|
||||
//
|
||||
// The above integration needs to be approximated.
|
||||
|
||||
#version 450
|
||||
|
||||
const int MAX_LIGHTS = 30;
|
||||
|
||||
struct Light {
|
||||
mat4 proj;
|
||||
vec4 pos;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
layout(location = 0) in vec3 v_WorldPosition;
|
||||
layout(location = 1) in vec3 v_WorldNormal;
|
||||
layout(location = 2) in vec2 v_Uv;
|
||||
|
||||
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
layout(location = 3) in vec4 v_WorldTangent;
|
||||
#endif
|
||||
|
||||
layout(location = 0) out vec4 o_Target;
|
||||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
};
|
||||
layout(std140, set = 0, binding = 1) uniform CameraPosition {
|
||||
vec4 CameraPos;
|
||||
};
|
||||
|
||||
layout(std140, set = 1, binding = 0) uniform Lights {
|
||||
vec4 AmbientColor;
|
||||
uvec4 NumLights;
|
||||
Light SceneLights[MAX_LIGHTS];
|
||||
};
|
||||
|
||||
layout(set = 3, binding = 0) uniform StandardMaterial_base_color {
|
||||
vec4 base_color;
|
||||
};
|
||||
|
||||
#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE
|
||||
layout(set = 3, binding = 1) uniform texture2D StandardMaterial_base_color_texture;
|
||||
layout(set = 3,
|
||||
binding = 2) uniform sampler StandardMaterial_base_color_texture_sampler;
|
||||
#endif
|
||||
|
||||
#ifndef STANDARDMATERIAL_UNLIT
|
||||
|
||||
layout(set = 3, binding = 3) uniform StandardMaterial_roughness {
|
||||
float perceptual_roughness;
|
||||
};
|
||||
|
||||
layout(set = 3, binding = 4) uniform StandardMaterial_metallic {
|
||||
float metallic;
|
||||
};
|
||||
|
||||
# ifdef STANDARDMATERIAL_METALLIC_ROUGHNESS_TEXTURE
|
||||
layout(set = 3, binding = 5) uniform texture2D StandardMaterial_metallic_roughness_texture;
|
||||
layout(set = 3,
|
||||
binding = 6) uniform sampler StandardMaterial_metallic_roughness_texture_sampler;
|
||||
# endif
|
||||
|
||||
layout(set = 3, binding = 7) uniform StandardMaterial_reflectance {
|
||||
float reflectance;
|
||||
};
|
||||
|
||||
# ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
layout(set = 3, binding = 8) uniform texture2D StandardMaterial_normal_map;
|
||||
layout(set = 3,
|
||||
binding = 9) uniform sampler StandardMaterial_normal_map_sampler;
|
||||
# endif
|
||||
|
||||
# if defined(STANDARDMATERIAL_OCCLUSION_TEXTURE)
|
||||
layout(set = 3, binding = 10) uniform texture2D StandardMaterial_occlusion_texture;
|
||||
layout(set = 3,
|
||||
binding = 11) uniform sampler StandardMaterial_occlusion_texture_sampler;
|
||||
# endif
|
||||
|
||||
layout(set = 3, binding = 12) uniform StandardMaterial_emissive {
|
||||
vec4 emissive;
|
||||
};
|
||||
|
||||
# if defined(STANDARDMATERIAL_EMISSIVE_TEXTURE)
|
||||
layout(set = 3, binding = 13) uniform texture2D StandardMaterial_emissive_texture;
|
||||
layout(set = 3,
|
||||
binding = 14) uniform sampler StandardMaterial_emissive_texture_sampler;
|
||||
# endif
|
||||
|
||||
# define saturate(x) clamp(x, 0.0, 1.0)
|
||||
const float PI = 3.141592653589793;
|
||||
|
||||
float pow5(float x) {
|
||||
float x2 = x * x;
|
||||
return x2 * x2 * x;
|
||||
}
|
||||
|
||||
// distanceAttenuation is simply the square falloff of light intensity
|
||||
// combined with a smooth attenuation at the edge of the light radius
|
||||
//
|
||||
// light radius is a non-physical construct for efficiency purposes,
|
||||
// because otherwise every light affects every fragment in the scene
|
||||
float getDistanceAttenuation(const vec3 posToLight, float inverseRadiusSquared) {
|
||||
float distanceSquare = dot(posToLight, posToLight);
|
||||
float factor = distanceSquare * inverseRadiusSquared;
|
||||
float smoothFactor = saturate(1.0 - factor * factor);
|
||||
float attenuation = smoothFactor * smoothFactor;
|
||||
return attenuation * 1.0 / max(distanceSquare, 1e-4);
|
||||
}
|
||||
|
||||
// Normal distribution function (specular D)
|
||||
// Based on https://google.github.io/filament/Filament.html#citation-walter07
|
||||
|
||||
// D_GGX(h,α) = α^2 / { π ((n⋅h)^2 (α2−1) + 1)^2 }
|
||||
|
||||
// Simple implementation, has precision problems when using fp16 instead of fp32
|
||||
// see https://google.github.io/filament/Filament.html#listing_speculardfp16
|
||||
float D_GGX(float roughness, float NoH, const vec3 h) {
|
||||
float oneMinusNoHSquared = 1.0 - NoH * NoH;
|
||||
float a = NoH * roughness;
|
||||
float k = roughness / (oneMinusNoHSquared + a * a);
|
||||
float d = k * k * (1.0 / PI);
|
||||
return d;
|
||||
}
|
||||
|
||||
// Visibility function (Specular G)
|
||||
// V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) }
|
||||
// such that f_r becomes
|
||||
// f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0)
|
||||
// where
|
||||
// V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) }
|
||||
// Note the two sqrt's, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv
|
||||
float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) {
|
||||
float a2 = roughness * roughness;
|
||||
float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
|
||||
float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
|
||||
float v = 0.5 / (lambdaV + lambdaL);
|
||||
return v;
|
||||
}
|
||||
|
||||
// Fresnel function
|
||||
// see https://google.github.io/filament/Filament.html#citation-schlick94
|
||||
// F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5
|
||||
vec3 F_Schlick(const vec3 f0, float f90, float VoH) {
|
||||
// not using mix to keep the vec3 and float versions identical
|
||||
return f0 + (f90 - f0) * pow5(1.0 - VoH);
|
||||
}
|
||||
|
||||
float F_Schlick(float f0, float f90, float VoH) {
|
||||
// not using mix to keep the vec3 and float versions identical
|
||||
return f0 + (f90 - f0) * pow5(1.0 - VoH);
|
||||
}
|
||||
|
||||
vec3 fresnel(vec3 f0, float LoH) {
|
||||
// f_90 suitable for ambient occlusion
|
||||
// see https://google.github.io/filament/Filament.html#lighting/occlusion
|
||||
float f90 = saturate(dot(f0, vec3(50.0 * 0.33)));
|
||||
return F_Schlick(f0, f90, LoH);
|
||||
}
|
||||
|
||||
// Specular BRDF
|
||||
// https://google.github.io/filament/Filament.html#materialsystem/specularbrdf
|
||||
|
||||
// Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m
|
||||
// f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) }
|
||||
vec3 specular(vec3 f0, float roughness, const vec3 h, float NoV, float NoL,
|
||||
float NoH, float LoH) {
|
||||
float D = D_GGX(roughness, NoH, h);
|
||||
float V = V_SmithGGXCorrelated(roughness, NoV, NoL);
|
||||
vec3 F = fresnel(f0, LoH);
|
||||
|
||||
return (D * V) * F;
|
||||
}
|
||||
|
||||
// Diffuse BRDF
|
||||
// https://google.github.io/filament/Filament.html#materialsystem/diffusebrdf
|
||||
// fd(v,l) = σ/π * 1 / { |n⋅v||n⋅l| } ∫Ω D(m,α) G(v,l,m) (v⋅m) (l⋅m) dm
|
||||
|
||||
// simplest approximation
|
||||
// float Fd_Lambert() {
|
||||
// return 1.0 / PI;
|
||||
// }
|
||||
//
|
||||
// vec3 Fd = diffuseColor * Fd_Lambert();
|
||||
|
||||
// Disney approximation
|
||||
// See https://google.github.io/filament/Filament.html#citation-burley12
|
||||
// minimal quality difference
|
||||
float Fd_Burley(float roughness, float NoV, float NoL, float LoH) {
|
||||
float f90 = 0.5 + 2.0 * roughness * LoH * LoH;
|
||||
float lightScatter = F_Schlick(1.0, f90, NoL);
|
||||
float viewScatter = F_Schlick(1.0, f90, NoV);
|
||||
return lightScatter * viewScatter * (1.0 / PI);
|
||||
}
|
||||
|
||||
// From https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
|
||||
vec3 EnvBRDFApprox(vec3 f0, float perceptual_roughness, float NoV) {
|
||||
const vec4 c0 = { -1, -0.0275, -0.572, 0.022 };
|
||||
const vec4 c1 = { 1, 0.0425, 1.04, -0.04 };
|
||||
vec4 r = perceptual_roughness * c0 + c1;
|
||||
float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
|
||||
vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
|
||||
return f0 * AB.x + AB.y;
|
||||
}
|
||||
|
||||
float perceptualRoughnessToRoughness(float perceptualRoughness) {
|
||||
// clamp perceptual roughness to prevent precision problems
|
||||
// According to Filament design 0.089 is recommended for mobile
|
||||
// Filament uses 0.045 for non-mobile
|
||||
float clampedPerceptualRoughness = clamp(perceptualRoughness, 0.089, 1.0);
|
||||
return clampedPerceptualRoughness * clampedPerceptualRoughness;
|
||||
}
|
||||
|
||||
// from https://64.github.io/tonemapping/
|
||||
// reinhard on RGB oversaturates colors
|
||||
vec3 reinhard(vec3 color) {
|
||||
return color / (1.0 + color);
|
||||
}
|
||||
|
||||
vec3 reinhard_extended(vec3 color, float max_white) {
|
||||
vec3 numerator = color * (1.0f + (color / vec3(max_white * max_white)));
|
||||
return numerator / (1.0 + color);
|
||||
}
|
||||
|
||||
// luminance coefficients from Rec. 709.
|
||||
// https://en.wikipedia.org/wiki/Rec._709
|
||||
float luminance(vec3 v) {
|
||||
return dot(v, vec3(0.2126, 0.7152, 0.0722));
|
||||
}
|
||||
|
||||
vec3 change_luminance(vec3 c_in, float l_out) {
|
||||
float l_in = luminance(c_in);
|
||||
return c_in * (l_out / l_in);
|
||||
}
|
||||
|
||||
vec3 reinhard_luminance(vec3 color) {
|
||||
float l_old = luminance(color);
|
||||
float l_new = l_old / (1.0f + l_old);
|
||||
return change_luminance(color, l_new);
|
||||
}
|
||||
|
||||
vec3 reinhard_extended_luminance(vec3 color, float max_white_l) {
|
||||
float l_old = luminance(color);
|
||||
float numerator = l_old * (1.0f + (l_old / (max_white_l * max_white_l)));
|
||||
float l_new = numerator / (1.0f + l_old);
|
||||
return change_luminance(color, l_new);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec4 output_color = base_color;
|
||||
#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE
|
||||
output_color *= texture(sampler2D(StandardMaterial_base_color_texture,
|
||||
StandardMaterial_base_color_texture_sampler),
|
||||
v_Uv);
|
||||
#endif
|
||||
|
||||
#ifndef STANDARDMATERIAL_UNLIT
|
||||
// calculate non-linear roughness from linear perceptualRoughness
|
||||
# ifdef STANDARDMATERIAL_METALLIC_ROUGHNESS_TEXTURE
|
||||
vec4 metallic_roughness = texture(sampler2D(StandardMaterial_metallic_roughness_texture, StandardMaterial_metallic_roughness_texture_sampler), v_Uv);
|
||||
// Sampling from GLTF standard channels for now
|
||||
float metallic = metallic * metallic_roughness.b;
|
||||
float perceptual_roughness = perceptual_roughness * metallic_roughness.g;
|
||||
# endif
|
||||
|
||||
float roughness = perceptualRoughnessToRoughness(perceptual_roughness);
|
||||
|
||||
vec3 N = normalize(v_WorldNormal);
|
||||
|
||||
# ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
vec3 T = normalize(v_WorldTangent.xyz);
|
||||
vec3 B = cross(N, T) * v_WorldTangent.w;
|
||||
# endif
|
||||
|
||||
# ifdef STANDARDMATERIAL_DOUBLE_SIDED
|
||||
N = gl_FrontFacing ? N : -N;
|
||||
# ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
T = gl_FrontFacing ? T : -T;
|
||||
B = gl_FrontFacing ? B : -B;
|
||||
# endif
|
||||
# endif
|
||||
|
||||
# ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
mat3 TBN = mat3(T, B, N);
|
||||
N = TBN * normalize(texture(sampler2D(StandardMaterial_normal_map, StandardMaterial_normal_map_sampler), v_Uv).rgb * 2.0 - 1.0);
|
||||
# endif
|
||||
|
||||
# ifdef STANDARDMATERIAL_OCCLUSION_TEXTURE
|
||||
float occlusion = texture(sampler2D(StandardMaterial_occlusion_texture, StandardMaterial_occlusion_texture_sampler), v_Uv).r;
|
||||
# else
|
||||
float occlusion = 1.0;
|
||||
# endif
|
||||
|
||||
# ifdef STANDARDMATERIAL_EMISSIVE_TEXTURE
|
||||
vec4 emissive = emissive;
|
||||
// TODO use .a for exposure compensation in HDR
|
||||
emissive.rgb *= texture(sampler2D(StandardMaterial_emissive_texture, StandardMaterial_emissive_texture_sampler), v_Uv).rgb;
|
||||
# endif
|
||||
|
||||
vec3 V = normalize(CameraPos.xyz - v_WorldPosition.xyz);
|
||||
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
|
||||
float NdotV = max(dot(N, V), 1e-4);
|
||||
|
||||
// Remapping [0,1] reflectance to F0
|
||||
// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
|
||||
vec3 F0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + output_color.rgb * metallic;
|
||||
|
||||
// Diffuse strength inversely related to metallicity
|
||||
vec3 diffuseColor = output_color.rgb * (1.0 - metallic);
|
||||
|
||||
// accumulate color
|
||||
vec3 light_accum = vec3(0.0);
|
||||
for (int i = 0; i < int(NumLights.x) && i < MAX_LIGHTS; ++i) {
|
||||
Light light = SceneLights[i];
|
||||
|
||||
vec3 lightDir = light.pos.xyz - v_WorldPosition.xyz;
|
||||
vec3 L = normalize(lightDir);
|
||||
|
||||
float rangeAttenuation =
|
||||
getDistanceAttenuation(lightDir, light.pos.w);
|
||||
|
||||
vec3 H = normalize(L + V);
|
||||
float NoL = saturate(dot(N, L));
|
||||
float NoH = saturate(dot(N, H));
|
||||
float LoH = saturate(dot(L, H));
|
||||
|
||||
vec3 specular = specular(F0, roughness, H, NdotV, NoL, NoH, LoH);
|
||||
vec3 diffuse = diffuseColor * Fd_Burley(roughness, NdotV, NoL, LoH);
|
||||
|
||||
// Lout = f(v,l) Φ / { 4 π d^2 }⟨n⋅l⟩
|
||||
// where
|
||||
// f(v,l) = (f_d(v,l) + f_r(v,l)) * light_color
|
||||
// Φ is light intensity
|
||||
|
||||
// our rangeAttentuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius
|
||||
// It's not 100% clear where the 1/4π goes in the derivation, but we follow the filament shader and leave it out
|
||||
|
||||
// See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminanceEquation
|
||||
// TODO compensate for energy loss https://google.github.io/filament/Filament.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
|
||||
// light.color.rgb is premultiplied with light.intensity on the CPU
|
||||
light_accum +=
|
||||
((diffuse + specular) * light.color.rgb) * (rangeAttenuation * NoL);
|
||||
}
|
||||
|
||||
vec3 diffuse_ambient = EnvBRDFApprox(diffuseColor, 1.0, NdotV);
|
||||
vec3 specular_ambient = EnvBRDFApprox(F0, perceptual_roughness, NdotV);
|
||||
|
||||
output_color.rgb = light_accum;
|
||||
output_color.rgb += (diffuse_ambient + specular_ambient) * AmbientColor.xyz * occlusion;
|
||||
output_color.rgb += emissive.rgb * output_color.a;
|
||||
|
||||
// tone_mapping
|
||||
output_color.rgb = reinhard_luminance(output_color.rgb);
|
||||
// Gamma correction.
|
||||
// Not needed with sRGB buffer
|
||||
// output_color.rgb = pow(output_color.rgb, vec3(1.0 / 2.2));
|
||||
#endif
|
||||
|
||||
o_Target = output_color;
|
||||
}
|
|
@ -0,0 +1,36 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 Vertex_Position;
|
||||
layout(location = 1) in vec3 Vertex_Normal;
|
||||
layout(location = 2) in vec2 Vertex_Uv;
|
||||
|
||||
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
layout(location = 3) in vec4 Vertex_Tangent;
|
||||
#endif
|
||||
|
||||
layout(location = 0) out vec3 v_WorldPosition;
|
||||
layout(location = 1) out vec3 v_WorldNormal;
|
||||
layout(location = 2) out vec2 v_Uv;
|
||||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
};
|
||||
|
||||
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
layout(location = 3) out vec4 v_WorldTangent;
|
||||
#endif
|
||||
|
||||
layout(set = 2, binding = 0) uniform Transform {
|
||||
mat4 Model;
|
||||
};
|
||||
|
||||
void main() {
|
||||
vec4 world_position = Model * vec4(Vertex_Position, 1.0);
|
||||
v_WorldPosition = world_position.xyz;
|
||||
v_WorldNormal = mat3(Model) * Vertex_Normal;
|
||||
v_Uv = Vertex_Uv;
|
||||
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
v_WorldTangent = vec4(mat3(Model) * Vertex_Tangent.xyz, Vertex_Tangent.w);
|
||||
#endif
|
||||
gl_Position = ViewProj * world_position;
|
||||
}
|
|
@ -0,0 +1,58 @@
|
|||
use bevy::asset::Assets;
|
||||
use bevy::render::{
|
||||
pipeline::{
|
||||
BlendFactor, BlendOperation, BlendState, ColorTargetState, ColorWrite, CompareFunction,
|
||||
DepthBiasState, DepthStencilState, PipelineDescriptor, StencilFaceState, StencilState,
|
||||
},
|
||||
shader::{Shader, ShaderStage, ShaderStages},
|
||||
texture::TextureFormat,
|
||||
};
|
||||
|
||||
// pub const PBR_PIPELINE_HANDLE: HandleUntyped =
|
||||
// HandleUntyped::weak_from_u64(PipelineDescriptor::TYPE_UUID, 13148362314012771389);
|
||||
|
||||
pub(crate) fn build_pbr_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
|
||||
PipelineDescriptor {
|
||||
depth_stencil: Some(DepthStencilState {
|
||||
format: TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: CompareFunction::Less,
|
||||
stencil: StencilState {
|
||||
front: StencilFaceState::IGNORE,
|
||||
back: StencilFaceState::IGNORE,
|
||||
read_mask: 0,
|
||||
write_mask: 0,
|
||||
},
|
||||
bias: DepthBiasState {
|
||||
constant: 0,
|
||||
slope_scale: 0.0,
|
||||
clamp: 0.0,
|
||||
},
|
||||
clamp_depth: false,
|
||||
}),
|
||||
color_target_states: vec![ColorTargetState {
|
||||
format: TextureFormat::default(),
|
||||
color_blend: BlendState {
|
||||
src_factor: BlendFactor::SrcAlpha,
|
||||
dst_factor: BlendFactor::OneMinusSrcAlpha,
|
||||
operation: BlendOperation::Add,
|
||||
},
|
||||
alpha_blend: BlendState {
|
||||
src_factor: BlendFactor::One,
|
||||
dst_factor: BlendFactor::One,
|
||||
operation: BlendOperation::Add,
|
||||
},
|
||||
write_mask: ColorWrite::ALL,
|
||||
}],
|
||||
..PipelineDescriptor::new(ShaderStages {
|
||||
vertex: shaders.add(Shader::from_glsl(
|
||||
ShaderStage::Vertex,
|
||||
include_str!("pbr.vert"),
|
||||
)),
|
||||
fragment: Some(shaders.add(Shader::from_glsl(
|
||||
ShaderStage::Fragment,
|
||||
include_str!("pbr.frag"),
|
||||
))),
|
||||
})
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue