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afc34ef766
...
03ebb738f3
11 changed files with 979 additions and 1066 deletions
1480
Cargo.lock
generated
1480
Cargo.lock
generated
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@ -1,9 +1,10 @@
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[package]
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name = "moria"
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version = "0.1.0"
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edition = "2021"
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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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[dependencies]
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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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bevy = "0.5.0"
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bevy_mod_raycast = "0.2.2"
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@ -1,11 +1,10 @@
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use bevy::prelude::*;
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use bevy_mod_raycast::{RayCastMethod, RayCastSource};
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use crate::{pillar::UnlitPillar, player::*};
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use crate::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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@ -25,7 +24,7 @@ pub fn camera_follow_player(
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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(-100.0, 200.0, 100.0);
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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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@ -44,38 +43,16 @@ pub fn update_raycast_with_cursor(
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}
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#[derive(Default)]
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pub struct MouseCoords {
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/// The mouse coordinates on the floor, as they are
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pub raw: Vec3,
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/// The mouse coordinates, after being snapped to pillars and stuff
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pub processed: Vec3,
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}
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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_raw_mouse_coords(
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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.raw = intersection.position();
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}
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}
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}
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/// checks for pillars and stuff
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pub fn update_processed_mouse_coords(
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query: Query<(&Transform, &UnlitPillar)>,
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mut coords: ResMut<MouseCoords>,
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) {
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let mut dis = 20.0;
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coords.processed = coords.raw;
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for (trans, _) in query.iter() {
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let d = trans.translation.distance(coords.raw);
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if d < dis {
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coords.processed = trans.translation;
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dis = d;
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coords.0 = intersection.position();
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}
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}
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}
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49
src/debug.rs
49
src/debug.rs
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@ -1,49 +0,0 @@
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use std::f32::consts::TAU;
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use bevy::{ecs::schedule::ShouldRun, prelude::*};
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use bevy_prototype_debug_lines::*;
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use crate::illumination::Illumination;
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#[derive(Default)]
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pub struct Debug {
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on: bool,
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}
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pub fn debug_run_criteria(debug: Res<Debug>) -> ShouldRun {
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if debug.on {
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ShouldRun::Yes
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} else {
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ShouldRun::No
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}
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}
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pub fn debug_draw_illumination(
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query: Query<(&GlobalTransform, &Illumination)>,
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mut lines: ResMut<DebugLines>,
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) {
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for (trans, illumination) in query.iter() {
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draw_sphere(&mut lines, trans.translation, illumination.radius);
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}
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}
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fn draw_sphere(lines: &mut DebugLines, c: Vec3, r: f32) {
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const THICKNESS: f32 = 0.1;
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const MAX_LINES: usize = 10;
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for i in 0..MAX_LINES {
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let angle1 = (i as f32 / MAX_LINES as f32) * TAU;
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let angle2 = ((i + 1) as f32 / MAX_LINES as f32) * TAU;
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let start = Vec3::new(r * f32::cos(angle1), 1.0, r * f32::sin(angle1)) + c;
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let end = Vec3::new(r * f32::cos(angle2), 1.0, r * f32::sin(angle2)) + c;
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lines.line(start, end, THICKNESS);
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}
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}
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pub fn toggle_debug(mut debug: ResMut<Debug>, input: Res<Input<KeyCode>>) {
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if input.pressed(KeyCode::J) && input.pressed(KeyCode::K) && input.just_pressed(KeyCode::L) {
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debug.on = !debug.on;
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}
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}
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@ -1,6 +0,0 @@
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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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@ -1,10 +1,9 @@
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use bevy::{pbr::CubemapVisibleEntities, prelude::*, render::primitives::CubemapFrusta};
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use bevy::prelude::*;
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use crate::{illumination::Illumination, player::Player};
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use crate::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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@ -14,8 +13,7 @@ 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 PointLight>,
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Option<&mut Illumination>,
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Option<&mut Light>,
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)>,
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materials: Res<LightBallMaterials>,
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) {
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@ -25,7 +23,7 @@ pub fn light_up_ball_when_close_to_player(
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return;
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};
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for (entity, trans, _, mut material, light, illumination) in thingies.iter_mut() {
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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 < RANGE {
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*material = materials.lit.clone();
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@ -35,30 +33,18 @@ 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(PointLight {
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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 * (RANGE - dis) / RANGE,
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..Default::default()
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});
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}
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// same with illumination
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if let Some(mut l) = illumination {
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l.radius = 15.0 * ((RANGE - dis) / RANGE).sqrt();
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} else {
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commands.entity(entity).insert(Illumination {
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radius: 15.0 * ((RANGE - dis) / RANGE).sqrt().sqrt(),
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});
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}
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} else {
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*material = materials.unlit.clone();
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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::<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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commands.entity(entity).remove::<Light>();
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}
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}
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}
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@ -76,8 +62,6 @@ pub fn spawn_light_ball(
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transform: Transform::from_translation(translation),
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..Default::default()
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})
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.insert(CubemapFrusta::default())
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.insert(CubemapVisibleEntities::default())
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.insert(LightBall);
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}
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@ -1,12 +1,12 @@
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use bevy::{
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prelude::*,
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render::render_resource::{AddressMode, FilterMode},
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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<Image>,
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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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@ -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<Image>>,
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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_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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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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90
src/main.rs
90
src/main.rs
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@ -1,20 +1,15 @@
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use bevy::{input::system::exit_on_esc_system, pbr::AmbientLight, prelude::*};
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use bevy_mod_raycast::{DefaultRaycastingPlugin, RayCastMesh, RaycastSystem};
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use bevy_prototype_debug_lines::*;
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use bevy_mod_raycast::{build_rays, update_raycast, PluginState, RayCastMesh, RaycastSystem};
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mod camera;
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mod columns;
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mod debug;
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mod illumination;
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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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use light_balls::*;
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use pillar::*;
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use player::*;
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#[derive(Clone, PartialEq, Eq, Hash, Debug)]
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|
@ -24,51 +19,52 @@ pub enum AppState {
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}
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fn main() {
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App::new()
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App::build()
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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(DefaultPlugins)
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.add_plugin(DebugLinesPlugin::with_depth_test(true))
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.init_resource::<Debug>()
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.add_plugins(rendering::CustomPlugins)
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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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.add_plugin(DefaultRaycastingPlugin::<MyRaycastSet>::default())
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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.before(RaycastSystem::<MyRaycastSet>::BuildRays),
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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(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))
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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)
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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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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_run_criteria(debug_run_criteria)
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.with_system(debug_draw_illumination),
|
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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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|
@ -80,7 +76,6 @@ fn setup(
|
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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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pillar_materials: Res<PillarMaterials>,
|
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) {
|
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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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|
@ -111,30 +106,11 @@ fn setup(
|
|||
// columns
|
||||
// columns::spawn_columns(&mut commands, &mut meshes, &mut materials);
|
||||
|
||||
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),
|
||||
);
|
||||
spawn_pillar(
|
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&mut commands,
|
||||
&pillar_materials,
|
||||
&mut materials,
|
||||
Vec3::new(-30.0, 1.0, 50.0),
|
||||
);
|
||||
spawn_pillar(
|
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&mut commands,
|
||||
&pillar_materials,
|
||||
&mut materials,
|
||||
Vec3::new(30.0, 1.0, 50.0),
|
||||
);
|
||||
|
||||
// player
|
||||
spawn_player(&mut commands, &mut meshes, &mut materials);
|
||||
|
||||
// light balls
|
||||
for i in 2..12 {
|
||||
for i in 1..10 {
|
||||
spawn_light_ball(
|
||||
&mut commands,
|
||||
&light_ball_materials,
|
||||
|
|
166
src/pillar.rs
166
src/pillar.rs
|
@ -1,166 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::{camera::MouseCoords, player::LightFriends};
|
||||
|
||||
const SIZE: f32 = 10.0;
|
||||
const HEIGHT: f32 = 20.0;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct UnlitPillar;
|
||||
#[derive(Component)]
|
||||
pub struct LitPillar {
|
||||
created_at: f64,
|
||||
}
|
||||
|
||||
pub fn spawn_pillar(
|
||||
commands: &mut Commands,
|
||||
pillar_mats: &PillarMaterials,
|
||||
materials: &mut Assets<StandardMaterial>,
|
||||
pos: Vec3,
|
||||
) {
|
||||
let mut unlit: StandardMaterial = Color::rgb(0.9, 0.9, 0.9).into();
|
||||
unlit.metallic = 0.0;
|
||||
unlit.reflectance = 0.0;
|
||||
let unlit = materials.add(unlit);
|
||||
commands
|
||||
.spawn_bundle(PbrBundle {
|
||||
mesh: pillar_mats.mesh.clone(),
|
||||
material: unlit,
|
||||
transform: Transform::from_translation(pos),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(UnlitPillar);
|
||||
}
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct PillarActivationProgress(pub Option<(Entity, f32)>);
|
||||
|
||||
pub fn increase_progress_when_activating_pillar(
|
||||
pillars: Query<(Entity, &Transform, &UnlitPillar)>,
|
||||
friends: Query<(&Transform, &LightFriends)>,
|
||||
mut progress: ResMut<PillarActivationProgress>,
|
||||
input: Res<Input<MouseButton>>,
|
||||
mouse: Res<MouseCoords>,
|
||||
) {
|
||||
if !input.pressed(MouseButton::Left) {
|
||||
return;
|
||||
}
|
||||
|
||||
let (friends_trans, _) = if let Some(f) = friends.iter().next() {
|
||||
f
|
||||
} else {
|
||||
return;
|
||||
};
|
||||
|
||||
for (entity, trans, _) in pillars.iter() {
|
||||
let friends_d = trans.translation.distance(friends_trans.translation);
|
||||
let mouse_d = trans.translation.distance(mouse.processed);
|
||||
if friends_d < 10.0 && mouse_d < 1.0 {
|
||||
// set as the one on progress and increase
|
||||
if let Some(p) = &mut progress.0 {
|
||||
if p.0 == entity {
|
||||
p.1 = (p.1 + 0.008).clamp(0.0, 1.0);
|
||||
} else {
|
||||
*p = (entity, 0.0);
|
||||
}
|
||||
} else {
|
||||
progress.0 = Some((entity, 0.0));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn activate_pillar_when_progress_is_1(
|
||||
mut commands: Commands,
|
||||
mut progress_res: ResMut<PillarActivationProgress>,
|
||||
query: Query<(&Handle<StandardMaterial>, &UnlitPillar)>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
if let Some((entity, progress)) = progress_res.0 {
|
||||
if progress >= 1.0 {
|
||||
progress_res.0 = None;
|
||||
|
||||
// activate pillar
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<UnlitPillar>()
|
||||
.insert(LitPillar {
|
||||
created_at: time.seconds_since_startup(),
|
||||
})
|
||||
.insert(PointLight {
|
||||
color: Color::rgb(15.0, 15.0, 15.0),
|
||||
intensity: 500.0,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
if let Ok((handle, _)) = query.get(entity) {
|
||||
if let Some(mat) = materials.get_mut(handle) {
|
||||
mat.base_color = Color::rgb(15.0, 15.0, 15.0);
|
||||
mat.emissive = Color::rgb(15.0, 15.0, 15.0);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if let Ok((handle, _)) = query.get(entity) {
|
||||
if let Some(mat) = materials.get_mut(handle) {
|
||||
mat.base_color = Color::rgb(15.0, 15.0, 15.0) * progress;
|
||||
mat.emissive = Color::rgb(15.0, 15.0, 15.0) * progress;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn decrease_pillar_strength(
|
||||
mut commands: Commands,
|
||||
mut query: Query<(
|
||||
Entity,
|
||||
&mut PointLight,
|
||||
&Handle<StandardMaterial>,
|
||||
&LitPillar,
|
||||
)>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let t = time.seconds_since_startup();
|
||||
for (entity, mut light, handle, pillar) in query.iter_mut() {
|
||||
let d = t - pillar.created_at;
|
||||
const DUR: f32 = 10.0;
|
||||
let i = (DUR - d as f32) / DUR;
|
||||
|
||||
if i < 0.0 {
|
||||
// deactivate pillar
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<LitPillar>()
|
||||
.remove::<PointLight>()
|
||||
.insert(UnlitPillar);
|
||||
|
||||
if let Some(mat) = materials.get_mut(handle) {
|
||||
mat.base_color = Color::rgb(0.9, 0.9, 0.9);
|
||||
mat.emissive = Color::rgb(0., 0., 0.);
|
||||
}
|
||||
} else {
|
||||
light.intensity = i * 500.0;
|
||||
|
||||
if let Some(mat) = materials.get_mut(handle) {
|
||||
mat.base_color = Color::rgb(15.0, 15.0, 15.0) * i.powf(1.3);
|
||||
mat.emissive = Color::rgb(15.0, 15.0, 15.0) * i.powf(1.3);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PillarMaterials {
|
||||
mesh: Handle<Mesh>,
|
||||
}
|
||||
impl FromWorld for PillarMaterials {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let world = world.cell();
|
||||
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
|
||||
|
||||
let mesh = meshes.add(Mesh::from(shape::Box::new(SIZE, HEIGHT, SIZE)));
|
||||
|
||||
Self { mesh }
|
||||
}
|
||||
}
|
|
@ -1,10 +1,8 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::{camera::MouseCoords, illumination::Illumination, pillar::PillarActivationProgress};
|
||||
use crate::camera::MouseCoords;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Player;
|
||||
#[derive(Component)]
|
||||
pub struct PlayerLight {
|
||||
i: u8,
|
||||
}
|
||||
|
@ -27,22 +25,19 @@ pub fn spawn_player(
|
|||
.insert(Player);
|
||||
|
||||
// light
|
||||
let mut light_material: StandardMaterial = Color::rgb(0.737255, 0.560784, 0.560784).into();
|
||||
light_material.metallic = 0.5;
|
||||
light_material.reflectance = 0.5;
|
||||
light_material.emissive = Color::rgb(7.52, 5.72, 5.72);
|
||||
let light_material = materials.add(light_material);
|
||||
|
||||
commands
|
||||
.spawn()
|
||||
.insert(LightFriends)
|
||||
.insert(Transform::default())
|
||||
.insert(GlobalTransform::default())
|
||||
.with_children(|children| {
|
||||
let count = 6;
|
||||
for i in 0..count {
|
||||
let color = Color::hsl(360.0 * i as f32 / count as f32, 0.5, 0.5);
|
||||
|
||||
let mut light_material: StandardMaterial = color.into();
|
||||
light_material.metallic = 0.5;
|
||||
light_material.reflectance = 0.5;
|
||||
light_material.emissive = color.as_rgba() * 10.0;
|
||||
let light_material = materials.add(light_material);
|
||||
|
||||
for i in 0..6 {
|
||||
children
|
||||
.spawn_bundle(PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Icosphere {
|
||||
|
@ -53,21 +48,19 @@ pub fn spawn_player(
|
|||
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
||||
..Default::default()
|
||||
})
|
||||
.insert_bundle(PointLightBundle {
|
||||
.insert_bundle(LightBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
||||
point_light: PointLight {
|
||||
color: color.as_rgba() * 10.0,
|
||||
light: Light {
|
||||
color: Color::rgb(7.52, 5.72, 5.72),
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
})
|
||||
.insert(PlayerLight { i: i as u8 + 1 })
|
||||
.insert(Illumination { radius: 13.0 });
|
||||
.insert(PlayerLight { i: i as u8 + 1 });
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct LightFriends;
|
||||
pub fn move_light_friends(
|
||||
mut query: Query<(&mut Transform, &LightFriends)>,
|
||||
|
@ -85,7 +78,7 @@ pub fn move_light_friends(
|
|||
for (mut trans, _light) in query.iter_mut() {
|
||||
// interpolate between player pos and mouse click pos
|
||||
let i = interpolation.0;
|
||||
let center = i * coords.processed + (1.0 - i) * player_pos;
|
||||
let center = i * coords.0 + (1.0 - i) * player_pos;
|
||||
|
||||
let mut d = trans.translation - center;
|
||||
d.y = 0.0;
|
||||
|
@ -93,42 +86,15 @@ pub fn move_light_friends(
|
|||
}
|
||||
}
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct LightExcitationState(f32);
|
||||
pub fn update_light_excitation_state(
|
||||
pillar_progress: Res<PillarActivationProgress>,
|
||||
mut excitation: ResMut<LightExcitationState>,
|
||||
) {
|
||||
// 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>,
|
||||
excitation: Res<LightExcitationState>,
|
||||
) {
|
||||
pub fn light_movement(mut query: Query<(&mut Transform, &PlayerLight)>, time: Res<Time>) {
|
||||
let t = time.seconds_since_startup();
|
||||
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 = 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 * 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,
|
||||
5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32,
|
||||
3.0 * (t * 1.1 * i2 + i).sin() as f32 + 4.0,
|
||||
5.0 * (t * 0.4 * i + i).sin() as f32,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
102
src/rendering/mod.rs
Normal file
102
src/rendering/mod.rs
Normal file
|
@ -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);
|
||||
}
|
Loading…
Reference in a new issue