moria/src/camera.rs

213 lines
6.4 KiB
Rust

use bevy::{
prelude::*,
reflect::TypeUuid,
render::{
camera::{Camera as BevyCamera, RenderTarget},
render_resource::{
AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
TextureUsages,
},
texture::BevyDefault,
view::RenderLayers,
},
sprite::{Material2d, MaterialMesh2dBundle},
};
use bevy_mod_raycast::{RayCastMethod, RayCastSource};
use crate::{pillar::UnlitPillar, player::*, PALETTE};
pub struct MyRaycastSet;
#[derive(Component)]
pub struct Camera {
distance_to_player: f32,
}
pub fn spawn_camera(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut windows: ResMut<Windows>,
mut meshes: ResMut<Assets<Mesh>>,
mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
let window = windows.get_primary_mut().unwrap();
let size = Extent3d {
width: window.physical_width(),
height: window.physical_height(),
..default()
};
// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::bevy_default(),
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
// Main camera, first to render
commands
.spawn_bundle(Camera3dBundle {
camera: BevyCamera {
target: RenderTarget::Image(image_handle.clone()),
..default()
},
..default()
})
.insert(Camera {
distance_to_player: 100.0,
})
.insert(RayCastSource::<MyRaycastSet>::new());
// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
size.width as f32,
size.height as f32,
))));
let noise = asset_server.load("textures/noise.png");
// This material has the texture that has been rendered.
let material_handle = post_processing_materials.add(PostProcessingMaterial {
source_image: image_handle,
noise,
palette: PALETTE,
});
// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
commands
.spawn_bundle(MaterialMesh2dBundle {
mesh: quad_handle.into(),
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
..default()
},
..default()
})
.insert(post_processing_pass_layer);
// The post-processing pass camera.
commands
.spawn_bundle(Camera2dBundle {
camera: BevyCamera {
// renders after the first main camera which has default value: 0.
priority: 1,
..default()
},
..Camera2dBundle::default()
})
.insert(post_processing_pass_layer);
}
#[derive(AsBindGroup, TypeUuid, Clone)]
#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
pub struct PostProcessingMaterial {
/// In this example, this image will be the result of the main camera.
#[texture(0)]
#[sampler(1)]
source_image: Handle<Image>,
#[texture(2)]
#[sampler(3)]
noise: Handle<Image>,
#[uniform(4)]
palette: [Vec3; 16],
}
impl Material2d for PostProcessingMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/post-processing.wgsl".into()
}
}
pub fn camera_follow_player(
player: Query<(&Transform, &Player), Without<Camera>>,
mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
) {
let player_pos = if let Some(player) = player.iter().next() {
player.0.translation
} else {
return;
};
for (mut trans, camera) in camera.iter_mut() {
trans.translation = player_pos + Vec3::new(-1.0, 2.0, 1.0) * camera.distance_to_player;
trans.look_at(player_pos, Vec3::Y);
}
}
// update our `RayCastSource` with the current cursor position every frame.
pub fn update_raycast_with_cursor(
mut cursor: EventReader<CursorMoved>,
mut query: Query<&mut RayCastSource<MyRaycastSet>>,
) {
for mut pick_source in query.iter_mut() {
// Grab the most recent cursor event if it exists:
if let Some(cursor_latest) = cursor.iter().last() {
// the 2.0 is bc of post-processing, which messes up the coordinates
pick_source.cast_method = RayCastMethod::Screenspace(cursor_latest.position * 2.0);
}
}
}
#[derive(Default)]
pub struct MouseCoords {
/// The mouse coordinates on the floor, as they are
pub raw: Vec3,
/// The mouse coordinates, after being snapped to pillars and stuff
pub processed: Vec3,
}
// Update our `RayCastSource` with the current cursor position every frame.
pub fn update_raw_mouse_coords(
query: Query<&RayCastSource<MyRaycastSet>>,
mut coords: ResMut<MouseCoords>,
) {
for pick_source in query.iter() {
if let Some((_, intersection)) = pick_source.intersect_top() {
coords.raw = intersection.position();
}
}
}
/// checks for pillars and stuff
pub fn update_processed_mouse_coords(
query: Query<(&Transform, &UnlitPillar)>,
mut coords: ResMut<MouseCoords>,
) {
let mut dis = 20.0;
coords.processed = coords.raw;
for (trans, _) in query.iter() {
let d = trans.translation.distance(coords.raw);
if d < dis {
coords.processed = trans.translation;
dis = d;
}
}
}
pub fn update_distance_to_player(input: Res<Input<KeyCode>>, mut camera: Query<&mut Camera>) {
let pressed = input.pressed(KeyCode::Space);
for mut camera in &mut camera {
let dis = if pressed { 20.0 } else { 100.0 };
camera.distance_to_player += (dis - camera.distance_to_player) / 80.0;
}
}