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martian-chess/examples/shaders.rs

197 lines
6.3 KiB
Rust

use bevy::core_pipeline::experimental::taa::TemporalAntiAliasSettings;
use bevy::core_pipeline::prepass::MotionVectorPrepass;
use bevy::core_pipeline::tonemapping::DebandDither;
use bevy::core_pipeline::Skybox;
use bevy::pbr::ExtendedMaterial;
use bevy::pbr::MaterialExtension;
use bevy::pbr::OpaqueRendererMethod;
use bevy::pbr::ScreenSpaceAmbientOcclusionBundle;
use bevy::prelude::*;
use bevy::render::render_resource::*;
use bevy::render::view::ColorGrading;
type MyMat = ExtendedMaterial<StandardMaterial, MatExt>;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(ImagePlugin::default_nearest()),
MaterialPlugin::<MyMat>::default(),
))
.insert_resource(Msaa::Off)
.add_systems(Startup, setup)
.add_systems(Update, apply_skybox)
.add_systems(Update, set_scene)
.add_systems(Update, rotate)
.add_systems(
Update,
toggle_material
.run_if(|keys: Res<Input<KeyCode>>| -> bool { keys.just_pressed(KeyCode::Space) }),
)
.add_systems(
Update,
init_materials
.run_if(|events: Query<Entity, Added<Transform>>| -> bool { !events.is_empty() }),
)
.run();
}
#[derive(Component)]
struct Root;
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
commands.spawn((SceneBundle { ..default() }, Root));
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 10.0,
..default()
},
transform: Transform::from_xyz(-1.0, 4.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn((Camera3dBundle {
transform: Transform::from_xyz(-1.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},));
}
fn apply_skybox(
cameras: Query<Entity, With<Camera>>,
mut images: ResMut<Assets<Image>>,
assets: Res<AssetServer>,
mut commands: Commands,
mut done: Local<bool>,
mut handle: Local<Handle<Image>>,
) {
if !*done {
info!("Applying skybox...");
*handle = assets.load("images/skybox.png");
if let Some(image) = images.get_mut(handle.clone()) {
info!("Loaded skybox image");
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(
image.texture_descriptor.size.height / image.texture_descriptor.size.width,
);
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
cameras.iter().for_each(|e| {
commands.entity(e).insert(Skybox(handle.clone()));
});
*done = true;
}
} else {
*done = false;
}
}
}
fn set_scene(
mut events: Query<&mut Handle<Scene>, (With<Root>, Added<Root>)>,
assets: Res<AssetServer>,
) {
events.iter_mut().for_each(|mut scene| {
*scene = assets.load("models/Martian Chess.glb#Scene0");
});
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
struct MatExt {
#[uniform(100)]
cutoff: f32,
}
impl MaterialExtension for MatExt {
fn fragment_shader() -> ShaderRef {
"examples/shaders/dissolve.wgsl".into()
}
}
#[derive(Debug, Component)]
struct Backup<T: Component>(T);
fn init_materials(
events: Query<(Entity, &Handle<StandardMaterial>), Added<Handle<StandardMaterial>>>,
standard_materials: Res<Assets<StandardMaterial>>,
mut materials: ResMut<Assets<MyMat>>,
mut commands: Commands,
) {
info!("initializing materials");
events.iter().for_each(|(entity, std_handle)| {
// Extension we will add to existing gltf-sourced materials
let extension = MatExt { cutoff: 1.0 };
// Base material we will extend for the duration of the dissolve effect
let mut base = standard_materials
.get(std_handle)
.expect("Resolve material data")
.clone();
base.opaque_render_method = OpaqueRendererMethod::Auto;
let ext_handle = materials.add(ExtendedMaterial { base, extension });
commands.entity(entity).insert(Backup(ext_handle.clone()));
});
}
fn toggle_material(
query: Query<Entity, Or<(With<Handle<StandardMaterial>>, With<Handle<MyMat>>)>>,
std_mat: Query<(&Handle<StandardMaterial>, Option<&Backup<Handle<MyMat>>>)>,
ext_mat: Query<(&Handle<MyMat>, Option<&Backup<Handle<StandardMaterial>>>)>,
mut commands: Commands,
) {
query.iter().for_each(|entity| {
// Entity has standard material, and had extended material
// Swap these materials
if let Ok((std_handle, Some(Backup(ext_handle)))) = std_mat.get(entity) {
info!("Swapping standard material for extended material");
commands
.entity(entity)
.insert(ext_handle.clone())
.insert(Backup(std_handle.clone()))
.remove::<Backup<Handle<MyMat>>>()
.remove::<Handle<StandardMaterial>>();
return;
}
// In this branch we have the extended material assigned to the object
if let Ok((ext_handle, Some(Backup(std_handle)))) = ext_mat.get(entity) {
// Entity has standard material, and had extended material // Swap these materials
info!("Swapping extended material for standard material");
commands
.entity(entity)
.insert(std_handle.clone())
.insert(Backup(ext_handle.clone()))
.remove::<Backup<Handle<StandardMaterial>>>()
.remove::<Handle<MyMat>>();
return;
}
panic!("What is happening?")
});
}
fn rotate(
mut query: Query<&mut Transform, With<Handle<Mesh>>>,
time: Res<Time>,
mut materials: ResMut<Assets<MyMat>>,
) {
query.iter_mut().for_each(|mut t| {
t.rotate_local_y(time.delta_seconds() / 2.0);
});
materials.iter_mut().for_each(|(_id, m)| {
m.extension.cutoff = time.elapsed_seconds().sin().abs();
})
}