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skybox.rs
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skybox.rs
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//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
use std::f32::consts::PI;
use bevy::{
asset::LoadState,
input::mouse::MouseMotion,
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
reflect::TypeUuid,
render::{
mesh::MeshVertexBufferLayout,
render_asset::RenderAssets,
render_resource::{
AsBindGroup, AsBindGroupError, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
OwnedBindingResource, PreparedBindGroup, RenderPipelineDescriptor, SamplerBindingType,
ShaderRef, ShaderStages, SpecializedMeshPipelineError, TextureSampleType,
TextureViewDescriptor, TextureViewDimension,
},
renderer::RenderDevice,
texture::{CompressedImageFormats, FallbackImage},
},
};
const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
(
"textures/Ryfjallet_cubemap.png",
CompressedImageFormats::NONE,
),
(
"textures/Ryfjallet_cubemap_astc4x4.ktx2",
CompressedImageFormats::ASTC_LDR,
),
(
"textures/Ryfjallet_cubemap_bc7.ktx2",
CompressedImageFormats::BC,
),
(
"textures/Ryfjallet_cubemap_etc2.ktx2",
CompressedImageFormats::ETC2,
),
];
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MaterialPlugin::<CubemapMaterial>::default())
.add_startup_system(setup)
.add_system(cycle_cubemap_asset)
.add_system(asset_loaded.after(cycle_cubemap_asset))
.add_system(camera_controller)
.add_system(animate_light_direction)
.run();
}
#[derive(Resource)]
struct Cubemap {
is_loaded: bool,
index: usize,
image_handle: Handle<Image>,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// directional 'sun' light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 32000.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.0, 0.0)
.with_rotation(Quat::from_rotation_x(-PI / 4.)),
..default()
});
let skybox_handle = asset_server.load(CUBEMAPS[0].0);
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
CameraController::default(),
));
// ambient light
// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
// environment map, use an appropriate colour and brightness to match
commands.insert_resource(AmbientLight {
color: Color::rgb_u8(210, 220, 240),
brightness: 1.0,
});
commands.insert_resource(Cubemap {
is_loaded: false,
index: 0,
image_handle: skybox_handle,
});
}
const CUBEMAP_SWAP_DELAY: f32 = 3.0;
fn cycle_cubemap_asset(
time: Res<Time>,
mut next_swap: Local<f32>,
mut cubemap: ResMut<Cubemap>,
asset_server: Res<AssetServer>,
render_device: Res<RenderDevice>,
) {
let now = time.elapsed_seconds();
if *next_swap == 0.0 {
*next_swap = now + CUBEMAP_SWAP_DELAY;
return;
} else if now < *next_swap {
return;
}
*next_swap += CUBEMAP_SWAP_DELAY;
let supported_compressed_formats =
CompressedImageFormats::from_features(render_device.features());
let mut new_index = cubemap.index;
for _ in 0..CUBEMAPS.len() {
new_index = (new_index + 1) % CUBEMAPS.len();
if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
break;
}
info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
}
// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
// is missing
if new_index == cubemap.index {
return;
}
cubemap.index = new_index;
cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
cubemap.is_loaded = false;
}
fn asset_loaded(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut cubemap_materials: ResMut<Assets<CubemapMaterial>>,
mut cubemap: ResMut<Cubemap>,
cubes: Query<&Handle<CubemapMaterial>>,
) {
if !cubemap.is_loaded
&& asset_server.get_load_state(cubemap.image_handle.clone_weak()) == LoadState::Loaded
{
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let mut image = images.get_mut(&cubemap.image_handle).unwrap();
// 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()
});
}
// spawn cube
let mut updated = false;
for handle in cubes.iter() {
if let Some(material) = cubemap_materials.get_mut(handle) {
updated = true;
material.base_color_texture = Some(cubemap.image_handle.clone_weak());
}
}
if !updated {
commands.spawn(MaterialMeshBundle::<CubemapMaterial> {
mesh: meshes.add(Mesh::from(shape::Cube { size: 10000.0 })),
material: cubemap_materials.add(CubemapMaterial {
base_color_texture: Some(cubemap.image_handle.clone_weak()),
}),
..default()
});
}
cubemap.is_loaded = true;
}
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() * 0.5);
}
}
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "9509a0f8-3c05-48ee-a13e-a93226c7f488"]
struct CubemapMaterial {
base_color_texture: Option<Handle<Image>>,
}
impl Material for CubemapMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/cubemap_unlit.wgsl".into()
}
fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.primitive.cull_mode = None;
Ok(())
}
}
impl AsBindGroup for CubemapMaterial {
type Data = ();
fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
_fallback_image: &FallbackImage,
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError> {
let base_color_texture = self
.base_color_texture
.as_ref()
.ok_or(AsBindGroupError::RetryNextUpdate)?;
let image = images
.get(base_color_texture)
.ok_or(AsBindGroupError::RetryNextUpdate)?;
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&image.texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(&image.sampler),
},
],
label: Some("cubemap_texture_material_bind_group"),
layout,
});
Ok(PreparedBindGroup {
bind_group,
bindings: vec![
OwnedBindingResource::TextureView(image.texture_view.clone()),
OwnedBindingResource::Sampler(image.sampler.clone()),
],
data: (),
})
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// Cubemap Base Color Texture
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::Cube,
},
count: None,
},
// Cubemap Base Color Texture Sampler
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: None,
})
}
}
#[derive(Component)]
pub struct CameraController {
pub enabled: bool,
pub initialized: bool,
pub sensitivity: f32,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub mouse_key_enable_mouse: MouseButton,
pub keyboard_key_enable_mouse: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub friction: f32,
pub pitch: f32,
pub yaw: f32,
pub velocity: Vec3,
}
impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
initialized: false,
sensitivity: 0.5,
key_forward: KeyCode::W,
key_back: KeyCode::S,
key_left: KeyCode::A,
key_right: KeyCode::D,
key_up: KeyCode::E,
key_down: KeyCode::Q,
key_run: KeyCode::LShift,
mouse_key_enable_mouse: MouseButton::Left,
keyboard_key_enable_mouse: KeyCode::M,
walk_speed: 2.0,
run_speed: 6.0,
friction: 0.5,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::ZERO,
}
}
}
pub fn camera_controller(
time: Res<Time>,
mut mouse_events: EventReader<MouseMotion>,
mouse_button_input: Res<Input<MouseButton>>,
key_input: Res<Input<KeyCode>>,
mut move_toggled: Local<bool>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();
if let Ok((mut transform, mut options)) = query.get_single_mut() {
if !options.initialized {
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
options.yaw = yaw;
options.pitch = pitch;
options.initialized = true;
}
if !options.enabled {
return;
}
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(options.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(options.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(options.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(options.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(options.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(options.key_down) {
axis_input.y -= 1.0;
}
if key_input.just_pressed(options.keyboard_key_enable_mouse) {
*move_toggled = !*move_toggled;
}
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(options.key_run) {
options.run_speed
} else {
options.walk_speed
};
options.velocity = axis_input.normalize() * max_speed;
} else {
let friction = options.friction.clamp(0.0, 1.0);
options.velocity *= 1.0 - friction;
if options.velocity.length_squared() < 1e-6 {
options.velocity = Vec3::ZERO;
}
}
let forward = transform.forward();
let right = transform.right();
transform.translation += options.velocity.x * dt * right
+ options.velocity.y * dt * Vec3::Y
+ options.velocity.z * dt * forward;
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
for mouse_event in mouse_events.iter() {
mouse_delta += mouse_event.delta;
}
}
if mouse_delta != Vec2::ZERO {
// Apply look update
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * options.sensitivity * dt;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
}
}