Demonstrates parallax-corrected cubemap reflections.
use core::f32;
use bevy::{
camera::Hdr,
camera_controller::free_camera::{FreeCamera, FreeCameraPlugin},
feathers::{theme::UiTheme, FeathersPlugins},
light::ParallaxCorrection,
prelude::*,
ui_widgets::{radio_self_update, ValueChange},
};
#[path = "../helpers/radio.rs"]
mod radio;
#[path = "../helpers/theme.rs"]
mod theme;
use crate::radio::{feathers_option_buttons, main_ui_node_scene, RadioButtonOptionValue};
use crate::theme::basic_example_theme;
/// A marker component for the inner rotating reflective cube.
#[derive(Clone, Component)]
struct InnerCube;
/// The brightness of the cubemap.
///
/// Since the cubemap image was baked in Blender, which uses a different
/// exposure setting than that of Bevy, we need this factor in order to make the
/// exposure of the baked image match ours.
const ENVIRONMENT_MAP_INTENSITY: f32 = 100.0;
const OUTER_CUBE_URL: &str =
"https://raw.githubusercontent.com/bevyengine/bevy_asset_files/main/pccm_example/outer_cube.glb#Scene0";
const ENV_DIFFUSE_URL: &str =
"https://raw.githubusercontent.com/bevyengine/bevy_asset_files/main/pccm_example/env_diffuse.ktx2";
const ENV_SPECULAR_URL: &str =
"https://raw.githubusercontent.com/bevyengine/bevy_asset_files/main/pccm_example/env_specular.ktx2";
/// The current value of user-customizable settings for this demo.
#[derive(Resource, Default)]
struct AppStatus {
/// Whether parallax correction is enabled.
pccm_enabled: PccmEnableStatus,
}
/// Whether parallax correction is enabled.
#[derive(Clone, Copy, PartialEq, Default)]
enum PccmEnableStatus {
/// Parallax correction is enabled.
#[default]
Enabled,
/// Parallax correction is disabled.
Disabled,
}
/// The example entry point.
fn main() {
App::new()
.insert_resource(UiTheme(basic_example_theme(Color::WHITE)))
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Parallax-Corrected Cubemaps Example".into(),
..default()
}),
..default()
}),
FreeCameraPlugin,
FeathersPlugins,
))
.init_resource::<AppStatus>()
.add_systems(Startup, setup)
.add_observer(handle_pccm_enable_change)
.add_observer(radio_self_update)
.run();
}
/// Creates the initial scene.
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn the glTF scene.
commands.spawn(WorldAssetRoot(asset_server.load(OUTER_CUBE_URL)));
spawn_camera(&mut commands);
spawn_inner_cube(&mut commands, &mut meshes, &mut materials);
spawn_reflection_probe(&mut commands, &asset_server);
spawn_buttons(&mut commands);
}
/// Spawns the camera.
fn spawn_camera(commands: &mut Commands) {
commands.spawn((
Camera3d::default(),
FreeCamera::default(),
Transform::from_xyz(0.0, 0.0, 4.0).looking_at(Vec3::new(0.0, -2.5, 0.0), Dir3::Y),
Hdr,
));
}
/// Spawns the inner reflective cube in the scene.
fn spawn_inner_cube(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
) {
let cube_mesh = meshes.add(
Cuboid {
half_size: Vec3::new(5.0, 1.0, 2.0),
}
.mesh()
.build()
.with_duplicated_vertices()
.with_computed_flat_normals(),
);
let cube_material = materials.add(StandardMaterial {
base_color: Color::WHITE,
metallic: 1.0,
reflectance: 1.0,
perceptual_roughness: 0.0,
..default()
});
commands.spawn((
Mesh3d(cube_mesh),
MeshMaterial3d(cube_material),
Transform::from_xyz(0.0, -4.0, -2.5),
InnerCube,
));
}
/// Spawns the reflection probe (i.e. cubemap reflection) in the center of the scene.
fn spawn_reflection_probe(commands: &mut Commands, asset_server: &AssetServer) {
let diffuse_map = asset_server.load(ENV_DIFFUSE_URL);
let specular_map = asset_server.load(ENV_SPECULAR_URL);
commands.spawn((
LightProbe::default(),
EnvironmentMapLight {
diffuse_map,
specular_map,
intensity: ENVIRONMENT_MAP_INTENSITY,
..default()
},
// HACK: slightly larger than 10.0 to avoid z-fighting from the outer cube
// faces being partially inside and partially outside the light probe influence
// volume. We should have a smooth falloff probe transition option at some point.
Transform::from_scale(Vec3::splat(10.01)),
));
}
/// Spawns the buttons at the bottom of the screen.
fn spawn_buttons(commands: &mut Commands) {
commands.spawn_scene(bsn! {
@main_ui_node_scene()
Children [
@feathers_option_buttons(
"Parallax Correction",
&[
(PccmEnableStatus::Enabled, "On"),
(PccmEnableStatus::Disabled, "Off"),
],
0,
)
]
});
}
/// Handles a change to the parallax correction setting UI.
fn handle_pccm_enable_change(
event: On<ValueChange<Entity>>,
new_value_query: Query<&RadioButtonOptionValue<PccmEnableStatus>>,
mut commands: Commands,
light_probe_query: Query<Entity, With<LightProbe>>,
mut app_status: ResMut<AppStatus>,
) {
let Ok(RadioButtonOptionValue(pccm_enabled)) = new_value_query.get(event.value) else {
return;
};
app_status.pccm_enabled = *pccm_enabled;
let Some(light_probe_entity) = light_probe_query.iter().next() else {
return;
};
// Add the appropriate variant of the `ParallaxCorrection` component.
match app_status.pccm_enabled {
PccmEnableStatus::Enabled => {
commands
.entity(light_probe_entity)
.insert(ParallaxCorrection::Auto);
}
PccmEnableStatus::Disabled => {
commands
.entity(light_probe_entity)
.insert(ParallaxCorrection::None);
}
}
}