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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
#[path = "../helpers/camera_controller.rs"]
mod camera_controller;
use bevy::{
asset::LoadState,
core_pipeline::Skybox,
prelude::*,
render::{
render_resource::{TextureViewDescriptor, TextureViewDimension},
renderer::RenderDevice,
texture::CompressedImageFormats,
},
};
use camera_controller::{CameraController, CameraControllerPlugin};
use std::f32::consts::PI;
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_plugins(CameraControllerPlugin)
.add_systems(Startup, setup)
.add_systems(
Update,
(
cycle_cubemap_asset,
asset_loaded.after(cycle_cubemap_asset),
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(),
Skybox {
image: skybox_handle.clone(),
brightness: 150.0,
},
));
// 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 color 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(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
mut skyboxes: Query<&mut Skybox>,
) {
if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle) == LoadState::Loaded {
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let 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.height() / image.width());
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
for mut skybox in &mut skyboxes {
skybox.image = cubemap.image_handle.clone();
}
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);
}
}