forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
irradiance_volumes.rs
632 lines (557 loc) · 19.9 KB
/
irradiance_volumes.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
//! This example shows how irradiance volumes affect the indirect lighting of
//! objects in a scene.
//!
//! The controls are as follows:
//!
//! * Space toggles the irradiance volume on and off.
//!
//! * Enter toggles the camera rotation on and off.
//!
//! * Tab switches the object between a plain sphere and a running fox.
//!
//! * Backspace shows and hides the voxel cubes.
//!
//! * Clicking anywhere moves the object.
use bevy::{
color::palettes::css::*,
core_pipeline::Skybox,
math::{uvec3, vec3},
pbr::{
irradiance_volume::IrradianceVolume, ExtendedMaterial, MaterialExtension, NotShadowCaster,
},
prelude::*,
render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
window::PrimaryWindow,
};
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/irradiance_volume_voxel_visualization.wgsl";
// Rotation speed in radians per frame.
const ROTATION_SPEED: f32 = 0.2;
const FOX_SCALE: f32 = 0.05;
const SPHERE_SCALE: f32 = 2.0;
const IRRADIANCE_VOLUME_INTENSITY: f32 = 1800.0;
const AMBIENT_LIGHT_BRIGHTNESS: f32 = 0.06;
const VOXEL_CUBE_SCALE: f32 = 0.4;
static DISABLE_IRRADIANCE_VOLUME_HELP_TEXT: &str = "Space: Disable the irradiance volume";
static ENABLE_IRRADIANCE_VOLUME_HELP_TEXT: &str = "Space: Enable the irradiance volume";
static HIDE_VOXELS_HELP_TEXT: &str = "Backspace: Hide the voxels";
static SHOW_VOXELS_HELP_TEXT: &str = "Backspace: Show the voxels";
static STOP_ROTATION_HELP_TEXT: &str = "Enter: Stop rotation";
static START_ROTATION_HELP_TEXT: &str = "Enter: Start rotation";
static SWITCH_TO_FOX_HELP_TEXT: &str = "Tab: Switch to a skinned mesh";
static SWITCH_TO_SPHERE_HELP_TEXT: &str = "Tab: Switch to a plain sphere mesh";
static CLICK_TO_MOVE_HELP_TEXT: &str = "Left click: Move the object";
static GIZMO_COLOR: Color = Color::Srgba(YELLOW);
static VOXEL_FROM_WORLD: Mat4 = Mat4::from_cols_array_2d(&[
[-42.317566, 0.0, 0.0, 0.0],
[0.0, 0.0, 44.601563, 0.0],
[0.0, 16.73776, 0.0, 0.0],
[0.0, 6.544792, 0.0, 1.0],
]);
// The mode the application is in.
#[derive(Resource)]
struct AppStatus {
// Whether the user wants the irradiance volume to be applied.
irradiance_volume_present: bool,
// Whether the user wants the unskinned sphere mesh or the skinned fox mesh.
model: ExampleModel,
// Whether the user has requested the scene to rotate.
rotating: bool,
// Whether the user has requested the voxels to be displayed.
voxels_visible: bool,
}
// Which model the user wants to display.
#[derive(Clone, Copy, PartialEq)]
enum ExampleModel {
// The plain sphere.
Sphere,
// The fox, which is skinned.
Fox,
}
// Handles to all the assets used in this example.
#[derive(Resource)]
struct ExampleAssets {
// The glTF scene containing the colored floor.
main_scene: Handle<Scene>,
// The 3D texture containing the irradiance volume.
irradiance_volume: Handle<Image>,
// The plain sphere mesh.
main_sphere: Handle<Mesh>,
// The material used for the sphere.
main_sphere_material: Handle<StandardMaterial>,
// The glTF scene containing the animated fox.
fox: Handle<Scene>,
// The graph containing the animation that the fox will play.
fox_animation_graph: Handle<AnimationGraph>,
// The node within the animation graph containing the animation.
fox_animation_node: AnimationNodeIndex,
// The voxel cube mesh.
voxel_cube: Handle<Mesh>,
// The skybox.
skybox: Handle<Image>,
}
// The sphere and fox both have this component.
#[derive(Component)]
struct MainObject;
// Marks each of the voxel cubes.
#[derive(Component)]
struct VoxelCube;
// Marks the voxel cube parent object.
#[derive(Component)]
struct VoxelCubeParent;
type VoxelVisualizationMaterial = ExtendedMaterial<StandardMaterial, VoxelVisualizationExtension>;
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct VoxelVisualizationExtension {
#[uniform(100)]
irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo,
}
#[derive(ShaderType, Debug, Clone)]
struct VoxelVisualizationIrradianceVolumeInfo {
world_from_voxel: Mat4,
voxel_from_world: Mat4,
resolution: UVec3,
intensity: f32,
}
fn main() {
// Create the example app.
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Irradiance Volumes Example".into(),
..default()
}),
..default()
}))
.add_plugins(MaterialPlugin::<VoxelVisualizationMaterial>::default())
.init_resource::<AppStatus>()
.init_resource::<ExampleAssets>()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 0.0,
})
.add_systems(Startup, setup)
.add_systems(PreUpdate, create_cubes)
.add_systems(Update, rotate_camera)
.add_systems(Update, play_animations)
.add_systems(
Update,
handle_mouse_clicks
.after(rotate_camera)
.after(play_animations),
)
.add_systems(
Update,
change_main_object
.after(rotate_camera)
.after(play_animations),
)
.add_systems(
Update,
toggle_irradiance_volumes
.after(rotate_camera)
.after(play_animations),
)
.add_systems(
Update,
toggle_voxel_visibility
.after(rotate_camera)
.after(play_animations),
)
.add_systems(
Update,
toggle_rotation.after(rotate_camera).after(play_animations),
)
.add_systems(
Update,
draw_gizmo
.after(handle_mouse_clicks)
.after(change_main_object)
.after(toggle_irradiance_volumes)
.after(toggle_voxel_visibility)
.after(toggle_rotation),
)
.add_systems(
Update,
update_text
.after(handle_mouse_clicks)
.after(change_main_object)
.after(toggle_irradiance_volumes)
.after(toggle_voxel_visibility)
.after(toggle_rotation),
)
.run();
}
// Spawns all the scene objects.
fn setup(mut commands: Commands, assets: Res<ExampleAssets>, app_status: Res<AppStatus>) {
spawn_main_scene(&mut commands, &assets);
spawn_camera(&mut commands, &assets);
spawn_irradiance_volume(&mut commands, &assets);
spawn_light(&mut commands);
spawn_sphere(&mut commands, &assets);
spawn_voxel_cube_parent(&mut commands);
spawn_fox(&mut commands, &assets);
spawn_text(&mut commands, &app_status);
}
fn spawn_main_scene(commands: &mut Commands, assets: &ExampleAssets) {
commands.spawn(SceneRoot(assets.main_scene.clone()));
}
fn spawn_camera(commands: &mut Commands, assets: &ExampleAssets) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y),
Skybox {
image: assets.skybox.clone(),
brightness: 150.0,
..default()
},
));
}
fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {
commands.spawn((
Transform::from_matrix(VOXEL_FROM_WORLD),
IrradianceVolume {
voxels: assets.irradiance_volume.clone(),
intensity: IRRADIANCE_VOLUME_INTENSITY,
},
LightProbe,
));
}
fn spawn_light(commands: &mut Commands) {
commands.spawn((
PointLight {
intensity: 250000.0,
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0762, 5.9039, 1.0055),
));
}
fn spawn_sphere(commands: &mut Commands, assets: &ExampleAssets) {
commands
.spawn((
Mesh3d(assets.main_sphere.clone()),
MeshMaterial3d(assets.main_sphere_material.clone()),
Transform::from_xyz(0.0, SPHERE_SCALE, 0.0).with_scale(Vec3::splat(SPHERE_SCALE)),
))
.insert(MainObject);
}
fn spawn_voxel_cube_parent(commands: &mut Commands) {
commands.spawn((Visibility::Hidden, Transform::default(), VoxelCubeParent));
}
fn spawn_fox(commands: &mut Commands, assets: &ExampleAssets) {
commands.spawn((
SceneRoot(assets.fox.clone()),
Visibility::Hidden,
Transform::from_scale(Vec3::splat(FOX_SCALE)),
MainObject,
));
}
fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
commands.spawn((
app_status.create_text(),
Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
// A system that updates the help text.
fn update_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
for mut text in text_query.iter_mut() {
*text = app_status.create_text();
}
}
impl AppStatus {
// Constructs the help text at the bottom of the screen based on the
// application status.
fn create_text(&self) -> Text {
let irradiance_volume_help_text = if self.irradiance_volume_present {
DISABLE_IRRADIANCE_VOLUME_HELP_TEXT
} else {
ENABLE_IRRADIANCE_VOLUME_HELP_TEXT
};
let voxels_help_text = if self.voxels_visible {
HIDE_VOXELS_HELP_TEXT
} else {
SHOW_VOXELS_HELP_TEXT
};
let rotation_help_text = if self.rotating {
STOP_ROTATION_HELP_TEXT
} else {
START_ROTATION_HELP_TEXT
};
let switch_mesh_help_text = match self.model {
ExampleModel::Sphere => SWITCH_TO_FOX_HELP_TEXT,
ExampleModel::Fox => SWITCH_TO_SPHERE_HELP_TEXT,
};
format!(
"{CLICK_TO_MOVE_HELP_TEXT}\n\
{voxels_help_text}\n\
{irradiance_volume_help_text}\n\
{rotation_help_text}\n\
{switch_mesh_help_text}"
)
.into()
}
}
// Rotates the camera a bit every frame.
fn rotate_camera(
mut camera_query: Query<&mut Transform, With<Camera3d>>,
time: Res<Time>,
app_status: Res<AppStatus>,
) {
if !app_status.rotating {
return;
}
for mut transform in camera_query.iter_mut() {
transform.translation = Vec2::from_angle(ROTATION_SPEED * time.delta_seconds())
.rotate(transform.translation.xz())
.extend(transform.translation.y)
.xzy();
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
// Toggles between the unskinned sphere model and the skinned fox model if the
// user requests it.
fn change_main_object(
keyboard: Res<ButtonInput<KeyCode>>,
mut app_status: ResMut<AppStatus>,
mut sphere_query: Query<&mut Visibility, (With<MainObject>, With<Mesh3d>, Without<SceneRoot>)>,
mut fox_query: Query<&mut Visibility, (With<MainObject>, With<SceneRoot>)>,
) {
if !keyboard.just_pressed(KeyCode::Tab) {
return;
}
let Some(mut sphere_visibility) = sphere_query.iter_mut().next() else {
return;
};
let Some(mut fox_visibility) = fox_query.iter_mut().next() else {
return;
};
match app_status.model {
ExampleModel::Sphere => {
*sphere_visibility = Visibility::Hidden;
*fox_visibility = Visibility::Visible;
app_status.model = ExampleModel::Fox;
}
ExampleModel::Fox => {
*sphere_visibility = Visibility::Visible;
*fox_visibility = Visibility::Hidden;
app_status.model = ExampleModel::Sphere;
}
}
}
impl Default for AppStatus {
fn default() -> Self {
Self {
irradiance_volume_present: true,
rotating: true,
model: ExampleModel::Sphere,
voxels_visible: false,
}
}
}
// Turns on and off the irradiance volume as requested by the user.
fn toggle_irradiance_volumes(
mut commands: Commands,
keyboard: Res<ButtonInput<KeyCode>>,
light_probe_query: Query<Entity, With<LightProbe>>,
mut app_status: ResMut<AppStatus>,
assets: Res<ExampleAssets>,
mut ambient_light: ResMut<AmbientLight>,
) {
if !keyboard.just_pressed(KeyCode::Space) {
return;
};
let Some(light_probe) = light_probe_query.iter().next() else {
return;
};
if app_status.irradiance_volume_present {
commands.entity(light_probe).remove::<IrradianceVolume>();
ambient_light.brightness = AMBIENT_LIGHT_BRIGHTNESS * IRRADIANCE_VOLUME_INTENSITY;
app_status.irradiance_volume_present = false;
} else {
commands.entity(light_probe).insert(IrradianceVolume {
voxels: assets.irradiance_volume.clone(),
intensity: IRRADIANCE_VOLUME_INTENSITY,
});
ambient_light.brightness = 0.0;
app_status.irradiance_volume_present = true;
}
}
fn toggle_rotation(keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
if keyboard.just_pressed(KeyCode::Enter) {
app_status.rotating = !app_status.rotating;
}
}
// Handles clicks on the plane that reposition the object.
fn handle_mouse_clicks(
buttons: Res<ButtonInput<MouseButton>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut main_objects: Query<&mut Transform, With<MainObject>>,
) {
if !buttons.pressed(MouseButton::Left) {
return;
}
let Some(mouse_position) = windows.iter().next().and_then(Window::cursor_position) else {
return;
};
let Some((camera, camera_transform)) = cameras.iter().next() else {
return;
};
// Figure out where the user clicked on the plane.
let Ok(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
return;
};
let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, InfinitePlane3d::new(Vec3::Y)) else {
return;
};
let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;
// Move all the main objeccts.
for mut transform in main_objects.iter_mut() {
transform.translation = vec3(
plane_intersection.x,
transform.translation.y,
plane_intersection.z,
);
}
}
impl FromWorld for ExampleAssets {
fn from_world(world: &mut World) -> Self {
let fox_animation =
world.load_asset(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb"));
let (fox_animation_graph, fox_animation_node) =
AnimationGraph::from_clip(fox_animation.clone());
ExampleAssets {
main_sphere: world.add_asset(Sphere::default().mesh().uv(32, 18)),
fox: world.load_asset(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
main_sphere_material: world.add_asset(Color::from(SILVER)),
main_scene: world.load_asset(
GltfAssetLabel::Scene(0)
.from_asset("models/IrradianceVolumeExample/IrradianceVolumeExample.glb"),
),
irradiance_volume: world.load_asset("irradiance_volumes/Example.vxgi.ktx2"),
fox_animation_graph: world.add_asset(fox_animation_graph),
fox_animation_node,
voxel_cube: world.add_asset(Cuboid::default()),
// Just use a specular map for the skybox since it's not too blurry.
// In reality you wouldn't do this--you'd use a real skybox texture--but
// reusing the textures like this saves space in the Bevy repository.
skybox: world.load_asset("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
}
}
}
// Plays the animation on the fox.
fn play_animations(
mut commands: Commands,
assets: Res<ExampleAssets>,
mut players: Query<(Entity, &mut AnimationPlayer), Without<AnimationGraphHandle>>,
) {
for (entity, mut player) in players.iter_mut() {
commands
.entity(entity)
.insert(AnimationGraphHandle(assets.fox_animation_graph.clone()));
player.play(assets.fox_animation_node).repeat();
}
}
fn create_cubes(
image_assets: Res<Assets<Image>>,
mut commands: Commands,
irradiance_volumes: Query<(&IrradianceVolume, &GlobalTransform)>,
voxel_cube_parents: Query<Entity, With<VoxelCubeParent>>,
voxel_cubes: Query<Entity, With<VoxelCube>>,
example_assets: Res<ExampleAssets>,
mut voxel_visualization_material_assets: ResMut<Assets<VoxelVisualizationMaterial>>,
) {
// If voxel cubes have already been spawned, don't do anything.
if !voxel_cubes.is_empty() {
return;
}
let Some(voxel_cube_parent) = voxel_cube_parents.iter().next() else {
return;
};
for (irradiance_volume, global_transform) in irradiance_volumes.iter() {
let Some(image) = image_assets.get(&irradiance_volume.voxels) else {
continue;
};
let resolution = image.texture_descriptor.size;
let voxel_cube_material = voxel_visualization_material_assets.add(ExtendedMaterial {
base: StandardMaterial::from(Color::from(RED)),
extension: VoxelVisualizationExtension {
irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
world_from_voxel: VOXEL_FROM_WORLD.inverse(),
voxel_from_world: VOXEL_FROM_WORLD,
resolution: uvec3(
resolution.width,
resolution.height,
resolution.depth_or_array_layers,
),
intensity: IRRADIANCE_VOLUME_INTENSITY,
},
},
});
let scale = vec3(
1.0 / resolution.width as f32,
1.0 / resolution.height as f32,
1.0 / resolution.depth_or_array_layers as f32,
);
// Spawn a cube for each voxel.
for z in 0..resolution.depth_or_array_layers {
for y in 0..resolution.height {
for x in 0..resolution.width {
let uvw = (uvec3(x, y, z).as_vec3() + 0.5) * scale - 0.5;
let pos = global_transform.transform_point(uvw);
let voxel_cube = commands
.spawn((
Mesh3d(example_assets.voxel_cube.clone()),
MeshMaterial3d(voxel_cube_material.clone()),
Transform::from_scale(Vec3::splat(VOXEL_CUBE_SCALE))
.with_translation(pos),
))
.insert(VoxelCube)
.insert(NotShadowCaster)
.id();
commands.entity(voxel_cube_parent).add_child(voxel_cube);
}
}
}
}
}
// Draws a gizmo showing the bounds of the irradiance volume.
fn draw_gizmo(
mut gizmos: Gizmos,
irradiance_volume_query: Query<&GlobalTransform, With<IrradianceVolume>>,
app_status: Res<AppStatus>,
) {
if app_status.voxels_visible {
for transform in irradiance_volume_query.iter() {
gizmos.cuboid(*transform, GIZMO_COLOR);
}
}
}
// Handles a request from the user to toggle the voxel visibility on and off.
fn toggle_voxel_visibility(
keyboard: Res<ButtonInput<KeyCode>>,
mut app_status: ResMut<AppStatus>,
mut voxel_cube_parent_query: Query<&mut Visibility, With<VoxelCubeParent>>,
) {
if !keyboard.just_pressed(KeyCode::Backspace) {
return;
}
app_status.voxels_visible = !app_status.voxels_visible;
for mut visibility in voxel_cube_parent_query.iter_mut() {
*visibility = if app_status.voxels_visible {
Visibility::Visible
} else {
Visibility::Hidden
};
}
}
impl MaterialExtension for VoxelVisualizationExtension {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}