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|
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#[cfg(feature = "free_camera")] |
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use bevy::camera_controller::free_camera::{FreeCamera, FreeCameraPlugin}; |
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use std::f32::consts::PI; |
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|
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use bevy::{ |
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anti_alias::taa::TemporalAntiAliasing, |
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camera::Exposure, |
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color::palettes::css::BLACK, |
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core_pipeline::tonemapping::Tonemapping, |
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image::{ |
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ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler, |
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ImageSamplerDescriptor, |
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}, |
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input::keyboard::KeyCode, |
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light::{ |
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atmosphere::ScatteringMedium, light_consts::lux, Atmosphere, AtmosphereEnvironmentMapLight, |
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FogVolume, SunDisk, VolumetricFog, VolumetricLight, |
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}, |
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pbr::{ |
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AtmosphereMode, AtmosphereSettings, DefaultOpaqueRendererMethod, ExtendedMaterial, |
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MaterialExtension, ScreenSpaceReflections, |
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}, |
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post_process::bloom::Bloom, |
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prelude::*, |
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render::render_resource::{AsBindGroup, ShaderType}, |
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shader::ShaderRef, |
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}; |
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|
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#[derive(Resource, Default)] |
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struct GameState { |
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paused: bool, |
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} |
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|
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#[derive(Resource)] |
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struct AtmospherePresets { |
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earth: Handle<ScatteringMedium>, |
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mars: Handle<ScatteringMedium>, |
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} |
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|
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fn main() { |
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App::new() |
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.insert_resource(DefaultOpaqueRendererMethod::deferred()) |
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.insert_resource(ClearColor(Color::BLACK)) |
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.insert_resource(GameState::default()) |
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.insert_resource(GlobalAmbientLight::NONE) |
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.add_plugins(( |
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DefaultPlugins, |
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#[cfg(feature = "free_camera")] |
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FreeCameraPlugin, |
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)) |
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.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, Water>>::default()) |
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.add_systems( |
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Startup, |
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(setup_camera_fog, setup_terrain_scene, print_controls), |
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) |
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.add_systems(Update, (dynamic_scene, atmosphere_controls)) |
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.run(); |
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} |
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|
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fn print_controls() { |
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println!("Atmosphere Example Controls:"); |
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println!(" 1 - Switch to lookup texture rendering method"); |
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println!(" 2 - Switch to raymarched rendering method"); |
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println!(" 3 - Switch to Earth atmosphere"); |
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println!(" 4 - Switch to Mars atmosphere"); |
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println!(" Enter - Pause/Resume sun motion"); |
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println!(" Up/Down - Increase/Decrease exposure"); |
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} |
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|
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fn atmosphere_controls( |
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keyboard_input: Res<ButtonInput<KeyCode>>, |
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mut planet_atmosphere: Query<(&mut Atmosphere, &mut GlobalTransform)>, |
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mut camera_settings: Query<&mut AtmosphereSettings, With<Camera3d>>, |
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mut sun_disks: Query<&mut SunDisk, With<DirectionalLight>>, |
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atmosphere_presets: Res<AtmospherePresets>, |
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mut game_state: ResMut<GameState>, |
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mut camera_exposure: Query<&mut Exposure, With<Camera3d>>, |
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time: Res<Time>, |
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) { |
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if keyboard_input.just_pressed(KeyCode::Digit3) { |
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for (mut atmosphere, mut transform) in &mut planet_atmosphere { |
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*atmosphere = Atmosphere::earth(atmosphere_presets.earth.clone()); |
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*transform = GlobalTransform::from_translation(-Vec3::Y * atmosphere.inner_radius); |
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} |
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for mut sun_disk in &mut sun_disks { |
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sun_disk.angular_size = SunDisk::EARTH.angular_size; |
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} |
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println!("Switched to Earth atmosphere"); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::Digit4) { |
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for (mut atmosphere, mut transform) in &mut planet_atmosphere { |
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*atmosphere = Atmosphere::mars(atmosphere_presets.mars.clone()); |
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*transform = GlobalTransform::from_translation(-Vec3::Y * atmosphere.inner_radius); |
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} |
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for mut sun_disk in &mut sun_disks { |
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sun_disk.angular_size = SunDisk::MARS.angular_size; |
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} |
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println!("Switched to Mars atmosphere"); |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::Digit1) { |
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for mut settings in &mut camera_settings { |
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settings.rendering_method = AtmosphereMode::LookupTexture; |
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println!("Switched to lookup texture rendering method"); |
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} |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::Digit2) { |
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for mut settings in &mut camera_settings { |
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settings.rendering_method = AtmosphereMode::Raymarched; |
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println!("Switched to raymarched rendering method"); |
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} |
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} |
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|
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if keyboard_input.just_pressed(KeyCode::Enter) { |
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game_state.paused = !game_state.paused; |
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} |
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|
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if keyboard_input.pressed(KeyCode::ArrowUp) { |
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for mut exposure in &mut camera_exposure { |
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exposure.ev100 -= time.delta_secs() * 2.0; |
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} |
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} |
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|
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if keyboard_input.pressed(KeyCode::ArrowDown) { |
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for mut exposure in &mut camera_exposure { |
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exposure.ev100 += time.delta_secs() * 2.0; |
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} |
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} |
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} |
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|
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fn setup_camera_fog( |
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mut commands: Commands, |
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mut scattering_mediums: ResMut<Assets<ScatteringMedium>>, |
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asset_server: Res<AssetServer>, |
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) { |
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let earth_medium = scattering_mediums.add(ScatteringMedium::earth(256, 256)); |
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let mars_phase = asset_server.load("textures/mars_mie_phase.ktx2"); |
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let mars_medium = scattering_mediums.add(ScatteringMedium::mars(256, 256, mars_phase)); |
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|
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commands.insert_resource(AtmospherePresets { |
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earth: earth_medium.clone(), |
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mars: mars_medium.clone(), |
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}); |
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|
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|
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commands.spawn(Atmosphere::earth(earth_medium)); |
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|
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-2.8, 0.045, 0.0).looking_at(Vec3::ZERO, Vec3::Y), |
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|
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AtmosphereSettings::default(), |
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|
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|
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|
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|
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Exposure { ev100: 13.0 }, |
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|
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|
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Tonemapping::AcesFitted, |
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|
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Bloom::NATURAL, |
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|
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AtmosphereEnvironmentMapLight::default(), |
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#[cfg(feature = "free_camera")] |
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FreeCamera::default(), |
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VolumetricFog { |
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ambient_intensity: 0.0, |
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..default() |
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}, |
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Msaa::Off, |
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TemporalAntiAliasing::default(), |
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ScreenSpaceReflections { |
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min_perceptual_roughness: 0.0..0.0, |
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..default() |
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}, |
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)); |
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} |
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|
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#[derive(Component)] |
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struct Terrain; |
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|
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|
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] |
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struct Water { |
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|
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|
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|
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#[texture(100)] |
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#[sampler(101)] |
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normals: Handle<Image>, |
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|
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|
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#[uniform(102)] |
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settings: WaterSettings, |
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} |
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|
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|
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#[derive(ShaderType, Debug, Clone)] |
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struct WaterSettings { |
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|
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|
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octave_vectors: [Vec4; 2], |
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|
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octave_scales: Vec4, |
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|
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octave_strengths: Vec4, |
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} |
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|
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impl MaterialExtension for Water { |
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fn deferred_fragment_shader() -> ShaderRef { |
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"shaders/water_material.wesl".into() |
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} |
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} |
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|
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fn setup_terrain_scene( |
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mut commands: Commands, |
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mut meshes: ResMut<Assets<Mesh>>, |
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mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, Water>>>, |
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asset_server: Res<AssetServer>, |
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) { |
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|
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commands.spawn(( |
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DirectionalLight { |
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shadow_maps_enabled: true, |
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|
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|
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|
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|
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|
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illuminance: lux::RAW_SUNLIGHT, |
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..default() |
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}, |
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Transform::from_xyz(1.0, 0.4, 0.0).looking_at(Vec3::ZERO, Vec3::Y), |
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VolumetricLight, |
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SunDisk::EARTH, |
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)); |
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|
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|
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commands.spawn(( |
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FogVolume::default(), |
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Transform::from_scale(Vec3::new(10.0, 1.0, 10.0)).with_translation(Vec3::Y * 0.5), |
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)); |
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|
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|
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commands.spawn(( |
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Terrain, |
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WorldAssetRoot( |
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/terrain/terrain.glb")), |
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), |
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Transform::from_xyz(-1.0, 0.0, -0.5) |
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.with_scale(Vec3::splat(0.5)) |
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.with_rotation(Quat::from_rotation_y(PI / 2.0)), |
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)); |
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|
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spawn_water( |
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&mut commands, |
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&asset_server, |
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&mut meshes, |
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&mut water_materials, |
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); |
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} |
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|
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|
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fn spawn_water( |
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commands: &mut Commands, |
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asset_server: &AssetServer, |
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meshes: &mut Assets<Mesh>, |
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water_materials: &mut Assets<ExtendedMaterial<StandardMaterial, Water>>, |
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) { |
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0)))), |
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MeshMaterial3d( |
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water_materials.add(ExtendedMaterial { |
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base: StandardMaterial { |
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base_color: BLACK.into(), |
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perceptual_roughness: 0.0, |
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..default() |
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}, |
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extension: Water { |
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normals: asset_server |
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.load_builder() |
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.with_settings(|settings: &mut ImageLoaderSettings| { |
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settings.is_srgb = false; |
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settings.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor { |
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address_mode_u: ImageAddressMode::Repeat, |
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address_mode_v: ImageAddressMode::Repeat, |
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mag_filter: ImageFilterMode::Linear, |
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min_filter: ImageFilterMode::Linear, |
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..default() |
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}); |
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}) |
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.load("textures/water_normals.png"), |
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|
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|
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settings: WaterSettings { |
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octave_vectors: [ |
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vec4(0.080, 0.059, 0.073, -0.062), |
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vec4(0.153, 0.138, -0.149, -0.195), |
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], |
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octave_scales: vec4(1.0, 2.1, 7.9, 14.9) * 500.0, |
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octave_strengths: vec4(0.16, 0.18, 0.093, 0.044) * 0.2, |
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}, |
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}, |
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}), |
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), |
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Transform::from_scale(Vec3::splat(100.0)), |
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)); |
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} |
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|
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fn dynamic_scene( |
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mut suns: Query<&mut Transform, With<DirectionalLight>>, |
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time: Res<Time>, |
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sun_motion_state: Res<GameState>, |
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) { |
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|
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if !sun_motion_state.paused { |
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suns.iter_mut() |
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.for_each(|mut tf| tf.rotate_x(-time.delta_secs() * PI / 10.0)); |
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} |
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} |