use bevy::{
color::palettes::css::WHITE, core_pipeline::Skybox, math::vec3, prelude::*, time::Stopwatch,
};
const CAMERA_INITIAL_POSITION: Vec3 = vec3(-0.4, 0.0, 0.0);
#[derive(Resource)]
struct AppStatus {
light_mode: LightMode,
anisotropy_enabled: bool,
}
#[derive(Clone, Copy, PartialEq, Default)]
enum LightMode {
#[default]
Directional,
Point,
EnvironmentMap,
}
#[derive(Component)]
struct MaterialVariants {
anisotropic: Handle<StandardMaterial>,
isotropic: Handle<StandardMaterial>,
}
fn main() {
App::new()
.init_resource::<AppStatus>()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Anisotropy Example".into(),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, create_material_variants)
.add_systems(Update, animate_light)
.add_systems(Update, rotate_camera)
.add_systems(Update, (handle_input, update_help_text).chain())
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
commands.spawn((
Camera3d::default(),
Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
));
spawn_directional_light(&mut commands);
commands.spawn((
SceneRoot(asset_server.load("models/AnisotropyBarnLamp/AnisotropyBarnLamp.gltf#Scene0")),
Transform::from_xyz(0.0, 0.07, -0.13),
));
spawn_text(&mut commands, &app_status);
}
fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
commands.spawn((
app_status.create_help_text(),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn create_material_variants(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
new_meshes: Query<
(Entity, &MeshMaterial3d<StandardMaterial>),
(
Added<MeshMaterial3d<StandardMaterial>>,
Without<MaterialVariants>,
),
>,
) {
for (entity, anisotropic_material_handle) in new_meshes.iter() {
let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
continue;
};
commands.entity(entity).insert(MaterialVariants {
anisotropic: anisotropic_material_handle.0.clone(),
isotropic: materials.add(StandardMaterial {
anisotropy_texture: None,
anisotropy_strength: 0.0,
anisotropy_rotation: 0.0,
..anisotropic_material
}),
});
}
}
fn animate_light(
mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>,
time: Res<Time>,
) {
let now = time.elapsed_secs();
for mut transform in lights.iter_mut() {
transform.translation = vec3(ops::cos(now), 1.0, ops::sin(now)) * vec3(3.0, 4.0, 3.0);
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}
fn rotate_camera(
mut camera: Query<&mut Transform, With<Camera>>,
app_status: Res<AppStatus>,
time: Res<Time>,
mut stopwatch: Local<Stopwatch>,
) {
if app_status.light_mode == LightMode::EnvironmentMap {
stopwatch.tick(time.delta());
}
let now = stopwatch.elapsed_secs();
for mut transform in camera.iter_mut() {
*transform = Transform::from_translation(
Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION),
)
.looking_at(Vec3::ZERO, Vec3::Y);
}
}
fn handle_input(
mut commands: Commands,
asset_server: Res<AssetServer>,
cameras: Query<Entity, With<Camera>>,
lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>)>>,
mut meshes: Query<(&mut MeshMaterial3d<StandardMaterial>, &MaterialVariants)>,
keyboard: Res<ButtonInput<KeyCode>>,
mut app_status: ResMut<AppStatus>,
) {
if keyboard.just_pressed(KeyCode::Space) {
match app_status.light_mode {
LightMode::Directional => {
app_status.light_mode = LightMode::Point;
for light in lights.iter() {
commands.entity(light).despawn();
}
spawn_point_light(&mut commands);
}
LightMode::Point => {
app_status.light_mode = LightMode::EnvironmentMap;
for light in lights.iter() {
commands.entity(light).despawn();
}
for camera in cameras.iter() {
add_skybox_and_environment_map(&mut commands, &asset_server, camera);
}
}
LightMode::EnvironmentMap => {
app_status.light_mode = LightMode::Directional;
for camera in cameras.iter() {
commands
.entity(camera)
.remove::<Skybox>()
.remove::<EnvironmentMapLight>();
}
spawn_directional_light(&mut commands);
}
}
}
if keyboard.just_pressed(KeyCode::Enter) {
app_status.anisotropy_enabled = !app_status.anisotropy_enabled;
for (mut material_handle, material_variants) in meshes.iter_mut() {
material_handle.0 = if app_status.anisotropy_enabled {
material_variants.anisotropic.clone()
} else {
material_variants.isotropic.clone()
}
}
}
}
fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
for mut text in text_query.iter_mut() {
*text = app_status.create_help_text();
}
}
fn add_skybox_and_environment_map(
commands: &mut Commands,
asset_server: &AssetServer,
entity: Entity,
) {
commands
.entity(entity)
.insert(Skybox {
brightness: 5000.0,
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
..default()
})
.insert(EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2500.0,
..default()
});
}
fn spawn_directional_light(commands: &mut Commands) {
commands.spawn(DirectionalLight {
color: WHITE.into(),
illuminance: 3000.0,
..default()
});
}
fn spawn_point_light(commands: &mut Commands) {
commands.spawn(PointLight {
color: WHITE.into(),
intensity: 200000.0,
..default()
});
}
impl AppStatus {
fn create_help_text(&self) -> Text {
let material_variant_help_text = if self.anisotropy_enabled {
"Press Enter to disable anisotropy"
} else {
"Press Enter to enable anisotropy"
};
let light_help_text = match self.light_mode {
LightMode::Directional => "Press Space to switch to a point light",
LightMode::Point => "Press Space to switch to an environment map",
LightMode::EnvironmentMap => "Press Space to switch to a directional light",
};
Text(format!(
"{}\n{}",
material_variant_help_text, light_help_text
))
}
}
impl Default for AppStatus {
fn default() -> Self {
Self {
light_mode: default(),
anisotropy_enabled: true,
}
}
}