rotate_environment_map/
rotate_environment_map.rs

1//! Demonstrates how to rotate the skybox and the environment map simultaneously.
2
3use std::f32::consts::PI;
4
5use bevy::{
6    color::palettes::css::{GOLD, WHITE},
7    core_pipeline::{tonemapping::Tonemapping::AcesFitted, Skybox},
8    image::ImageLoaderSettings,
9    prelude::*,
10    render::view::Hdr,
11};
12
13/// Entry point.
14pub fn main() {
15    App::new()
16        .add_plugins(DefaultPlugins)
17        .add_systems(Startup, setup)
18        .add_systems(Update, rotate_skybox_and_environment_map)
19        .run();
20}
21
22/// Initializes the scene.
23fn setup(
24    mut commands: Commands,
25    mut meshes: ResMut<Assets<Mesh>>,
26    mut materials: ResMut<Assets<StandardMaterial>>,
27    asset_server: Res<AssetServer>,
28) {
29    let sphere_mesh = create_sphere_mesh(&mut meshes);
30    spawn_sphere(&mut commands, &mut materials, &asset_server, &sphere_mesh);
31    spawn_light(&mut commands);
32    spawn_camera(&mut commands, &asset_server);
33}
34
35/// Rotate the skybox and the environment map per frame.
36fn rotate_skybox_and_environment_map(
37    mut environments: Query<(&mut Skybox, &mut EnvironmentMapLight)>,
38    time: Res<Time>,
39) {
40    let now = time.elapsed_secs();
41    let rotation = Quat::from_rotation_y(0.2 * now);
42    for (mut skybox, mut environment_map) in environments.iter_mut() {
43        skybox.rotation = rotation;
44        environment_map.rotation = rotation;
45    }
46}
47
48/// Generates a sphere.
49fn create_sphere_mesh(meshes: &mut Assets<Mesh>) -> Handle<Mesh> {
50    // We're going to use normal maps, so make sure we've generated tangents, or
51    // else the normal maps won't show up.
52
53    let mut sphere_mesh = Sphere::new(1.0).mesh().build();
54    sphere_mesh
55        .generate_tangents()
56        .expect("Failed to generate tangents");
57    meshes.add(sphere_mesh)
58}
59
60/// Spawn a regular object with a clearcoat layer. This looks like car paint.
61fn spawn_sphere(
62    commands: &mut Commands,
63    materials: &mut Assets<StandardMaterial>,
64    asset_server: &AssetServer,
65    sphere_mesh: &Handle<Mesh>,
66) {
67    commands.spawn((
68        Mesh3d(sphere_mesh.clone()),
69        MeshMaterial3d(materials.add(StandardMaterial {
70            clearcoat: 1.0,
71            clearcoat_perceptual_roughness: 0.3,
72            clearcoat_normal_texture: Some(asset_server.load_with_settings(
73                "textures/ScratchedGold-Normal.png",
74                |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
75            )),
76            metallic: 0.9,
77            perceptual_roughness: 0.1,
78            base_color: GOLD.into(),
79            ..default()
80        })),
81        Transform::from_xyz(0.0, 0.0, 0.0).with_scale(Vec3::splat(1.25)),
82    ));
83}
84
85/// Spawns a light.
86fn spawn_light(commands: &mut Commands) {
87    commands.spawn(PointLight {
88        color: WHITE.into(),
89        intensity: 100000.0,
90        ..default()
91    });
92}
93
94/// Spawns a camera with associated skybox and environment map.
95fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
96    commands
97        .spawn((
98            Camera3d::default(),
99            Hdr,
100            Projection::Perspective(PerspectiveProjection {
101                fov: 27.0 / 180.0 * PI,
102                ..default()
103            }),
104            Transform::from_xyz(0.0, 0.0, 10.0),
105            AcesFitted,
106        ))
107        .insert(Skybox {
108            brightness: 5000.0,
109            image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
110            ..default()
111        })
112        .insert(EnvironmentMapLight {
113            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
114            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
115            intensity: 2000.0,
116            ..default()
117        });
118}