1use std::fmt::Display;
4
5use bevy::{
6 color::palettes::{self, css::WHITE},
7 light::Skybox,
8 math::vec3,
9 prelude::*,
10 time::Stopwatch,
11};
12
13const CAMERA_INITIAL_POSITION: Vec3 = vec3(-0.4, 0.0, 0.0);
15
16#[derive(Resource)]
18struct AppStatus {
19 light_mode: LightMode,
21 anisotropy_enabled: bool,
23 visible_scene: Scene,
25}
26
27#[derive(Clone, Copy, PartialEq, Default)]
30enum LightMode {
31 #[default]
33 Directional,
34 Point,
36 EnvironmentMap,
38}
39
40#[derive(Component)]
47struct MaterialVariants {
48 anisotropic: Handle<StandardMaterial>,
50 isotropic: Handle<StandardMaterial>,
52}
53
54#[derive(Default, Clone, Copy, PartialEq, Eq, Component)]
55enum Scene {
56 #[default]
57 BarnLamp,
58 Sphere,
59}
60
61impl Scene {
62 fn next(&self) -> Self {
63 match self {
64 Self::BarnLamp => Self::Sphere,
65 Self::Sphere => Self::BarnLamp,
66 }
67 }
68}
69
70impl Display for Scene {
71 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
72 let scene_name = match self {
73 Self::BarnLamp => "Barn Lamp",
74 Self::Sphere => "Sphere",
75 };
76 write!(f, "{scene_name}")
77 }
78}
79
80fn main() {
82 App::new()
83 .init_resource::<AppStatus>()
84 .add_plugins(DefaultPlugins.set(WindowPlugin {
85 primary_window: Some(Window {
86 title: "Bevy Anisotropy Example".into(),
87 ..default()
88 }),
89 ..default()
90 }))
91 .add_systems(Startup, setup)
92 .add_systems(Update, create_material_variants)
93 .add_systems(Update, animate_light)
94 .add_systems(Update, rotate_camera)
95 .add_systems(Update, (handle_input, update_help_text).chain())
96 .run();
97}
98
99fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
101 commands.spawn((
102 Camera3d::default(),
103 Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
104 ));
105
106 spawn_directional_light(&mut commands);
107
108 commands.spawn((
109 WorldAssetRoot(
110 asset_server.load("models/AnisotropyBarnLamp/AnisotropyBarnLamp.gltf#Scene0"),
111 ),
112 Transform::from_xyz(0.0, 0.07, -0.13),
113 Scene::BarnLamp,
114 ));
115
116 commands.spawn((
117 Mesh3d(
118 asset_server.add(
119 Mesh::from(Sphere::new(0.1))
120 .with_generated_tangents()
121 .unwrap(),
122 ),
123 ),
124 MeshMaterial3d(asset_server.add(StandardMaterial {
125 base_color: palettes::tailwind::GRAY_300.into(),
126 anisotropy_rotation: 0.5,
127 anisotropy_strength: 1.,
128 ..default()
129 })),
130 Scene::Sphere,
131 Visibility::Hidden,
132 ));
133
134 spawn_text(&mut commands, &app_status);
135}
136
137fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
139 commands.spawn((
140 app_status.create_help_text(),
141 Node {
142 position_type: PositionType::Absolute,
143 bottom: px(12),
144 left: px(12),
145 ..default()
146 },
147 ));
148}
149
150fn create_material_variants(
154 mut commands: Commands,
155 mut materials: ResMut<Assets<StandardMaterial>>,
156 new_meshes: Query<
157 (Entity, &MeshMaterial3d<StandardMaterial>),
158 (
159 Added<MeshMaterial3d<StandardMaterial>>,
160 Without<MaterialVariants>,
161 ),
162 >,
163) {
164 for (entity, anisotropic_material_handle) in new_meshes.iter() {
165 let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
166 continue;
167 };
168
169 commands.entity(entity).insert(MaterialVariants {
170 anisotropic: anisotropic_material_handle.0.clone(),
171 isotropic: materials.add(StandardMaterial {
172 anisotropy_texture: None,
173 anisotropy_strength: 0.0,
174 anisotropy_rotation: 0.0,
175 ..anisotropic_material
176 }),
177 });
178 }
179}
180
181fn animate_light(
183 mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>,
184 time: Res<Time>,
185) {
186 let now = time.elapsed_secs();
187 for mut transform in lights.iter_mut() {
188 transform.translation = vec3(ops::cos(now), 1.0, ops::sin(now)) * vec3(3.0, 4.0, 3.0);
189 transform.look_at(Vec3::ZERO, Vec3::Y);
190 }
191}
192
193fn rotate_camera(
195 mut camera: Query<&mut Transform, With<Camera>>,
196 app_status: Res<AppStatus>,
197 time: Res<Time>,
198 mut stopwatch: Local<Stopwatch>,
199) {
200 if app_status.light_mode == LightMode::EnvironmentMap {
201 stopwatch.tick(time.delta());
202 }
203
204 let now = stopwatch.elapsed_secs();
205 for mut transform in camera.iter_mut() {
206 *transform = Transform::from_translation(
207 Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION),
208 )
209 .looking_at(Vec3::ZERO, Vec3::Y);
210 }
211}
212
213fn handle_input(
215 mut commands: Commands,
216 asset_server: Res<AssetServer>,
217 cameras: Query<Entity, With<Camera>>,
218 lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>)>>,
219 mut meshes: Query<(&mut MeshMaterial3d<StandardMaterial>, &MaterialVariants)>,
220 mut scenes: Query<(&mut Visibility, &Scene)>,
221 keyboard: Res<ButtonInput<KeyCode>>,
222 mut app_status: ResMut<AppStatus>,
223) {
224 if keyboard.just_pressed(KeyCode::Space) {
226 match app_status.light_mode {
227 LightMode::Directional => {
228 app_status.light_mode = LightMode::Point;
231 for light in lights.iter() {
232 commands.entity(light).despawn();
233 }
234 spawn_point_light(&mut commands);
235 }
236
237 LightMode::Point => {
238 app_status.light_mode = LightMode::EnvironmentMap;
241 for light in lights.iter() {
242 commands.entity(light).despawn();
243 }
244 for camera in cameras.iter() {
245 add_skybox_and_environment_map(&mut commands, &asset_server, camera);
246 }
247 }
248
249 LightMode::EnvironmentMap => {
250 app_status.light_mode = LightMode::Directional;
253 for camera in cameras.iter() {
254 commands
255 .entity(camera)
256 .remove::<Skybox>()
257 .remove::<EnvironmentMapLight>();
258 }
259 spawn_directional_light(&mut commands);
260 }
261 }
262 }
263
264 if keyboard.just_pressed(KeyCode::Enter) {
266 app_status.anisotropy_enabled = !app_status.anisotropy_enabled;
267
268 for (mut material_handle, material_variants) in meshes.iter_mut() {
270 material_handle.0 = if app_status.anisotropy_enabled {
271 material_variants.anisotropic.clone()
272 } else {
273 material_variants.isotropic.clone()
274 }
275 }
276 }
277
278 if keyboard.just_pressed(KeyCode::KeyQ) {
279 app_status.visible_scene = app_status.visible_scene.next();
280 for (mut visibility, scene) in scenes.iter_mut() {
281 let new_vis = if *scene == app_status.visible_scene {
282 Visibility::Inherited
283 } else {
284 Visibility::Hidden
285 };
286 *visibility = new_vis;
287 }
288 }
289}
290
291fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
293 for mut text in text_query.iter_mut() {
294 *text = app_status.create_help_text();
295 }
296}
297
298fn add_skybox_and_environment_map(
300 commands: &mut Commands,
301 asset_server: &AssetServer,
302 entity: Entity,
303) {
304 commands
305 .entity(entity)
306 .insert(Skybox {
307 brightness: 5000.0,
308 image: Some(asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2")),
309 ..default()
310 })
311 .insert(EnvironmentMapLight {
312 diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
313 specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
314 intensity: 2500.0,
315 ..default()
316 });
317}
318
319fn spawn_directional_light(commands: &mut Commands) {
321 commands.spawn(DirectionalLight {
322 color: WHITE.into(),
323 illuminance: 3000.0,
324 ..default()
325 });
326}
327
328fn spawn_point_light(commands: &mut Commands) {
330 commands.spawn(PointLight {
331 color: WHITE.into(),
332 intensity: 200000.0,
333 ..default()
334 });
335}
336
337impl AppStatus {
338 fn create_help_text(&self) -> Text {
340 let material_variant_help_text = if self.anisotropy_enabled {
342 "Press Enter to disable anisotropy"
343 } else {
344 "Press Enter to enable anisotropy"
345 };
346
347 let light_help_text = match self.light_mode {
349 LightMode::Directional => "Press Space to switch to a point light",
350 LightMode::Point => "Press Space to switch to an environment map",
351 LightMode::EnvironmentMap => "Press Space to switch to a directional light",
352 };
353
354 let mesh_help_text = format!("Press Q to change to {}", self.visible_scene.next());
356
357 format!("{material_variant_help_text}\n{light_help_text}\n{mesh_help_text}",).into()
359 }
360}
361
362impl Default for AppStatus {
363 fn default() -> Self {
364 Self {
365 light_mode: default(),
366 anisotropy_enabled: true,
367 visible_scene: default(),
368 }
369 }
370}