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anisotropy/
anisotropy.rs

1//! Demonstrates anisotropy with the glTF sample barn lamp model.
2
3use std::fmt::Display;
4
5use bevy::{
6    color::palettes::{self, css::WHITE},
7    light::Skybox,
8    math::vec3,
9    pbr::ScreenSpaceTransmission,
10    prelude::*,
11    time::Stopwatch,
12};
13
14/// The initial position of the camera.
15const CAMERA_INITIAL_POSITION: Vec3 = vec3(-0.4, 0.0, 0.0);
16
17/// The current settings of the app, as chosen by the user.
18#[derive(Resource)]
19struct AppStatus {
20    /// Which type of light is in the scene.
21    light_mode: LightMode,
22    /// Whether anisotropy is enabled.
23    anisotropy_enabled: bool,
24    /// Which mesh is visible
25    visible_scene: Scene,
26}
27
28/// Which type of light we're using: a directional light, a point light, or an
29/// environment map.
30#[derive(Clone, Copy, PartialEq, Default)]
31enum LightMode {
32    /// A rotating directional light.
33    #[default]
34    Directional,
35    /// A rotating point light.
36    Point,
37    /// An environment map (image-based lighting, including skybox).
38    EnvironmentMap,
39}
40
41/// A component that stores the version of the material with anisotropy and the
42/// version of the material without it.
43///
44/// This is placed on each mesh with a material. It exists so that the
45/// appropriate system can replace the materials when the user presses Enter to
46/// turn anisotropy on and off.
47#[derive(Component)]
48struct MaterialVariants {
49    /// The version of the material in the glTF file, with anisotropy.
50    anisotropic: Handle<StandardMaterial>,
51    /// The version of the material with anisotropy removed.
52    isotropic: Handle<StandardMaterial>,
53}
54
55#[derive(Default, Clone, Copy, PartialEq, Eq, Component)]
56enum Scene {
57    #[default]
58    BarnLamp,
59    Sphere,
60}
61
62impl Scene {
63    fn next(&self) -> Self {
64        match self {
65            Self::BarnLamp => Self::Sphere,
66            Self::Sphere => Self::BarnLamp,
67        }
68    }
69}
70
71impl Display for Scene {
72    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
73        let scene_name = match self {
74            Self::BarnLamp => "Barn Lamp",
75            Self::Sphere => "Sphere",
76        };
77        write!(f, "{scene_name}")
78    }
79}
80
81/// The application entry point.
82fn main() {
83    App::new()
84        .init_resource::<AppStatus>()
85        .add_plugins(DefaultPlugins.set(WindowPlugin {
86            primary_window: Some(Window {
87                title: "Bevy Anisotropy Example".into(),
88                ..default()
89            }),
90            ..default()
91        }))
92        .add_systems(Startup, setup)
93        .add_systems(Update, create_material_variants)
94        .add_systems(Update, animate_light)
95        .add_systems(Update, rotate_camera)
96        .add_systems(Update, (handle_input, update_help_text).chain())
97        .run();
98}
99
100/// Creates the initial scene.
101fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
102    commands.spawn((
103        Camera3d::default(),
104        ScreenSpaceTransmission::default(),
105        Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
106    ));
107
108    spawn_directional_light(&mut commands);
109
110    commands.spawn((
111        WorldAssetRoot(
112            asset_server.load("models/AnisotropyBarnLamp/AnisotropyBarnLamp.gltf#Scene0"),
113        ),
114        Transform::from_xyz(0.0, 0.07, -0.13),
115        Scene::BarnLamp,
116    ));
117
118    commands.spawn((
119        Mesh3d(
120            asset_server.add(
121                Mesh::from(Sphere::new(0.1))
122                    .with_generated_tangents()
123                    .unwrap(),
124            ),
125        ),
126        MeshMaterial3d(asset_server.add(StandardMaterial {
127            base_color: palettes::tailwind::GRAY_300.into(),
128            anisotropy_rotation: 0.5,
129            anisotropy_strength: 1.,
130            ..default()
131        })),
132        Scene::Sphere,
133        Visibility::Hidden,
134    ));
135
136    spawn_text(&mut commands, &app_status);
137}
138
139/// Spawns the help text.
140fn spawn_text(commands: &mut Commands, app_status: &AppStatus) {
141    commands.spawn((
142        app_status.create_help_text(),
143        Node {
144            position_type: PositionType::Absolute,
145            bottom: px(12),
146            left: px(12),
147            ..default()
148        },
149    ));
150}
151
152/// For each material, creates a version with the anisotropy removed.
153///
154/// This allows the user to press Enter to toggle anisotropy on and off.
155fn create_material_variants(
156    mut commands: Commands,
157    mut materials: ResMut<Assets<StandardMaterial>>,
158    new_meshes: Query<
159        (Entity, &MeshMaterial3d<StandardMaterial>),
160        (
161            Added<MeshMaterial3d<StandardMaterial>>,
162            Without<MaterialVariants>,
163        ),
164    >,
165) {
166    for (entity, anisotropic_material_handle) in new_meshes.iter() {
167        let Some(anisotropic_material) = materials.get(anisotropic_material_handle).cloned() else {
168            continue;
169        };
170
171        commands.entity(entity).insert(MaterialVariants {
172            anisotropic: anisotropic_material_handle.0.clone(),
173            isotropic: materials.add(StandardMaterial {
174                anisotropy_texture: None,
175                anisotropy_strength: 0.0,
176                anisotropy_rotation: 0.0,
177                ..anisotropic_material
178            }),
179        });
180    }
181}
182
183/// A system that animates the light every frame, if there is one.
184fn animate_light(
185    mut lights: Query<&mut Transform, Or<(With<DirectionalLight>, With<PointLight>)>>,
186    time: Res<Time>,
187) {
188    let now = time.elapsed_secs();
189    for mut transform in lights.iter_mut() {
190        transform.translation = vec3(ops::cos(now), 1.0, ops::sin(now)) * vec3(3.0, 4.0, 3.0);
191        transform.look_at(Vec3::ZERO, Vec3::Y);
192    }
193}
194
195/// A system that rotates the camera if the environment map is enabled.
196fn rotate_camera(
197    mut camera: Query<&mut Transform, With<Camera>>,
198    app_status: Res<AppStatus>,
199    time: Res<Time>,
200    mut stopwatch: Local<Stopwatch>,
201) {
202    if app_status.light_mode == LightMode::EnvironmentMap {
203        stopwatch.tick(time.delta());
204    }
205
206    let now = stopwatch.elapsed_secs();
207    for mut transform in camera.iter_mut() {
208        *transform = Transform::from_translation(
209            Quat::from_rotation_y(now).mul_vec3(CAMERA_INITIAL_POSITION),
210        )
211        .looking_at(Vec3::ZERO, Vec3::Y);
212    }
213}
214
215/// Handles requests from the user to change the lighting or toggle anisotropy.
216fn handle_input(
217    mut commands: Commands,
218    asset_server: Res<AssetServer>,
219    cameras: Query<Entity, With<Camera>>,
220    lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>)>>,
221    mut meshes: Query<(&mut MeshMaterial3d<StandardMaterial>, &MaterialVariants)>,
222    mut scenes: Query<(&mut Visibility, &Scene)>,
223    keyboard: Res<ButtonInput<KeyCode>>,
224    mut app_status: ResMut<AppStatus>,
225) {
226    // If Space was pressed, change the lighting.
227    if keyboard.just_pressed(KeyCode::Space) {
228        match app_status.light_mode {
229            LightMode::Directional => {
230                // Switch to a point light. Despawn all existing lights and
231                // create the light point.
232                app_status.light_mode = LightMode::Point;
233                for light in lights.iter() {
234                    commands.entity(light).despawn();
235                }
236                spawn_point_light(&mut commands);
237            }
238
239            LightMode::Point => {
240                // Switch to the environment map. Despawn all existing lights,
241                // and create the skybox and environment map.
242                app_status.light_mode = LightMode::EnvironmentMap;
243                for light in lights.iter() {
244                    commands.entity(light).despawn();
245                }
246                for camera in cameras.iter() {
247                    add_skybox_and_environment_map(&mut commands, &asset_server, camera);
248                }
249            }
250
251            LightMode::EnvironmentMap => {
252                // Switch back to a directional light. Despawn the skybox and
253                // environment map light, and recreate the directional light.
254                app_status.light_mode = LightMode::Directional;
255                for camera in cameras.iter() {
256                    commands
257                        .entity(camera)
258                        .remove::<Skybox>()
259                        .remove::<EnvironmentMapLight>();
260                }
261                spawn_directional_light(&mut commands);
262            }
263        }
264    }
265
266    // If Enter was pressed, toggle anisotropy on and off.
267    if keyboard.just_pressed(KeyCode::Enter) {
268        app_status.anisotropy_enabled = !app_status.anisotropy_enabled;
269
270        // Go through each mesh and alter its material.
271        for (mut material_handle, material_variants) in meshes.iter_mut() {
272            material_handle.0 = if app_status.anisotropy_enabled {
273                material_variants.anisotropic.clone()
274            } else {
275                material_variants.isotropic.clone()
276            }
277        }
278    }
279
280    if keyboard.just_pressed(KeyCode::KeyQ) {
281        app_status.visible_scene = app_status.visible_scene.next();
282        for (mut visibility, scene) in scenes.iter_mut() {
283            let new_vis = if *scene == app_status.visible_scene {
284                Visibility::Inherited
285            } else {
286                Visibility::Hidden
287            };
288            *visibility = new_vis;
289        }
290    }
291}
292
293/// A system that updates the help text based on the current app status.
294fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
295    for mut text in text_query.iter_mut() {
296        *text = app_status.create_help_text();
297    }
298}
299
300/// Adds the skybox and environment map to the scene.
301fn add_skybox_and_environment_map(
302    commands: &mut Commands,
303    asset_server: &AssetServer,
304    entity: Entity,
305) {
306    commands
307        .entity(entity)
308        .insert(Skybox {
309            brightness: 5000.0,
310            image: Some(asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2")),
311            ..default()
312        })
313        .insert(EnvironmentMapLight {
314            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
315            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
316            intensity: 2500.0,
317            ..default()
318        });
319}
320
321/// Spawns a rotating directional light.
322fn spawn_directional_light(commands: &mut Commands) {
323    commands.spawn(DirectionalLight {
324        color: WHITE.into(),
325        illuminance: 3000.0,
326        ..default()
327    });
328}
329
330/// Spawns a rotating point light.
331fn spawn_point_light(commands: &mut Commands) {
332    commands.spawn(PointLight {
333        color: WHITE.into(),
334        intensity: 200000.0,
335        ..default()
336    });
337}
338
339impl AppStatus {
340    /// Creates the help text as appropriate for the current app status.
341    fn create_help_text(&self) -> Text {
342        // Choose the appropriate help text for the anisotropy toggle.
343        let material_variant_help_text = if self.anisotropy_enabled {
344            "Press Enter to disable anisotropy"
345        } else {
346            "Press Enter to enable anisotropy"
347        };
348
349        // Choose the appropriate help text for the light toggle.
350        let light_help_text = match self.light_mode {
351            LightMode::Directional => "Press Space to switch to a point light",
352            LightMode::Point => "Press Space to switch to an environment map",
353            LightMode::EnvironmentMap => "Press Space to switch to a directional light",
354        };
355
356        // Choose the appropriate help text for the scene selector.
357        let mesh_help_text = format!("Press Q to change to {}", self.visible_scene.next());
358
359        // Build the `Text` object.
360        format!("{material_variant_help_text}\n{light_help_text}\n{mesh_help_text}",).into()
361    }
362}
363
364impl Default for AppStatus {
365    fn default() -> Self {
366        Self {
367            light_mode: default(),
368            anisotropy_enabled: true,
369            visible_scene: default(),
370        }
371    }
372}