1use std::fmt;
5
6use bevy::{image::ImageLoaderSettings, math::ops, prelude::*};
7
8fn main() {
9 App::new()
10 .add_plugins(DefaultPlugins)
11 .add_systems(Startup, setup)
12 .add_systems(
13 Update,
14 (
15 spin,
16 move_camera,
17 update_parallax_depth_scale,
18 update_parallax_layers,
19 switch_method,
20 ),
21 )
22 .run();
23}
24
25#[derive(Component)]
26struct Spin {
27 speed: f32,
28}
29
30#[derive(Component)]
32struct CameraController;
33
34const DEPTH_CHANGE_RATE: f32 = 0.1;
35const DEPTH_UPDATE_STEP: f32 = 0.03;
36const MAX_DEPTH: f32 = 0.3;
37
38struct TargetDepth(f32);
39impl Default for TargetDepth {
40 fn default() -> Self {
41 TargetDepth(0.09)
42 }
43}
44struct TargetLayers(f32);
45impl Default for TargetLayers {
46 fn default() -> Self {
47 TargetLayers(5.0)
48 }
49}
50struct CurrentMethod(ParallaxMappingMethod);
51impl Default for CurrentMethod {
52 fn default() -> Self {
53 CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
54 }
55}
56impl fmt::Display for CurrentMethod {
57 fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
58 match self.0 {
59 ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
60 ParallaxMappingMethod::Relief { max_steps } => {
61 write!(f, "Relief Mapping with {max_steps} steps")
62 }
63 }
64 }
65}
66impl CurrentMethod {
67 fn next_method(&mut self) {
68 use ParallaxMappingMethod::*;
69 self.0 = match self.0 {
70 Occlusion => Relief { max_steps: 2 },
71 Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
72 Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
73 Relief { .. } => Occlusion,
74 }
75 }
76}
77
78fn update_parallax_depth_scale(
79 input: Res<ButtonInput<KeyCode>>,
80 mut materials: ResMut<Assets<StandardMaterial>>,
81 mut target_depth: Local<TargetDepth>,
82 mut depth_update: Local<bool>,
83 mut writer: TextUiWriter,
84 text: Single<Entity, With<Text>>,
85) {
86 if input.just_pressed(KeyCode::Digit1) {
87 target_depth.0 -= DEPTH_UPDATE_STEP;
88 target_depth.0 = target_depth.0.max(0.0);
89 *depth_update = true;
90 }
91 if input.just_pressed(KeyCode::Digit2) {
92 target_depth.0 += DEPTH_UPDATE_STEP;
93 target_depth.0 = target_depth.0.min(MAX_DEPTH);
94 *depth_update = true;
95 }
96 if *depth_update {
97 for (_, mat) in materials.iter_mut() {
98 let current_depth = mat.parallax_depth_scale;
99 let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
100 mat.parallax_depth_scale = new_depth;
101 *writer.text(*text, 1) = format!("Parallax depth scale: {new_depth:.5}\n");
102 if (new_depth - current_depth).abs() <= 0.000000001 {
103 *depth_update = false;
104 }
105 }
106 }
107}
108
109fn switch_method(
110 input: Res<ButtonInput<KeyCode>>,
111 mut materials: ResMut<Assets<StandardMaterial>>,
112 text: Single<Entity, With<Text>>,
113 mut writer: TextUiWriter,
114 mut current: Local<CurrentMethod>,
115) {
116 if input.just_pressed(KeyCode::Space) {
117 current.next_method();
118 } else {
119 return;
120 }
121 let text_entity = *text;
122 *writer.text(text_entity, 3) = format!("Method: {}\n", *current);
123
124 for (_, mat) in materials.iter_mut() {
125 mat.parallax_mapping_method = current.0;
126 }
127}
128
129fn update_parallax_layers(
130 input: Res<ButtonInput<KeyCode>>,
131 mut materials: ResMut<Assets<StandardMaterial>>,
132 mut target_layers: Local<TargetLayers>,
133 text: Single<Entity, With<Text>>,
134 mut writer: TextUiWriter,
135) {
136 if input.just_pressed(KeyCode::Digit3) {
137 target_layers.0 -= 1.0;
138 target_layers.0 = target_layers.0.max(0.0);
139 } else if input.just_pressed(KeyCode::Digit4) {
140 target_layers.0 += 1.0;
141 } else {
142 return;
143 }
144 let layer_count = ops::exp2(target_layers.0);
145 let text_entity = *text;
146 *writer.text(text_entity, 2) = format!("Layers: {layer_count:.0}\n");
147
148 for (_, mat) in materials.iter_mut() {
149 mat.max_parallax_layer_count = layer_count;
150 }
151}
152
153fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
154 for (mut transform, spin) in query.iter_mut() {
155 transform.rotate_local_y(spin.speed * time.delta_secs());
156 transform.rotate_local_x(spin.speed * time.delta_secs());
157 transform.rotate_local_z(-spin.speed * time.delta_secs());
158 }
159}
160
161const CAMERA_POSITIONS: &[Transform] = &[
163 Transform {
164 translation: Vec3::new(1.5, 1.5, 1.5),
165 rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
166 scale: Vec3::ONE,
167 },
168 Transform {
169 translation: Vec3::new(2.4, 0.0, 0.2),
170 rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
171 scale: Vec3::ONE,
172 },
173 Transform {
174 translation: Vec3::new(2.4, 2.6, -4.3),
175 rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
176 scale: Vec3::ONE,
177 },
178 Transform {
179 translation: Vec3::new(-1.0, 0.8, -1.2),
180 rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
181 scale: Vec3::ONE,
182 },
183];
184
185fn move_camera(
186 mut camera: Single<&mut Transform, With<CameraController>>,
187 mut current_view: Local<usize>,
188 button: Res<ButtonInput<MouseButton>>,
189) {
190 if button.just_pressed(MouseButton::Left) {
191 *current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
192 }
193 let target = CAMERA_POSITIONS[*current_view];
194 camera.translation = camera.translation.lerp(target.translation, 0.2);
195 camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
196}
197
198fn setup(
199 mut commands: Commands,
200 mut materials: ResMut<Assets<StandardMaterial>>,
201 mut meshes: ResMut<Assets<Mesh>>,
202 asset_server: Res<AssetServer>,
203) {
204 let normal_handle = asset_server.load_with_settings(
208 "textures/parallax_example/cube_normal.png",
209 |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
212 );
213
214 commands.spawn((
216 Camera3d::default(),
217 Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
218 CameraController,
219 ));
220
221 commands
223 .spawn((
224 PointLight {
225 shadows_enabled: true,
226 ..default()
227 },
228 Transform::from_xyz(2.0, 1.0, -1.1),
229 ))
230 .with_children(|commands| {
231 let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
233 commands.spawn((Mesh3d(mesh), MeshMaterial3d(materials.add(Color::WHITE))));
234 });
235
236 commands.spawn((
238 Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
239 MeshMaterial3d(materials.add(StandardMaterial {
240 perceptual_roughness: 0.45,
243 reflectance: 0.18,
244 ..Color::srgb_u8(0, 80, 0).into()
245 })),
246 Transform::from_xyz(0.0, -1.0, 0.0),
247 ));
248
249 let parallax_depth_scale = TargetDepth::default().0;
250 let max_parallax_layer_count = ops::exp2(TargetLayers::default().0);
251 let parallax_mapping_method = CurrentMethod::default();
252 let parallax_material = materials.add(StandardMaterial {
253 perceptual_roughness: 0.4,
254 base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
255 normal_map_texture: Some(normal_handle),
256 depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
259 parallax_depth_scale,
260 parallax_mapping_method: parallax_mapping_method.0,
261 max_parallax_layer_count,
262 ..default()
263 });
264 commands.spawn((
265 Mesh3d(
266 meshes.add(
267 Mesh::from(Cuboid::default())
270 .with_generated_tangents()
271 .unwrap(),
272 ),
273 ),
274 MeshMaterial3d(parallax_material.clone()),
275 Spin { speed: 0.3 },
276 ));
277
278 let background_cube = meshes.add(
279 Mesh::from(Cuboid::new(40.0, 40.0, 40.0))
280 .with_generated_tangents()
281 .unwrap(),
282 );
283
284 let background_cube_bundle = |translation| {
285 (
286 Mesh3d(background_cube.clone()),
287 MeshMaterial3d(parallax_material.clone()),
288 Transform::from_translation(translation),
289 Spin { speed: -0.1 },
290 )
291 };
292 commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
293 commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
294 commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
295 commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
296
297 commands
299 .spawn((
300 Text::default(),
301 Node {
302 position_type: PositionType::Absolute,
303 top: Val::Px(12.0),
304 left: Val::Px(12.0),
305 ..default()
306 },
307 ))
308 .with_children(|p| {
309 p.spawn(TextSpan(format!(
310 "Parallax depth scale: {parallax_depth_scale:.5}\n"
311 )));
312 p.spawn(TextSpan(format!("Layers: {max_parallax_layer_count:.0}\n")));
313 p.spawn(TextSpan(format!("{parallax_mapping_method}\n")));
314 p.spawn(TextSpan::new("\n\n"));
315 p.spawn(TextSpan::new("Controls:\n"));
316 p.spawn(TextSpan::new("Left click - Change view angle\n"));
317 p.spawn(TextSpan::new(
318 "1/2 - Decrease/Increase parallax depth scale\n",
319 ));
320 p.spawn(TextSpan::new("3/4 - Decrease/Increase layer count\n"));
321 p.spawn(TextSpan::new("Space - Switch parallaxing algorithm\n"));
322 });
323}